#making-mods-general
1 messages · Page 267 of 1
If you tell us what exactly you want to make we can tell you if you need C#
Sorry what I meant to ask I guess is what is your mod going to be, it may not require learning C# content patcher is quite robust
I’m planning on starting out with simple NPC’s tho, and that I know is not going to need it
But I have a bigger project in mind, and ya, I just won’t start it yet
I wanted to add some new food with new buffs,
But thats just a little part of it
Ty for helping me !!
So new food can be added by editing data/objects, if you want the player to be able to cook it you also need to edit Data/CookingRecipes and provide a way for them to get the recipe (through the mail etc). If you want "new" buffs that aren't just a new combination of existing food buffs that will be a a c# component
Mhm !! Tysm, I assumed the new buffs were C#, but thank you for explaining it to me. :D
If you've done HTML or CSS, you should be fine with JSON (what most content mods are coded in), it's a similar level of complexity 
question, how do i change what a fish pond gives for a custom fish?
how are we doing
thank you!
For what?
emotions
Im a bit confused
I'm... doing
that’s good
I guess
how are you feeling (are you saying you are feeling confused or you are confused on what i mean?)
Hey hey !! Sorry if this is a sorta stupid question, but Yk the
{{ModId}}_ in the content.json file inside the changes ?
? Well my question was what do I add after the _, because I’m really not getting it, maybe because it’s getting late, but I really have no idea what to put afterwards. 
English also isn’t my first language, so I’ve just been confused while reading that part
you put it in front of your Items IDs, Map names etc to make em more unique
Is it something new that I need to make up ? Or did I already put it in the manifest.json file
That’s what I’m confused about lol
the {{ModID}} will automatically get converted to whatever ID you put in the manifest for your mod
Alright !! So what I put after the {{ModId}}_ is something new that I need to type right ?
yeah for example, you wanna make an item. The object.json wants you to give it an ID so you can go {{ModID}}_YourItemName to make the item name more unique (same goes to when you make NPC events etc)
Tysm !! I get it now, ty helping me 
👍
(@rancid musk I'll need to postpone my mod updates a bit. The updates depend on SMAPI 4.2.0, but there's a couple of users reporting crashes with that update, so I want to look into those before I enable update alerts for 4.2.0.)
Hey everybody I'm new to modding, what happens if two mods do a harmony post or pre patch on a function? Does it crash or does one get chosen to go first? If one goes first and returns false does it not go on to the next?
every prefixes and postfixes are applied and run with no issues (if they arent skipped)
as for skipping, from the harmony docs:
The first prefix that returns false will skip all remaining prefixes unless they have no side effects (no return value, no ref arguments) and will skip the original too. Postfixes and Finalizers are not affected.
tryna make a compat for foragers nooks and crannies and cuter mines + blue grass recolor. Only issue im having is getting the recolor to show.
i replaced the tilesheet in the mines tmx of FNC with the cuter mines one, otherwise the brown dirt appears
Man I don't think ive ever used a finalizer
What is usecase
it catches exceptions doesnt it, evne if its not from one of your patches
me neither
I guess if you're really paranoid about other ppl's patches crashing?
it guarantees your code runs after a function no matter what
unless your finalizer crashes ig
If someone else patch crashed im not sure if I trust gamestate enough to let my own patch run
wait i think i did it!! lemme add one more tilesheet
if i set something in a prefix and was relying on having it in a postfix id wanna make sure i reset any flags as necessary if the postfix never arrived
That makes sense 
Hey hey quick question on making items inherit a color from its input. Ik the wiki says you have to include "ColorOverlayFromNextIndex": true when defining the object. Is there anything you have to do when defining the machine rule for the corresponding output? Kind of like how you can inherit an item's ID with the "PreserveId" field?
Asking bc uh...well I have a colored sprite and it's not applying the color . I have the colored parts in the spritesheet and the color overlay property set to true
nvm I found the issue. forgot to set the copycolor thing in the custom data
Maybe I'm dumb but I don't see in the docs, is there anyway to know (or request? enforce?) execution order for two pre/post patches? I guess its probably unreliable to assume one way or another so I would want my patch to work either way for potential other mod compat
Are both patches for your mod, or is one yours and the other someone else's?
you can't guarantee yours will load after everyone else's because what if they also want to do that, you know?
Patch priorities
patches can have priorities relative to other patches or mods
(Harmony has priorities?)
Hello! I have given my NPC life, and he now moves. Trying to figure out a schedule kind of sucks. But I found he is currently taking a very efficient, but not really believable, path to place. For example, in one instance he goes from the Mountain to the Fountain in the town - except he is walking behind the Community Center. Okay, sure, but no.
Is there a better way to have him walk in a more believable path? (Like, for example, the other villagers who walk down the path towards the town.) I thought of putting little spots for him to go to on his way to the fountain, but see NPCs will stop where they are supposed to go and then continue when the time does another tick. If I did it that way, he would be found occasionally "stopping" depending on when he lands on the spot before continuing. Which may look even weirder.
huh. Harmony does indeed have priorities. I don't think I've seen them used yet in stardew though 
Theme Manager runs its color replacement patches at the lowest possible priority so that everyone else's patches run first.
i used it once
looks like you can also explicitly request running before/after patches with specific IDs
I "fixed" (I think, never tested it) Chicken Feed's interaction with Animals Die by making my patches run before its
I've used them once, but I don't remember which mod. I had to force my transpiler to run after another mod to prevent breakage
anyway, jokthefoo, https://harmony.pardeike.net/articles/priorities.html
I'm only thinking about the compat because I was looking at a large popular mod (item extensions) to help myself learn and ended up doing something very similar.
Ah I see the priority in the docs now, thanks! I'll keep it in mind if I get to that point
but yea its the reason why we recommend mod id in the harmony constructor
so u just go a before "mod id" and it goes
the details if you're interested: AD checks that a chimken is fed (and thus spares it from death by starvation) by whether it is full (due to eating grass) or whether there is hay in its building
which is problematic for chicken feed because with it chimkens dont eat hay, so they are always kill
so my patch has to run before it to feed the chicken with poultry feed
nearly reacted a sleeping cat instead of pufferwow. I think I should interpret that as a digital freudian slip
That's the only way of really doing it. In theory you can change the pathfinding system with c# but there be dragons
does anyone know the pros/cons of using Action Message vs. Action Dialogue? It seems to me like it would be easier to just use Dialogue instead of messing around in Strings, but maybe i'm missing something
The main other difference is the tooltip
Message shows a spyglass cursor, Dialogue I think has the normal interact cursor
i see i see
From what I recall, Message is typically used for things like signs, while Dialogue is used for stuff like Welwick at the fall fair
hmmm okay
message also does not do tokenizable strings
So I'm fixing a bit of code for my fences -- I'm looking to make sure that my changes are correct.
"When": {
"Seasonal": "True",
"Grass Change": "SB Blue Spring",
}```
If I change the file path directly to this single file when the config option is set to it, will it then continue to the rest of the seasonal stuff (ie this one's spring, so would it continue to call the other seasonal files correctly for sum/fall/win) -- or do I need to add a `when: Season : Spring` modifier?
I 'm also not sure if just leaving it as picket fence blue_{{season}}.png would still work, since a summer fall and winter version dont exist
oh so like if i wanted it to say smth like “welcome to the (season) fair!” i’d have to use dialogue?
or just conditionally edit the tile property
makes sense
You could also try adjusting his end position, e.g., putting him on the south side of the fountain. Though that's not a guarantee either - I have two NPCs that start side by side and end side by side and take two wildly different paths to get there. ¯_(ツ)_/¯
hi, pathfinding tries to prioritise dirt and stone tiles over grass by assigning them each a value/cost and calculating the best-value path, but if the full path behind the community centre is that much shorter then it'll be preferred even if each individual tile isn't.
it's probably best you have him stop for a short break out front of the community centre so he can plot two preferable paths rather than beelining from mountain-to-fountain
or as tia said try and park him south of the fountain if you don't mind changing the endpoint. i don't think it'd look weird, and no user in the world is going to think 'hey, this guy's pathing is blatantly contrived to manipulate the pathfinding algorithm. what a sham'
or maybe they will, i'm not a user
so i have made the minigame, how do i get it into SDV though
probably you can't directly, you'd need to translate it to use the game events and instances
so you're telling me i just made this whole C# and monogame project for nothing?
this took me like a week
i would like to remind that you were told at the very start that it was not a matter of simply dropping it in
there's this IMinigame thing that you need to subclass
it provides stuff like update loops
for what its worth, making a minigame in monogame in the first place is still an achievement to be proud of
alot of people were typing, i must've missed the message, sorry
learning how to actually use monogame and all the fundamentals you will need to do this is an interesting definition of "nothing"
yea i mean now u just need to go make ur first buildable C# mod
then figure out what code to paste where
yep from here it's pretty trivial, the creative part is the hard part. this is just copying it in and fixing it up
bit of a roundabout route but not really a waste
anyway as i said, subclass IMinigame and fill in the blanks (note: IMinigame is one large blank)
alright... i will go see how long this takes me
!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.
consider looking at TargetGame, FishingGame, probably not AbigailGame for reference on each of the methods in IMinigame
follow the C# mod guide to make that button press mod first
person's already got the tutorial mod down pat
i made that, press E and it says something like "E has been pressed"
ty!
this is standalone crane game's bit o code that starts the crane game
u just need to make it start your mini game instead
well its nice to have an example to go off of
the base game does have a whole bunch of examples as well though. virtually all cutscenes implement IMInigame
it's not just the games
so i need to make a new project with the Nuget packet?
the reason it was suggested originally to just try making one in monogame first is bc IMinigame really is just one big blank like blueberry says. you can kinda do whatever in there, so long as you understand the fundamentals of C# and the monogame framework
ahh, alright
you can work off your tutorial buttonpress project if you like
you can draw whatever you want to the screen and dont need to worry about being constrained by some data model or anything
sdv space cadet when
i cant tell if that is a good or a bad thing
yeah it sounds pretty awful trying to follow a tutorial for learning c# for making a simple game while applying sdv behaviours and content pipelining as you go
that's a good thing
being constrained is a bad thing
beloved
damn winrar
istg im going insane, every time i switch tabs i see someone start typing then when i switch back nobody is typing
i briefly thought about pinball in sdv as a funny, but also i don't have a goddamn clue
Juniball
In this case being free from constraints is a good thing, but I wouldn't say that's always true. Pixel art, for example mostly exists because we didn't have the ability to produce better graphics than a limited palette and low-resolution. That's a constraint that games were given, and as a result we have an artform that most of us can appreciate today.
what about Pinmo? healthy and strong
Sometimes working inside the box helps you be more creative
You run across some of the most peculiar code decisions working on game modding.
Found someone who was passing around Func<ModEntry> instead of just ModEntry...
But what if you want to pass a different ModEntry, huh?
That's the neat part. You don't.
Imagining the use cases where you might want to arbitrarily pass different mods, and you need to have dynamic state
how are they using this...
like what is the usecase besides calling it directly
I was told parameterizing everything is better, and the logical progression of that is having all the parameters also dynamically reload on every call
In this specific case they're using primary constructors for the class and then using it like cs internal class SomeClass(Func<ModEntry> modEntry) { internal void SomeFunction() { if (modEntry().SomeThing()) // ... } }
Is it not though... weird coding decisions seems suspiciously like AI to me
I guess never attribute to AI what can also be explained by inexperience
in the various times i tried genAI a sdv mod for funsies
they do tend to get the ModEntry thing right
bc thats very publically available
the
comes in whenever they need to access game internals
This may be from not knowing how classes work
Or maybe not
I mean not knowing how classes work wouldn't get you directly to Func<ModEntry>, but I could see someone accidentally-ing their way into discovering primary constructors.
Though I'm not criticizing the constructors. They're... fine? lol
It doesn't help that some IDEs automatically suggest you use primary constructors
im glad im safe from khloe audit as ive never made a game menu related mod 
i like primary constructors tho...
I don't mind the primary constructor pattern, but I hate how IDEs automatically suggest them as a replacement for assigning readonly private properties
hypothetically, if I want dialog to appear after the Railroad opens up, after that overnight event, how would I... I can't really find where that event is or if it has an ID or anything
Are you really safe though
you can't just hard code the date?
use the location accessible GSQ
No one is safe from Khloe. Who know what game mechanic she will tackle next.
i havent given you a reason to have i...
Actually either of those would work, true.
sweats
if you mean you want like a little dialogue box to pop up right after the midnight noise, i dont think you can
inb4 better animal shop menu or something
Thanks, coming at it from the wrong angle
Is there documentation for IMinigame?
the existing minigames are the documentation
I'm safe from Khloe by refusing to acknowledge github exists
didnt you already get audited
Most mods require a lot of reverse engineering without much if any documentation since SDV is a closed source game that we decompile to see how it ticks.
Right, sorry. I am getting mixed up with all the different stuff there is to know/learn
don't see how. there's nowhere to audit me on. if only there was a hub for git or something
nothing to apologize for. there just isnt documentation for it, bc theres nothing to document. its freeform
ilspy all your mods
kids these days and their fancy hubs of gits. back in my days we trade patches over usbs mailed over post
You what
you didnt atra?
just include a console command that prints your entire source ez
You young ones with USBs. Back in my day we exchanged code on floppy disks.
New quote added by irocendar as #6340 (https://discordapp.com/channels/137344473976799233/156109690059751424/1354242996681314564)
Query: DaysPlayed > 33 or smth
git has always existed and we never had to rely on cvs or svn or mercurial nope there is good version control in ba sing se
back in my day we used semaphore towers to broadcast the binary executable bit by bit
well, people did literally have source code in magazine for the reader to compile
Modders not using GitHub, I hope you're at least using git locally to keep a history of your changes.
...you weren't here the other day for the ilspy crimes, were you
this you? /j
*cough Team Foundation Server
do the ilspy crime do the why isn't my transpiler working time
uh... i don't. is that bad?
If you're not worried about losing all of your code, then it's not a big deal
see here
i will go make a backup real quick
Short answer: yes
(for ILSpy crimes)
Okay, using svn
Long answer: if you ever need to undo changes or get back something you deleted, or want to be able to work on multiple features at once without them interfering with each other, you're fucked without version control.
Also using github gives you a remote backup in case your computer breaks, and also makes it easier for people to see how your mod works
Hey all! Super massive thank you, I was able to publish my desert canyon mod today
github isnt the only git host
Very true
you can also use gitlab codeberg etc
Add a new side-quest with a handful of rewards
Gitlab is the other major one
point is just offsite backup really
couldn't have done it without ya'll
well i just made a backup of both of my C# projects
Bitbucket and gitlab are also options, as is self-hosting if you have server space
I had a power fluctuation that fried my primary drive, and lost a day or two of sdv mod code because I hadn't recently pushed it to GitHub
That was awhile ago, but I learned my lesson then
That would be awesome! plus the more people try it out, the more bug-fixing I can jump into haha.... although I'm really hoping there's minimal bugs
And it was one of those days where I was in the zone coding a new feature, so it was a lot of lost progress
well what git hoster do yall recommend?
theres zero bugs if you never test ez
Very exciting! Congratulations!
I use GitHub, but I also self-host Gitea for private repos I maintain like ones with my system config and stuff
Github is fine but I only use it because I already had an account. Haven't tried any others, so I can't speak for them one way or another
ummm, maybe that it's a mini content expansion that I made because I was homesick for arizona, it has a new crop, new barn animal, a few recipes, and items
GitHub is definitely fine.
Right, I forget you can just upload stuff straight to github without like Sourcetree
I don't just upload though. I use git.
What is the difference?
The entire concept of version control
Okay... how do I set up "git"?
What os are you on?
Windows
The main difference is how I manage changes in my code. I can code on a branch and push when it's ready. I can maintain an entirely separate worktree for a major change I'm working on the side. I can also accept changes from others, like for translations.
Git helps manage all of those things for me.
Interesting
feature branches my beloved
since it keeps history, if you update a mod and you introduce a regression, you can easily compare the new code with what it was before, to help you figure out what you missed
im pretty sure i used git incorrectly when my feature branch started with tossing out the entire previous mod
tl;dr version control is indispensable, don't do programming without it
tbh I learned enough git at first to get by. Like you can go far just understanding clone, add, push, pull, commit. I took a long time to properly understand things like branches or even resolving conflicts.
makes more sense if you just call it a branch and not a feature branch
this is what i did for the cmct rework too
is there a distinction between "feature branch" and "branch" in git itself
Conflict resolution for me before was basically just forcing changes and sometimes wiping out history, which is definitely the wrong way to do things.
i dont believe so
no. just branches
Calling it a feature branch is more of a convention because every change is a feature. It's distinct from your main branch though.
So it's really just to differ itself from your main branch, if you decide to use that convention.
Most modders probably just commit/push into main
ah yea i called my new branch main bc it was previously master and i wanted to unify that 
i call it a feature branch if i make it to keep an in-progress feature separate from my dev branch
i usually just commit to main bc i dont really have things i consider off-shoot features, theyre usually just kinda the main point
mods are just self hosted feature branches for the game if you think about it
i typically do that if i expect significant changes and/or time commitment
reworks get a branch though in case i decide i wanna just toss it all out
i know i can just reverse commits but its easier to just delete a branch
and not be tempted to work on other, non-rework things in the middle
yeah if the feature doesn't pan out for whatever reason, i just delete the branch. and if i'm not done with it and other things come up, it's painless to switch back to the dev branch or to another feature branch for those
I'll do a branch and worktree so that I can easily navigate between the stable and alpha version of my mods
the other reason why im bad at git is bc instead of being smart and branching first like ichor
Like I can still easily do bugfixes on stable without worrying about some of the major changes I've made in my alpha
i hard reset to the last non fubar commit 
these days i have prod for the mod as it is published and dev where i do work. and i do some byzantine stuff with release branches before merging to prod
idk i think that still makes enough git sense if you dont plan on potentially doing any other work aside from the rework/significant changes
its an option you can do for a reason
I've said this before, and I don't know if this is still the case, but Digus is one of the few modders I've seen do proper feature branches in their mods
wow this is very proper i respect it
tbf wouldnt you not know if most others did, since you can delete a branch once its merged and it wont show there?
one nice thing about git is you don't have to make the branch until you're ready to commit. you can start working on a thing, realize it's going to take more than a quick one-off, and then do checkout -b just before
Crawls in
i only ever do proper branches with it's a PR tbh
There's still a paper trail in their PR history
I posted my mod concept question in the wrong channel like a dummy
sure but how often are you looking in there for other modders
I look at everyone's repos, branches, and PRs /s?
i think nermnermnerm has a scheme where they PR themselves
oh, you're a git user? name every pr
with a different git acc
i am actually much more branch and PR proper and best practices and whatnot on my professional account. im just more fast and loose on my personal account which is what i use for modding
I feel weird typing my question again I don't want spam, could a coder go look in #programmers-off-topic and see my question? If it's okay
yea i forwarded it
I posted in the wrong channel before
although hm
Ooo
i think Let's move it let you move NPCs too right
I think both channels are probably swapped at the moment because we're getting into more coding talk than modding
we arent talking about dna in here yet though so its fine
no we r auditing best git practices
Channels are hard to keep track of pfff
i keep track based on whether Crumble is there
Looks like Digus has moved to the master+develop branch which is what I see most commonly used in SDV mods like what Pathos has in his StardewMod repo.
it does! It won't save, but it does
not for festivals anyway
yea but u just need to get the blokes out so u can talk
Should make a mod where you can spam click on NPCs and have them move a tile like you can do with Chests
Had someone with that looping dialog on someone else, picked em up and chucked em over
and let me pick them up
I'd worry a lot more about branches if anyone else had direct access to my repos 
if it's just PRs and I'm writing one update at a time, it's just "main" and maybe a "dev" if I remember
Hilarity: Picking up Lyell
guy's like 7 feet of wall, just pick him up like a chicken
I was imagining a hand tool and you pick em up, the npc vibrates like they're scared as you move them and then you can place somewhere else
the farmer can carry 999 iron bars, they can handle him
Lyell's 6 foot 8 but his mom is 7 foot
the farmer can carry
99935,964 iron bars, they can handle him
FTFY
(in vanilla)
gold is heavier
Is it? I didn't know that
I wouldn't know. I only have a cast-iron pan, not a cast-gold pan.
farmer may be an anomaly of some kind
Gold: 19.30 g/cm^3
Iron: 7.87 g/cm^3
but what about iridium
so assuming the sprite is depicting bars of same size gold is heavier by a lot
I wonder if that's the heaviest stackable item in the game. Would Diamond technically be heavier?
Assuming it's possible to have a brick of diamond.
iridium 22.562
but sdv iridium is magic and purple so who knows
the gems r ambiguous cus idk if u literally have a diamond the size of your head
crystalarium?
Is it stackable?
its a big craftable yea
I feel like this is a "They Did the Math" moment
how about solid gold lewis
Assuming 999 Anvil and 36 backpack slots, at 50 iron bar per anvil
oh thats true but u can only get one of those
Aren't diamonds just carbon
one of the statues seems competitive too 
Iridium Bars have to be light, or the farmer has got some muscular fingers
Maybe the recipe is inefficient
True, we have to account for material loss
I can only assume it's hollow and full of compost
It's not like we have any smaller versions of smelted ore
you have this entire bar with a ring-shaped hole in it
the real recipe only needed 1 bar and 10 essence each but we suck and messed up 4x
Anyways
I think Anvil has the highest quantity of any bar in its recipe. Just browsing the wiki.
Iridium irl is v dense and comes from space and isn't purple
i mean an entire ingot for just one ring is still a disaster
It's not like we can make the recipe "1/10th of a bar" though
not an option, it's a bar or nothin
so give me 10 rings.
I mean in machining, waste material is a factor if there is a high rate of failure
Maybe the ring only really uses half a bar, but there's a 5% success rate
Why has no interviewer ever asked CA these questions. The people deserve to know /s
Please, Mr. CA, what is farmer's max squat and max deadlift
Curious players want to know
"yes and yes"
you literally can't even lift one of alex's dumbbells. pathetic
That's because they're made out of black holes
what if that's a mjolnir type issue though
i don't believe alex is worthy of anything
what is with the alex hat-- yknow what, valid
that is a weird thing to do and he probably hs a tiktok account where he makes way too much eye contact with the camera
I guess so does the farmer (eat raw eggs)
So he's roughly the size of a barge?
where are the .dll files for ILspy?
Oh, Alex spends 50% of his free time posing in front of the mirror
Hitting lat spreads or whatever
obligatory what are you trying to do
ofc he does, anyone that goo- uh. yeah ofc he does, he must like his body.
Look for the IMinigame subclasses
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
yeah I was confused by the "ILspy dll" part
Dude tries to eat parrot eggs
ilspy is a program for decompiling. it presumably has dlls, but you want to use it to decompile the game's dlls
can i feed alex an ostrich egg 📝
It works on any? dotnet application, including closed-source mods, but don't use that for evil
yes, he tells you he will slurp on it for a week
I'm just imagining him sticking a straw right in it
heyo, how do i add machile rules and make sure they go to the top of the list rather than at the bottom?
machine* wtf
MoveEntries
oh! thank you
if you need examples, cornucopia as always has some; it adds veggies and fruits with unique keg/jar outputs
does it delete the vanilla entries of those items, or just move their results to the topo
The way not to do it is to replace the entire list, and I mention that because that's definitely something other mods have done. Don't do that.
oopsie i inherited the wrong item flavor
Replacing the entire list including the vanilla entries is kind of like doing a prefix Harmony patch where you copy all the vanilla code
Matt do u knw that one mod which loads xnb over crafting recipes
(Unrelated)
What is it called again
i have a mental list of "problem mods" that do this exact thing where i scan any bug report for the player using one of those first
Don't we all, lol
Tidier crafting? or neat crafting idr
(same but with anything that tries to multithread)
definitely tidier without all those extra modded recipes
to be fair it's only a problem if two mods do it
(Or if a mod breaks 1.6 changes)
(Or causes special orders to die because they changed the internal name of a fish)
yeah, lots of "1.6 recipes misisng" bug reports with that mod
when 1.6 came out but it wasnt updated
and if 1.7 comes out with new recipes that's a new batch of bugs as well
tldr pls just use better crafting
is additional consumed items used in vanilla
Congrats! Looking forward to using this on my save
yes (coal for furnaces)
oh thank you
it will make every recipe for that machine need those fuel
yep
you need extra machine config for per-recipe fuel
Yeah cause if you notice, additional consumed items is listed on the machine-level tier of data rather than in the outputrule data
okay, now the question becomes... if no fruit available, i just want it to default to making regular fresh soju. but since the flavored iteration is at the top, it automatically makes me require said extra fuel
thats what EMC is for
yea cornucopia flavored mayo as mentioned
You can't because this is supposed to coexist with wine in kegs from what i understand that lani said?
nodnod
Oh you could put both of them in the SAME outputrule
If theres no fruit available, it uses the second nonflavored output
! oh....!!
I do something like this with yogurt qualities in cornucopia
(different output qualities from the same input based on the quality of the fuel)
see, that would make it inherit the right thing, because currently it inherits the unmilled rice flavor regardless of what fruit i put in 
but then all wine ded
no u do it like
You can fix that thing with EMC too

You can't make the fruit the main thing because the player would not be able to choose whether to make wine or soju (except by controlling whether or not rice(?) is in their inventory, which may lead to a lot of mistakes)
the thing EMC gives you in this case is per output fuel, vanilla only let you set a shared fuel
Here's my flavored yogurt code; within the flavored yogurt rule there are multiple OutputItems depending on what "fuel" (the plain yogurt) is inputted alongside the input. You should be able to make an OutputItem that does not need any fuel, but is selected second on the list

Inside each OutputItem block, you can set a different item output
so should i make rice the fuel, or keep the various fruit at the fuel and make the rice the thing you drop in
just so i dont fuck with wine
and who tf is making unmilled rice juice, anyways
I personally believe that fruit as the fuel makes sense to not clash with wine, though it also means that players will have a bit less control over what flavor soju they make (having to rearrange their inventory to make sure they're using the right fruit)
You could also test both approaches and see what feels better to play with?
You should think about automate users as well since many modded players use that
Personally I'd make a new machine but I can understand finding that to be a hassle for just one item
im wanting to make a personal patch for a mod, the mod edits the cellar layouts, the problem is unless you use specified farmhouse layouts(which i dont plan to use atm) the warp points are off. am i correct in assuming the fix is as simple as finding the warps in the content.json and editing them to match the proper coordinates?
I think cellar may be hardcoded
yeah ideally you just have fruit and unmilled rice in a thing and it goes "ok yes, i brew now" and makes whatever
to inherit the fuel preserve id, i just do the "selph.ExtraMachineConfig.InheritPreserveId": true, in customdata?
You actually want the thing from the section above that (in the EMC author guide)
to clarify what 6480 said: no, that's the flavor of the main input
woof
what do you mean?
yes
i dont think anything in Cellar hardcodes it? there was nothing in Cellar.cs when i was poking around in it last night
if its hardcoded its elsewhere
you can move warps but not add any
I know you can move the cellar entrance, but I forget how exactly that works
are you sure bc i didnt see anything that moved the entrance either
let me check ilspy
the cellar stairs are one of those fucked up map overrides
oh the thing with the pb&j sammy, i see!
And cellar.cs handles warping you back to the right farmhouse I think?
theres a warps.json in the cellar mod, and i dont really know coding languages but this looks like the normal framework im used to
it is not hardcoded as far as I can tell. But you do have to use TouchAction Warp Cellar for the cellar entrance rather than a real warp
What about thr warp back
that wont change the position of the stair tiles themselves, though
you also have to move the tiles in Maps/FarmHouse_Cellar
it's a full-map overlay, so not position hardcoded
I think that is new in 1.6?
maybe i should be a little more specific
its not hardcoded in that sense, but it's also still not possible to set where it goes on the farmhouse map itself
you have to design the overlay for the specific farmhouse layout
which is why its a pain and not very helpful still
and adjust the warps in the cellar
if other mods are moving it, they should be just editing warps (and the stairs patch)
so in theory just loading your map with the vanilla warps should be okay if you want to replace the cellar
https://smapi.io/json/content-patcher/30fbf0fb26b44957898f902059eb27c5 this seems right... right? 
I've never used that feature so im not sure!
theres no pb&j in cornucopia lol
wait holy shit thats just an example on the wiki im dumb
goodbye im flying away
god it was just so convincing
anyways!
:pufferwave:
it looks like in the mod theres already two variants of the cellar, one with the cellar stairs out on the top right and one on the top left, i want to use the top right variant instead of the top left one. the top left one is the version with the unmodded farmhouse layout. does that explain my problem better or am i making less sense?
yknow what. ill just test it out and see.
haha put requiredtags instead of requireditemid silly me
ah, so you need to change the incoming warps. That will require modifying the farmhouse mod, IF the farmhouse mod does move or otherwise modify the cellar stairs.
What you'll want to do is find the map file (.tmx or .tbin) that is used for FarmHouse_Cellar and edit it using Tiled. (There's other options with CP but that's the least-complicated one)
damnit, now it doesnt brew flavored soju 🤣
oh right i forgot tiled uses warps too, are you sure thats all i need to do though? theres definitely a specific json for warps in the mod files too
line 38, change DROP_IN_PRESERVE_1 to DROP_IN_ID_1
ooh
ok changed
does that make the internal name change to DROP_IN_ID_1 as well, or keep it as preserve_id_1
keep it PRESERVE_ID_1 yeah
attempt 3
maybe ill just get one of their farmhouse layouts instead lol, im not too attached to the vanilla layout anyway, ty for the help pointing the way though peeps 
it does not let me put the rice in even if i have a fruit in my inventory 💔 frick
the cellar stairs use TouchAction Warp and not regular warps, so you'll have to modify the tiledata
ah I see sorry
tiled is still too intimidating to me for now lmao, ty for the help though 
did you add the mail flag in the condition field and/or enable the special order
sure did
also check Lookup Anything
nah np, i appreciate you trying to explain it
it did before when it was two seperate recipes, but once i added freshsoju as its own output to the inputting rice thing it just doesnt like it anymore
ill use LA and see
attempt 5…
mfw fruit in my inventory still no dice
im gonna BLOW UP
why do u have query
i dont, its just a condition
is that how LA displays the GSQ?
yeah
would like to see original either way it looks slightly strange
also u can do debug gq yourquery in game to test stuff
lets try removing the default soju rule and trimming down any unknowns (like the condition) to just make sure we can test the flavored rule itself
oh its commented out already
category_fruits
hahaha
ok its back to working, but sometimes itll make default soju when i have a fruit in the inventory 💀
also its STILL using the wrong name bwehhhfdjsjksh
but its working and thats what matters maybe
attempt 6.5 because i need to see why it’s inheriting the wrong color
ah, it's because it's copying the color from the rice
this is the other reason why i was like main ingredient
im seeing your side now chu lmao
EMC should let u do it tho
but alas, i must be complicated
actually it won't
you can't set color of fuel as primary color yet
I admit I didn't expect ppl to break that feature open with all the different combinations of color/flavoring

tadah
okay, this thing at least recognizes different internal name for when it uses a diff fruit now, so partial win
however, name still borked, and color needs to be inherited properly 🥹
ah okay I see the issue
your fuel flavor is being passed into the item's secondary fuel instead of its primary fuel
!
so your item has two flavors currently - the main flavor, which is Rice, and the secondary flavor, which is the fruit
so what you need to do is:
- change
%PRESERVED_DISPLAY_NAMEto%EXTRA_PRESERVED_DISPLAY_NAME_1 - make the monochrome color mask one tile away so it uses the color of the fruit instead of the rice
learning
so this needs to be ANOTHER tile away instead of next to it?
currently theyre next to each other
yes 
dang what the flippy
as I said, I did not anticipate the "fuel's flavor/color into output's main flavor/color" use case
I was like "who does not want the main input's flavor/color as the output's main flavor/color"
apparently at least two people (you + that mead mod author)
Does anyone know where in Content some kind of footstep sprites are? Like when the player walks in snow
tbh this seems fine?
ooooof then what do i do about coloroverlayfromnextindex
keep it true just in case
because it defaulted to the normal one prrbt
maybe this "LooseSprites\\Cursors", new Rectangle(247, 407, 6, 6)
search farmersprite if (footstep == "snowyStep") for context
thanks for the vote of confidence for "not dropping everything to implement this"
thanks, chu! looks like I'll have to do some work after all lol
(that was correct, just need something a bit different)
attempt… 7
I did. Now I will only create feature branch if it a long time developer and I need to release something before finishing a feature.
frick
lani what if you make the rice color the label
in case u like
have different color rice later (is that even a thing)
anyone here use hot reload in c# (i assume only available through visual studio?) if yes how easy is it to use and how complete is it
Incredibly easy to use (hit one button!) Very incomplete
does the internal name show the fruit id
oh how come we cant have tilesheet climbing but CA can have 20+ lines of tilesheet climbing without problems
/j
(That looks like a decompile of part of .NET, not the game?)
it is
i did say /j
well, you can have that kind of climbing too, if you want, as long as its just for your csproj
is it worth trying out even if i dont usually use visual studio? i think id end up with a weird setup where i edit files in a separate editor and use visual studio to only for running...
are yall sure the IMinigame thing is in the dll file?
tbh im just fishing for a better setup because I've been doing close game -> edit file -> re build -> open game again and there has got to be a better way to do this
enable data mining fields
if u rebuild less it is not that bad 
okay checking again
I am bad at writing correct code :((
i realized i set up my output to be “flavored soju 50% of the time, fresh soju 50% of the time” instead of ALWAYS BE FLAVORED IF POSSIBLE
so i need to tweak that
hot reload is nice to have ofc, but it doesnt work very well outside of IDEs (vs and rider)
i dont have it but i did at least setup debugger
im going to assume it did not log the Peach anywhere
?!
put "selph.ExtraMachineConfig.ExtraPreserveId.1" (and Color) in ModData, not CustomData
(they're ModData because they are not just machine features)
like so?
basically make a ModData dict right below CustomData and put those in
what part of the Stardew Valley.dll file is IMinigame in?
yep
ah gotcha
StardewValley.Minigames
OH SHIT IT DID IT
but something went wrong with the sprite.
woohoo
lmao
bro got kilt
Is that in StardewValley.dll or StardewValleyGameData.dll?
the former
alright, ty!
Would you happen to know which part it is under...?
lastly, i just have to figure out how to make it always produce flavored soju if theres a fruit in the inventory
set UseFirstValidOutput to true
that makes it go down the list instead of randomly
ok swag
is that on the same level as MinutesUntilReady or is it inside of OutputItem
former
i don't believe you've decompiled the game correctly. to be clear, you opened StardewValley.dll, decompiled and viewed in C#, and then rightclicked the StardewValley.dll, selected Save Code, and saved to a new csproj?
you mean ILspy?
yep, in ILSpy
IT INHERITS THE RIGHT COLOR NOW
WOOOOOO I LOVE LIFE
not even yoba can stop me now
yeah i put StardewValley.dllinto ILspy after opening it in C# then saved it to new code
i can't actually check in my own copy at the moment, but it looks like you've saved an entirely different project
i will redo it then
are you supposed to select all of the files in ILspy then put them to new code?
You're correct
Just StardewValley.dll
no like
!decompile if someone hasn't done this
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
Right-click on Stardew Valley and choose Save Code to create a decompiled project you can open in Visual Studio.
as in, in the left sidebar, click the dll you opened for 'save code'
not all files, only the dll as it appears there
i dont have that?
OHHHHH
C# tutorials for modding tend to place slightly more expectations of knowledge on the audience, for better or worse
please code the rest of the owl
soju now working, need to fuck w the price a little bit to make sure the modifier applies to the fuel and not the rice item, otherwise itll all be 90G lmao
code rest of the goose
Code the rest of a game
What would be the if statement to load an asset for the minigame? Since there is no name for it I can't identify it with that
This is hurting my brain more than I thought it would.
honestly it sounds like you should stop for today and keep going once you've had some sleep
sleep both helps us digest concepts and will be a good break so you can think about things in a fresh way tomorrow
Alright, will do
Does anyone know the difference between using @ and {0} for the player name (in event dialogue)
{0} just means something is going to be substituted there
it doesnt mean its going to be the player name
Okay, in the event I'm translating (player death) it is using it for the player name. How does it know what is being substituted there?
code in the C# side of things determines what gets substituted in
{0}, {1}, {2}, etc just means that at some point, some code is going to decide something should go there and thats how the code finds what to replace, by looking for numbers in braces
"Hello, {0}!"
and then eventually in C# i can call string.Format(thatText, Game1.player.Name) and it will replace the {0} with the player name
but, i might not put Game1.player.Name there. its contextual
Ok. I can just leave it as {0}, I was just wondering if there wouldbe areason to use that instead of @
there's no difference as long as you dont start thinking {0} = player name everywhere
Yeah I've seen in the dialogue modding wiki that it can be used for like, another NPC your spouse is jealous of 😉
Oh cool, just a quirk then. Yeah I definitely know that it's not always player name, good to know broadly how it works though.
which death event were you looking at btw, which one specifically
the one in Events/Mine?
bc looking at the code it seems like {0} should actually be the rescuer name
(there are several PlayerKilled events)
Oh sorry, Events/Hospital
ah yeah, okay, the only one of those several where {0} is the player name lol
lol
i wonder how recoding a JA mod to CP would go
there are converters iirc
the converter doesnt work for me 😔
Probably too hard for my fish brain rn
i mean as long as you have a tilesheet image for the items it doesnt sound too difficult ..
but tbf i know nothing of JA
Ik but I'm braindead rn
fair lmao
I love JA
My thought is: find a CP mod that does a similar thing to the JA one, make a copy of it, figure out which fields correspond between the two and then edit the CP one with the JA values.
That sounds harder than it probably is
so what if it was switched .ᐣ
what do you mean switched? that would mean finding a JA mod that does something similar to a CP mod?
okay lets say like, i wanted korean blossoms to be a CP mod
thats just the first JA mod i can think of
or maybe a toast item mod
then Aba was saying you find a mod that does something similar to Korean Blossoms, but is made for CP
So you'd find a CP mod that does something similar and away you go
You can literally patch export and make a CP mod from the data
JA is just a wrapper around data edits for the most part
oh i mustve misread lol mb
JA does like 1-2 special things that chances are you aren't even using
I don't remember what they are offhand
so basically any fruit tree mod that adds new assets
maybe buying things in shops
I would just make the CP from scratch tbh
and i can use that as a "base" in a way code wise
Now that Elizabeth has reminded me I'd definitely go with the patch export method first lol
JA, to be clear, does still work and you are not required to make the switch — but if you do, there's many ways to make it happen
Least work
how do i do the patch export .ᐣ
what kind of item are you making
patch export Data/ObjectInformation if it's an object
and copy out the entries for your objects
ooh
so if i were to convert a crop mod it would be the CropInformation .ᐣ if food, FoodInformation or smth .ᐣ
Data/Objects in sdv1.6
or would it be like BigObjects kinda deal ꒰ though i think thats moreso for craftables ꒱
ah
Data/Crops for the growing crops, but their produce is in Data/Objects
ahh oke
there's no such thing as FoodInformation, but Data/CookingRecipes has the crafting info for making objects at the kitchen
you can unpack your game files and browse the folder structure to find whatever you're after
when it comes to figuring out what to patch export though, close enough will just get you errors if you try
fair
Unpacking the game files would be highly recommended to get an idea of what you're looking at
should i be using a namespace? if my mod is small, does it have any use?
yes, a namespace is required, and should match your folder structure
so a file in MyFunnyMod/CoolStuff will use the namespace MyFunnyMod.CoolStuff, or one in the root folder will simply use the namespace MyFunnyMod
can u build mod without namespace 
ive always used one but it does seem to err at syntax level if i dont
i don't think that's legally or morally acceptable
but you can use file-scoped namespaces if you want to pretend you don't have any
I got rid of every namespace Something statement in my files and it seems to build fine? Is it just inferring from file structure or something?
i mean my first question is why did you even wanna do that
I guess I should preface this with idk what a namespace is
it is like a path sorta? the bits that qualify full complete name to class
i probably couldn't explain it in any meaningful way, but it's defining your own project structure to other projects essentially probably
Do other projects care about my file structure tho?
yes
yea if i patch or reflect u
your namespace is important if other people want to patch your mod
or reflect into it yes
oh ok makes sense
its not file structure its project structure
its just recommended to follow the file structure
it sounds like I'm not supposed to be able to be getting away with no namespace statements right now, is that correct?
for example, you probably will have using StardewModdingAPI; using StardewModdingAPI.Events; at the top of your ModEntry file once you start using SMAPI methods and events
those are the namespaces for the SMAPI classes you're referencing
I also don't understand how im getting away with not defining a namespace for my classes and still somehow having folders and being able to reference classes in files from that folder
Are they all just hanging out in some global namespace because I didn't specify?
probably nepotism. put them back 😌
ig its like u r put things in /
like yes u can but dont?
what do u have against namespaces anyways
if it is just indent u can do it like
namespace CatMod.VeryKool;
this makes whole file that namespace without need for {}
Is it bad practice to have the file structure be different from the namespace path (is it called a path)?
from what i understand no its not good practice to do so
what do u want to call it
prob wanna consult official docs then
u can have many namespaces and do whatever u like
you cannot exist outside of space. the config will be in some namespace or another
generally you shouldn't even think about namespaces and just let VS assign them for you as you make and move files around your project
Ah I've been using vscode, so I think I've been getting away with a lot of bad practices lol
They're kinda small? I didn't notice them
looks like an archaeological dig site and you're uncovering a civilization with lost, advanced technology
You know, one of my friends turned 21 today so I had some drinks with them, and for a split second I was like am i actually gone right now why is this image moving
I am not, I'm quite fine, but just for a second I thought I was done in a few hours after we had stopped lol
i'm not an artist, but it looks a bit flat compared to the rest of the map / game aesthetic
lacks perspective
I don't know that they asked for feedback
this actually reminded me that i saw some kind of mention of feedback rules a long time ago, and i went looking for it, and i couldn't find it, only to realize it's specifically pinned in the art channel
technically not applying to this channel
but i'll keep it in mind
(i do have the art channel muted and hidden)
i doubt thats really in the spirit of it
I think it generally applies even if not explicitly stated here
usually I don't offer feedback unless it's asked for, for that reason
would be nice if it was stated in the general rules too then
otherwise people can easily miss it
like me
Best practice anyways, sometimes people just wanna show what they're working on :]
That's fair
As far as I've seen people usually just explicitly ask for feedback if they want it anyways
sorry
Im not offended, I didn't make the ship art 😅 Im no artist so I am working with what I can find that's available for use
You're fine! I'm not a mod or anything I was just sharing my own thoughts, plus they could be wanting feedback and I don't know it

all is good
im tryna add my dog into the game and im doing it by replacing a yet another dog mod sprite..
thing is, my game keeps crashing everytime i get rid of my current dog, buy the dog i want, and walk into my house.
i DID do a patch extract command but that was way before this, i dont understand how to fix it.
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 106 C# mods and 361 content packs.
also every other method i tried to add Lady into the game didnt work LOLLL so thats why i opted for sprite replacements
- Probably shouldn't be testing this with that many mods
- A json would be good
- I can send what I did for my dog/cats to add them as additional pets in a few if you want
I can't leave where I am right now as I'm waiting for my friend to fall asleep first
generally speaking its very difficult for a content pack to make a game crash
ah i keep forgetting about the json files. its just an unedited YADM json though
are you sure its even your mod doing it
It looks like there's an issue with some sprite width texture thing (i only glanced at it)
Something with the texture
sounds like a challenge
BETAS doesnt count
content code my beloved
error spamming followed by "The game has crashed" text and smapi being unable to recover the game
i did do a patch extract command as an attempt to convert a JA mod so it MIGHT actually be that
Like Button said are you sure it's YOUR mod
the fact that there are 5 things patching SpriteBatch.Draw directly scares me
It's kinda hard to tell when you have so many
Best practice when making mods is to test it with just your stuff until you're working with compatibility
(And sprite replacements should be compatible with anything that doesn't replace what you're replacing anyways)
and also shouldn't do.. that
again, im using YADM.
i did not touch the json contents, i only replaced 3 images. the icons, and 2 dog sprites
https://smapi.io/json/content-patcher/b30408c9b47d4b86a2b21365cca81ab7
lemme get the images too
the point remains that its really best to test with as minimal a list as possible because i really have no idea how to tell what could be crashing it given how general the error is and how many different content packs you have that may or may not touch the same textures
I'm gonna be real i don't know what "YADM" means... or if it's relevant in this situation
yet another dog mod
Oh
(or if not touching the same textures then touching the same piece of relevant draw code somewhere upstream)
that doesn't answer the question people are asking you, Dottie. Right now, what you need to do is 1) find out if the error is consistent (happens every time you do a certain thing) and 2) if it is, remove all the mods except your mod and the mods it requires and see if it still happens
a missing texture in a content pack causing the game to crash is not typical
have you tried replacing /* please work*/ with something more forceful
i'll remove YADM and see if that fixes it, otherwise idk
and 3) if not, reenabling all the mods and disabling your mod to see if it still happens
please work or else
otherwise try what I said.
I think you should remove ervery other mod other than yours and test it to see actually
(And it's requirements)
we can't help you debug if you don't do what we suggest.
Or "your" mod /edits
yep it's super simple to setup a new Mods folder with the basic mods in it, plus your own, and then run that instead while keeping your other mods exactly as they are in their own folder
means you can have the best of both worlds
☝️ we're not just telling you to do this bc we're opinionated this is how you debug these issues if you're not sure what else might be wrong
That's how I do my testing 🕺💃🕺✨️
!modgroups
See this link for how to load different mod groups: https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started#Can_I_have_different_mod_groups.3F
(or even do it using stardrop profiles)
I have two folders in my mods folder: Testing Mods and [name of modpack I'm playing] and then I just put a . In front of whichever one I'm not using
i have like 5 mod profiles
I had like ten just for testing various loadouts lmao
and then several older general mod folders holding my mods from like. 1.5 back to 1.3 that i just back up after an update and never delete
Wait you can just put mods inside of folders like that?
OF course you can, duh why didnt I ever think of that
i used to have a few different Mods, Mods [testing], Mods [mulitplayer] folders with their own shortcuts, but over time that turned into Stardew Valley, Stardew Valley [my mods], ...
I have like 5 installation folders, my testing installation is gonna be so mint now that I can truncate mods to singular folders like that
back in 1.5 I wrote myself my own little shell script that made it super easy to create executables/ "desktop" shortcuts for different loadouts haha
it would literally just create a folder with symlinks to the relevant mods, start smapi with it as the mod folder, and delete it once you exited smapi / it crashed
ok so it is the dog mod,
when i had it installed, after i butterflied my dog and bought another dog, upon entering my house the game crashed.
did it this time around and i was able to enter with no problem.
im gonna reinstall it again and see if i run into the same issue, and if i do it has to be from the sprites i got
is that with just the dog mod and almost no other mods installed?
still running 470 mods, just not the yet another dog mod at all.
You're welcome to message here about trying to figure it out yourself, but if you refuse to try what we suggest or even reply to our suggestions for the most part then I think I'm going to stop trying to help now, Dottie.
im gonna try with the vanilla + dog mod to see if thats the issue now. im certain its the mod though
im not. it shouldn't be hard crashing
That feeling when a dumb little mod you make in an hour has more downloads than the one you've been working on for a couple weeks 🤣
We're suggesting things we know will help figure things out based on a lot of collective modding experience. If you refuse to try them and just keep doing other things, we literally have no way of helping you, so we may as well save our breath.
There's no need to make guesses if you check these things the correct way.
same issue
can you post the latest log?
wait let me do a few more tests, one without the itemspawner so i can butterfly my dog lmao
wait does krobus sell butterfly powder base game
the item spawner mod is one of the ones that's almost certainly fine to keep
assuming you mean cjb
is this still with 470 mods?
no
2 mods, well 3 if you count itemspawner
the content patcher and yet another dog mod
cool, can we see a log then?
post the log with just the 3 mods
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 2 C# mods and 1 content packs.
i also gotta change the xnb file cus i forgot about that pft
thats for the book texture though
booting up ONE more time, and without item spawner. but ye
I've never even seen an error like that, this is for a content patcher mod?
the... Xnb?
okay, can you boot up one final time but without yadm?
(this log is also much clearer, thank you, the previous one had a bunch of different mods named in the stack trace)
was making it very hard to pin down what might've crashed and when
i should mention this too. the patch cmd
i am concerned about the xnb mods you apparently have though? are you certain you've never installed any xnb mods that affect pets or animals?
its for the books texture, so its only effecting tilesheets/objects_2
What about all your other xnb mods, Dottie? Have you removed them recently?
i forgot SMAPI logs it, and your old log only mentions the book one too, so I guess it's irrelevant
can you send us the file you replaced in yadm and what you replaced it with?
ok still the same exact error too lol
https://smapi.io/log/e7eabc4332c04432aa959c1ba96717fa
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 1 C# mods and 1 content packs.
also the files were these
icons, lady-black, and lady-black-collar.
i did not touch the content.json file, just those assets.
and lemme get the edited files
the two lady sprites were replaced with this
( difference is one has a red collar, other doesnt.
wait so is literally none of the json you sent earlier edited or written by you
i just said i didnt mess with the jsons
i did the first time, when i tried to add as a seperate sprite, didnt work tho
so i reverted the changes
if you'd like help, you're free to receive it from someone else who doesnt mind receiving a snippy answer when just making sure we're on the same page
sorry 😭
but otherwise i am simply trying to make sure i understand all the variables
but yeah all i changed was the icon and black-lady pngs
if i come off as snappy or aggressive its not my intention , my apologize
is this the standalone version of YADM or the vanilla replacer?
standalone
theres two versions on the nexus page (well 3 but this doesnt look like AT)
oh and heres the icon.png i changed too
just trying to get things side by side for comparison
the question is though, would a patch extract command break everything? since thats what i did before i done the sprite replacements.
Yeah patch export just gets the data and gives it to you, it affects nothing in game
it might show where it broke, but it wont crash
i had the patch export file outside the mods folder
cus thats where it defaulted to
yk where like the reshade files go and such?
Yes it exports to the patch export folder
can you send it?
i deleted it and then this happened
it was the crops data only
Was your dog texture replacement for YADM working in game before that, Dottie?
Did you do the patch export in the same game session that you tested the texture replacement for the first time?
yeah\
https://smapi.io/json/content-patcher/14d729288a6d4c8f875946322433b616
- i had the korean blossoms mod i was attempting to create to a CP mod, it didnt work so i deleted the mod + JA shortly after a few attempts
i was trying to use the patch export cmd to get everything and convert it to content patcher since that was a mentioned way to convert JA
I think the patch export is a red herring here
do these files have exactly the same file name as the lady sprites they replaced?
did you rename your lady-black and lady-black edits to have the same name? the ones you uploaded aree only called dog
and they're the same file type as the originals?
interesting. Are they the same file type as the originals, aba?
well they were created by fellowclown,
both files are transparent PNGS, the shop icon i just edited myself using the sprite from the dog.png file i recieved
both of the full sprite files are 128x128
That or the issue is with the original dog

