#making-mods-general
1 messages · Page 271 of 1
Ah so I can just put -17 then?
in the objects json it give trilobite for exaple category 0
dunno if that also works with custom stuff
Anchor is also 0
Ah ok, I will give it a go with 0
i usually check the google sheets quickly and it has that spot empty hm
there are google sheets?
Yes where are these sheets 
i just looked in the unpacked game files
Hi again. I'd appreciate some more help. I was sent this sample for how to add warps:{ "Action": "EditMap", "Target": "Maps/Meadery_Trailer", "AddWarps": [ "12 10 Meadery 36 8" ] },
But I realized I don't understand what the numbers stand for, or why only part of the name is in the middle. I'd guess that 12 is X, 10 is Y, and that maybe the second set of numbers is for the location you are warped to? But why is only 'Meadery' in middle there? (None of this is my custom location, I'm just trying to learn how to apply the logic to mine.)
(Also, even though I was sent the location data wiki page to help with this, I could not find the information about warps on it for some reason.)
Target = Map the warp is on
12 = x, 10 = y coords from said map
then comes map the warp...warps to
then the last two digits are the X and Y the warp will send you onto said new map
Yeah that'd go from Meadery_Trailer to Meadery, if I read that right. That's why they're different
Do you know why only 'Meadery' is separating them?
The first coordinates are on "Meadery_Trailer", the last are on "Meadery"
I would have guessed that "Meadery_Trailer" was the full name of one location... But instead you are saying that it is the beginning and end locations put together?
yes
I was confused because they both had meadery in them
I figured, once you said that
as I said, Target is the map you put the warp on. the one going into the "" is the destination
which means
you also need to make an entry the other way around each time
Thanks, I'll try and implement this now
and if you have a broader way you can make several warp tiles next to each other
where's rain on the sheets i wanna recolor it for funsies (i downloaded a mod that didnt work and i want to see if the effect would look cool but they made the png too big 😔 )
rain is like a 1x10 pixel rectangle somewhre on cursors
dont quote me on that exact size
Hi, just to be sure, since I am adding a warp to get to a new location, this is how to load in that new location, correct? { "Action": "load", "Target": "Maps/Midwaycave", "FromFile": "assets/maps/Midwaycave.tmx" },
thats how you load a map, but not a location
Maps =/= Locations
Locations have Maps. you add Locations by editing Data/Locations
Tilesheets/rain.png
Do I need a new location to have a new map?
is there not pixels on cursors used for the rain?
you dont need a Location to have a map. but a map isnt going to do anything by itself
you cant warp or walk to a Map.
again Maps are not Locations. Town is a Location, Forest is a location, WizardHouse is a Location. you can go to those places. their data in Data/Locations tells them what Maps to use for those locations
should i redraw the toast icons.. hm
i feel like thatd be fun to do
Maps/Midwaycave is not a Location
A map can be used as a patch on an existing map without a location defined in Data/Locations, but that's really about it

Ok, so I need to make a new location that contains the new map, to load it in
yes
Ok, thanks. I'll try to do that
sprite index's are basically the X coord right?
like, if a sprite was on 7,16, the sprite index would be 7?
no
oh
if a sprite is 16x16 pixels for example, then the first group of 16x16 pixels is index 0, the next group of 16x16 pixels is index 1, etc
no
hm
you start from 0 and count up each square
ah
it also depends on how large your spritesheet is
i used the springobjects spritesheet ratio for reference
you have selected index 0
the icons might be too close but i'll fix that
ah oke
not the first pixel
ooh okay okay
using springobjects as a base size is kinda intense if you're not planning to make hundreds of objects tho
i didnt know what the standard spritesheet size would even be so T_T
my 7 16 is all the way at like. index 24
standard is.. however many sprites you have
it can be whatever size as long as the individual sprites have the right width
ooh
there's not an industry standard when it comes to this kind of stuff
you could make the entire png one long row or you can make it one tall column
ok yea in this case then itll just be a single row LOL
(Just like dont make it so big it breaks the game trying to process it ig)
since its 6 sprites
might have to use the springobjects ratio though if i decide to re-code korea blossoms though.. that has like 29 files..
i used springobjects as a base for my objects and with all my shit i am only at row 5 lol
technically correct yes i believe 4096x4096 is the maximum but i cannot imagine you ever going that big
row 7 for me
tho i have my gems etc on an extra sheet or else itd be more
not that bad
that many files for crops. with like 3 pngs average LOL
recoding for all of them to work would. take a while
though, only 3 fruit trees
it would but with that many and if you plan on adding a bunch more, file I/O performance becomes a concern
not much of a concern if theyre all loaded once and never changed, but more than 0
yeah i might just convert the trees with a few crops for now,
one pretty good default spritesheet size is 10 items wide (so for 16x16, use 160 pixels).
that way, it's easy to identify indexes since the row index is the tens place
the cherry blossom tree is so pretty
i once took a look at an old JA mod that i was considering updating and there were like 100 files in there i just gave up
imo the hardest part is just how tedious it all is
a lot of it is just copy pasting
like 80% of it is copy pasting
yea
nope, rain animates and splashes when it hits the ground. even CA isn't wild enough to animate a single pixel into different frames manually
man, i remember when i converted all my JA/MFM stuff
snow may be another matter, though
what am i confusing those rectangular columns next to the panoramas with then
These are adorable
why not make some of these flavored
mmm strawberry flavored scarf
yum
the columns are simply used for sky gradients in the main menu and backgrounds, nothing rainy
close enough
i cant send help but I can send my thoughts in hopes you'll finish these
a 1x128 pixel raindrop would be incredible and fearsome
why would you eat a scarf
lol
use it in a for loop. the index is both the pixel of the raindrop to draw and also the Y position on screen. ez
im glad you clarified that
actual serious answer: if you make these some kind of colored item you can make less sprites
That too
best way to animate rain falling down
why do you think scarfing food down is a phrase??
i have questions but i fear the answers so i jsut gonna sit back down
it's true colored items would make my life easier but i take the hard way out and ive gotten this far already so why stop... 
i only have one more row of sprites to finish
stop so that the player's life is easier
to save future suffering, naturally
can you add an edibility value to an already existing in game thing like say wood, i asked before but i dont think anyone was able to answer at the time, that or im a terrible reader which is altogether possible
yes
id rather one item with 5 appearances than 5 items with 5 marginal differences
Do I need a default arrive tile when the warps specify where you will end up anyway? { "Action": "Load", "Target": "Data/Locations", "FromFile": "assets/maps/MidwayCave.tmx", "DefaultArrivalTile": {"X": 3, "Y": 13} },
What indible thing do you want to eat
this is not how you edit data/locations
absolutely, Edibility is just another property on any object data, and inedible items simply set it to -300
anyways ive already made all these sprites
not like im going to un make them 
i want it to all count for perfection
Oh, wait, I will change it. I think I know what may be wrong...
Please use EditData instead of Load, but also, they are helpful if someone uses CJBCheats or debug warp command to warp
ok
https://stardewvalleywiki.com/Modding:Location_data
read this and follow the existing stuff in Data/Locations as an example using EditData
You also won't use the tmx as a from file
I throw out plenty of sprites, sometimes you just accept it's practice or trial and error and let it go. not that I'm asking you to delete your work, just saying it's fine really and part of the process
you in fact will not use a FromFile at all for an EditData action on Data/Locations. you had it right for loading the map before. you need a Load for your map and an editdata for Data/Locations
I did go through this page before, and I'm not sure where the example is? Am I missing something really obvious?
the example is in your unpacked content folder in Data/Locations
you want to add a new Entry to the Data/Locations dictionary
in the same way you might add something to Data/Objects
though instead of filling out data for an object its the data on this wiki page and like the examples in that file
also very angery that the cool smoke puffs effect for smoked fish items is specifically attached to ColoredObject, specifically checks for ItemId = SmokedFish, and also ignores the object colour property entirely and draws two fish with some arbitrary colour
Oh, I think I did look through that, but what I found in the data locations json didn't look like something content patcher would load... Maybe I just didn't understand it very well then
i will be expecting the blueberry addsmokepuff framework soon
you arent loading anythingh
you are using EditData
you used a Load for the map and thats good. you are not using a Load for editing Data/Locations
Sorry, I'll try and reformat it
I was almost going to make it check for a context tag but then it also still asks that you make a coloredobject and it has to be a preserve and it still has cooked fish colour and asdffghjkl
can't even reverse patch the temp sprites for simplicity/compatibility because it wants specific ldarg values. never a use case for reverse patch
you could reverse patch one of your own classes into another of your own classes just for fun
id accept it, id like to finally see a reverse patch used too
mooooods, they're fighting
/j
||i used 2 of em||
i'm the opposite of button. i never want to see a reverse patch. i never even want to know what one is. i wish to be a capybara in an open-air bath with an orange on my head
doesnt count bc it wasnt for criminal purposes
ooo are we doing crime
i don't think i can leave this mortal plane until ive reverse patched something stupid
why didn't you lead with that
no im just sitting here
criminally?
enjoy your immortality
loitering with intent. to jail with you
very law abidingly at the moment
i have no intentions at the moment
trying to avoid them actually
no intentions, just vibes
procrastinating my museums
Reverse patching ur way to lichdom
I have once again forgotten what reverse patches do
copy-paste from original method
its just like a reverse transpiler right
you make the other function transpile itself into your function
ohh, reflection but make it harmony
granular reflection I suppose
Maybe i should make a mod
hmm
so theoretically I could bully other mods by reverse patching some method so I have access to it, and then transpiling it away so nobody else does 
-# this is a joke I do not approve of inter-mod crime please crime responsibly
not the right channel for that
Sorry omw to #1272025932932055121 I go
New quote added by chu2.718281828459045235360287471 as #6342 (https://discordapp.com/channels/137344473976799233/156109690059751424/1355358156506796253)
they could also just do the same thing though. i dont think a reverse transpiler happens after other patyches i think you get the original? not 100% on that tho
im quite sure you get the original, it's probably half the point
reverse patches give you the method at the time of patching apparently
okay you can get the original
you can also get it at the time of grabbing it
with any trtanspilers applied that have been applied
you get to choose
transpilers that come after your reverse patch will affect the original but not your snapshot, if you take the snapshot
new plan: c# framework with a bunch of preset data for other mods to use but to get the data they have to reverse patch the mod
Ok, does this look right? { "Action": "EditData", "Target": "Data/Locations", "Entries": { "DisplayName": "Midway Cave", "DefaultArrivalTile": {"X": 3, "Y": 13}, "{{ModId}}_MidwayCave": { "CreateOnLoad": { "MapPath": "Maps/{{ModId}}_MidwayCave" } } } }, I think this has everything covered to spawn in the new location...
is it fully implemented, atra?
no, you need an entry key
Oh
it's fully implemented
Well, only one thing missing then. Let me go and add that
what does it do? not too familiar with events and positions
your DisplayName and DefaultArrivalTile are formatted wrong bc of it
theyre not inside your entry
so you do actually have an entry key, i just missed it bc it was indented wrong and lower down than it should be
it must be formatted the same way as the stuff in Data/Locations
but inside your Entries block
imagine waitForSpecificPersonStationary
i don't remember fully, but either it didn't work in my exact case or i needed it to accept n actors so i rolled my own
okay i updated the content file to have the buffs, validator says theres no issues at all, so im bootin up to see if i got the sprite index correct atleast.
oh, i also created a sprite sheet 160x16 and plopped that into the assets folder, though im unsure if thats necessary 
meep
hm.
EATING IT WAS A MISTGAKE OW MY EARS
anyways back to coding >_>
it might not be loading because the asset path is wrong
yea its still an error item lol
icon wise though it is
curiosity got the best of me 😔
is your image named 'eggtoast'
huh... it should work then with the file path you have 
wait oh i forgot
are you loading the image
(s)
the error specifically said this:
"Failed loading texture Mods/DDASI.Toast/eggtoast for item (O)DDASI.Toast_eggtoast: asset doesn't exist"
but also, the other toasts dont apper
appear*
i already coded all 6 of them into the file
{
"LogName": "AngelOfStars MrQi Friendship Assets",
"Action": "Load",
"Target":
"Mods/AngelOfStars.Mrqifriendable/QiObjects,
Mods/AngelOfStars.Mrqifriendable/QiCrops,
Mods/AngelOfStars.Mrqifriendable/QiLetterBG,
Mods/AngelOfStars.Mrqifriendable/MrQiTextureFix,
Mods/AngelOfStars.Mrqifriendable/QiWeapons,
Mods/AngelOfStars.Mrqifriendable/QiFurniture,
Mods/AngelOfStars.Mrqifriendable/QiCrow,
Mods/AngelOfStars.Mrqifriendable/Blueberry_cat,
Mods/AngelOfStars.Mrqifriendable/Blueberry_dog,
Mods/AngelOfStars.Mrqifriendable/Iridium_cat,
Mods/AngelOfStars.Mrqifriendable/Iridium_dog,
Mods/AngelOfStars.Mrqifriendable/QiPetIcons",
"FromFile":"assets/images/{{TargetWithoutPath}}.png"
},```
something like this
ah, i didnt
you can just do {{ModId}} i dont remember why I typed all of it out lmao
so in this case it would be
"mods/{{ModId}}/eggtoast" ?
followed by the fromfile
either way i assume i put that snippet at the very bottom of the code ?
yes
ight
yea ik :d would it be the fromfile:assets/toast_sheet/{{tagretwithoutpath}}.png
since the toast sheets have all the sprites while the sprites are seperate png files
or wait would it just be assets/{{targetwithoutpath}}.png
toast sheet is just an extra png file i put in there, not a folder
It gives me this errorInvalid value. Found 'load', but expected one of 'Load', 'EditImage', 'EditData', 'EditMap', 'Include'.
When I thought this is how it is supposed to look? { "Action": "load", "Target": "Maps/MidwayCave", "FromFile": "assets/maps/MidwayCave.tmx" },
lmaooo
Lol
there's also no 'editdata' there...
unless this is just a snippit
OH wait
sorry i misread it
Just a snippet
I'm going to test it again
[Content Patcher] Patch error: Mr Npc > Load Maps/{{ModId}}_MidwayCave has a FromFile which matches non-existent file 'assets/maps/ParcySnippet.WSF_MidwayCave.tmx'. Why is this happening? The tmx is where I specified. Do I need to add the mod id to the tmx itself after all?
{
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"{{ModId}}_MidwayCave": {
"DisplayName": "Midway Cave",
"DefaultArrivalTile": {"X": 3, "Y": 13},
"CreateOnLoad": {
"MapPath": "Maps/{{ModId}}_MidwayCave"
}
}
}
},```
I think so
ughh the validator keeps saying additional text was found, no matter how many times i autofix it with the json editor online tool, and no matter how i format it, VScode says its expecting a certain character 
tho the online editor is funky cus it ads the arrays
adds*
Is that the exact path in your mod folder to your tmx?
And if so, do you have any earlier errors in the log saying the tmx is invalid?
(dumb issues like invalid map property Warps or unloaded custom tilesheet PNGs can cause that)
it goes: assets>maps> then the tmx. (without the mod id on the file name) and what should be all the tilesets it needs
I did not bother to remove the tilesets this time, I can do that before release
an invalid FromFile error will always be because of a file not being found, regardless of whether the file is fine or not
if you are trying to load {{ModId}}_MyMap.tmx then the file must be named YourModIdSpelledOut_MyMap.tmx
Wait what's going on
you cannot name the file {{ModId}}_MyMap.tmx because tokens dont work in file names because they are a content patcher thing. Windows or Mac or what have you has no idea what {{ModId}} means besides the literal text
Ok, I will make that change then
a file name does not need to be unique either, its just for your folder. you are perfectly fine to just name it MyMap.tmx and load it like that
as long as the Target you are loading to is unique
which currently, yours is not, so you should adjust that too
Ohh, so I don't need everthing to have the mod id before MidwayCave?
every target must be unique. using the mod id is the best way to do that.
but your own assets and actual files on your computer are only ever seen by your mod and your mod alone
their names do not matter
Ok
because their names do not affect what your Target is, outside of if you want to use TargetWithoutPath tokens and whatnot
your last patch is completely outside of not only the Changes field but also the content patcher json in general
You said my target is not unique though? I thought that it has a the mod id?
VScode yells at me for this, only goes away when i use JSON editor online, i click autorepair bc idk how else to fix it, tool adds the [ ] which the validator tells me is an invalid type, so i remove the [ ] from the first and last line, validator tells me additional text has been found. process repeats.
"Target": "Maps/MidwayCave", this has no mod id in it
ah
your Target must be unique because what if I also make my own mod, with my own map i call MidwayCave? if i Load it to Maps/MidwayCave, and you load it to Maps/MidwayCave, only one of us wins
(or more likely, we both lose bc we're using exclusive priority)
theres only ONE map for MidwayCave in this town
the same goes for things you add inside Entries blocks, generally speaking
so yes, your entry key for your Data/Locations edit should have the modid in it too
ok
because again, same thing, if I added a Location called "MidwayCave" we'd overwrite each other
alright
your EditData on Data/Locations at a glance is correct, though i dont remember what all fields are optional in location data off the top of my head
but structurally its correct
though proper indentation would go a long way in helping identify issues
okay that got rid of the constant "additional text" error lol, ty
Does 'add warps' use the mod id or just the name?
i did infact have the load snippet in the wrong area 😔
if something requires an internal location name, it requires it exactly. Content Patcher has no way of knowing whether you mean {{ModId}}_MidwayCave or just MidwayCave. you type out what you want to edit.
if you used the modid token in your id, you use it anywhere else that asks for a location id
ok
just so you know Dottie you can put all of your recipes and all of your objects together (by that i mean you only need one edit data on the cooking recipes in which you can put all recipes in there, and then an edit data on the objects and put all of the objects in there)
the same goes for anything else that isnt locations
like I did here
note taken but how the heck would i format tha- oh
at the end of the day, every instance of {{ModId}} is just replaced with ParcySnipppet.WSF like you saw in the error log
it becomes a part of whatever you wrote it in
Ok, I'll test it again
this is why tokens like that only work inside a content patcher json. theyre tokens, something only Content Patcher even knows exist. the game never knows you use a token. tiled never knows what a token is. your OS has no idea what a token is
anyways if everything has been done correctly for real this time code wise, the 5 other items should appear in the item spawner menu. last time it was just the egg toast item, which didnt have its icon loaded properly xd
hence the warning about not using it in Tiled itself, because it wont work
i have some comments in there but you should be able to find the actual section of it where i have most of my items :)
man i should probably add comments to my code sometimes
would make formatting alot easier
by i have some comments i mean i have comments showing which sectdion is which lol
it helps me remember what im doing
ye
map making is going to send me to a grave i stg
ok why is my game loading so much faster . stop
well "loading" as in smapi loading all the content and such
it is speed
I love when good performance is suspicious
also unrelated but why does cloudy skies keep saying "invalidated our weather data" lmao
is it so it can load the custom weather for weather wonders maybe .ᐣ
sigh, still the same error and icon
hmm
wait is there a command to reset the content stuff? i heard of it before but i dont remember it
like while the game is open i mean
Well, no more smapi errors... but my warp didn't work. Did I make a mistake trying to apply the warp to the map patch instead of just the bus stop?{ "Action": "EditMap", "Target": "Maps/WSF_BusStopEdit.tmx", "AddWarps": [ "3 0 {{ModId}}_MidwayCave 8 13" ] },
Targets dont have file extensions
I better change that then.
if you want to add a warp to bus stop then you target Maps/BusStop
if you're trying to patch over busstop with a tmx then you put your tmx in the FromFile and set a ToArea and FromArea
but the target is still Maps/BusStop
I already patched the bus stop, and that works. I am now trying to add a warp to the patch
So, yes, you would want to add your warp to the BusStop
you dont. you add warps to the bus stop
Ok
BusStop is what your patch got pasted into, so BusStop is where your Warp map property needs to be added
So I'll try adjusting the warps to target the bus stop instead. Thanks
no in this case it is targeting a Map
I was going to explain a bit further but
If it was gonna be confusing (which I suspect due to immediate interjection) I'm just gonna not
Ok, that makes sense
Was trying to clarify that if a tmx isn't a new location and it's just a patch, you generally won't put a Warp in it, but would instead put it on the map associated with the location
But of course map and location get used interchangeably on the wiki too, so it's easily confused before full explanation happens
(since the concept of a Target was the initial source of confusion here and the use of the word targeting I didnt want it to be confused for AddWarps "Target"ing a location, i apologize for jumping on it quicklyt)
okay my game still gives the "asset doesnt exist" error so now i need to figure out what went wrong ..
its basically unable to locate mod/{{modID}/eggtoast for the egg toast item, (O){{modID}}_eggtoast 's asset. so something from this list is wrong, or the fromFile is wrong. idk which though..
i dont think adding a .png at the end would fix it .ᐣ which wouldve been my initial thought
No, file extensions never belong in the Target line
Can you show what your Texture line is for the object data?
"Texture": "Mods/{{ModId}}/eggtoast",
please send full jsons with the validator
The Warp works!! Kind of!
sorry i keep forgetting </3 its a habbit of screenshots
but yea the texture line is the same, just renamed to the corresponding items name.
like, bbtoast's texture line is mods/{{modid}}/bbtoast
Why is the the location partly cutoff?
I don't see any issues there, can you share a link to the log too please? With the error in it.
Do you mean there should be more map visible where the black part is?
Yes
lemme move my mods out and stuff, unless the 480 other mods dont bother 😭
i should rlly use a manager ..
It also warps me to the backwoods when I move off screen which was not intended
but yeah, one moment while i do that to see if its being effected by my other mods i have. though it shoudlnt since this is adding a new item, not replacing lol
heres the link anyway
https://smapi.io/log/6f50cc89680a4fdc9ed1b90aadc3297a
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 111 C# mods and 366 content packs.
Wait sorry, more should be visible on the left, not where the black part is
I'm trying to backread to find a link to your json but I can't find one, could you point me to it or send a new link if anything's changed since the last time you shared it?
I'll send one
maybe i SHOULD get stardrop lmao
i just put my stuff in different folders and put periods in front of it
like this lmao
iii forgot about that method
i kept moving all the folders themselves in and out of the mods folder 😭
That seems like so much work to me. I just use different mod groups.
i dont move anything in them, it's just a group of mods in each folder
i just have to rename them or move the folder out if i dont want that set of mods
Hm, it looks like it's not loading your textures. Can you do patch summary full DDASI.Toast and then get the log again? Make sure you do it from inside a save, not the main menu.
yes, after im dojne renaming my folders LOL
i thought you got rid of the individual toast pngs
and were using the one where they're all on the same image
I just click on a different copy of StardewModdingAPI.exe to run versions of the game with different mod setups
I would have so many of them...
That makes sense
I alreayd have this many things for stardew in my hotbar i dont need more 
I do actually do the period in front of folder thing for my Messy setup because the only mods I keep enabled for that one (other than testing tools) are the mod I'm currently checking.
the squad
(vanilla, 1.6.9, 1.6, 1.5)
https://smapi.io/json/content-patcher/dfaa91f3185e4976a511718704b6bd64 This is the portion of the content json that is relevant. Thanks
ah no, i have both
your taskbar feels very judgmental. i feel like im being judged by them
I give mine different icons so they are easy to tell apart!
The council judges your fate...
oh... why? /gen
i dont remember how to do that, and i do like the pufferchicks xD
so i could get the sprite index :,D
These are my Mods folders but I do the same with the SMAPI shortcuts (ignore the old play mods in the middle)
sprite index is always 0 when you have single 16x16 images for each sprite
yeah
..ah
sprite index is only important when many things are on one sheet
if your entire png only has one thing on it, then it only has one sprite
I need to pause in my helping because I started doing this while trying to pay a bill and I keep not doing that so BRB!
the frog kinda scares me
so, the 0th sprite
okay let me fix that then 💀
still gonna do the tests with no other mods aside from the required ones tho
yeah the sprite indexes would be wrong unless you used the new image - but that doesnt explain why it cant find the file
since you are loading it and it still exists in your assets folder
(that is also what was giving me pause and why i didnt ask about the index earlier. by all accounts the asset should at least still exist)
yea thats why i think i messed up the filepath stuff for the load action
That's what I was thinking too, the index would end up being wrong for sure but it should still show up as an error item at least... and not say the asset isnt found
if it was a problem with the filepath, i would expect content patcher to complain about it instead
what
Yeah that's reasonable. It's definitely not my favourite but a frog makes most sense to me since I am a frog (my wife calls me her frogsband) and it's hard to get an icon that's clearly a frog but looks cute rather than...that thing xD
thats what happens with broken sprite indices
okay so it is a mod effecting the files but hello the textures LMFAO
stardew frog?
yeah like button said its because all of your indexes are wrong
although i can eat the items fine without earblastingly loud audio and game crashing
if you're using the individual images it needs to be 0
i did change it to 0 though.. or i thought i did
The cords from debug indicate that my map is literally just cut off
maybe i put it in the wrong file nhold on
I would have to learn how to make ico files but if it's straightforward I will give it a go
my dumbass has two toast mod folders, one in downloads and one in the mods folder
the only one that has an index that's zero in the json you sent is the strawberry one :L
the content i edited was from the downloads toast mod
oh i thought you could just use small pngs O:
its okay ive done that before
there we go
why is ur menu skewed
no idea
Any idea what may be wrong with my map, for it to get cut off like the picture? https://smapi.io/json/content-patcher/dfaa91f3185e4976a511718704b6bd64
it happens when i go from a small windowed tab to the fullscreen window tab
so prob just the game itself adjusting the sizes and locations of the imaghes
is it a small map? or is it literally just getting a chunk of it turned into void?
It is small, and a chunk of it is not there.
Okay bill paid, sorry about that. Is this your Midway Cave or the edit to the bus stop?
Mid way cave
the bus stop edit is fine
my map was 14 by 14 I believe
Can you show a screenshot of what the map looks like in Tiled, please?
Yes
Your AddWarps edit patch is incorrect by the way. The Target has an extra "Maps/" in front. That shouldn't be affecting the map being cut off, but will mean you currently don't have any warps to the bus stop from it.
That is strange, because I was able to warp from the bus stop to the broken map
No, that's not strange. Your BusStop warps edit patch is correct.
ok
Ah. So see that map property at the bottom left that says "ViewportClamp"? Is that there intentionally?
You're forcing the camera to sit way off to the side of the map. Delete that whole property for now.
You should remove all the map properties that you don't actively want, actually.
Ok, that makes sense
Which basically means from that list that I can see, you should only be keeping the Outdoors property.
Ok. I'll try that. Thanks Abagaianye.
What were you trying to do?
create a portrait for sebastian
(are you using portraiture)
You know I can solve so many things I don't know by myself now, I just wanna thank everyone here for helping me when I need it, I appreciate it a lot :3 I've learnedso much
yeah
I think that needs to be in a folder
It worked! My only problem now is that I accidentally added the leave area warps where you enter the area. Do I add the next tiles over in their place, which are in the void to fix that?
should i put my entire mod folder in the portraiture folder?
No you just need to put the portrait for sebastian in a folder named... whatever you want it to be
alrighty
'KaiiSebastian' can work or whatever really
i shoulda sent a picture of this instead lmao
I'm not sure if you're asking whether you should put the warps in the void or if you should add more tiles to your map. But the answer is put the warps in the void.
Yes, I was asking about the void. Thanks.
it works! thank youuu
happy to help
flipping tiles in tiled makes them show up as flipped in game right?
just making sure before I go and do that and then it just so happens that it doesn't trasnfer over
Yep it does
yippie
Easy to convert, it turns out, but looks bad in large icon view because the Stardew one can only be max 16x16. And then in the way I usually have it (details) it's kind of hard to tell it's a frog 
Not that any of them really look good in detail view, but they are at least generally easy to tell apart (and since starting to use them I really have found that they make it faster for me to find the folder/correct exe).
enlarge stardew frog in aesprite?
Lol "draw the rest of the frog"
Huh, that maintained its appearance perfectly. Wasn't expecting that.

Pixel spriting programs are really good at nearest neighbor resizing
😛
(I scale up all the time in Krita for my WIP images too)
It is nice and crisp in large icon view now
But still too small in detail view (which makes sense because it didn't change its proportions). Maybe I need to use the full froggy. That would amuse my wife lol
Fat Frog Friday
I feel the need to turn my other icons into Stardew ones now too so they match style
Lol, I have most of my stardew related folders as Icons from the game, kind of like what you have going on here
i love that so much
I've found I'm less likely to make mistakes regarding which Stardew install/mod group I'm editing files in if they're all different.
Not all of them mind you, because I got more folders and then felt too tired to change the rest of them to fit the theme. I will someday though...
My Stardew installs have different themes (so my 1.6.8 install is chicken themed, my mod dev install is fish themed, my NMA install was cat themed but NMA ruined that by replacing them with default icon folders).
I have a chicken/cat theme in my current folder. And I was tempted by the thought of having everything on the desktop be cute stardew icons
I have no icons on my desktop
Oh, I know some people like the clean look on a desktop.
Mine is usually a mess honestly.
I almost literally never see my desktop so there didn't seem like much point having icons on it lol
I live on the desktop... it is how I reach most things
It's fine to skip prefix the constructor right
(you can)
why are you, though?
c# ctor is more __init__ and less __new__
(in core at least)
(unless its a static constructor mostly)
(as in you can patch unless its one of those)
I'm most likely missing something very obvious, but do we have an int id for the fish smoker? In big craftables I can only find FishSmoker. I want to put it into a farmhouse (farmhousefurniture map property in Tiled) but SMAPI says it needs to be an int. 
farmhousefurniture cannot support string ids yet
that is fixed in 1.6.16 which has no release date

(which is to say no, there is no int id bc anything only ever has one ID, and in this case its a string. unfortunately, you're outta luckl here)
Ok. Plan B: Can I send a fish smoker through mail?
you can send any item through mail yaya
the additem command you wanna use will be on the 1.6 migration page still i think
this combined with the normal mail data page will get you there
Ok. Thanks. I guess Willy's first mail is going to include a present for my char. 
alrighty new issue arose…the regular portrait works but the winter portrait does not 
is it possible to add a different map if your using a mod(thinking of making a map mod and want the easiest compatibility with SDExpanded)
yes. on Content Patcher's tokens documentation theres a HasMod token, so you can conditionally apply patches based on which mods are or are not installed
are you using Appearances? if so, make sure you have the precedences set up properly. lower is better for priority, I think? (dont quote me)
imma be honest i have no idea what any of that means, im using portraiture for my portrait mod 😢
oh. unfortunately then that is out of my wheelhouse
shucks
I don't know if Portraiture can handle winter portraits?
really?? dang that sucks
how do i made compatability with both the reg and winter game portraits then?
First make sure you're not just doing something wrong like naming the file incorrectly. What's your winter portrait file called?
Sebastian_Winter.png
Okay that's correct. My next suggestion is to look at other mods using Portraiture and see if any of them have winter portraits.
Are you sure that's a Portraiture one?
it was under the section of portraiture “mods requiring this file” so i assumed
So it is. Does it have instructions?
i probably shouldve found a better one this is in chinese
It doesn't look like it, so it's probably not super helpful for understanding what to do
shucks
one mod sent me to download portraitireplus
i guess its an addon for seasonal?
This one appears to offer seasonal without PortraiturePlus, though I don't see how https://www.nexusmods.com/stardewvalley/mods/24535?tab=description
huh weird cause it follows the same instructions i used
ill try to use portraiture plus but its instructions look overwhelming honestly
It appears that you need to make it "Sebastian_winter.png" instead
ohh alrighty ill try that
There's a comment on the 4th page of the Posts tab on Portraiture's mod page that explains how it works
winter works now!! i just meed to figure out how i can see his beach portrait
Go have a look at the comment I mentioned. It explains that too.
i changed it aswell, i mean more of a test check in game
^ i found the cbj cheat for it 
you could also add a Fish Smoker to the starting gift in the house, either in addition to, or in lieu of, the 15 parsnip seeds
That was "Plan C" as I would have had to search first, where to find it, while I knew where to find the very practical mail. 
fair enough :D
is there a list of every SDExpanded Shop?
Maybe on their wiki?
"Mass edit by new user" on the wiki strikes again.... 
i have to wonder what the point of that flagging even is when i can just cut half of my edit, save the first half, then do a second edit with the half pasted back in...
anyway i got bored and was procrastinating my mod again so the Quest Data page is lookin better now.
you can, but someone meaning to do troll edits may be discouraged and in non modding wiki it's more common/more important to have it fixed
but it's the way things are when modding and non modding are sharing a space, some of the limitations aren't mean for us
"Don't post substantial AI-generated content. Any content you post should either be your own work, or clearly attributed to the original author."
neither LLMs are welcome in this channel or server
AI generated mods (like it appears you're making based on that screenshot) are doubly against the rules here
thinking of making a mod that allows access to all shops in the game, please give me suggestions on my plans(different conditions for shops)(i also know its probably really OP)
by "respective trash can able to be accessed", it won't put the desert trash can if you have no (legitimate)means of getting to the desert
(i wanna check i request orange role through bouncer right)
As in "You can't access those shops before fulfilling the conditions"? 
yea they don't spawn (in the hub)
they spawn in their normal places, but not in my hub thing
You've at least 1 impossible on that list as we can't have those animals without access to Marnie.
its just a hub to make access easier, so the shops are still in their normal places, but also in the hub thing once you furfil it's condition
Oh. I misunderstood. I thought you meant the actual shops, but you meant something different.
and as well as AI code not being allowed here, I'm going to make a wild guess based on what you showed and point out that neither are NSFW/R rated mods
Note that if you decide to make your mod with AI, it cannot be mentioned in the server at all. Additionally, we don't allow AI-generated content here. See #bulletin-board for the full policy.
i just realised i forgot dwarf(i made it just left it out of the screenshot by acident)
Anyone know why Visual Studio is throwing a "The imported project file "___" could not be loaded. There are multiple root elements. Line 2, position 2." error? Not sure what I did wrong
this is a txt file, the actual stardewvalley.targets is identical and named correctly in the correct location
hi, i'm trying to code some dialogue, it's a custom question with a followup, and i've got the question working fine but the followup doesn't work. i was wondering if anyone could point out where i've gone wrong, please?
"spring_2": "@, I've been learning sign language after work hours.#$b#I want to communicate with you, but my skills still need work... #$q 1/2 aslquestion_followup#Would you help me practice?$l #$r 1 50 aslquestion_yes#I'd love to, Harvey. #$r 2 -50 aslquestion_no#No thanks.", "aslquestion_yes": "That's wonderful, thank you.$l", "aslquestion_no": "Oh, okay.$s", "aslquestion_followup": "$p 1#I'm excited to get to work.$l|I really thought...$s",
How are you testing? With debug loaddialogue?
i'm loading up a save on the day and going to the npc to talk to them directly
Okay and how are you getting the question a second time? Skipping to the next year?
For testing the "aslquestion_followup": "$p 1#I'm excited to get to work.$l|I really thought...$s" line.
oh! i understand now. i thought it would be directly after, like having an option to talk to them again in the same day. i completely misunderstood what the command did haha. that's my bad! i'm still learning.
I'm wondering if you have formed the impression that the fallback is for talking to them again on the same day, which it is not. It's for the next time that question gets triggered, which in your case...ah, would actually be never.
yeah that's it ^^;
Whoops yup that is what you just said.
It makes sense why you'd get that interpretation, especially when looking at that example about going to the beach that's on the wiki.
If that's the whole file, you're missing the <Project> and <PropertyGroup> fields (properties? I don't know).
It should look like this
<Project>
<PropertyGroup>
<GamePath>D:\Mo2 Stardew Valley</GamePath>
<GameModsPath>D:\Mo2 Stardew Valley\mods</GameModsPath>
</PropertyGroup>
</Project>
Are you following the instructions from here?
i was able to get what i wanted to work! thank you again for helping me realise my error! 
where did you get your copy of stardew, out of curiosity?
Steam, but I have multiple install locations for different mod configs/lists
thanks for the reply! I'll test it and see what happens
I must say, I've never seen anyone use a .targets file for stardew modding 
it isn't standard for creating mods?
(not saying they aren't used, just that I haven't seen it)
I don't think so? most things go in the csproj
It's recommended practice by Pathos in the docs for ModBuildConfig

but I'm speaking about what I've seen, genuinely not saying that's how it works, I'm just thinking out loud
right, it's mentioned multiple times in his various documentations
sure, i use a global stardewvalley.targets file in %userprofile% since my install folder is on a different drive to my steam install
I haven't done it yet because I am not confident enough about what I want to set any global properties thus far lol
VS solutions from yet another different drive can't find the game directory without it
I have 3 install locations, but only one for testing what I make (or break, rather)
...I should read those at some point 
I have four at the moment. Will condense back down to one once I've finished 1.6.8, finished testing NMA, and finished testing Stardrop.
Don't. Pathos makes me feel dumb and worthless
How could he do that, he's so lovely
(joking, but he's so good it's crazy)
speaking of breaking things, I spot MO2 mentioned
from what we've seen it can be as bad as vortex
I prefer it to Vortex, but I've had issues with SV modding
yup
my theory is that it's probably some kind of over-eager deduplication
and that's why they snack on files
have you tried stardrop?
honestly as long as it leaves my base game files alone (unlike vortex) I'll deal with any crap it gives me
Nope, brand spanking new to SV modding
is it an organizer?
ooo is it better? (I know that's subjective and you're likely to say yes lol)
Although using mods without a manager is also incredibly easy with Stardew
need that right click > open on Nexus tho!
I think Stardrop is the best one for Stardew, yes (I say as someone who manages their mods manually). It's very specific to our needs so it is least broken.
If I need to update I just chuck my log into the log parser and use its links
Update? What updates?
Oh that's a thing for people who play the game, Atra. You don't have to worry about it :P
I feel like I'm the only person on earth who actively enjoys updating things and reading the patch notes lmao
atra enjoys knitting. and going outside (whatever that means)
oh that's the thing you do in stardew valley
I do not enjoy the process of updating my mods (still trying to figure out the most reliable way to preserve my configs) but I like reading the patch notes, especially for the modmaking tools.
(Also my wife loves reading patch notes. She also buys tabletop game rule books just to read them.)
I turned all my configs on my main list in a mod of its own. Only issue with this is when updating I do have to manually check whatever I update to ensure nothing broke
also, ugh, same error even with your provided fix
Do you get the same error if you delete the targets file and just put the properties in the individual csproj?
lemme try that
I haven't even built a mod yet. All i've done is clone the source of another's mod and I'm just trying to build and deploy it so I know the process for when I do actually do something. This is maddening
It might be easier if you follow the instructions in the getting started guide first.
I did
I mean, I obviously muffed up somewhere, but yeah that's how I got to this point
But there's no cloning another mod's source as part of that?
Unless you just mean you copy and pasted the ModEntry.cs file contents from the wiki page
No I just followed it through the VS install, then when it got to the part where you're to make your own mod I replaced that with just cloning one already made
Ah. Well, I meant following it through in full to having a mod running in game that logs what buttons you press (that's what the provided code does). I personally find it easiest to work with a situation that's already functioning and then edit that.
So this is interesting - I tried directing the targets file to another instance of SV I have on another drive and I get the same error
I think I'll have to just restart and refollow the guide and hope whatever I did wrong gets undone
another error I have is one of my references, StardewModdingAPI can't be found, though it's correctly directed to where it's located
seems the issue is my VS install, somehow?
Can you share your csproj file?
(By the way I am not very knowledgeable about all this but this is not a very active time of day so I'll offer what help I can in lieu of anyone more useful being around lol)
Well, there's one right there in the repo you just linked
How did you add the properties to your csproj file if you don't know where it is?
Oh any help at all is greatly appreciated. I'm in Asia so by the time anyone else hops on to help it'll be the middle of the night for me hahaha
I didn't do anything - I just created a new project via cloning a repo and clicked on 'build' to see if it would work and deploy it to the correct place
I was referring to this
Where I suggested you put the properties in your csproj and you said you would
Oh I couldn't find it so I didn't do it lol
Okay this is very confusing. Can you show me a screenshot of the folder that your project is in?
C:\Users\ __\source\repos\GuniismUnicycle is the directory
I see the csproj file
Okay your csproj file is about halfway down
Lol sorry I looked at the screenshot before I read the message
Try opening that and putting the game path and mods path properties in there instead
same error
Can you show a screenshot of the error?
I think it might be the Sdk=... part?
<Project>
<PropertyGroup>
<!-- Note for people forking this repo: uncomment the line below and add your own game path if necessary. -->
<!-- <GamePath>$(HOME)/.local/share/Steam/steamapps/common/Stardew Valley/</GamePath> -->
<ModZipPath>$(SolutionDir)Release\Zip</ModZipPath>
</PropertyGroup>
</Project>
It doesn't look like you deleted the stardew.targets file
No, the targets file is invalid xml
I forget if you have to fully wrap it or no
Hang on
Let me boot up
holy crap
did it and it built
built, deployed, started SMAPI, all good!
'Tis not, my csproj files all have it. The <Project Sdk="Microsoft.NET.Sdk"> bit, I mean.
<Project>
<PropertyGroup>
<GamePath>D:\Mo2 Stardew Valley</GamePath>
</PropertyGroup>
</Project>
this should work I thought
Looks like your stardew.targets file was still wrong somehow
I just copied and pasted what you provided
(multiple roots means you have
<OneThing>Something</OneThing>
<SecondThing>Something</SecondThing>
My VS install is on a different drive, would that matter? Maybe a perms issue?
ie, two top level root elements
I had the game path and the mods path
can you only have one?
No, I've got both
you can have both, you just need to wrap it in the <Project><ProjectGroup>.. stuff
(This is a .targets and not a .csproj, though! You only really need the Sdk specifier if it's a csproj.)
No, the one you were looking at was the csproj
(...yes, it was. That was a, uh... a test.
/j)
that was my issue - I remade the targets this way and it works
in unrelated: I'm super confused, lol, at this block
But I told you to do that right at the beginning. And you said that you did and that it didn't work. So I am confused about what happened.
You gave an example, too, which I just copied and pasted. I really don't know
Maybe you forgot to save it the first time but thought you had?
Deleting it and redoing it fixed it... somehow?
I can only figure that's what it is, or I saved it as txt or something
regardless - thanks a ton for your help. the whole point of cloning a working mod was to attempt to avoid any dumb errors I might make
and that didn't go according to plan lmao
Not quite lol
checking out stardrop now - are you one of the devs, or do you just use it?
shows missing requirements, update notifs, compatability issues - it looks sick
Nah, I have no experience in game/software dev lol
I have just been doing some ad-hoc user testing of NMA recently and decided to finally learn how to use Stardrop as a comparator (plus one of my friends told me that Stardrop actually can save configs when updating so I was trying to figure out how to get that part working).
Oh really? that's huge
the saving configs part
does it notify you if, say, an update changes any options in the newer version's config file, rendering the older one unusable?
ie. a furniture mod's config let's you choose between two colorways for its item, then the mod updates and adds another item that the config will have a new field/option for
Not as far as I'm aware of. I'd be surprised if any mod manager did that.
Yeah I guess without a sort of deep search or size comparison function it'd be up to the MA to tag it as different
one can dream lol
My approach is to assume the configs aren't changing between updates and then fix the issues when they come up lol
man of culture
I choose the "I'm in my 30's with no kids so unlimited time" route and manually check after reading the patch notes lol
I just override same folder hasn't exploded yet
I have had issues from overriding so I avoid it
same, and only with SV. never had issues in skyrim or any other beth game
actually no, I did have issues with cyberpunk doing that as well, come to think of it
Mysterious, whatever you gotta do i guess
There have been oops cases where the file structure changed substantially
But that's my own fault for not reading so
I do not read before I update, usually lol
I've downloaded a surprising amount of incorrectly packaged mods for SV. worrying that while Mo2 will notify me of that, Vortex doesn't
No energy for that especially since I usually have a minimum of 30 mods to update at any one time
I could probably improve the dl script i have to do no overwrite and config json preserve 
im trying to make a bundle mod, so i copied everything out of Bundles.es-ES.json and modified it but its not in the correct format for content pacther, is there a tool i can use to convert it or an older format i can use? (the file Bundles.es-ES.json is located in "Content (Unpacked)/Data")
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.
Take a look at the content patcher tutorials
is there a bundle making tutorial?
Better to find an existing bundle mod and use the resources chu linked to in order to learn how to edit it for your own purposes than trying to edit vanilla data format.
Doubtful. There aren't many tutorials for specific kinds of mods.
Reverse engineering is always easier
Just make sure the perms are open before uploading it, if that's an eventual aspiration of yours
i kinda did but wrong format ("Pantry/0": "Spring Crops/O 465 20/24 1 0 188 1 0 190 1 0 192 1 0/0///Cultivos de primavera", instead of "Pantry/0": {2: "24 1 0 188 1 0 190 1 0 192 1 0"},)
I don't know what you mean by this, sorry
im pretty sure i need
"Pantry/0": {2:"24 10 2 188 10 2 190 10 2 192 10 2"}
but i had
"Pantry/0": "Spring Crops/O 465 20/24 10 2 188 10 2 190 10 2 192 10 2/0///Cultivos de primavera"
That first bit is only if you want to change the third field along but not any other fields.
But you have to be using the correct Content Patcher fields either way.
the 4th thing seems to be how many you need, is there a way to just say all?
The bundle format is a string your edits also have to be a string
You can use text operations to change parts of it (probably a good idea to keep translations intact)
But you can't just turn it into a { } object and expect it to work
Are CP mods more likely to cause lag, or C#? Or does it not matter and SV is just ultimately limited?
I'm aware larger expansions will do that, but what about a ton of smaller mods?
You can do a lot of Bad with either format lol
Just depends on what is happening in either one
I'd assume "per tick" mods like automate in any number would wreak havock
But let's assume the optimal case, a skilled CP modder and a skilled C# modder
but what about a bunch of furniture or clothing?
Sometimes the CP ways of doing a desired feature is barely possible and kind of cursed, because ultimately you are limited to editing data and you can only achieve dynamic behavior by editing data more (which has cost)
Whereas the same behavior could be very easy in C#
If you wanted to do a lot with CP there is less control over the kinds of optimizations you can do. C# is more open, both in the havoc that you can cause* and optimizations.
I assume this is why you see "hybrid" mods with elements from both
Oh the other hand if you have a bad C# modder you can cause much problem by doing more work than you need
so, me
lol
Source i am the bad C# modder who did ALL_ITEM item queries just to find context tag stuff
Nah that's more bc CP has nice features like tokens
You can do everything cp does in c# (after all cp is just a c# mod) it just gets annoying beyond a point
A lot of big expansions tend to have a content/art person as the driving force
I personally find it annoying to load tonnes of textures into the content pipeline in C# when I don't have to, thats usually the reason I bundle cp and c#
And get c# help for specific features that cp couldn't do
that makes sense
I make a CP mod and then want to add a little feature as a treat that CP cannot do so I pester someone to teach me the C# for it
yeah it's generally way, way more convenient to use CP even with an active C# project, it's just so easy, flexible, compatible, and quick to set up
use C# for the specifics, CP for the day-to-day
this stuff is why I'm such a Pathos groupie lol
Most of my mods are C# the whole way but that's either bc none of the things I'm doing can be edited by data, or because i am exposing more stuff to data for cp mods to use
Then i make the cp mods to use these in a separate page 
So then really there's no clear answer as far as what you should look for, other than it depends and how did they do it
One day ill get around to eliminating the cp part from sprinkler attachments
worth noting that even though we talk as if they are, technically content patcher and c# aren't the only options, there are other content pack frameworks
right, there's like 2000
which actually leads me to another question - Would that cause issues? too many mods using too many frameworks? Or since they're all different the engine can handle it so long as they aren't all firing at the same time?
But to be clear content patcher is a framework whose job is to parch content
You can totally make your own mod pontent catcher and also do that job if you want
Spacecore has this (sc content) just like how it has everything
isn't spacecore also pathos?
Nope, Casey
nope, Casey!
ah whoops
Jinx
dude wrong channel, also kinda weird
What's happening now is less content patcher eat everything and more the game's content pipeline eat everything
I thought it was an inside joke so I refrained from asking wtf
not an inside joke, Just Morris being creepy???
Just report and move on, folks
if they're being weird towards you, send a DM to Bouncer 
i honestly didnt consider reporting, my bad
Other content pack frameworks do need to load their data somehow too, but they may opt to do it in a not editable via content pipeline way
This is also implementation detail™️
I'm just glad to be in a server where other people see messages like these and immediately start thinking of the most cursed ways to do it possible
Tbh i thought AT did this kind of thing 
Haven't looked tho could be wrong
Framework mods refers to C# mods that add new functionality to the game's code, and allows content mods to make use of them without having to make their own C# component. They usually work by reading custom data set in content mods and then apply their changes accordingly.
This page details the various...
Here's guide explaining how to do the "make custom asset for cp or similar to edit" flavor of framework
I don't know, cp is a pretty popular unix command
Yeah it's 2 letters
My wife always complains about CP
I just think there are too many things to shorten and too few letters available to care
Only 676 combos of those out there
content patcher is pretty goated though idk what ur wife is complaining abt /lh
mine too, when I tell her chi pi
that's a hilarious joke in chinese, btw
just call it conpa if it bothers u ¯_(ツ)_/¯
proud of myself lmao
chu, can you confirm or deny hilarity
This community does have too much acronym tho
chu speaks chinese? amazing …
idkwym..
Let's just not delve too deep into it.
Acronyms are an inevitable part of human life
Idk my brain failed to parse which tone it's supposed to be
nwd :-/!!!!
吃屁
If you actually dl me mods you may notice that they all come with i18n/zh.json \lh
xargs sounds like a sick alien race
yknow i never look in i18ns because i know english is usually there, which makes me not care, but thats actually a good point
english only please. And don't be rude
seeing what i18ns come in v1.0 of a mod show if an author is bilingual. fun lore
I've been using it a lot less ever since I learned how to properly use find -exec 
It's a 50/50 on whether the author bothers tho
?? I was explaining a joke about CP being a pun in Chinese, but he didn't know which tone
Idk if I'd have a zh.json if i was a npc mod maker
i know lumina does french translations :D
And lumina is powerful for this
I'm never going to bother i18ning into my other language because there's no actual game translation for it 
My mods i18n tend to be 10 to 20 lines top
ya im not comfortable enough with korean to i18n all of my mod. maybe some small parts that i dont want to get messed up across translation, but bweh
I wonder how well rtl translation works out of the box with stardew, actually...
Lol got your own language direction wrong :P
Just draw em backwards ez
I play multiplayer with my wife so I prefer Chinese as her english isn't as good as mine. SV is surprisingly good with Chinese translations even though I literally know zero people here who play it
If you patch dialoguebox messagebox u get half way there
I mean that's pretty much all most people see that would matter
if you just build a rocket you're halfway to the moon
Hudmessage too i suppose
There's a pretty big chinese community tho
apparently so! I live in mainland and have never met anyone who plays SV lmao
Just look at how fast cn translation go out on nexus
yeah it's crazy. front page every day at least one or two translations
And unlike korean community they do tend to post mods on nexus too
thank you, Gemini, your lies are very helpful
I've always wanted to learn hebrew
just randomly bust it out in a starbucks in brooklyn
lmao
it will probably be about as helpful there as your Chinese is 😅
a part of me is tempted to futz with machine code again to make ANOTHER drink a byproduct of making a drink….. oh my god… how much do i hate myself
funny enough, my chinese is crazy useful every time I go to the states. airports are half chinese people with no english speaking chinese to americans who have no idea what the hell they're talking about
oh, then a LOT less useful 
lets try and bring this back to modding guys lol
but hey, if you already know two writing systems, may as well add a third lmao
problem with adding Hebrew to games like stardew though is that it's right to left
Oh snap I never considered that! Can you change text alignment?
Arabic as well would need that for SV
is arabic supported by the game? never thought abt that
same braincell metal lmao
hahaha
no Arabic yet either, but there are more efforts to add it in than Hebrew
and changing text alignment would probably require some harmony patching, which is what chu and I were joking about earlier haha
Arabic speaking world is a lot larger so that makes sense
hell, a lot of chinese use it for writing
the modding implications for changing text alignment seem pretty big
manga-style conversations with npcs, etc
yup, you basically have to flip the entire UI
there's a new UI mod coming out soon, isn't there?
Is there?
I can't find it now but I found a link to the github on this server like 2 days ago
Khloe's? it's just for the menu
Better Game Menu
maybe I'll work on a Map Event Markers update today
I might be mistaken, maybe it's just the menu
and merge in khloe's pr finally
do you have a link for that?
uh I definitely do, somewhere, hold on
I've pruned my 400+ mods list and tweaked configs and so on and so forth to the point my only major point of lag is in menus. hoping her mod helps with that
yep that's totally the one I found the other day
then it's a game menu redesign, yeah
which is why I need to update map event markers 
on an unrelated note, do you guys know if the mod dump is just C# mods? I'm like 99.99% sure it is but wanted to make sure
Hmm I thought silicon used the mod dump to check for NPC festival positions
It's definitely content mods as well!
actually if it was only c# mods, how would pathos get the stats...
I was about to do a similar thing! haha
I'd also be surprised if we had 65GB of C# mods
93GB last I heard haha
Would be a good time. I'm releasing on Monday
Oh?
I might do some investigation into NPCs
For event stuff?
in general, I'm interested in just seeing some stats about them
but I don't know how safe of an assumption it is that all npcs are content patcher 
and finding them in c# mods will be much trickier ig
as always, I'm stuck between the "technically rigorous way" and "almost definitely good enough" way
problem is, what if a c# mod only loads that data under certain conditions
If you're wanting to make sure you get every single NPC mod for the game then it might be dangerous to assume they're only made in CP, but the mod dump is not going to have Naver or BiliBili mods anyway will it? So it doesn't seem likely that you could be certain anyway.
ofc, but part of me won't be satisfied with any solution that can't find every NPC in the mod dump haha
sorry to Interrupt the conversation,Can anyone please help me? 😭
I successfully added a new recipe for the Big Chest, but I can't figure out how to make it appear in Robin's shop alongside the vanilla recipe.
When I use Content Patcher (CP), it doesn't work at all.
When I use Shop Tile Framework (STF), it completely replaces the vanilla recipe with my new one.
I've been struggling with this for two days, and now I feel sick just seeing Robin's face 😭😭. (just joke)
PLEASE, any modding experts, save me! 🙏
sorry for bad english
most rigorous way is probably to decompile every c# mod and do a text search for the necessary fields for npcs ig? though I'm not even happy with that either 
You should just be able to check asset editors in C# mods. If someone is doing an NPC without editing the data assets, that kind of nonsense isn't something other people should probably care about.
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
Post your CP json
{
"VanillaShops": [
{
"ShopName": "Robinshop",
"AddStockAboveVanilla": "true",
"ReplaceInsteadOfAdd": "false",
"ItemStocks": [
{
"ItemType": "BigCraftables",
"ItemNames": ["Big Chest"],
"IsRecipe": true,
"StockPrice": 6000,
"When": ["!HasCraftingRecipe Big Chest"]
}
]
}
]
}


