#making-mods-general

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iron ridge
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you can run the compatibility branch on arm

lucid iron
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If you are bored enough you can try the whole decompile game and fix it up to be compilable thing

iron ridge
#

just run the main executable with mono

calm nebula
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It's not the c# parts (incld game)

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It's something in a dependences

glossy cargo
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Can anyone explain this line to me?

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Some of my users started experiencing a new bug and we are starting to suspect the SMAPI update causes it. This line seems the most thematically related to the bug

lucid iron
#

SMAPI has a pair of events Saving and Saved

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They should mark when it is actual saving

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I believe this lines refer to events like UpdateTicked

glossy cargo
#

I am calling Game1.NewDay(0); within the OnDayStarted() event, for my multisleep feature (players can choose to sleep 5 days in a row, for example).
But if they ship something during the day, the very first day of their multisleep has a chance to glitch out strangely, and they get stuck in a half-asleep state where they can't use items

lucid iron
#

I wonder if u can bandaid it by doing the sleep at 610 bolbthinking

whole raptor
#

Are EditImage overlays heavier on performance than the default replace? How many would there have to be to see any realistic difference? SDVpufferthink

lucid mulch
#

yes

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size of the source/target images and whether opacity is in use

whole raptor
#

Another question, was it the dynamic tokens that didn't refresh when changing options in GMCM? SDVpufferthink I remember that some things could be changed in game and some wouldn't work before without restart/new day.

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Or I might remember it completely wrong... I probably remember it wrong šŸ˜…

sour sleet
#

Is it possible to add custom monsters with CP?

lucid iron
#

You can spawn them with ftm or spacecore

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But they would be reskinned versions of existing monsters

sour sleet
#

Would it be possible to reskin the monsters for certain areas but not others?

lucid iron
#

The way FTM works is that you define a monster texture to use

sour sleet
#

Ah ok, so they can look different in a particular map/area?

lucid iron
#

Yeah

sour sleet
#

Awesome!

lucid iron
#

Look different per spawn really

blissful panther
#

(The actually not hacked together rewrite is coming along.)

Using base map texture directory: /home/alan/Dev/Stardew/StardewValley/Content/Maps/
Handling tilemap: /home/alan/Dev/Stardew/Forest.tmx. Checking image paths...
Handling tileset "outdoors" 
    Target file: /home/alan/Dev/Stardew/spring_outdoorsTileSheet
    New target file: /home/alan/Dev/Stardew/StardewValley/Content/Maps/spring_outdoorsTileSheet
Handling tileset "Paths" 
    Target file: /home/alan/Dev/Stardew/paths
    New target file: /home/alan/Dev/Stardew/StardewValley/Content/Maps/paths
Handling tileset "untitled tile sheet2" 
    Target file: /home/alan/Dev/Stardew/spring_outdoorsTileSheet2
    New target file: /home/alan/Dev/Stardew/StardewValley/Content/Maps/spring_outdoorsTileSheet2
Handling tileset "v16_Shadows" 
    Target file: /home/alan/Dev/Stardew/spring_Shadows
    New target file: /home/alan/Dev/Stardew/StardewValley/Content/Maps/spring_Shadows
Handling tileset "v16_Waterfalls" 
    Target file: /home/alan/Dev/Stardew/spring_Waterfalls
    New target file: /home/alan/Dev/Stardew/StardewValley/Content/Maps/spring_Waterfalls
lucid iron
#

SdvTiled DokkanStare

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Something I'd like to have is automation for the whole export tsx and embed into custom map dance

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To get anim and map props

blissful panther
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I don't think I've ever done that to know the process...

lucid iron
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Oh so the steps is

  1. Open vanilla map
  2. Export tileset from the tileset panel, to get the tsx
  3. Add tsx to custom map
  4. (Optional) Embed it to tmx
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This is important for waterfalls

blissful panther
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Purely to avoid the (huge, I can imagine) hassle of recreating the animated tiles for the waterfalls, I assume?

lucid iron
#

Ya

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Also to get the right dirt/grass/stone types

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For spring_outdoors and such

river torrent
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Hello, can anyone take a look at my code for an event and help me figure out why I cannot get it working?

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changeLocation command seems like it should be straightforward, but it's not working like I would expect.

gaunt orbit
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can CP load Effects?

merry thunder
#

I need help with making hair for fashion sense again sjdgkdhg I'm trying to make hair for a character but everytime I load it in it looks like this. I can figure out how to position it on the head on my own but Im not sure why it's including every angle of the hair as one???

tender bloom
#

HeadPosition should be tweaked to get it on the head properly

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fs_reload is very helpful during that process

glossy cargo
river torrent
# urban patrol what are you seeing?

I do not see anyone once the location changes to the hospital. It works fine if I just run the hospital scene (With minor changes due to starting position vs warp from another location.)

merry thunder
lucid iron
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Just so that whatever you are doing happens after all other day started events

urban patrol
river torrent
#

Thanks, I did try that too. the viewport is a bit off, but same issue.

urban patrol
#

interesting okay

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i assume you’re not getting any errors in your log are you

river torrent
#

Unfortunately no errors. That would help if there was anything.

urban patrol
#

yeah haha

river torrent
#

[11:55:55 ERROR game] Event '1772022' has command 'warp Pam 20 12 3' which couldn't be parsed: optional index 4 (bool continueImmediate) has value '3', which can't be parsed as a boolean.

urban patrol
#

oh that would cause it to skip that command yeah

river torrent
#

Going to edit this some....

urban patrol
#

!log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

urban patrol
#

in the future you can use this

proud wyvern
#

so, fun

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suddenly somehow my Nexus account got closed

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without me doing anything or receiving any emails about it

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not banned

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closed

undone hawk
iron ridge
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weird that when it's renamed to "deleted".. it's very much not deleted

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(to be fair, that's good in this context)

proud wyvern
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it would be very bad if that would remove all content tied to my account lol

iron ridge
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very bad indeed

proud wyvern
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"Many apologies for this, we are investigating what has happened here and will let you know soon"

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okay that was fast

tawny ore
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Who did you make enemies with over at Nexus?

proud wyvern
#

John Nexus himself

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honestly my best guess is that it was an automated thing due to junk data in their database

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when i started modding Stardew, i've somehow managed to make a second Nexus account

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idk when i've made the first one

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but i wanted my name back

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so i've messaged support

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they did some magic and "merged" the two accounts

undone hawk
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Turns out my mod isn't split screen compatible

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Should I... even bother fixing that

rich cradle
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Hi! Can someone help me pls? I'm pretty new to modding and started with some recipes, which worked really well! I then got the idea for a machine, and after a few days of trial and error and reading half of the internet up and down, the machine works! There is just one problem which is driving me nuts. The textures are not showing! Smapi tells me it can't find the files, but everything is there! English is not my native language, sorry in advance if i'm a bit slow with understanding.

brittle pasture
#

!json post what you have!

ocean sailBOT
#

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.

lucid iron
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I believe menus (assigned to activeClickableMenu) is already instanced, what is incompatible in your mod?

rich cradle
brittle pasture
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the code that loads the textures

rich cradle
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sorry i don't know what you mean, maybe thats what im missing?

undone hawk
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According to a bug report I got

brittle pasture
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if your texture is named "assets/bigcraftables.png", you first need to use a Load action to load it into, for example, "MyModId/BigCraftables"

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then in your big craftables data you'd set your Texture as "MyModId/BigCraftables"

rich cradle
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Something like this?:

    "LogName": "New Machine Sprite",
    "Action":"Load",
    "Target":"Mods/{{ModId}}/BigCraftable",
    "FromFile":"{{ModId}}/assets/eismaschine.png"
    },
brittle pasture
#

you dont need the ModId part in FromFile

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it's already relative to your mod's folder

rich cradle
#

so just assets/*.png?

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Does it matter where I put the code? I mean in which .json?

brittle pasture
#

no

rich cradle
#

[game] Failed loading texture Ninels.Gurkensalat/eismaschine for item (BC)Ninels.Gurkensalat_Eismaschine: asset doesn't exist
😦

whole raptor
#

Any ideas if or how I could make it work for both Portraits and Characters in one line where the only difference is that {{OverlayStyle}} folder is present only for Portraits? SDVpufferthink
"FromFile": "assets/{{TargetPathOnly}}/{{Overlay Style}}/Clothes/Bottom_Hat.png"

rich cradle
#

i don't know if i understand target in the right way

undone hawk
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Hhhhhhhow does a custom farm specify what fish it has, y'all?

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Cuz I'm looking at ForeverFalls and I don't see it making any changes to LocationData or specifying what fish it has anywhere

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Not in FTM or in its CP component

whole raptor
lucid iron
#

For farms usually they use the location fish thing

merry thunder
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Does anyone know what this means? SDVpufferwaaah

iron ridge
#

!json that json is invalid

ocean sailBOT
#

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.

merry thunder
#

Any idea why it's flagging the end as bad? ;-;

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I tried just deleting it but then it says the line 62 is a problem and so forth

lucid iron
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Hard to say with a screenshot like this (please send link instead) but you probably have mismatched { }

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Using something like vscode helps a lot cus it has built-in json validation

brittle pasture
rigid musk
#

I truly should switch to using VSC.... but then I would have to configure it and get used to a new UI and ... eugh

rich cradle
merry thunder
lucid iron
#

I been thinking "maybe i should use something not built on javascript" for over 7 years

rich cradle
#

@brittle pasture okay now the machine has a sprite, it's only the craft menu where it shows the red error icon

brittle pasture
#

that means the recipe is wrong probably

#

repeating myself here, but post your recipe data?

golden spire
#

ooh no... I've started to work on/update "Everyone is Clint" again...

brittle pasture
#

so the game will try to make (BC)(BC){{ModId}}_Eismachine

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remove (BC) or just flip that field to false

tender bloom
# merry thunder <:cryign:1356363102270128420>

I feel like 96 pixels is far too tall. The farmer is about 32 pixels tall, for context. And the hair looks close to being aligned to the head here? Just needs a slight x-axis offset.

rich cradle
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@brittle pasture It works!!!!! Tyvm!!!!

brittle pasture
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you need to scale it down appropriately

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though looking at that image it doesn't seem like you need 96 pixels

whole raptor
#

Is there an equivalent to this that we can use in CP's query?
{{ TargetWithoutPath == 'Portraits' ? 'Yes' : '' }}

lucid iron
#

Im not sure what you are trying to do

whole raptor
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Something dumb... basically use this in a FromFile so it modifies the path if the asset currently edited is a portrait and not characters

rigid musk
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I mean you could use a dynamic token for it no? unless you mean for multiple different characters then perhaps not

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Unless im misunderstanding what you're trying to do (entirely possible)

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(Probable even)

whole raptor
#
            "Action": "EditImage",
            "Target": "Portraits/Emily, Characters/Emily",
            "FromFile": "assets/{{TargetPathOnly}}{{Query: {{TargetPathOnly}} = 'Portraits' ? '/Version' : ''}}/{{TargetWithoutPath}}.png"
}```
Something like this, for when portraits have an extra variant
lucid iron
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Why not just use 2 Editimage LilyDerp

whole raptor
#

I could.. but that would add over 100 more lines of basically the same edits just for characters SDVpuffersquee

lucid iron
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Local token it

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Put the 2 Editimage in an include and just pass character internal name

whole raptor
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Uhh... not sure if I know what you mean, how would I do that? SDVpufferflat

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For more context, I have 11 EditImages, where the only thing stopping me from slapping Characters into the target so I won't double basically the same code, is that Portraits have an extra tokenized folder in the path

lucid iron
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Do you know how to use LocalTokens

whole raptor
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Didn't know it was a thing, give me a sec

undone hawk
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Y'all. Before I do something crazy, EscasAPI allows tile-based fish catching for custom maps. I need to know the Esca data for an entire map, if it exists. The only method provided by the API requires a tile to work correctly. I cannot be about to iterate over every tile of a map to check for Esca data. That simply cannot be what I have to do

lucid iron
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What's esca's API?

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EMP?

undone hawk
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Yes

lucid iron
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If it's like TileData then yes you do in fact have to do this

undone hawk
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There are custom farm maps that do not properly display what fish are catchable, because they're handled exclusively by Esca's

undone hawk
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Is there ANY way I can make that performant

undone hawk
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Well of course

lucid iron
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I implemented this so that it only needs to happen when the map asset is invalidated

undone hawk
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So I just have to

brittle pasture
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(am i stupid (likely) or is different fishing zones already a vanilla thing)

undone hawk
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Ugh I did NOT want my mod to be part of the "Make my save take an extre minute to load" gang, but I'm gonna end up this way

lucid iron
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And the getting of prop happens when player enter map

undone hawk
lucid iron
#

I think esca made this before the vanilla thing

whole raptor
lucid iron
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EMP predates data locations

brittle pasture
#

ah makes sense

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it's unfortunate we would have to do all this extra work on game launch but alas

undone hawk
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Doing it

whole raptor
undone hawk
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And only the river fish are showing

brittle pasture
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do they accept PRs to switch to vanilla fishing zones

undone hawk
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I would love that

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Because I already handle vanilla fishing zones

whole raptor
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I mean as in, there's nothing that can't be caught elsewhere (I have no idea how many people actually fish on the farm... I never did)

undone hawk
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I'm stubborn

lucid iron
#

I think u can just add a toggle for this, if the performance is too terrible

undone hawk
#

It'll only ever do it if Escas is present, and I can add a config to disable the compat

lucid iron
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In my case it's cheap because i only ever scan the current map a player is in

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If you want to scan everything then yea that's expensive

old edge
#

so if you add torch_item context tag to an item it works?

brittle pasture
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there's some weirdness I think but I think it works

lucid iron
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Extra Torch Config

old edge
#

I've been trying to add it with C# for awhile now

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well I put the context tag and now my item lights up but what If I want to take it a step further and change the color?

undone hawk
lucid iron
#

Then it's not very expensive at all 3sSmolMiku

old edge
#

I made an item that attracts wisps

undone hawk
#

Yea especially with caching

old edge
#

not sure what I could do with it

lucid iron
#

For a while mmap was doing this with no caching and i never got any complaints about it

brittle pasture
old edge
#

hm.

brittle pasture
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vanilla torches can only be yellow (except for the unused spirit torch which is hardcoded to be blue)

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IE allows objects to be colored light sources

old edge
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ok

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I'll look into item extensions for this feature.

prisma ibex
#

Does any1 know where the Mystery Box item drops are located in the game files?

brittle pasture
#

hardcoded in C#

prisma ibex
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So it's inaccessible through the game files?

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Or is there a way to mod the mystery boxes

brittle pasture
#

with C# you can

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otherwise nop

prisma ibex
#

Alright thanks for the tip, what about the items that you get from the box, is it the same case or are they located in a specific file?

lucid iron
#

You can make your own geode like item i think

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Forget if that needed a framework

brittle pasture
#

custom geodes are vanilla now

old edge
#

how can we post video clips on discord

lucid iron
#

If they are below 50mb u can just post

brittle pasture
#

like images?

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yeah

prisma ibex
#

For example if I wanted to completely delete the Jojacola (aka diabetes) , is the item accessible through the game files or nah

lucid iron
#

You can modify the joja cola item to something else

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Rename it joja cola zero and change the sprite etc

brittle pasture
#

straight up deleting any vanilla items is definitely ill advised

tiny zealot
#

i think samboss wants to remove joja cola from the list of drops from the mystery box?

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in which case i think those lists are hardcoded, but i'd have to go digging

brittle pasture
#

as mentioned, mystery box drops are hardcoded

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Utility.getTreasureFromGeode

prisma ibex
#

(random but you get my point)

brittle pasture
#

do you feel like learning harmony transpilers today SDVpufferwoke

tiny zealot
brittle pasture
#

!harmony

ocean sailBOT
#

Harmony is a framework for patching .NET code, allowing you to take any portion of the game's logic and insert or substitute your own. This gives you more flexibility and control than SMAPI helpers and events, at the cost of being typically more complex and difficult to use safely and correctly, and more likely to break with a future update of the game and/or SMAPI.

If you are trying to do something that isn't possible or practical with SMAPI alone, then Harmony is usually the solution.

For more information, refer to the following:

lucid iron
#

The most important part is naming your mystery box dehardcoding framework Dokkan

brittle pasture
#

Extra Mystery Box Configs

old edge
#

anyone know if HasModData is an actual content patcher conditions?

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the wiki page is lagging

lucid iron
#

If you mean GSQ i believe not

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BETAS feature

brittle pasture
#

it is a vanilla GSQ but only for farmers SDVpuffersquee

lucid iron
#

It implies more knobs are exposed for (thing) Dokkan

prisma ibex
#

in which files are totems located again?

brittle pasture
#

if you mean their object data, it's Data/Objects
if you mean their teleport functionality, that's in code

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SpaceCore allows making custom warp totems

prisma ibex
lucid iron
prisma ibex
#

Nvm found em

golden spire
#

under the unused meat sprites

prisma ibex
#

So hypothetically, if I replace the entirety of the item data code with another item's , I'd get that item instead?

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I'll put the Mystery Box's object data and see what happens, imagine getting a mystery box out of a mystery box, that'd be hilarious

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"Edibility -300"

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So you can straight up make items edible by editing that value?

undone hawk
#

@brittle pasture Currently fixing modded farms (which I thought would be way faster) and then I’m gonna work on the randomitemid thingy :3

brittle pasture
#

no, all you'd be doing is changing its display name and texture

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not its behavior in game code

lucid iron
#

You will get item 688 and then when you use it you will warp to farm

prisma ibex
brittle pasture
#

yea

lucid iron
#

To actually make mystery box drop do anything different you will need to do C#

brittle pasture
#

just to clarify once and for all - there is no workaround to using C# if you want to change mystery boxes drops

undone hawk
#

Custom farms work!

brittle pasture
#

nice!

undone hawk
#

Now I'm gonna work on the lag when loading a crap ton of fish to the HUD

urban patrol
#

does anyone know the location name for blue moon vineyard in SVE? apparently my warp there doesn’t work

#

i thought it was Custom_BlueMoonVineyard

undone hawk
#

I thought it was that too

lucid iron
#

Try patch export Data/Locations

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SVE still uses CustomLocations but I believe smapi just edits those in for you now

undone hawk
#

This is what FTM is calling for the Vineyard: "Custom_BlueMoonVineyard"

urban patrol
#

hmm yeah the export says it is that

lucid iron
#

What does your warp say

urban patrol
#

it’s a map property for a custom location and it’s 32 0 Custom_BlueMoonVineyard 55 63

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i shouldn’t have to patch it in right? my warps to the beach work

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i also swear i tested this before release but i just tested it now and can confirm it doesn’t work

lucid iron
#

Try patch export your.tmx

#

Another helpful mod is data layers

urban patrol
#

preface it with mod id or no

lucid iron
#

Use your actual tmx asset name

lucid iron
urban patrol
#

hmm couldn’t load asset but like i can see it and visit it in game

urban patrol
#

sigh why did i choose to make this SVE compatible

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okay i don’t think i’m patch exporting correctly, i get the same error ā€œcouldn’t load asset using a likely typeā€ for every map i try to load

whole raptor
#

I'm having way too much fun with LocalTokens SDVpufferpain

prisma ibex
#

I have a .json file but for some reason it's not getting converted to an xnb file on the GitHub tool site

whole raptor
#

Why do you want to convert it back into xnb..?

tawny ore
#

!xnb

ocean sailBOT
#

XNB mods often break the game and are not recommended. See:

For mod creators, see editing XNB files for help unpacking & editing them (including for use with Content Patcher).

lucid iron
whole raptor
#

Zola combines the above two SDVkrobusgiggle

prisma ibex
tawny ore
#

The only valid reason to make an xnb mod is perhaps to mod non-pc sdv where it's possible

#

Otherwise, you should be making it a content patcher mod

lucid iron
#

Yeah but android smapi supports content patcher

tawny ore
#

Oh yeah, I meant like switch. Not sure if any other platform supports xnb modding. Maybe xbox?

lucid iron
#

While it is still not that stable i would say it's better than xnb packing

whole raptor
#

I don't think xbox allows modifying game files in any way SDVpufferthink

tawny ore
#

Oh nevermind then. I've never actually looked into it, I kind of just assumed xbox would be more open than say ios or playstation.

whole raptor
#

I'm not exactly sure either, just an educated guess šŸ˜…

lucid iron
#

I wonder what sdv's platform distribution is like

#

PC vs the consoles vs phone

brittle pasture
#

outside of nintendo (which has relatively weak security apparently) is there a console that was jailbroken since the days of the ps3/vita

tawny ore
#

I haven't paid attention to the scene since those days

#

Other than switch, the vita is my last modded console

brittle pasture
#

As of December 2024, Stardew Valley has sold over 41 million copies across all platforms, with over 26 million copies sold on PC, and 7.9 million copies on the Nintendo Switch.

lucid iron
#

I don't think it's very attractive to jail break the other consoles when their games eventually get pc ports

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Except bloodborne ofc

brittle pasture
#

PC is still the beegest

tawny ore
#

iphones still get jailbroken, I wonder if it'd be possible to do xnb modding on ios

whole raptor
#

Let's not go there SDVpufferyoba for our sanity

brittle pasture
#

hurry, before the junimos arrive /s

tender bloom
#

I get the sense iphone modding atttempts like that would be pretty niche because it really decreases QoL of using the phone

#

like at that point just get an Android (I say, as a lifelong apple user)

tawny ore
#

I just think it'd be neat for an expansion to be created that uses vanilla data models and features, so that it's theoretically possible for the entire expansion to work without any framework

#

Like, an expansion that could run without SMAPI even

lucid iron
#

Matt why do you say such terrifying things

whole raptor
tender bloom
#

It's the sort of thing where I feel like it's a fun mental exercise but no fun to actually do

tawny ore
#

Yeah, just a thing to do to show that it can be done

tender bloom
#

Like if I were making an expansion I would have more fun just doing whatever I want with lots of frameworks

brittle pasture
#

hmm what's the biggest content mod that's pure CP rn

tawny ore
#

With all the dehardcoding of 1.6 it's more possible than ever

tender bloom
#

maybe this explains why my expansion ideas never got off the ground lol

#

I just do whatever is most fun to me

brittle pasture
#

every expansion has a bespoke C# component nowadays

rigid oriole
tawny ore
tender bloom
#

This is why I have like 50 object sprites and like 0.5 tree sprites

brittle pasture
#

ah that's even more limiting then

tender bloom
#

like in theory just Loads

brittle pasture
#

no tokens, no whens, no configs

tender bloom
#

Even though it's bad practice

tawny ore
#

Yeah, it's a challenge that really has no point other than, "look at what 1.6 gave up"

tender bloom
#

because EditData/EditMap would have to be manually merged

#

before repacking

brittle pasture
#

among my own mods that leaves only.... White Coconuts

rigid oriole
#

An important mod!

tawny ore
#

True... vanilla edits are the biggest obstacle

lucid iron
#

Well hm

rigid oriole
#

Honestly the c# part is so fun that's why everything i write ends up with a c# part and why if I ever make the expansion idea I have it'll have bespoke c#

lucid iron
#

It'd have to be xnb-fied but you could get all of vanilla tweeks in there

#

Just sprite replacements after all

tender bloom
#

The temptation to C# is always there...lurking...

#

I occasionally do things in C# I don't striiiiictly speaking have to, tbh

rigid oriole
#

Until the cp foreach is implemented, we c# 😌

lucid iron
#

When i need a foreach i just get the snakey out and make it write CP for me

tender bloom
#

I once did that in Matlab šŸ˜›

lucid iron
#

MathPerson...

#

It's disappointing how C# isn't some animal

#

Can't imagine things like a snek writing me mod with its tail

#

Therefore we should switch to rust

rigid oriole
#

I dont actually know what kind of bird it is

#

C# 3 was a fish

#

Thus i vote bird

young pond
#

Hello catwave
This might be a dumb question...
I made a content pack adding more details to the farm buildings, and now I've been asked to do the SVE buildings as well. I checked the SVE mod page's permissions tab, but I'm very new to this and a bit paranoid (lol), does this mean that I can use/edit the files with proper credit?

lucid iron
#

Ye

#

As long as you aren't paywalling your mod

young pond
#

Got it, thanks! :D

lucid iron
#

That said it is possible to do this without including the sve assets

#

You can go for edit image patch overlay

young pond
#

Ohh, that's a good point

#

I'll look into that, thank you

whole raptor
#

When did SVE go open source? It's been a while, but I'm curious at what point SDVpufferthink

tawny ore
#

How about a mod that starts by removing 100% of vanilla assets, and only then builds on top of it? That would be interesting.

#

Instead of an expansion it would be a contraction

rigid oriole
#

Are you suggesting to use sdv as a game engine lol

lucid iron
tawny ore
#

Stardew Valley Contracted

rigid oriole
#

Is it compatible with sve?

tawny ore
#

It's the polar opposite, so they just cancel each other out, and you end up with vanilla

whole raptor
proven vigil
#

(SVE has always been open perm but I've never been very vocal about it)

rigid oriole
#

They've been summoned

lucid iron
#

This is only for the C# portion though

whole raptor
#

Wait really? SDVpuffereyes I don't know why I thought otherwise

lucid iron
#

I think this means the assets r all rights reserved but with whatever legal rights nexus perms grants you 3sSmolMiku

rigid oriole
#

big craftables are 16x32 right

pine elbow
#

has anyone used Sprites in Detail to make slightly bigger sprites than vanilla? or do I have to use the 64x128 for it to work and not look bad

lucid iron
#

If u only need a couple more pixels you could maybe just adjust it with vanilla

pine elbow
#

i may mess with that first then, but i think i may need more wiggle room for some sprites
trying to make a CP mlp mod šŸ™‚ā€ā†•ļø

lucid iron
#

Ah what you want is probably poohcore

#

The issue with bigger npcs is actually the pathing (they get stuck on 1 tile wide stuff

#

That framework mod fixes it

prisma ibex
#

Yo

pine elbow
#

ooo bet bet thank you!!

prisma ibex
#

If I wanted to change how in-game items look, in which file will I find the items' designs?

brittle pasture
#

depends on the item type. regular items are in maps/springobjects

tawny ore
#

Various types of items are spread across different spritesheets, but the regular objects are in maps

#

I'd recommend checking maybe the Vanilla Tweaks mods which changes items appearance so you can see how it's done correctly

whole raptor
#

LocalTokens can't be used in LogName? SDVpufferthink

lucid iron
#

They can i think

whole raptor
#

Ah yeah, I looked at the wrong thing

rigid musk
#

and objects_2 in TileSheets

#

(in relation to the in game items)

pine elbow
#

hello! i have dificcult to make new npcs, somebody helpme?

lucid iron
#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

calm nebula
calm nebula
undone hawk
#

@brittle pasture Okay I pushed the update, now to work on that RandomItemID

iron ridge
#

noo i missed the switch modding talk

#

oh it was shorter than i thought

lucid iron
#

Pillow when are you making the XNB only expansion mod that works on the switch

iron ridge
#

uhhhh

#

not soon

urban patrol
#

sooooo i had my nexus update key wrong in my initial upload. how fucked am i

tender bloom
#

Update it fast and tbh you probably won’t see much impact?

hallow prism
#

a bit

tender bloom
#

How long has it been since the initial upload?

hallow prism
#

people that already downloaded it will miss the update warning but it happens

rough lintel
#

but i cant stand playing sdv on the switch so it was a meaningless venture to me

lucid iron
#

oh no

rough lintel
#

not an expansion though dear god no

#

just a portrait mod and multiple graphic changes

#

so it doesnt burn my retinas on my switch

urban patrol
#

so 4 days

#

i'm sitting at like 200-300 downloads rn

lucid iron
#

well thats what the checklist is for Dokkan

#

there is nothing u can do besides update and fix it

whole raptor
ocean sailBOT
#

Log Info: SMAPI 4.2.2-unofficial-sinz-2+3 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 24 C# mods and 3 content packs.

empty sail
#

Hey guys another quick question about dialogue modding

#

if i have 2 different lines of dialogue written under the same day, so for example "spring_Tue" will it break or only ever use the first/last one written

urban patrol
#

had the right number but not the "Nexus": key

lucid iron
#

Build-A-Witch.json

#

does logname support other kinds of tokens? i may have just assumed they did

rigid oriole
#

keys have to be unique

iron ridge
#

which.. was probably for doing cp2xnb

lucid iron
#

pillow xnb.patcher yuniShake

whole raptor
iron ridge
#

tbh the hardest part of doing it is "do I treat whens as always true? always false? sometimes true? when sometiems true?"

inner harbor
lucid iron
#

Vmv has one

#

I blame atra for this \lh

#

Lemur do u know what ES uses C# for? Besides the unlimited special orders

faint ingot
#

anyone know where this door is currently used in the 1.6 landscape tilesheet? Was thinking of reusing it but not sure where it's used currently.

hallow prism
#

yeah some stuff isn't possible in CP yet (altought it may change) and the shared chest thing was amazing and really makes things so much smoother

lucid iron
#

That's Leo's house

faint ingot
#

ah makes sense

calm nebula
inner harbor
calm nebula
#

Sea monster

#

Water color changes

#

Special order emojis?

inner harbor
#

a lot of the stuff it did is no longer relevant too, like the shimmer on the tidepools.

#

yes thank you atra! Those things.

lucid iron
#

Things to cannibalize eventually

calm nebula
lucid iron
#

Well actually i think wren wip maps mod has the sounds part

calm nebula
#

Tbh I don't mind expansions having their own c#

inner harbor
#

so lots of nice cosmetic stuff, but nothing that the mod needs to work as inteded. But I think you'd get angry Lewis for the emojis otherwise.

hallow prism
#

with 1.6.16 unlimited special orders half the expansions will be able to yeet some C# into the void šŸ˜„

lucid iron
#

Atra will cannibalize the special order emoji into smd right

calm nebula
#

Yeah, it was originally ripped from SOTE to start with

lucid iron
#

SOTE?

inner harbor
#

smd?

calm nebula
#

Another mod I made that I'm not updating to 1.6

#

Err

#

Chue explain I'm on my phone at work

lucid iron
#

Surface Mounted Device a new mod from famous retired modder atravita

calm nebula
#

Not famous

#

Infamous

#

Lemurkat, I have a teensy mod that dehardcodes some things I've been working on and no it doesn't count as me coming out of retirement

lucid mulch
#

suuure

inner harbor
#

ah nice. And we know atra, you're retired, but still here, so that's all that matters.

#

no obligations

calm nebula
#

still alive

lucid iron
#

Atra retired is Quantum state

#

Unknown until observed

calm nebula
#

Heyyyyyyyy

lucid iron
#

Oh yeah i did check that the mmap critter spawn can do a limited form of alt texture

#

But it'll be pain to do this for some critters with hardcoded frames (froge...)

brittle ledge
#

ah, time to see how far I traveled through time

lucid mulch
lucid iron
#

Why don't u put that in SinZEventTester

lucid mulch
gaunt orbit
#

I wanna work on mods but my brain is tired

prisma ibex
#

This is cursed

gaunt orbit
#

Someone's got the wrong sprite index

#

On what I assume are resource clumps

prisma ibex
#

Ye

#

Time to redo everything ig

calm nebula
prisma ibex
lucid iron
#

xnb not even once

prisma ibex
#

What

gaunt orbit
lucid iron
#

Did you change Data/Objects or Maps/springobjects

#

If it's the latter then reverting your xnb file to original should work, worst case just reinstall game

gaunt orbit
#

if you want to "fix" the glitched clumps, you can do one of three things:

  • use c# to find them and change the index
  • find a way to erase them completely
  • accept that this save is glitched and ignore it
#

assuming you aren't doing xnb fuckery

lucid iron
#

Seriously tho please use content patcher

gaunt orbit
#

if you're messing with xnbs, I have no advice other than don't do that

whole raptor
gaunt orbit
#

!xnbzola

ocean sailBOT
#

XNB mods often break the game and are not recommended. See Modding:Using XNB mods for more info (and a list of Content Patcher alternatives), and you can reset your content files to fix problems caused by XNB mods.

For mod creators, see Modding:Editing XNB mods for help unpacking & editing them (including for use with Content Patcher).

lucid iron
#

say which smapi event is equiv to GameLocation.drawAboveAlwaysFrontLayer

gaunt orbit
#

I think RenderedWorld?

#

when I'm trying to figure layering out I usually use renderstep so I can just bump it up or down and hot reload

#

then convert it to a named event if there is an equivalent

lucid iron
#

Dokkan i dont have it anyways

gaunt orbit
#

you don't have hot reload?

lucid iron
#

no im on linux

#

setting it up seems like a pain

gaunt orbit
#

aaaaah

#

what do you use for dev, vscode?

lucid iron
#

im also a dummy who forgets patch reload exists half the time

#

yea vscode

#

i know ichor has managed to get dotnet watch to work

#

and it should work on rider

#

so this is entirely a me-problem

gaunt orbit
#

I've been wanting to try out zed for java but trying to compile it on windows is horrible

gaunt orbit
#

that is just before, and rendered world is just after

#

based on the usage of modhooks in the decompile

half tangle
#

@ivory plume I was wondering if you would be willing to expand the API of Central Station to include a way to provide information about the stops that are currently registered with it. I'm creating a navigation system for Stardew, akin to any navigation app on a phone or GPS device.
Below is the data that I would like to get. I also allow this data to be populated using Content Patcher, but I thought I'd ask you to expand your API so I can handle gathering your data automatically if Central Station is present in a player's mod load. Let me know if you have questions/concerns.

Edit: I'm gonna try some of the suggestions offered in subsequent discussion below for now - I didn't know I could load your content myself without going through a few reflection hoops

        public string? Id;
        public string? Location1Name;
        public string? Location2Name;
        public int Location1StartTileX = -1;
        public int Location1StartTileY = -1;
        public int Location2EndTileX = -1;
        public int Location2EndTileY = -1;
        public string ToLocation2TravelType = "Unknown";//e.g. bus, boat, etc. presented to the player as "take {{traveltype}} to {{location}}
        public bool TouchActivated = false;
        public int OpenTime = 600;//these next few are so the navigator can inform the player of missing requirements (too early, not friends with NPC, etc.)
        public int CloseTime = 2600;
        public string? NPCName;
        public int MinimumFriendship = 0;
        public int GoldPrice = 0;
        public int SignOffsetX = 0;//pixels offset of a text box that appears when the player is nearby
        public int SignOffsetY = 0;//internally only used on Parrot Express to display the sign higher up (a Y offset of -128 is used there)
        public string? DisplayedDestinationName;//e.g. "Quarry" instead of "Mountain" for the minecart
prisma ibex
#

(I'm modding using only MT manager and root access on Android btw so it's really obvious why I'm struggling to achieve what I'm trying to do)

gaunt orbit
#

is Central Station not handled through data assets? @half tangle

#

documentation says there's "Mods/Pathoschild.CentralStation/Stops"

lucid iron
#

It is but you would have to reflect into the data model type

gaunt orbit
#

no, you can just use dynamic

half tangle
#

oh? this is sorcery I know not of

lucid iron
#

Is that any less fragile than reflection

#

I am interested in this sorcery too

gaunt orbit
#

dynamic will still break if the property names change but so would regular code

#

what I would do is just use reflection to build a data getter method at runtime but I realize that may be too much effort for some people

calm nebula
#

I wonder if Pathos would ever be okay with an attribute to exclude a method from smapi missing method checks SDVpufferthinkblob

half tangle
#

Alright, well if I can learn how to use dynamic I'm very much interested. Of course if Pathos is fine expanding the API, that makes it all very simple on my end

lucid iron
#

wait if dynamic is a thing what is pintail for LilyDerp

prisma ibex
#

I think that's enough modding for today

gaunt orbit
#

you can use dynamic with APIs though if you want, you'd just use the non-generic overload and cast to dynamic

opal oriole
#

What’s going on with the windows? I added them to the map once, but then I removed them. They’re no longer on the map, but they still appear in the game. Can someone help me, please?

vernal crest
#

Do you have any daytiles or NightTiles in your map properties?

opal oriole
#

I don't have any custom properties

lucid iron
#

are those furniture windows

opal oriole
#

they were but then I took them, but they still appear in game

half tangle
#

okay, so if I'm understanding correctly, I make a field like
private dynamic CentralStationData;
and then somewhere in my code do
CentralStationData = Game1.content.Load<Dictionary<string, DataModel>>($"Mods/Pathoschild.CentralStation/Stops");
for some appropriate DataModel based on Central Station's data?

#

(I'm very much out of my wheelhouse here)

gaunt orbit
#

though actually if you load it as your own custom model type, you won't even need to use dynamic

lucid iron
#

but this is someone else's data think

gaunt orbit
#

the cache can safely handle the same asset being deserialized into multiple different types

lucid iron
#

was the limitation only when editing

gaunt orbit
#

the only issue you might run into is c# mods expecting a specific type in their data edits

#

CP mods won't have that problem though I don't think, because of how CP handles edits

golden portal
#

im workshopping on mac as a beginner but i got stuck on the whole opening smapi with terminal part

half tangle
#

I... huh, alright, well I'll work on learning and trying that in a bit but thank you very much for letting me know about this much already. I had hoped there was some way to just grab other mods' data from Content but that seemed involved while this seems doable

gaunt orbit
#

in theory you should be able to just copy the model code directly out of train station and into your own mod and just load it as that

golden portal
#

lolol no but the steps are telling me to do them in a "maybe" situation so thats where i wasnt sure what to do

#

i was gonna skip past it bc i hadnt come across that issue but then i hit a wall

lucid iron
#

what is the details of your wall

lucid iron
#

im not a mac user but someone here might be Dokkan

golden portal
lucid iron
#

yes

golden portal
#

sorry im not good with a lot of terms can you tell me what that is? TT

lucid iron
#

then i hit a wall

#

what are you stuck on?

golden portal
#

ah

golden portal
#

where to progress from there, its asking me to add to the terminal but i cant find a lot of the stuff they're asking for, even with the images

tawny ore
#

Literally hit a wall

tawny ore
#

Are you trying to set yourself for making mods, or just trying to play modded?

golden portal
#

making mods

versed wyvern
#

Are there any maps with a Buildings tile with the Passable property on it so I can make sure I'm setting it up correctly? Not very well-versed with this stuff cathuh

vernal crest
#

You can put any value for it that you want. As soon as the passable property is present it will apply.

#

Usually it's set as a tile property (on the tileset itself) so it affects all the instances of that tile on the map but you can put it as a tile object (the square on the pink object layer that you name "TileData") to just affect one instance instead, so I've been told.

#

I don't know of any maps to give as examples or I'd do that rather than just explaining. I can point you to examples of using it to make back layer tiles impassable if that's helpful.

lucid iron
#

yea i also dont use it on building very much blobcatgooglyblep

#

it is used in vanilla toh

vernal crest
#

The only reason I can think of to need to use it on buildings is if there's a need for the tile to be on buildings rather than another layer. Otherwise I'd just put the tile on a lower layer.

urban patrol
#

i have an example of it i can send but it’s a map patch not in the tmx

vernal crest
#

Do you mean a CP patch?

urban patrol
#

yeah sorry

vernal crest
#

Because we use map patch to refer to tmxes too lol

urban patrol
#

oh lol

#

i meant like it’s in the json

#

but it’s for my own map

versed wyvern
#

Well, the use case I'm dealing with is that I'm adding a new bathhouse that NPCs will go to, but I need to block off the pool entrances so they don't walk onto the water nanipeko

#

I have no idea if the invisible building tiles I'm placing in the way are working but it sounds like they should be simple enough to set up that I'm... probably not goofing something up? clueless

vernal crest
#

But if you made the building tile passable that would not block them

calm nebula
#

Use the NPCPassable tile

versed wyvern
#

Oh heck, right, I'm approaching this all wrong

#

Wait now I'm confused

calm nebula
#

Or whatever the heck one it was that blocks them from pathing, forgot

#

There is one

versed wyvern
#

I thought Passable would work only for the player because NPCPassable is to make it passable for NPCs

calm nebula
#

Someone else can look it up while I go to the gym SDVpufferthumbsup

versed wyvern
#

Wait there it is, it's the "Shadow" property?

lucid iron
#

i mean if u just made them building tiles, they would be not passable for everyone

#

is that not what you wanted?

tiny zealot
#

(NoPath: T on the Back layer)

lucid iron
#

vanilla's bathhouse shaped like this for instance

#

on building layer

rough lintel
#

vanilla bathhouse my behated

versed wyvern
lucid iron
#

i think u need NPCBarrier then

#

altho vanilla just makes u use the 2 entrances anyways Dokkan

#

heres example from Barn.tmx

versed wyvern
#

NPCBarrier appears to be specified to only work on maps like the farm, but it sounds like there are multiple ways to get this done thonking

lucid iron
#

ah hm this apparently only works on farm, ichor is right u need NoPath 3sSmolMiku

#

important things for the object kind of tiledata is

  • name it TileData
  • turn on snap to grid since u must do it at 16x16
versed wyvern
#

I think I know how to do it now though, thanks y'all googlythumb

patent lanceBOT
#

@calm nebula: look into making content pack deploy a symlink (52d ago)

median forum
#

can a player marriage only be ended by the player or could i make it so that the npc asks for a divorce

calm nebula
#

Remind me in 64 days to see if content pack deploy can be symlink

patent lanceBOT
#

For you? Of course, atravita (#6638255) (64d | <t:1750470729>)

calm nebula
#

Damn

#

Misjudged by 10 days

tiny zealot
median forum
#

i am willing to learn it or try

#

not tonight, but in general

#

i just think it'd be really funny for my mod

#

i can just take away like ten hearts or something

lucid mulch
#

you can be married to an npc thats currently at 0 hearts
vanilla has special dialogue for unhappy marriages

median forum
#

oh yeah i know it won't actually end the marriage

#

i just figured i could do that even if i can't have the npc end the marriage

ivory plume
# half tangle <@226803198218731520> I was wondering if you would be willing to expand the API...

I'm not opposed to adding an API endpoint for it, but reading the data asset directly should be fine too (as long as you read it after Central Station has loaded it, to avoid loading it with the wrong type).

One complication though: Central Station stops can be pretty dynamic (e.g. different stops available depending on where you're buying the ticket), and that's before you account for content packs editing the data with arbitrary When conditions or tokenized values. There isn't really a single list of destinations, it's generated live when you check the ticket machine.

half tangle
#

I see. I'm accessing this data in the moment that the player requests the directions. Would that not account for that dynamic nature? Would the data that I get from Helper.GameContent in that moment be accessing the current state of the stops?

#

@ivory plume (just in case you prefer the @ since I realized I'm replying a bit later)

ivory plume
# half tangle <@226803198218731520> (just in case you prefer the @ since I realized I'm replyi...

(Feel free to ping me on reply! I may not see discussion otherwise, since I tend to wander off.)

When you access the data (or call the potential future API), it'll reflect the destinations that would be shown if the player clicked a ticket machine at that moment. But for example, destinations hidden behind a hub station may not be listed (or may be listed with a Condition that evaluates to false). That might be fine depending on how accurate you need it to be; I think most destinations won't use conditional trickery like that.

half tangle
# ivory plume (Feel free to ping me on reply! I may not see discussion otherwise, since I tend...

That's good to know. I absolutely do not expect my mod to be perfect (and hope my users don't either SDVpuffersquee) but if I can make this mod be at least helpful in many cases then that's a step in the right direction.

If some stop/warp/whatever is particularly tricky, my mod also functions as a framework that can read its own asset in Content in case a mod's author wants to make a point of adding their stop with the correct conditions. I suppose I would prefer my automatic data gathering to be less complete but still accurate in what it does gather and then have a good way (my Content asset) to refine from there. It's already an incredibly satisfying mod to use at this point. (I'm several months into development)

lucid iron
#

i think cp when shenanigans is beyond your control anyways, literally do not have the data to know

half tangle
#

yeah, I can only dig so deep into the depths of what a player actually experiences

spring marlin
#

im making a custom map and want to have an immovable sprinkler, is that possible without a .dll?

urban patrol
#

yep, you just have to build the sprinkler into the map. you'd have to find what tilesheet it's on though

spring marlin
#

a functional one

urban patrol
#

and if it's not in the Maps folder you might need alternative tilesheet access or to pack it with your mod

#

ohhh hm

#

let me see if it's an item or what

brittle pasture
#

you can spawn objects with FTM and mark them as indestructible

final crescent
tacit sparrow
final crescent
#

Thanks!

final crescent
#

Yh I'll probs make those changes and add translation support when I get home

urban patrol
#

i want to make absolutely certain i'm correct here. i got a log from a user claiming that my mod is preventing their game from running, when my mod only throws two yellow errors that shouldn't prevent it from running (i commented out two events but not the editdata patches, so i understand why it's throwing the error). however i don't think it would prevent their game from running https://smapi.io/log/7e1f8c1c681a407c8f3e7883509dbacf

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 68 C# mods and 150 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

rigid oriole
#

tell them to remove your mod and see if their game still doesn't run

vernal crest
#

First impressions just from skimming the log are that they need to be using an up to date version of your mod before lodging a bug report about it and also that they have a gigantic error about having Cauldron installed without WAG which warns that they will get errors and strange behaviours.

urban patrol
#

in general, is there any sort of guide out there on how to interact with bug reports? like a list of steps i/they should do, and what i should not ask them to do?

vernal crest
#

Reading their comment though, I don't interpret it as saying "this is stopping my game from running" but rather as "I can't get your mod to run". They also mention that they think they have an up to date version of your mod - did you definitely update the manifest when you updated?

urban patrol
#

i do know they have the most recent version though because i only commented out those events in this update

vernal crest
#

Check in their log if they have actually tried loading their save or just saw those warnings and stopped, assuming that something was broken.

urban patrol
tacit sparrow
#

Anyone know how long it took for you to go from villager to Mod Author, and how much longer it'll take if a man of fewer words were to attempt šŸ™‚

vernal crest
#

Search the trace for "loaded save"

urban patrol
vernal crest
#

Sorry just went out for walk so not around as much

urban patrol
#

no worries, enjoy your walk!

#

you need to be level 25 to be a mod author

tacit sparrow
#

Yeah I've been stuck at level 1 and need to chat more

#

my goal is end of next year šŸ™‚

urban patrol
#

best of luck!

rigid oriole
#

If I write a trigger action to send mail, will it send the letter every day if the player hasn't yet read it in their mailbox?

#

as in, will it result in duplicate letters in their mailbox

urban patrol
#

i don't think i would know, but out of curiosity, what would your trigger be?

rigid oriole
#

just a DayEnding

urban patrol
#

i can see the logic behind it being "check at the end of the day for x" and resulting in duplicates

rigid oriole
#

mailForTommorw DOES happen to be a set so I feel like I'm in the clear?

#

but i swear I ended up with a lot of duplicate mail from testing another mod somehow

#

ohhhh you know what. the mailbox itself is a list. not a set

urban patrol
#

ahh

rigid oriole
#

i sense duplicate

urban patrol
#

it's weird because i thought mail had to have a unique key, which to me would imply no duplicates

rigid oriole
#

you can't add the mail to the mailbox for the immediate tomorrow twice

#

but you can do it two days in a row it looks like

urban patrol
#

interesting

rigid oriole
#

since the mailbox is a list not a set but mailfortomorrow is a set

vernal crest
rigid oriole
#

I suppose trigger actions don't repeat by default though.... so i would be in the clear

urban patrol
#

i guess it makes sense if you want to be able to receive a gift from mom over and over

rigid oriole
#

i was in C# when i made a ton of duplicates but it looks like trigger actions have fewer potholes lol

vernal crest
urban patrol
#

they were throwing warnings for preconditions not being met whenever you enter the location

#

so i said bye

vernal crest
#

Harmless but worrying for users who don't know enough to be able to read the warning, I guess. Are they events that rely on other mods being present?

urban patrol
#

no, they're just WIPs. it's part of the big long string of quests/events/mail i'm making for the next major update, but i must have a step along the way missing somewhere. a misnamed trigger action or something probably

#

if you're curious i can see what the exact warning is

#

but i think i just have to sit down and trace out the whole thing to figure it out

#

OOPS i lied, it's not part of that storyline, though that is still something i need to work out. the ones i commented out are heart events for NPCs that aren't done yet, but the events are written

vernal crest
#

Up to you if you need help figuring out the issue, but if it's just content that isn't ready to be implemented yet I think you're fine to just comment out the entire patches instead of just the events.

urban patrol
#

thanks! i just don't want to waste anyone's time helping me when i haven't even tried myself šŸ˜‚ i'm sure you'll see me in here later trying to fix it though lol. and yeah i should just comment them out entirely, especially because those locations are technically implemented but i hid them all behind a locked door for now, so they can't be accidentally triggered unless you cheat

#

or, honestly, i don't even need to comment them out, because you can't accidentally trigger them...

#

another general practice question: how often do you guys release bug-fixing updates? like is it better to wait a few days and kill all of them in one fell swoop, or release an update every time i fix one?

vernal crest
#

I personally would not include content in my mod that isn't implemented yet, but I know it's an approach some people go for. I'd definitely recommend commenting it out though in case you get people who somehow accidentally do manage to see that content while in game. Plus if you get file divers like me they're going to see stuff they haven't found but which isn't commented out so it will make them think that content is intended to be seen.

urban patrol
# vernal crest I personally would not include content in my mod that isn't implemented yet, but...

yeah, as soon as i figure out git and commits and stuff, i'd ideally like to only commit stuff that i want to implement, but as is i think it's safer to include all my WIPs in my files rather than trying to track down multiple versions. i'll go ahead and comment those out entirely! do you think file divers are common? i'm not against people wanting to spoil themselves, but i don't want anyone to be confused by my messy behind the scenes stuff

vernal crest
#

For me, the update rate depends on how important the fix is. If it's a typo in one message and I'm still working on the mod, I'll wait. If the mod is broken or it's likely to really bother/confuse users, I'll try to update sooner rather than later. I left all of the map strings in Apollo not working for months because I had an important fix to do and I waited until that was done to fix the map strings lol. But my mods are not very popular so YMMV lol

urban patrol
#

alright, i'll probably release a version with those commented out tomorrow, then (it's late here) <3

#

there's a lot of buzz on mine rn (from what little i know) because i posted it on tumblr and someone else posted it on twitter

vernal crest
# urban patrol yeah, as soon as i figure out git and commits and stuff, i'd ideally like to onl...

In terms of overall percentage of users I'd say probably not many of them go looking through the files, especially not without being guided by a tech support volunteer. If commenting out all your unimplemented content was a difficult change I'd say it's not worth it for the small number of people it might save from having problems but since it's a very straightforward thing to do I think it's a small cost.

urban patrol
#

yeah it shouldn't be too annoying initially

#

just remembering to uncomment it when i test might be an issue lol

#

but thank you! i'll update like 3 times a day idgaf but i don't want to put people off like "i just updated yesterday wtf" lol

vernal crest
#

Yeah it's balancing the annoyance to users between "this thing is broken" and "I literally just updated why is there another one" that matters to me.

#

(Although as a user I ignore updates for weeks lol)

urban patrol
#

same šŸ˜‚

#

i was always a ā€œif it ain’t brokeā€ā€¦

zealous grail
#

Lore question: Well, hypothetical lore question. If a mod allowed you to "civilize" areas of the mines and use them like auxillary farms, similar to the Ginger Island farm, etc. Who would make most sense to pay to do that? Junimos, the Dwarf, Robin, Mr. Qi or like a cavern cousin of Junimos that look like little cave carrots?

lucid iron
#

Krobus

fossil osprey
#

Junimo don't really build things, it's more of a deep restoration to an older state
Robin wouldn't really make sense, since the mines are quite out of reach for the villager because of the danger of monsters

The dwarf would make the most sense to me, since they are in a way the only inhabitant of the mine; like, you are "asking" them to exploit a "part of their home"

#

But if you're targeting a deeper part of the mines, then maybe krobus; you could see it as them asking their people to let you use a space

zealous grail
#

IDK that I'd ever get around to it, but it is a mod idea I have. Make the fishing floors of the mine into auxiliary farms, built in fish ponds and some farming space for cavern crops (probably only cavern forage seeds and [terraria-inspired] gem trees to start with) Floors 20, 60 and 100

versed wyvern
#

If deep enough, Krobus, if in the higher levels it'd probably make more sense to pay Lewis to organize bureaucratic stuff like construction permits or organizing Adventurer's Guild protection for workers against monster attacks
I can't easily tell what's canon and what's SVE info nowadays but the mine's supposed to be Pelican Town property where people used to work, isn't it?

zealous grail
#

Well it -is- a mine and not a natural cavern; just long abandoned and overrun with monsters; but I'm not sure if it's explicitly part of Pelican Town or just unknown. Even the Spa is oddly abandoned afterall.

tired dirge
#

well lewis doesn't try to mantain the village at all

#

and spends the money on a golden statue of himself

#

that he doesn't want the others to see.

ornate locust
#

I mean, we don't know he took that money from the town. Nothing says that

zealous grail
#

Could be his profit margin from the shipping bin.

ornate locust
#

and he probably doesn't want others to see it because, for example, someone might see it and immediately assume he took money from the town for it

tired dirge
#

Town keeping a portion of the money. Him as mayor is understandable. But how much most he keep in order to have a golden statue?

#

We don't even know when he had that created

zealous grail
#

It's difficult to pinpoint canonically. I mean technically, can you find it day one if you know the clue from a previous playthrough? I guess logically it's meant to be found after the Winter event and finding notes though

ornate locust
#

I mean... he could have saved up his pay for a really long time to get that. There' no reason to think he straight up steals it

#

People are allowed to save up and make dumb things

#

heck, he could have had the gold mined, not like we don't do it enough

tired dirge
#

If Lewis wasn't embezzling funds he could let them see the records of transactions. Which would prove his innocence. But at the same token he wants to complain about the state of the town, when he isn't really doing anything to actually help the villagers.

The bus stays broken for how long? He doesn't try to get anyone to clear the landslide in front of the bathhouse. Doesn't try to fix the quarry bridge. Let's the bus sit there broken. Doesn't actually work to fix the community center even though he wishes it was fixed.

He lets us the new farmer fix up that place. We supply the material and money for Robin to upgrade the community. Let's us go and find the books and artificats for library/museum.

Should he be worried about the fact that the artifacts aren't in the museum. Or the fact that several books are missing from the only library in town?

As mayor he should be wanting to help keep his town in good condition. Not letting things go into such dissaray. Can't blame him for willy's boat. As willy asked us for help.

ornate locust
#

you know what, you care about this aboooout five more paragraphs and a fictional lawsuit more than I do

tired dirge
#

I just had time to think

ornate locust
#

Not sure you've ever been in a small enough town if you think the only way things get into disrepair is untoward either

tired dirge
#

It's a community neglect thing

ornate locust
#

and I mean, you started off going "Why hasn't he shown us, a random farmer who is new here, his accounts? That means he's guilty!" and went from there. The rest can literally be explained with "the town has no budget for it." Library books being missing doesn't have to be a crime, that kinda just happens with libraries. And nothing untoward was ever mentioned about the artifacts without mods.

tired dirge
#

Fiar enough. About the library and museum. But I mainly came to that conclusion about the museum as why would there already be a space set up for it if they didn't have a collection of artifacts before hand

ornate locust
#

Well it's a small town, those places often have private collections

#

Which means one guy owns them and can up and leave with them if he likes

tired dirge
#

I'm in a small town no private collection here

ornate locust
#

which actually happens

#

I said often.

#

not always

tired dirge
#

It depends on who live there

ornate locust
#

I live near a bunch of weird little museums run by one person and one of them did close down because the owner died and their kid didn't want to deal with the collection. It kinda just happens

inner harbor
#

Lewis could also be gathering his own gold since he does mention entering the mines.

ornate locust
#

Yeah, it's how he gets slime on his pants, I imagine

#

mentions it if you clear out slimes for him

inner harbor
#

Museum collection canonically was stolen.

#

I have no explanation for the bath house. It just exists as a place for you to restore energy and for alex to lift weights and penny to invite farmer on a date.

ornate locust
#

Honestly, probably didn't set up a NPC to run the place because of how awkward it is cutting them off until the landslide clears

#

(or he just didn't think about it)

undone hawk
merry rampart
#

@lucid iron I've been playing around with the panorama feature of MMAP for the past few days. Excellent work on it! I love what I've been able to do with it so far!

If I might make a suggestion, though. I would love to be able to align and scale the back layer of my panorama the same way I can with the parallax. The one and only issue I've been having is my panorama fills out the screen and looks a bit squished. (I have a 1080p monitor resolution and my panorama is 1500p wide) I've tried scaling down my panorama size and sadly that doesn't help.

inner harbor
#

NPC Riley used to run the bathhouse

hallow prism
# tired dirge well lewis doesn't try to mantain the village at all

of course he tries, there's proofs at every corner. He visit shop owners to ensure everything is ok, he organises festivals that are pretty important for town life, he deals with governor and administrative stuff which seems to be a pain in the ass, and he is having new things like prize tickets to try to bring change, special order board (someone HAS to clean this stuff and keep the relevant info here), calendar thing

#

poor mayor is burned out by everything and wishes someone would run for mayor' position but he can't give up because someone has to do it

golden spire
#

he collects your shipping bin in the early hours of the morning

#

transports 1000s of broken cds and weeds every day for money

hallow prism
#

ahah true šŸ˜„

#

i think the game has enough ambiguity on lewis that it's valid to have different hypothesis on stuff, but the "lewis doesn't do anything" hold less and less truth with the factual elements we have in game (and in addition there's a lot of stuff that is up to the player to deduce). So my headcanon is that lewis is someone that is trying but he was caught between all the things to do and all the administrative and real obstacles, and got burned out. The farmer arrival is for him a second chance (and let's face it, Joja also likely bring some positive changes, even if those would be way short termed without the farmer to take the relay) and some new energy

golden spire
#

also officiates marriages and divorces, so deals with any of that paperwork... šŸ˜›

versed wyvern
grim latch
#

Morning folks

golden spire
#

judging by everyone's vague ages.. 20 years ago.. a lot of the town wasn't even born yet or in their early 20s

grim latch
#

Quick question - I had a mod idea and wanted to know if it would require coding or if it's something that could be done just with file edits etc.

#

I would like farm cave mushroom boxes to be more useful in the late game, so was thinking it would be great if the percentage chances for each mushroom type could be tied to your foraging level, scaling as you improve

#

I'm gonna have a quick dig through the data folder but figured it was likely someone here would know if it's something that would need to be a coding mod

drowsy pewter
#

so yes off the top of my head it could just be a CP mod

golden spire
#

but can you alter the mushroom cave mushroom boxes? I thought the % wass hardcoded

drowsy pewter
#

dont think so?

#

Flour or someone used to add mushrooms to it unless im misremembering

#

Its just a normal machine

golden spire
#

maybe I'm misremembering, I never touch them

hallow prism
#

there are other dialogues that are more on the worry side

grim latch
hallow prism
#

yeah it is now in data/machines

#

also if doable i would suggest modifying the existing stacks rather than add new rules

grim latch
#

Fairly sure because I modded in crafting requirements for a personal mod a while back. Then I found that someone else had already done it on Nexus of course

hallow prism
#

(it should be doable)

#

it has pro and con, it depends of what you want in the end of course

drowsy pewter
#

game state query

grim latch
#

gotcha

drowsy pewter
grim latch
#

Thank you folks šŸ™‚

drowsy pewter
#

No prob

grim latch
#

I almost never publish my mods as they're mostly silly things just for me but I think this one might actually be useful for people so will stick it on Nexus if I can get it working

versed wyvern
#

Does anyone know if there's any dialogue at all where Alex acknowledges Sam, Sebastian, and/or Abigail, or vice versa? I'm wondering if I should make them interact briefly in my mod for just that little extra dash of flavor

old edge
golden spire
versed wyvern
#

Oof

#

Guess it's best to keep them separate then, thanks CleveWhat

vernal crest
#

How can they live in a town of 50 people and not all know each other inside and out? It's so weird.

median forum
#

especially when so many have lived there for years/decades

median forum
golden spire
#

CA made a lot of them just clichƩs, the sporty-jock wouldn't understand the gothy-emo.

median forum
#

for sure. imo there's room to make stuff up and flesh out every vanilla character

mellow orchid
#

Hi, sorry to interrupt
I have a modded farm map and I was wondering if it was possible to expand it, whether with Tiled or Map Edit, or anything?

vernal crest
ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

mellow orchid
#

Thank you a lot!

lucid iron
#

You can use a parallax layer with parallax off to achieve similar effect i think?

pine elbow
#

Hello, i'm looking for a people for speak about mods , i am a beginner modder

#

and i need motivation

#

or a cool people for help me

devout otter
#

Hello, what kind of mod do you want to make?

pine elbow
#

anime, new npcs, new dialogues, events

#

in this type

proper bobcat
#

NPC's are complex, not hard work, but a lot of components go into it

pine elbow
#

i know

proper bobcat
#

Still, if you like anime, you could insert a character from a piece of media you like or make some furniture/clothing from it

pine elbow
#

is a good idea, ty

#

but you know how make npcs

#

newns

grim latch
#

Oh on a side note, I made a custom farm map ages ago. Then I converted it to 1.6 new format with all the correct custom fields etc.

proper bobcat
#

I kinda said this as someone who IS making an anime/game character npc sooo

#

I mainly followed the modding wiki's Custom NPC tutorial

grim latch
#

The map works perfectly in normal gameplay, but for some reason it freezes in the introductory cutscene where Robin and Lewis are on the farm, before they enter the farmhouse

#

I'm guessing it's to do with the moved farmhouse position, but I was led to believe that should no longer cause a freeze in the cutscene

#

any ideas?

devout otter
#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

devout otter
#

Then there's some good tutorial on how to specifically create a new NPC:

#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

pine elbow
#

{
"Format": "2.5.0",
"Changes":
[
{
"Action": "EditData",
"Target": "Data/Characters",
"Entries": {
"{{ModId}}_WrenSong": {
"DisplayName": "Wren",
"Gender": "Male",
"Age": "Adult",
"Manner": "Neutral",
"SocialAnxiety": "Neutral",
"Optimism": "Positive",
"BirthSeason": "Summer",
"BirthDay": "10",
"HomeRegion": "Town",
"CanBeRomanced": true,
"CanVisitIsland": true,
"SpouseAdopts": true,
"IntroductionsQuest": true,
"ItemDeliveryQuests": true,
"WinterStarParticipant": true,

                "Home": [
                    {
                        "Id": "Default",
                        "Location": "Town",
                        "Tile": {
                            "X": 1,
                            "Y": 1
                        },
                        "Direction": "right"
                    }
                ]
            }
        }
    }
]

}

#

its right?

proper bobcat
#

Aline, just looking at your profile, I noticed you've already modded, if you're comfortable, are you able to say what you've worked on before?

#

Sorry if this sounds intrusive, just wanted to know so I can gauge your experience and provide feedback accordingly

ornate trellis
#

Any reason why you are using an existing NPCS internal ID tho?

ornate trellis
#

that'll make things break ingame

pine elbow
proper bobcat
#

Here please, I am not comfortable with DM's

ornate trellis
#

make sure to change that before testing for the first time

pine elbow
pine elbow
#

my more big project is a project who change alex,sam, seb,harvey to characters from haikyuu

#

with content patcher

ornate trellis
# pine elbow what is the correct code

you need a unique internal ID for your NPC. so instead of {{ModId}}_WrenSong you name the WrenSong to whatever you want your NPC named. Wren Song is Tiakall's NPC name and is jsut an example.

pine elbow
#

what i put in here

#

then

#

i'm going to cry

proper bobcat
#

Alright, so I'll assume you know what to do with basic content patcher stuff and manifest jsons if you can do an npc replacement

ornate trellis
#

same for "DisplayName": "Wren",. The Wren in that you put whatever you want the Game to display as your NPCs name

pine elbow
#

{
"Format": "2.5.0",
"Changes":
[
{
"Action": "EditData",
"Target": "Data/Characters",
"Entries": {
"Denji": {
"DisplayName": "Denji",
"Gender": "Male",
"Age": "Adult",
"Manner": "Neutral",
"SocialAnxiety": "Neutral",
"Optimism": "Positive",
"BirthSeason": "Summer",
"BirthDay": "10",
"HomeRegion": "Town",
"CanBeRomanced": true,
"CanVisitIsland": true,
"SpouseAdopts": true,
"IntroductionsQuest": true,
"ItemDeliveryQuests": true,
"WinterStarParticipant": true,

                "Home": [
                    {
                        "Id": "Default",
                        "Location": "Town",
                        "Tile": {
                            "X": 1,
                            "Y": 1
                        },
                        "Direction": "right"
                    }
                ]
            }
        }
    }
]

}

#

is correct

proper bobcat
#

Congrats btw, if you can do an npc replacement with Haikyuu characters, you can most certainly do npcs!

pine elbow
proper bobcat
#

Technically right yes, but it's generally good practice to do say {{ModId}}_Denji:{your stuff} (On the name, NOT DisplayName), just in case someone else alredy made an npc called Denji

pine elbow
#

if i play the game with this code, this works?

proper bobcat
#

Your character won't show up, since you haven't loaded in a schedule or dialogue for them, but it won't blow up

pine elbow
#

i have a content with portraits and sprites

#

and i put in here

#

works?

#

{
"Format": "2.5.0",
"Changes":
[
{
"LogName": "Jorts and Jean exist!",
"Action": "Include",
"FromFile": "assets/data/dispos.json"
},
{
"LogName": "Base Portraits",
"Action": "Load",
"Target": "Portraits/Denji",
"FromFile": "assets/Portraits/Denji"
},
{
"LogName": "Base Portraits",
"Action": "Load",
"Target": "Characters/Denji",
"FromFile": "assets/Characters/Denji"
}
]
}

urban patrol
#

my advice is to run it in game to test since we won’t know if it works or not (we won’t know your file structure, for example)

#

have you made or edited all of the files that are included in that?

whole raptor
#

Can we use a specific NPC appearance for an event even if the conditions don't match? SDVpufferthink Or switch between appearances during one?

late cobalt
#

what mods add villigers

versed wyvern
royal stump
#

I imagine the IS_EVENT <id> GSQ would work on a high-priority appearance entry

#

if it's not done by a CP asset edit, it probably isn't gated by the typical warp/time limitations

whole raptor
#

Hmm... can I edit only the condition for an appearance added by another mod (for future compatibility)? SDVpufferthink The annoying part is that the event is from one mod, but the appearance is from an outfits mod depending on Rasmodia

#

Although I doubt I'll add any more resort events, so it's not really needed

royal stump
#

in general yeah, you should be able to use a "when HasMod" condition in CP and edit their appearance entry if it exists

versed wyvern
#

Editing only the condition is like five layers deep into target fields and the thought of that strikes terror in me RowScared

whole raptor
#

Just 3 if I'm not mistaken SDVkrobusgiggle

royal stump
whole raptor
#

Oh right, appearances with IsIslandAttire probably can't be used with IS_Event, guess I gotta make a dummy appearance for special occasions SDVpufferthink

lucid mulch
#

theres also the changesprite <actor> [spritesuffix] event command which will set the npc's sprite to Characters/<actor>_<suffix> (if spritesuffix is missing, it will run the appearance logic instead)

(also changeportrait <actor> [portraitsuffix] to do the same thing but for portrait in Portraits/<actor>_<suffix>)

whole raptor
#

Uhh... what if the NPC is Wizard and the actor+suffix is Rasmodia_Beach SDVpufferfear The suffix doesn't match the actor...

vernal crest
#

Is the beach outfit set via appearance then to be able to have an asset name that doesn't match the NPC name?

whole raptor
#

Yeah, it's an appearance

#

Which uses

"Portrait": "Portraits/Rasmodia_Beach", <-- added by outfit mod```
mellow orchid
#

Hello sorry again to interrupt, I've basically understood enough of Tiled to changed the map as I want it, but now I have two issues
The first one is the map on Tiled and the map on Stardew doesn't show the same way (there's a place where the back is just grass instead of being dirt but it is dirt in Tiled)
And the second is I don't know how to change the place where you spawn when entering the map
Could anyone help please? I've looked on the Modding page and I've not find the help I needed

grim latch
mellow orchid
#

Thanks I'll check that

grim latch
#

Layer hierarchy can take a bit of getting used to

#

Warp locations are controlled via the Warp map property

#

You actually need to alter the warp property on the map you travel from not the map you're editing.

whole raptor
grim latch
#

@mellow orchid you can edit the warp property on the other map with CP so you don't have to edit that map in Tiled

#

Hope that makes sense. Read the wiki I linked if not

#

Warps to other maps are defined in the origin map, not the destination

mellow orchid
#

Thanks a lot!! I'll try and do that

whole raptor
#

Scratch the whole thing... I really have no reason to use an appearance in the outfits mod for the Beach outfit... do I SDVpuffersquint

ornate drift
#

hi
so uhhhhh

#

i kinda need help setting a json up to replace a characters overworld and portrait sprites

#

ive done it to the base sprites but idk how to do it to the other 2 (beach and winter, also jojamart)

versed wyvern
#

Same syntax, just targeting Sam_Beach, Sam_Winter, Sam_JojaMart

ornate drift
versed wyvern
#

Yeah, you'll need a comma after each one if it's not the last entry

ornate drift
#

theres a website that checks if your json is correct

#

i think

#

do you have it?

#

{
"Format": "2.4.0",
"Changes": [
{
"Action": "EditImage",
"Target": "Characters/Sam",
"FromFile": "assets/Sam.png"
},
{
"Action": "EditImage",
"Target": "Portraits/Sam",
"FromFile": "assets/Sam_Port.png"
},
{
"Action": "EditImage",
"Target": "Characters/Sam_JojaMart",
"FromFile": "assets/Sam_JojaMart.png"
},
{
"Action": "EditImage",
"Target": "Portraits/Sam_JojaMart",
"FromFile": "assets/Sam_JojaMart_Port.png"
},
{
"Action": "EditImage",
"Target": "Characters/Sam_Beach",
"FromFile": "assets/Sam_Underwear.png"
},
{
"Action": "EditImage",
"Target": "Portraits/Sam_Beach",
"FromFile": "assets/Sam_Underwear_Port.png"
},
{
"Action": "EditImage",
"Target": "Characters/Sam_Winter",
"FromFile": "assets/Sam_Winter.png"
},
{
"Action": "EditImage",
"Target": "Portraits/Sam_Winter",
"FromFile": "assets/Sam_Winter_Port.png"
},
]
}

heres what i got

golden spire
#

!json

ocean sailBOT
#

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.

golden spire
#

but think of everything as a long list after each thing in your list you end it with a comma.

ornate drift
#

right
it works!
tysm

golden spire
#

D=

brittle ledge
#

Not a fan?

golden spire
#

I'm a fan of all kinds of commas

#

eats (,) shoots and leaves.

shadow relic
#

hi everyone - i made a post on https://forums.stardewvalley.net/threads/language-toggle-mod.40627/
but essentially i'm looking for a way to toggle between 2 languages for learning purposes. i propose this since many languages are supported and i am hoping to simply switch languages in order to see the "translation"
i hope to gain some interest!

#

or perhaps an overlay or something

lucid iron
#

So there's a debug command that brings up the language menu in game

#

debug language

#

The issue is 2 fold

  1. Must invalidate every asset that uses a i18n key, because they don't auto switch
  2. You can't switch in the middle of dialogue where the string is loaded
brittle ledge
#

SDVpufferthinkblob if it's for learning, it might be better to have both side by side? Not sure if that's be easier or harder.

lucid iron
#

Also hard, fonts arent shared between lang

#

I believe what u would need to do is edit every Korean dialogue to be followed by English dialogue

#

The reverse won't work for font reasons

brittle ledge
#

there's no way to load more than one font?

shadow relic
brittle ledge
#

Yeah, a toggle-able UI overlay would probably be the best way to do side by side? I don't know how possible it would be to load the second language's font/text into a mod directly + the UI from the main game assets (to capture modded stuff) and have the mod running as a second instance of sorts

golden spire
#

Also I have no idea how the Korean translation compares to the English, I'm sure there will be a number of not direct translations but equivalent expressions.

brittle ledge
#

Yep, but that's going to be the case with most side by side translations kyuuchan_nod2

shadow relic
#

yup, doesnt have to be exact traslation! i am thinking since there's already a language pack and scripting for dialog, it could be displayed together or toggled. (if that makes sense)

grim latch
#

So looks like I'd need to do a Harmony patch which is not something I've done before.

lucid iron
grim latch
#

Guess I need to brush off my neglected coding skills

#

I have no idea how to do a Harmony mod so time to go read up on that

lucid iron
#

I believe if you are willing to patch the shit out of DialogueBox you can possibly achieve displaying 2 languages with their respective fonts

whole raptor
#

Didn't a mod for configuring produce of Mushroom Boxes release today? SDVpufferthink

lucid iron
#

The suggestion i had about appending English to Korean is pure content patcher approach

#

I'm fairly sure mushroom boxes are just machines now in 1.6

lucid iron
#

Logs are something rlse

brittle pasture
#

oh whiops I pressdd enter

#

anyway, were you talking about logs or boxes

#

yeah the latter is editable, but the former uses a complicated custom C# output function that takes into account surrounding trees and whether they have moss

calm nebula
#

And also handle having a second localized content manager

#

Which you know

lucid iron
#

Pein

calm nebula
#

At some pont you realize you're wayyyyy behind on duolingo this week

lucid iron
#

Custom NPC - Duo and Friends

finite ginkgo
#

...thanks for the reminder Atra

lucid iron
#

Gotta reveal to us all the lore

calm nebula
#

I have three thousand points and might lose rank this week smh

brittle pasture
#

or i guess ko-KR given the topic

lucid iron
#

No cus i18n edits all assets kyuuchan_run

calm nebula
lucid iron
#

It'd be fine for vanilla tho

calm nebula
#

I think if you load blah_blah.coolguy.zh_CN you may be able to keep that in chinse even when you switch the main content manager back to English

#

Depends on how i18n token works

#

Idea is to have a second lcm that is of your second lan6

brittle pasture
#

(bleh, I still want to add log dehardcoding one day. still deciding on the design though; do I just add a custom fields to wildtrees that say "add this produce to the arrayā„¢ļø")

lucid iron
#

I feel it should be args on a custom field for outputmethod to use tho

grim latch
lucid iron
#

!modideas

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.