#making-mods-general

1 messages · Page 299 of 1

heady trout
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How would I make a mod with Content Patcher?

brittle pasture
heady trout
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Can Content Patcher make a custom NPC, or do you have to replace the existing NPCs in order to make a new one?

brittle pasture
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you can do new NPCs

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!npc

ocean sailBOT
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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:

brittle pasture
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oh sage linked it above

heady trout
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Yay, this answered my question. Thank you so much, yall all the best.

drowsy pewter
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....How do I reorder entries in Data/Fish? I'm pretty sure the reason my custom item doesnt drop nearly as often as vanilla items with the same chances is because the crab pot seems to evaluate chances starting from the top and going until it rolls a valid item

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My rock salt has a chance of 0.1 but only spawned 15 of them in 500 crab pot uses

patent lanceBOT
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@calm nebula: ... (6d ago)

lucid iron
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its added to "Ocean"?

drowsy pewter
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yes

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it does spawn

calm nebula
patent lanceBOT
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you bet your tail I will atravita! (#6655643) (14d | <t:1747022206>)

calm nebula
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I'm gonna have to make a modding entry in my taskbook, huh

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No.

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Will not surrender

brittle pasture
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yeah it does go top to bottom in Data/Fish. It's a dictionary though, and I don't think you can reorder those in CP

drowsy pewter
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😭

lucid iron
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hmmm

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what if you make cornucopia_seasalt crab pot type

drowsy pewter
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Obliterating a vanilla fish entry so I can put rock salt at the top hehehe

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if people need to duplicate it they can use the crystalarium (in the next update)

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But yeah no wonder people were complaining about it being too hard to get

brittle pasture
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let's yeet the smallmouth bass, it's not used in anything anyway /s

lucid iron
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ngl i didnt even know u can get it in pots...

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always just forage it

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-# a job for MTF

brittle pasture
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I got lots of sea salt this save, but I also picked the crab pot no junk profession which changes the crab pot RNG entirely

drowsy pewter
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Oh great, another thing to contend with for balancing

brittle pasture
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the fact that the profession smoothens the RNG and nullifies targeted bait entirely is probably a bug, but no one picks those anyway so it's overlooked

lucid iron
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hmmm

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is there seasalt bait...

brittle pasture
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(the other profession on the other hand removes your ability to get silver catches entirely, and is arguably a straight up downgrade once you have more than a couple deluxe bait bins)
(crab pot professions are cursed lol)

lucid mulch
drowsy pewter
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for crab pot fish?

lucid iron
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sinz its crab pot and thus cursed

lucid mulch
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ah yeah you're fucked then

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ask pathos nicely to data model crabpot logic or get a framework mod to overhaul crabpots to not be bad

lucid iron
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data modeling the fish would be nice

lucid mulch
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tbh I'm not entirely sure why Data/Fish even needs to fully exist anymore and half its fields are confusing compared to Data/Locations

lucid iron
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merge Data/AquariumFish and Data/Fish

drowsy pewter
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Extra Crabpot Config

tiny zealot
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somebody do the "stop making X, they have played us for absolute fools" meme but it's crab pots

brittle pasture
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MTF is 50% there already

lucid mulch
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SMD? 😛

lucid iron
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what if

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mod that let you hold the fish like this all the time

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when u talk to npc they comment on your fish

drowsy pewter
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Yay I made rock salt gem category without changing the Type and it seems like its not donatable to the museum, but it works for the crystalarium. Hopefully this doesnt break anything

tiny zealot
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there's a context tag to disallow museum donation

drowsy pewter
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there is

tiny zealot
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if the item would otherwise be donatable

lucid mulch
brittle pasture
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(also I'm afraid of exploding walk of life, vpp, fish nets, and gods know how many mods that patch the abomination that is CrabPot)

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(machine progression system escapes the curse, for it follows the enlightened path of water-placeable BCs with clear, defined Data/Machines rules)

lucid mulch
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crab pots abandoning its fish roots and just being a machine is a decent compromise

drowsy pewter
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i mean its essentially a water mushroom box

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I'm now going to patch a single rare item into the chicken drop pool and hope there isnt some big mod out there which overwrites the entire chicken data

lucid iron
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hm i am once again trying this load dynamic thing with no luck blobcatgooglyblep

lucid mulch
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load dynamic?

lucid iron
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yea accessing something loaded to pipeline by another mod

lucid mulch
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is the source mod using Game1.content or GameContentHelper?

lucid iron
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i just used Game1.content

indigo yoke
brittle pasture
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you can no longer load it with bait, and you need deluxe bait for silver 😌

indigo yoke
lucid iron
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the context here is that

  1. i had a useful TAS asset model in one mod (mmap)
  2. to share it with another mod (tt) i made a submodule shared project
  3. both of these mods were built with their own version of the model ofc, so they r different classes
drowsy pewter
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.....sigh I forgot that animal drops automatically have quality no matter what

brittle pasture
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would you like an extra dependency to fix that

lucid iron
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its not that big of deal if ppl simply had to edit different targets but this is once again me vs desire to not make chucore

lucid mulch
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a cursed fact about the asset pipeline is that it kinda isn't 1 pipeline but many.
every mod (and content packs) GameContentHelper is a separate instance with independent caches.

An invalidate will invalidate on all of them, but can load in multiple and the asset pipeline logic will run (though AssetRequested event is deduped and can only run globally once per tick per asset)

ornate locust
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Waiting for that Chucore release now

lucid iron
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when i use Game1.content am i secretly using helper.GameContent

lucid mulch
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no

lucid iron
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would this work if i switch both of me mods to use that yggy

lucid mulch
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Game1.content is the main instance that vanilla is using, not to be confused with Game1.xTileContent which is what maps use instead (so it can dispose when going back to main menu)

indigo yoke
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~~sorry for interrupting but does anyone have a link to the SV wiki page that has the tokens you can use for content patcher?

lucid iron
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oh it worked wow

lucid iron
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secretly still different types huh
Microsoft.CSharp.RuntimeBinder.RuntimeBinderException: Cannot convert type 'Mushymato.ExtendedTAS.TASExt' to 'Mushymato.ExtendedTAS.TASExt'

lucid mulch
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asset pipeline isn't using pintail

lucid iron
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idk why i do this when i can literally just open api for myself monS

lucid iron
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Hmm so i can imagine how to refactor this nonsense

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To let either mod try the other mod's tas asset as fallback

drowsy pewter
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how much health does a normal rock have?

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Wait I can just give it one health point

lucid iron
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But I think the reason why i am ehh on making it framework is bc tas use cases for map and for trinkets r quite different

light jasper
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yay it works

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ignore the item not being centered SDVpuffercry

drowsy pewter
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I find it very funny that in order to spawn something into the world through spacecore, you first have to add it to SpawnableDefinitions, then you have to put the SpawnableDefinition into a SpawningGroup, and finally the SpawningGroup goes into a trigger action to put it in the world

light jasper
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simple

drowsy pewter
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In other news I finally figured out why some of my players were getting dozens of wild trees spawning at once even though only one was supposed to appear at a time.

....It was because I coded it to spawn dozens of wild trees at once....

haughty charm
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6480 secretly wants stinky tree takeover

drowsy pewter
drowsy pewter
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I went over the trigger actions that spawn the trees SO MANY TIMES. made SO MANY CHANGES

Its in the freaking spawnable definition.

haughty charm
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oh no

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I'm sorry

lucid iron
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Tree'd

haughty charm
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I shouldn't laugh but I'm laughing

drowsy pewter
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Im also laughing

haughty charm
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I'm glad that you found it and it was ultimately an easy fix!

drowsy pewter
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it only cost MY SANITY

haughty charm
drowsy pewter
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I should revert the trigger action changes I made too ahdhajshd

haughty charm
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Goodbye stinky tree forest...I'll miss you 😔 ✊

drowsy pewter
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I'm still laughinf

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I'm glad I was too lazy to delete and rewrite all that code

drowsy pewter
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!stone

ocean sailBOT
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🪨 The item ID for Stone is 390.

drowsy pewter
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Thank you stone command for saving my phone data from loading a whole item id database page

proper bobcat
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How often is that item id used in modding that it's a whole command???

lucid mulch
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the problem isn't specifically about finding stones id, its that theres like 10+ items called stone but only 1 is the one you think of as stone

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all the stuff that can be mined in the mines are also object ids called stone

drowsy pewter
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Does SVE change the position of the quarry? I assume it cant because the rocks would stay in the same place instead of moving

lucid mulch
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I think it makes mountain larger

drowsy pewter
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@blissful panther Did you happen to work more on that MEEP feature for interactable item popups? Still no time pressure at all but I'm letting you know I'm definitely still interested in using it!

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My "book" items are currently just doing what they need to do without any actual pages to read SDVpuffersquee

orchid glade
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Is there a guide somewhere to when all the various strings are used, or, what would I need to do to look at and try to understand the C#?

vernal crest
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You want to know where every string from every data file in the content is used in game?

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You should be able to search for their file names (like Strings\\schedules - going off memory that this is an actual name) in the decompile.

lucid mulch
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strings are usually accessed via the Game1.content.LoadString("Strings\\UI:PT_Total_Value", ...args) or utility methods like Utility.loadStringShort("UI, "PT_Title")

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dialogue stuff have extra helpers and abstractions that may make simple ctrl+f not find it

orchid glade
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It's mostly the strings targeted by Custom Fixed Dialogue I'm interested in. Is there something I need to do to decompile the game code itself that's not just the xnb one?

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(this may be over my head still at this stage)

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never mind I've just done the command in governors mansion and I'll read the wiki

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Anyone familiar with doing this on Apple Silicon? I've downloaded ARM64 version of ILSpy, MacOS says the file is damaged, it didn't pop up in the security settings. Do I need to enable something in terminal or something?

orchid glade
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Okay installing rider now. (I'm so sorry for the running commentary)

hallow prism
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sure, thanks for the info and for making that a field we can add 🙂

trim sand
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not sure if anybody's really gonna know, but is it feasible to have a custom location (in this case a custom farm type) spawn either pickable spring onions or something simmilar, i have no idea how the spring onions work. but i keep imagining the seed spot crops (sans powdermelon) and spring onions sometimes popping up in the tilable areas of my custom farm ideally the regrowing ones wouldn't stick around and getting forage xp for picking them not farming.... gods now that i read this back this whole thing sounds crazy.

orchid glade
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I have no idea actually but maybe look and see if farm type manager does that?

trim sand
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unrelated, but im assuming i should just ignore this guy insisting that a content pack that modifies another content pack needs permission from the original creator to exist? super new at using nexus in general so i have no idea. (ive reached out to bees without any response just yet.)

fossil osprey
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I mean, they are right, you're modifying someone else's work
And if that person have closed permission on that point, you do need to ask for authorisation, both because it's the right thing to do, and because if you don't they have the rights to ask nexus to take down your mod

crude plank
trim sand
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... ok. i don't understand the problem. i can't process how its a problem at all to externally edit another mods content without redistributing any part of it. and yes, i've asked without response yet, and it'd be gone if bees wanted it gone.

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litterally all im doing is applying custom content patcher logic to parts of their work.

brave fable
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it's just courtesy really

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people often have a vision or a goal for their work, some people take offence to having others change it without asking

crude plank
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it doesn't matter what you're doing, you're doing it on something that is someone else's and they sspecified in their permission that they don't want their work changed

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if they wanted a cow to make 2 milk and said in their perms they don't want their work changes even if you make a patch to just make a cow make 1 milk instead that's still changing their work

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it's something small so they might allow it if you ask but you still need their permission

drowsy pewter
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I think its a tough case when its something like doing an external patch to fix a feature (i forgot the context for this sorry); is the author still reachable?

trim sand
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ive reached out to @tepid prairie over discord and they haven't responded to me.

crude plank
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i also think this case in particular is a tough one, but it's still a courtesy thing to ask before publishing

drowsy pewter
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now im thinking about how farmer to florist slowly picked up more bugs because nobody was allowed to fix it sjsjdjsj

trim sand
drowsy pewter
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The nexusmods moderators will be able to decide where nexus rules fall on this

crude plank
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i understand that this comes from a good intention

drowsy pewter
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I understand being annoyed over this but nexus does have a specific set of rules that they follow for permissions regardless of intent behind making a mod

trim sand
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ill be honest i fundementally do not understand why its an issue at all even with yall explaining it.

drowsy pewter
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So if you want you can ignore the commenter but the moderators may talk to you anyways

crude plank
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things like this don't really exist for your case they exist for things like patches to change a character's personality or story etc. but unfotunately that means they also apply to this

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i do think that this kind of thing can only be acted upon by nexus only if the original author asks them to, so you might be good

drowsy pewter
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I am also thinking that hahah

trim sand
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whole thing is creating a whole heck of a lot of anxiety about something i was trying to share because i thought it was cool and useful. and wanted to share with other players because the original is great, just has a few issues.

crude plank
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also airyn is not "coming for you" out of no where, but he does have a zero tolerance when it comes to breaking/bending perms because he's seen so many cases where there was something actually wrong happening, so even if your mod doesn't do something wrong it creates a precedent

trim sand
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frankly. i think if it gets taken down im just not gonna bother sharing it again even if i do get permission later. trying to do something nice now i just feel like shit about it

crude plank
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i mean that's your choice, but do consider that rules like this exist to protect authors, for example the mod might've not existed in the first place and was only uploaded because the author trusted that their permissions will be followed

trim sand
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again. i fundementally cannot process the problem with what im doing even with your previous explanation. which is not helping.

crude plank
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ok, someone makes a gay NPC, closes perms, someone else makes a patch for that NPC to make them straight. Do you think that's ok?

trim sand
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thats not for anybody except the author to weigh in on

crude plank
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the author already did weigh on it when they closed perms

trim sand
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im. not sure i follow.

crude plank
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they literally said in their permission that they do not want their work modified

lucid mulch
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(tbh its semi hypocritical to mod a game and then consider your modification to be more important that it needs explicit permissions, even if no redistribution is happening)

trim sand
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i guess to me i was understanding that to mean dont redistribute anything in my mod.

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i'll also be honest im not even sure id know where to look to know about perms things

crude plank
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it's more about intellectual property in this case

lucid mulch
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My understanding of Modification permissions would be redistributing modified versions of the file.
a patch in the asset pipeline wouldn't count, unless no one is allowed to touch Data/Locations anymore because they did

crude plank
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also i personally agree with SinZ but a lot of authors are very protective of their work and i respect that

trim sand
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again, this is why i went out of my way to reach out so it could be discussed if there was an issue with it for them, and id respect their descision regardless of how that pans out. I just didn't let waiting for confirmed permission or that discussion to happen to delay my work on the project.

brave fable
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likewise, i pretty much agree to anyone asking to modify my stuff as recolours or balance patches. i didn't make the game, go wild. even though i'm not particularly happy about it, there's even a total conversion for sailor styles to use FS that i don't have the heart to ask for it to go, since other people like it

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but as always, people are all different, and some are more protective than others about what does and doesn't fly

lucid mulch
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taking a peek, over copied the building data, could have done much more targetted patches to change the animaldoor sizes.

trim sand
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that. that i probally could. its on the list to trim down.

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everything thats present is either stuff i couldn't figure in the momemt how best cut and still function but is actively in process or stuff i have yet to look at cleaning up.

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I do not claim to even really be a good modder. But the goal is to let the original mod do as much heavy lifting as it can and only have my actual data edits in the patch pack.

crude plank
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please don't feel bad about it though, it's just a thing kind of in the gray area and some people see it one way some see it another but do keep in mind that neither side is technically "wrong" and just take it as an oportunity to learn to always check permissions in the future

lucid mulch
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(also it being a nintendo/pokemon company IP as well is the extra chefs kiss)

crude plank
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(indeed SMCKekLmaoDog )

lucid mulch
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though nexus does actually seem to be clear on it.

The uploader is responsible for understanding the legalities involved when using copyrighted work and submissions that contain such content may be removed.

but also

User-submitted content that is predominantly intended to interact with existing user-submitted content is subject to the approval of all parties involved and may be removed at the request of the author of the original content.

brave fable
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yeah i'd really like to point out here that the original mod in question credits the spriter's resource for the artwork, which was undeniably ripped from various published works

crude plank
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yeah so like i thought, you are fine but keep in mind if the original author wants it taken down it will be taken down, and check perms in the future

lucid mulch
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my tl;dr is both mods are probably violating some letter of the nexus policies

crude plank
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oh look their here

trim sand
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Yep. I had already accepted if Bees had a problem with it it'd be gone

crude plank
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the suspense is killing meSMCKekLmaoDog

trim sand
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(suspense is so strong I wanna die)

tepid prairie
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okay so i for sure do not care. it’s fine, im not gonna request a takedown or anything. i realize the mod is a bit jank, i assumed the game updates combined with it being my first real mod makes for Issues. i would generally recommend waiting to get permission until you post it though? you only messaged me 14 hours ago, im not very active on discord and the message requests are hard to notice on mobile. ive got mods i straight up haven’t posted because the permissions were closed and the author of the mod i was fixing/patching/etc are inactive lol. it does suck, i tend to just work on them in private until i can get a definite response

trim sand
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Fair enough. And your absolutely right I oughta have waited.

tepid prairie
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i straight up don’t care about the patch tho. i will eventually fix the mod, ive been distracted with minecraft mods lmao

proud wyvern
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good ending

crude plank
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indeed

brave fable
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what if you did a collab in the making mods chat 😳

crude plank
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glad it got sorted

trim sand
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Understandable.
I might end up going through and fixing the sprite sizing issue for specifically Unown and Lechonk and bake it into the patch project and pass it off to you for when or if you get around to updating the core mod would that be okay bees, since your here and all.

proud wyvern
tepid prairie
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go for it!

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i honestly just closed permissions so people wouldn’t like. yoink the actual sprite sheets i edited together and use them for something else

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like someone else said, i don’t create the sprites themselves, they’re a combination of official sprites and fan made works that allow for others to use

trim sand
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When it's not inconvenient I'd also appreciate if you could post to the Nexus page confirming I have your permission for it so I can sticky it so there's no more questions about it there

crude plank
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there needs to be a permission that's like you can use my stuff just don't straight up rip it off

tepid prairie
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i did edit a few of the sprites in detail tho beyond just arranging them

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so that’s why it’s closed

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yeah i can do that for ya, im about to head to bed right now so i’ll do that when i get on my computer tomorrow

trim sand
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Fair enough.

drowsy pewter
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Is it possible to give non-gift items to an antisocial npc? I need to be able to give a specific quest item to this npc

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The only workaround I can think of is using their shop menu to include "trades" for the quest item, but it doesnt feel totally nice for my purposes

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since it removes the mystery of what items you'll collect/how many

calm nebula
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Can you do a lost items quest

drowsy pewter
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Can I?

calm nebula
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I'm not sure!

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It's a possibility!

drowsy pewter
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I know how to edit special orders and thats about it

calm nebula
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Data/quests

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Look at Robin's axe or Linus basket

drowsy pewter
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I looked at that but it just seems to be the strings that appear in the journal

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and not any quest data (which I assumed was in C#)

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Wait I see it

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Hmmm

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I have 12 quest items so I could do 12 different entries LOL

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Thats like, marginally better than the shop trade idea

calm nebula
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Okay maybe no haha

drowsy pewter
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Wait theres a SecretLostItem quest type

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hmmmm

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I'll test what happens if I add a SecretLostItem quest for them

calm nebula
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The downside is that you basically have to have the item as some random place on the ground

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Can't, say, have it fished up or smth

drowsy pewter
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Wait what

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Why

calm nebula
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The lost item quest spawns the item too

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On the ground somewhere

drowsy pewter
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Oh SecretLostItem doesnt spawn it

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only LostItem

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If i am reading the wiki page right

calm nebula
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Oh does it o.O

lucid iron
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For a shop trade is it possible to hide the item until you have the currency

calm nebula
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Oh a chue! Thanks for taking over, chue, an atra needs to make an appointment for a physical

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And then go to work

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Byeeeeee

lucid iron
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I have no opinion or knowledge on quests

lucid iron
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Come back bap

lucid iron
drowsy pewter
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Thats smart if I cant make the wuest work

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Can I make them say a dialogue if you buy the item?

lucid iron
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Hrm u can spawn a convo topic i guess but i dont think that can immediately update the antisocial npc?

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I am stop myself from suggest frameworks rn kyuuchan_run

drowsy pewter
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nope i cant give the designated quest item to the antisocial npc with a quest active (at least i think its active)

drowsy pewter
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Or maybe the quest isnt active?

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How do i make a quest active SDVpufferdizzy

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ah well i made it active and still no

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thats a bummer

lucid iron
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Hmm so while u could show hud message spacechase0.SpaceCore_ShowHudMessage

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It won't interrupt the shop menu immediately

drowsy pewter
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I just dont reallyy want the player to see the special quest reward before they get it, even if they have the item to trade in. Can an npc give you money in the shop menu as a trade, then I can have her mail the quest reward the next day?

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Or can I make a giftable npc that doesnt have any friendship 😂

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desperate

lucid iron
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Ok i have new idea

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spacechase0.SpaceCore_TriggerAction

drowsy pewter
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lets hear it

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trigger action to remove the item from your inventory SDVpufferthink

lucid iron
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Use this to fire trigger action that takes away the Thing and give you a hud message

drowsy pewter
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Thats hilarious because its like shes yoinking it from yoj

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but I like it

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Or is there a playeractivelyholdingthing gsq

lucid iron
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I don't think so blobcatgooglyblep

drowsy pewter
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loool

lucid iron
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Another thing u can do is start an event

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spacechase0.SpaceCore_PlayEvent

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You can do regular ol event things in there

drowsy pewter
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I like that because it gives her some time to comment on the quest item, though players might get sick of having to sit through 12 of them even if theyre not long at all

lucid iron
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Tileaction PlayEvent works too

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It'd be nice if u can bunch up the comments but idk if u can do that cus we don't have goto yet

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You will have to ask someone who know event script about this

drowsy pewter
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this is all quite out of my experience lol

trim sand
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so im trying to figure out how best to edit a single remixed bundle option. but im struggling to figure out the best way to contentpatcher TargetField to access sub sections inside data/RandomBundles but also, there's no obvious outer layer between the full file and the individual entries. i guess maybe technically RandomBundles is just a list of bundle data models or something?

lucid iron
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The first advice about making bundle mods is don't Dokkan

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The data has to be edited before the save is created and changing bundle mod in middle of game breaks things

trim sand
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that much i figured. i mostly just wanted to extend animal husbandry mods inclusion of the meat items it 'reactivates?' to the remixed animal bundle like it does the regular one.

frozen elm
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@lucid iron Hey chu, I've been playing around with the panorama feature of MMAP and I have a couple questions. So basically I am trying to customize your mountain panorama and I want to achieve a very slight vertical scrolling effect like the vanilla summit and island panoramas both have. So I removed the alignY component since I figured it was stopping the image from moving vertically and played around with a lot of different values for the parallax rate. But no matter the value I try the scrolling is always way to fast so it ends up with the bottom of the background empty when I am at the top of the map. Could you maybe explain how exactly the parallax rate works? I am quite confused since it also seems to move the position of the image itself (I tried a really high value just to see what happens and the mountains were way at the top).

golden basin
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@lucid iron hey so my animal catalogue turns into a house plant when sent through the mail

lucid mulch
lucid iron
#

I was kind of iffy on this implementation bc the behavior is different depending on your screen size

#

To achieve what you want, a combo DrawOffset.Y and ParallaxRate.Y is needed, but I do want to make some mode of parallax relative to the map size instead of the viewport

frozen elm
#

I already have a bit of draw offset

#

Should I make the parallax rate higher or lowere to get a lower scrolling speed?

frozen elm
lucid iron
#

The real answer is "whatever factor that gets you close to the height of the viewport" which is terrible i know kyuuchan_run

golden basin
#

Is the catalogue feature of your mod chu able to be sent through the mail? its turning into a house plant

lucid iron
golden basin
lucid mulch
#

(BC)

lucid iron
#

Yeah (BC)YourThing

frozen elm
#

So I guess if I make this work for me there's no guarantee it will work for someone on a different size screen?

golden basin
#

ooooo

lucid mulch
#

(the vanilla panoramas aren't guarenteed to work on different size screens either)

lucid iron
#

Hence why i was thinking of a second map size based rate

#

The reason why I wasn't super concerned about it during dev is that, when the bg is static (anchored to bottom of viewport) but you are walking up to the edge

#

It does feel like the mountains are coming up anyway

trim sand
#

Random bundles does not have an ID field btw

lucid mulch
#

Entries/fields can also use it too

#

the outer room doesn't, but the bundleset entries do (though the specific bundle once again doessn't)

trim sand
#

Oh I suppose

#

Admittedly the hurdle was getting into a bundle set specifically

frozen elm
lucid iron
#

Hmm true, I'll think about what do and ping u if i make something DokkanStare

#

Maybe it would be a separate offset that's solely dependent on where player is on the map

#

So as u go up it approaches 0

frozen elm
#

thanks that's great ( also no pressure, you've added so many great features already, I was baffled to see that all the farmhouse problems have been solved)

lucid iron
#

This is where i confess i uninstalled cozy nook bc the furniture got moved everywhere on upgrade kyuuchan_run

frozen elm
#

Nooo you can reinstall it I just updated it with the new feature SDVpuffersquee

lucid iron
#

Exciting YuniHappy

golden basin
lucid iron
#

Hm is it's a mail limitation, cannot send over big craftables

golden basin
#

you can though it was working before

lucid iron
#

%item bigobject [<id>]+ %%

#

You did this?

golden basin
#

I know thats what I have yes

lucid iron
#

Yeah i am baffled, the livestock bazaar feature just adds a interactmethod

#

It doesn't do anything to make this not work afaik

#

What is the expected BC id vs the actual furniture (F) id

lucid mulch
#

can also use id rather than bigobject which will do qualified ids

golden basin
#

(BC)Fellowclown.PC_AnimalCatalogue this is the item idea but hm

#

could it be because I had two different things being added?

lucid iron
#

You should get them one after the other i think

golden basin
#

I removed the action of adding money and it works

#

I also removed (BC) too and it started towork

#

idk whats up with that

lucid iron
#

Oh yeah i assume u were using %item id [qualified id] %%

#

If u used the old form it should be unqualified

golden basin
#

wait I keep id in there?

#

i think i see actually let me test something

lucid mulch
#

%item id (BC)MyItem %% or %item bigobject MyItem %% would both do it

golden basin
#

my brain is braining very slowly

lucid mulch
#

first value is the type of item

#

even if some aren't remotely items like specialorder, quest, money, conversationtopic, *recipe

golden basin
#

yeah when I add the money action with the object action in there it becomes a house plant

lucid iron
#

I wonder why the money thing breaks it

golden basin
#

looks like this

lucid iron
#

A workaround might be to give players the gold coin item instead

#

The theory is

%item id (BC)animalcatalogue 1 (O)GoldCoin someamount %%
#

Each gold coin is 250 actual money

#

So to give 1500 money you need 6 gold coin

golden basin
#

that sems to have worked thank you

lucid mulch
#

Oh I see the issue

#

the bigobject variant doesn't do quantity, so its randomly selecting between {{ModID}}_AnimalCatalogue and 1

golden basin
#

oooo

#

oh that actually was it all along! fixed it right up

lucid mulch
#

so you could remove the 1, or switch to item id, or keep the goldcoin workaround

golden basin
#

thank you both a bunch

trim sand
#

I regret trying walk the path of replicating spring onion behavior.

calm nebula
#

It's c#

#

Incredibly easy c$ but c#

crisp marlin
#

Would the "modded-tech-support" channel be an appropriate place to get some pointers on troubleshooting a mod mid-creation? Or is that more just for player troubleshooting mods they installed?

vernal crest
#

That's for using mods, yeah. This channel is the one you want.

crisp marlin
#

Thanks

trim sand
# calm nebula Incredibly easy c$ but c#

True.
Ultimately just seemed less than ideal for a custom farm type to need custom c# even if it was easy.
Brain thought it'd be cute for my Foraging/Ranching farm type to spawn stuff like spring onions or other foragable crops in the dirt based on the season though technically really carrots were the only other one that made sense.

vernal crest
crisp marlin
lucid iron
#

Well i think ftm lets u spawn giant crops?

#

Either that or item extensions

crisp marlin
#

I know folder structure could also be a factor, so I may do like, a video share walkthough or something.

Basically I have a Json asset, and a C# mod (that work together), I can see in the console log that SMAPI knows it's there, but it's not actually showing up in game. I have the Lookup Anything mod, so I've also been testing with that to see if the item is appearing in there if my farmer doesn't have the recipe yet. There's more to it but that's the TLDR, as mentioned I'm at my real money job right now, so a more detailed conversation will come later

vernal crest
spice inlet
#

An example would be Kustenheide Farm, which has Spring onions, Fiber and a few other seasonal crop growth

coral oasis
#

Sorry for not seeing this sooner, No I did not do the patch export after interacting with a fish pond. Maybe it isn't a reproduceable error, you could try testing with the current version of my mod(haven't updated it yet) + alchemistry/SVE and see if it is just my mod for some reason, but idk.

lucid iron
#

It's ok sinz fixed it

#

Seems to be a problem that goes away as soon as the asset gets loaded with correct typ

coral oasis
#

interesting

lucid iron
#

So the solution is improve type detection

trim sand
trim sand
#

nevermind... i don't think i can use this. at least not without a large conversion to the cfl system.

#

since i already have the map and custom location working and would rather not have to essentially clone everything id setup using vanilla systems.
unless im misunderstanding. since it seems CFL tries to replace normal custom farm loading with its own system/menu?

river urchin
#

Hi guys, unfortunately discord is banned in my country but somehow i can access it via eduroam without using vpn. I'm quite a new to modding, I'm planning to make a mod that adds a essence maker and perfume maker to the game. My boyfriend is a perfume enthusiast i want to give it to him as a gift. However, I jusst couldn't figure out where to start, i read wiki but it looks like i must write codes that are "too long" which i barely understood. I hoped to find another machine's codes thinking maybe i could adjust it for my perfume mod but i could not find any. I'd be really happy if anyone helps me

#

I don't have problems with private messages too, if i am not answering it means i am not at my university campus 🤧

#

Ah, another question, some of the items that make a perfum are not in the vanilla game and i have too many mods that i don't even know if ylang ylang and blue iris are associated with the same mod. Do i need to reference all my mods just in case? Or maybe i should make my whole mod include the items that'd make essence and perfume (which will be hard af considering all perfumes have unique notes)

trim sand
#

Odds are Ylang Ylang and Blue Iris are from Cornucopias more flowers pack if your using that .

#

Otherwise I couldn't tell you.
Ultimately when editing recipes for anything except vanilla recipes best practices is to ensure that anything to do with a modded item only runs when you know it actually exists.

brittle pasture
#

Lookup Anything can tell you what an item is from. Not every mod expose that information however (Cornucopia doesn't), but the full item ID (via the "Enable data mining fields" settings) can give a hint

river urchin
#

Never knew those ahh thank you

brittle pasture
#

have you read the Content Patcher guide? the wiki page explains the game's data and how they're organized, CP is how you edit that data

#

in this case, if you want a perfume maker machine you'd add its entry to Data/BigCraftables, and its machine rules to Data/Machines

#

[[Modding:Index]] has a page for both

brittle pasture
#

Cornucopia Artisan Machines is an example mod that adds machines, though probably not the simplest example

#

Wildflour Atelier Goods too (that one even has a perfume maker), but again, not the simplest mod to reference

coral oasis
#

@lucid iron So i've run into an interesting issue using EditData instead of Load for the FishPondData file.
The Vanilla FishPondData file has no top level entries... so like in the edit data example for fields using data/objects moss soup has a top level entry that encompasses the whole thing being "MossSoup",
but the FishPondData doesn't have any, it's just a straight list going

{"Id": "Lionfish",
...
},
"Id": "BlueDiscus",
...
)
etc.
#
"MossSoup": {
    "Name": "Moss Soup",
    "DisplayName": "[LocalizedText Strings\\Objects:MossSoup_Name]",
    "Description": "[LocalizedText Strings\\Objects:MossSoup_Description]",
    "Type": "Cooking",
    "Category": -7,
    "Price": 80,
    "Texture": "TileSheets\\Objects_2",
    "SpriteIndex": 144,
    "ColorOverlayFromNextIndex": false,
    "Edibility": 28,
    "IsDrink": true,
    "Buffs": null,
    "GeodeDropsDefaultItems": false,
    "GeodeDrops": null,
    "ArtifactSpotChances": null,
    "CanBeGivenAsGift": true,
    "CanBeTrashed": true,
    "ExcludeFromFishingCollection": false,
    "ExcludeFromShippingCollection": false,
    "ExcludeFromRandomSale": false,
    "ContextTags": [
      "color_green"
    ],
    "CustomFields": null
  },

moss soup as an example having the top level entry

lucid iron
#

I don't entirely understand what you mean here

#

Fish pond data is a list instead of dict yes

#

But content patcher makes you use a dict to edit those anyway

coral oasis
#

so, the way I had it was doing something like

"Id": "Lionfish",
...
}

to edit the fishponddata, but that didn't change anything in the file, it didn't overwrite the base game code

#

so i'm not quite sure where to go from here using EditData, because i'm not sure how to go about changing the default data as it doesn't have any entries specifying the fish, and is just a list

coral oasis
lucid iron
coral oasis
#

so like I tried doing this afterwards,

{
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/FishPondData",
            "Priority": "Early",
            "Entries": {
                {
                    "Id": "Lionfish",
                    "RequiredTags": [
                        "item_lionfish"
                    ],
                    "Precedence": 0,
                    "SpawnTime": 1,
                    "BaseMinProduceChance": 1.0,
                    "BaseMaxProduceChance": 1.0,
                    "WaterColor": null,
                    "ProducedItems": [

removing the "lionfish": before the {}

#

but it is just giving me an error in VSCode

lucid iron
#

Well yes this is now invalid

coral oasis
#

which is weird

lucid iron
#

You can try usin #0

coral oasis
lucid iron
#

As the key

#

Ya don't have to ping me btw im still here

coral oasis
#

yeah sorry, reply auto pings

lucid iron
#

But yeah try using #0 as key and then toss a fish into a pond before u do patch export

coral oasis
#

so like "#0_LionFish": {}?

lucid iron
#

You will also want to look at your trace logs to see what mods are editing stuff

#

Nope just #0, assuming lion fish is the first fish

coral oasis
#

it is the first fish

lucid iron
#

You still need to quote it

coral oasis
#

right duh

#

and that should then cover the whole list?

lucid iron
#

Well, try and make sure the lionfish works first

#

Before you go #1 #2 etc

#

This kind of succ tho kyuuchan_run

coral oasis
#

I'm going to do some testing see if the old way I had it does work or not, and it was just something funky going on, or if i need to do the #0, #1, #2, etc.

lucid iron
#

Also check if there are more than 1 Id=Lionfish in the data for some reason

coral oasis
#

yup

#

okay. this is getting weird, so normal fish seem to work fine with the "LionFish","BlueDiscus", etc.
but where it gets weird is the legendary fish. which is what was tripping me up in the first place making me thing nothing was working

lucid iron
#

The legendary fish all have 1 entry pretty sure

coral oasis
#

So obviously the vanilla implimentation of vanilla fish is a bit weird.... and in the process of editing that trying to keep the same structure and then that being loaded into the game... duplicates the entries for legendary fish?

#

like now there is the default entry and my edited entry in the same file

coral oasis
lucid iron
#

If you want to add unique outputs per legendary fish i would do a separate editdata which adds a new Anglerfish entry or whatever and then use move entries to reposition them above the original

#

Leave the vanilla legendary fish entry alone

coral oasis
#

that is the way i originally had it setup, but that didn't work either

#

it just defaulted to the vanilla values

lucid iron
#

Are you sure you did the move entries part?

#

Order is important

coral oasis
#

wdym?

#

like both files are in the same order?

lucid iron
#

Move entries is a thing you do as part of EditData

coral oasis
#

I dont have that in no, however all the other entries, outside of the legendary fish, are working perfectly fine

#

getting overwritten properly

vernal crest
#

But chu is not saying to overwrite, they are saying make a second entry and ensure that entry gets chosen first.

coral oasis
#

even though the files don't have matching list order (artifact of when i first made the mod, and then the default file getting rearranged when it was updated)

#

so, making a separate entry for crimsonfish. and using move entries to make sure it's above the default legendary fish entry so that it gets loaded first?

#

therefore "overwriting" the default

vernal crest
#

I would refer to that as taking precedence because the original data is still there. Have you adjusted the precedence field at all, relatedly?

coral oasis
#

i haven't done anything with precedence no, as I didn't know how the priority system worked, whether 100 comes before 0 or 0 comes before 100

#

(my problem with priority systems, they can be either way, and without proper documentation it can be hard to tell)

compact canyon
#

does anyone teach classes in creating mods or anything similar?

vernal crest
tiny zealot
#

i guess i don't actually know if it's a game design course, but it's something along those lines i assume

coral oasis
#

switching to editData from load leading to me finding lots of stuff that needs to be changed over because I didn't do it quite the right way

vernal crest
#

Are you using TargetField to only edit ProducedItems?

calm nebula
#

I feel like taking classes in modding is something I would have never considered tbh

#

AND I took classes in square dance and radio in college

coral oasis
#

no, as I am editing more than just the produced items, I am targeting the entire list entry for each fish (including legendary) and editing some of the values + adding additional drops

vernal crest
#

I would also not take classing in modding. Sounds too boring. Too restrictive.

coral oasis
#

the only entry that is giving me trouble is the legendary fish entry because it's different from the rest

vernal crest
#

How is it different? Looks the same to me

coral oasis
#

so the normal fish each have their own entry, where as all the legendary fish are put together into one entry using conditionals

vernal crest
#

If you look right under legendary fish you will see desert fish, semirarefish, carnivorousfish etc. Are they not the same as the legendary fish?

coral oasis
#

nope, those are default entry classes the encompass the default context tags, as a fall back for if any fish doesn't have it's own entry or fails to load an entry

#
{
    "Id": "LegendaryFish",
    "RequiredTags": [
      "fish_legendary"
    ],
    "Precedence": 100,
    "MaxPopulation": 1,
    "SpawnTime": -1,
    "BaseMinProduceChance": 0.5,
    "BaseMaxProduceChance": 0.5,
    "WaterColor": [
...
    "ProducedItems": [
      {
        "RequiredPopulation": 0,
        "Chance": 0.75,
        "Precedence": 0,
        "Condition": "ITEM_ID Input (O)160 (O)899",
        "Id": "Angler",
        "ItemId": "(O)812",
        "RandomItemId": null,
        "MaxItems": null,
        "MinStack": 1,
        "MaxStack": 4,
        "Quality": -1,
        "ObjectInternalName": null,
        "ObjectDisplayName": null,
        "ObjectColor": null,
        "ToolUpgradeLevel": -1,
        "IsRecipe": false,
        "StackModifiers": null,
        "StackModifierMode": "Stack",
        "QualityModifiers": null,
        "QualityModifierMode": "Stack",
        "ModData": null,
        "PerItemCondition": null
      },
#

where as legendary fish is like this

#

using conditionals so specificy which one, and the legendary fish don't have their own separate list entries for their outputs

#

they're just shoved together under the "LegendaryFish" entry and separated using conditionals

#
{
        "RequiredPopulation": 0,
        "Chance": 0.72,
        "Precedence": 0,
        "Condition": "ITEM_ID Input (O)682 (O)901",
        "Id": "_MutantCarp",
        "ItemId": "(O)812",
        "RandomItemId": null,
        "MaxItems": null,
        "MinStack": 1,
        "MaxStack": 4,
        "Quality": -1,
        "ObjectInternalName": null,
        "ObjectDisplayName": null,
        "ObjectColor": null,
        "ToolUpgradeLevel": -1,
        "IsRecipe": false,
        "StackModifiers": null,
        "StackModifierMode": "Stack",
        "QualityModifiers": null,
        "QualityModifierMode": "Stack",
        "ModData": null,
        "PerItemCondition": null
      },
#

so all of this is under the same entry, unlike every other fish in the game

vernal crest
#

What makes that difficult? The fact that you want to edit fields outside ProducedItems individually for each legendary fish but can't because they're treated as a group?

coral oasis
#

no, the fact that when i tried to add other items under ProducedItems using the same conditionals creating two separate entries for legendary fish, one the default and the other the default+what I added
and when I tried to have separate entries for each legendary fish, none of that getting applied at all in game

vernal crest
#

That sounds like you do want to use TargetField then, since you want to leave the overall LegendaryFish list entry untouched and only edit what's inside the ProducedItems field inside LegendaryFish.

gentle rose
#

so, has anybody else had any npc ideas that required them to look into asymmetric encryption, or am I alone on this particular rabbithole /lh

coral oasis
coral oasis
vernal crest
#

But you just said you don't want to do that

gentle rose
#

did you chatgpt that? I’ve never seen half those keywords but I’m not super familiar with fish data

vernal crest
#

No they're all vanilla iro

coral oasis
#

I have written and gone over these files for hours and hours....

gentle rose
#

what is populationgate SDVpufferthinkblob every day I learn a new keyword

coral oasis
#

editing each thing by hand when stuff needed to change

vernal crest
#

What do you want to change outside the produceditems? SpawnTime? MaxPopulation?

coral oasis
gentle rose
#

oh, interesting

#

which ofc wouldn’t apply to legendaries

coral oasis
#

basically i'm setting
"BaseMinProduceChance": 1.0,
"BaseMaxProduceChance": 1.0,
for every fish

gentle rose
#

are the IDs all supposed to be the same?

coral oasis
#

but for legendary fish it's that and then the produced items

gentle rose
#

usually when there’s an ID field it implies uniqueness

vernal crest
#

I think you should be targeting just the fields you want to change instead of replacing entire entries, unless you just don't want your mod to be compatible with other fish pond mods

coral oasis
#

fishponddata feels very much kept together with zipties and duct tape lol

gentle rose
#

(just throwing my first thoughts because sometimes it helps having someone who knows nothing throw ideas out lmao)

vernal crest
#

Don't worry iro I am already occupying that coveted space here xD

gentle rose
#

but yeah, what is Id in this context, because I find it strange for multiple entries to have the same one

vernal crest
#

I have just learned a lot about fish ponds

#

But go do your own research on the wiki GooseBonk

gentle rose
#

nuh uh

#

I’m here to distract and confuse /j

coral oasis
#

all the normal fish are getting edited over correctly

modest dagger
gentle rose
#

ohhh this is a patch export not the patch itself

gentle rose
coral oasis
#

like lion fish

modest dagger
#

well go break it then iro

coral oasis
#

or tiger trout

#

working perfectly fine editing the overall entry,
just legendary fish is being wonky

gentle rose
#

don’t see you being helpful wiz SBVPensiveButt

modest dagger
#

i'm moral support

gentle rose
#

are there any other mods that edit them?

#

maybe you can see if any of them had to do some weird magic to get it to work

vernal crest
#

How is this any better than load, by the way?

coral oasis
#

i'm not to sure,
however caveat here being,
everything worked fine pre 1.6 when legendary fish were added to the fishpond in vanilla
even coded my own c# mod to make it possible and it worked perfectly fine

#

and now with 1.6 and me switching from loading my file directly over to using editData it's doing this

gentle rose
#

I think this is a patch export, not the json of the patch itself? unless I’m wrong

vernal crest
#

Yes it's patch export

coral oasis
#

and not letting other mods append to the end of the list

#

meaning no other mod could add custom fish to fishponds, being a nightmare of compatibility

gentle rose
#

are there any other content patcher mods editing legendaries

#

it might be just unsupported

lucid iron
sour sleet
#

Is there a guide for making a custom mines location?

coral oasis
#

meaning technically I could go back to load lol

lucid iron
sour sleet
#

More specifically, how to get randomness in each floor

gentle rose
lucid iron
#

What you can do to simulate it is

  1. Make a ton of map/location
gentle rose
#

or do what chu said

calm nebula
#

I swear spacecore had something for this

gentle rose
#

I just had a framework idea

coral oasis
#

ultimately whether I go back to load or stick with editData, the legendary fish entry is still doing weird things

sour sleet
#

So if I make a load of maps, how do I determine the ladder randomness?

gaunt orbit
#

The spacecore thing is for map generation, it doesn't handle custom dungeons

calm nebula
#

Ah?

#

I nerdsnipe you then, wren SDVpufferheart

gaunt orbit
#

I've looked into it before, but I haven't had time to write it

calm nebula
#

I nerdsnipe you then, iro

vernal crest
coral oasis
#

not yet as I forgot to change that, but yes it should have that

#

as I want all fish to just rely on the produced item chances and not an over all chance to proc an item and then roll for which item/items

lucid iron
#

But you can decide which ones appear per day

coral oasis
#

going to do another test and patch export and see what happens this time, whether the same thing happens again or what

gentle rose
coral oasis
#

another thing is this.. which it shouldn't be doing as max pop is 1... but uh, i'm not to sure on why that is a thing

tiny zealot
vernal crest
coral oasis
#

I fixed it....

#

somehow

gentle rose
#

why did I remember legendary fish already being possible to put in fish ponds in 1.6

vernal crest
#

Because it is

#

They are editing the vanilla legendary fish pond data

gentle rose
#

ah, icic

coral oasis
#

1.6 added it in, before that was impossible without C# modding

#

or was it end of 1.5 that added it, can't quite remember

tiny zealot
#

1.6.9 added legendary fish ponds

coral oasis
#

thanks

#

anyway, now that the entries are actually loading in properly i need to test to see if the items are producing properly

gentle rose
#

anyway I’m going to move to my thread to throw some framework pack structure idea spaghetti at the discord wall

vernal crest
#

I am going to move to my bed to sleep like I should have done an hour ago

coral oasis
#

lol

#

turned out the fix was.... use a capital L....

#

missed the stupidest tiniest thing

#

I had "legendaryFish" instead of "LegendaryFish"

vernal crest
#

Staying up past 2am is so dangerous. That's when it starts getting busier in here.

coral oasis
#

🤦‍♂️

vernal crest
#

But your patch export had a capital?

coral oasis
#

well cause it removes the "asdSDA" {} before the brackets when shoving it into the list

#

this gets removed when added into the game files

vernal crest
#

Oh the one for your CP key. Well, an example of why sharing your files is helpful from the get-go I guess haha

coral oasis
#

yup XD

vernal crest
#

Glad you found it and mentioned it because I was baffled lol

coral oasis
#

me too lmao, then I saw that tiny thing taunting me

#

still some wierd stuff going on though, but if some ui bugs and water color not working are the most of my issues whatever

#

i can figure that out later

gentle rose
#

irocendar’s chaos dumping ground

#

the other thread shall remain a list of bad ideas

coral oasis
#

um.....

#

I need a sanity check here

calm nebula
#

Best I can offer is an insanity check

coral oasis
#

the first image ( my file)
should not cause second image (patch export)
editing third image (default)

#

with only content patcher and my mod installed

#

so they way I'm understanding this from this new info...
editing the whole entry with editData seems to be replacing everything even the unspecified stuff, and then that stuff is being regenerated based off of some default somewhere....

#

not just editing the specified entries within my file under the entry, as I assumed it did

#

so like lake fish is going from a precendence of 500 to 0

vernal crest
#

By editing it the way that you are, you're replacing the entire fish's data with what you have specified or with the default.

coral oasis
#

and default is for some reason going to spawn time of 5 and precendence 0

#

oh boy

vernal crest
#

Hence why I was mentioning TargetField.

coral oasis
#

this'll be fun to fix

vernal crest
#

Or you can just copy and paste the whole vanilla entry for each fish and then just edit the fields you want to change. Without your early priority that would be a compatibility disaster. With the early priority...I don't know enough about compat to say if that's safe enough.

coral oasis
#

so something like "TargetField": [ProducedItems, "BaseMinProduceChance", "BaseMaxProduceChance"]?

coral oasis
#

hopefully it should work with mods that just add onto it with custome fish

#

ie SVE or Alchemistry or others

vernal crest
#

No, TargetField is for drilling down not picking multiple fields. Just using fields without TargetField instead of entries might work... but I'm very hesitant about that because I haven't had cause to use Fields so I still haven't properly grasped it.

calm nebula
#

I think Fields is what you want yeah

coral oasis
#

yeah, target fields is too specific

coral oasis
#

if you were editing one fish entry that would be fine

#

but editing every single one just adds like 200 more lines of unnecessary code

#

using target fields

#

"Fields": ["ProducedItems","BaseMinProduceChance","BaseMaxProduceChance","SpawnTime"],

#

so something like this "should" work

vernal crest
#

Nope

coral oasis
#

ahhah, so just replace entries with fields and it should work?

vernal crest
#
{
    "Format": "2.6.0",
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/FishPondData",
            "Fields": {
                "LegendaryFish": { 
                    "SpawnTime": -1
                }
            }
        },
    ]
}
#

Enjoy my terrible example

#

I should add the quotes lest someone tries to just copy and paste that in future but I'm on mobile so it's too painful

#

Remind me in 12 hours to add quote marks

coral oasis
#

yeah, so they way I think this should work is instead of "Enties" {}, you have "Fields" {}

patent lanceBOT
#

I'll have you know abagaianye I am SO MUCH MORE than just a reminder bot. but fine. (#6656610) (12h | <t:1745905995>)

coral oasis
#

and everything else should keep the same structure

#

lemme test this quickly

#

YUP!

vernal crest
#

Yeah but I think if you want to edit ProducedItems by just adding another entry to it you'll need TargetField because just Fields will still replace the whole ProducedItems field

coral oasis
#

increased roe rates at different pop and additional items

vernal crest
#

Good to know for future however in case it comes up

coral oasis
#

so it is the same exact structure, just fields instead of entries

#

now that the patch export looks correct, need to actually test with the fish in the ponds

#

this whole ordeal was quite confusing for me lol

sour sleet
#

For Custom Companions, is there a way of making it so they don't spawn in rain or snow?

coral oasis
#

thank you for all the help 😄

vernal crest
#

You're welcome! I rely very heavily on the examples in the CP documentation to help me understand the explanations of the different functions of CP

coral oasis
#

yeah, the problem being when you're working in a file that is a bit different from the example files

#

can be hard to relate the info to what you need

vernal crest
#

Yeah not having many examples for lists makes for some educated guessing lol

coral oasis
#

yup

vernal crest
#

Anyway, actually to bed now, night!!!

coral oasis
#

and I definitely am not the most adept coder lol

#

night

#

thank god I finally fixed it XD

valid folio
#

@ivory plume Hi! I'm the Nexus user who asked you for help to make a mod compatible with your Central Station mod.

lucid iron
#

@glossy cargo do you want a thread here

#

For ap things

glossy cargo
#

that would be case by case. We don't touch most cutscenes. But if one is touched, like the bamboo pole cutscene, it could break our ability to detect it. I'm not sure

glossy cargo
#

(I also wish I had the mod maker role Sadge )

tiny zealot
glossy cargo
#

I see, that's interesting

#

I'll keep that in mind for when hatsanity becomes a thing

#

it is true that it is extremely thematically connected to Lacey and would be worth special handling

tiny zealot
#

also re: the hatsanity percentage, 100 is madness since there are some hats that are extremely difficult (living hat), specific (emily's magic hat), or impossible (panda hat) to obtain

lucid iron
#

Stardew Archipelago - Integration Request/Discussion

coral oasis
#

Finally done updating everything and uploading to nexus

#

now I can relax lmao

modest dagger
coral oasis
#

Hahaha

#

I hope not 😅

vagrant talon
#

I don't know if this really fits in this channel, but could somebody do me a massive favor? I am incredibly dyslexic and can't read that well. I love this game, but I can only play on 1.5.6 because that's the only version that a TTS mod works. Please restore it for me — the source code is in the description. If you could, I would forever be in your debt.

fossil osprey
#

Is it the font that's bothering you? There are mods that modifies the font, you could try that as a workaround

If not, I can't personally do it, but I'm sure someone would be able to

brittle pasture
lucid iron
#

Have you tried stardew access?

#

Selph speed

vagrant talon
#

So TTS is kind of my only option

#

Stardue access seems good but that announces everything I really only need dialogue and text

fossil osprey
#

Oh, that's kind of sad, but I understand

vagrant talon
#

Yep very though I'm working on it

lucid iron
#

I wonder if you can config what to read in stardew access

vagrant talon
#

I'll look into it

lucid iron
#

Didn't find relevant documentation though

vagrant talon
#

I know it's possible to update mods to newer versions but I have no idea how to if somebody could teach me or do it themselves that would be absolutely amazing

lucid iron
#

It'd be compiling the mod properly against 1.6(.9)

#

Not a trivial thing to do

vagrant talon
#

Yeah it doesn't sound like it

fossil osprey
#

From a little dive, it seems there is an unofficial update to the mod: http://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/post-124930
Beware it doesn't seems compatible with Lookup Anything, if you're using it

fossil osprey
#

Yay! Glad you can continue to play like before ^^

vagrant talon
#

Thank you so much for helping

shut edge
#

anyone know why my submod tags refuse to work?

#

"UpdateKeys": ["Nexus:24869@@fruitghostsAHM"],

#

should that not be it?

#

wait why are there two @, shit lol

#

eh doens't seem to make a difference

latent mauve
#

Honestly I have never seen an update key use more than just the numbers

brittle pasture
#

I noticed that one of your optional files doesn't have an @ key

shut edge
#

hm, would that bother it?

brittle pasture
#

would that make smapi think it's your main file I wonder

shut edge
#

can try that

#

maybe i'll just archive that anyway since it's out of date

#

i see i have a "MinimumApiVersion": "2.11.2", for reasons i do not recall

#

here's the trouble mod's manifest

#

keeps getting the main file's version

brittle pasture
#

looks fine to me hmm

#

maybe wait for the smapi cache to update? wild guess

shut edge
#

yeah this one has been eluding me awhile now

#

i've reuploaded it like three times lol

#

i guess i could like....set them both to the same version?

#

which maybe would be wise anyway

#

that does seem to make it happy, weird

#

if it works it works i suppose ¯_(ツ)_/¯

sour sleet
#

How do I make another farmhouse in a custom location? Specifically, I'm wondering how to make it so that when the player enters a bed, it will ask to go to sleep, and also the ability to change walls and floors/decorate

shut edge
#

i feel like those are maybe properties you can set in tiled?

sour sleet
#

I saw the TouchAction Sleep prop but it would mean that the bed couldn't be moved

brittle pasture
#

I believe you need another framework to be able to place beds that you can sleep in outside of the farmhouse

#

Esca's Modding Plugins iirc?

sour sleet
#

Ahh that would make sense. Does that make it so the player can change the wall/floor and add furniture also?

#

Hmm doesn't seem like it does. I can't see a property to use in tiled either hmm SDVpufferthinkblob

brittle pasture
#

I think it has to be a farm building

#

wtf is that link

#

hmm could you set your location to subclassing DecoratableLocations without it being a farm building interior?

sour sleet
#

I don't know, hope it is possible without it being hardcoded

shut edge
#

i believe the portable hole mod lets you sleep in it's added room, maybe that could help to look at how it does it?

sour sleet
#

Oh I'm fine with the sleeping thing now, I'll be using EMP for that. I'm just concerned about the decorating the rooms

#

Is it even possible lmao

shut edge
#

it should be, PIF rooms can be decorated

sour sleet
#

Just had a look and PIF has a dll

shut edge
#

ah, welp

sour sleet
#

Is it not possible with CP then?

brittle pasture
#

In the Type field of your custom location , set it to StardewValley.Locations.DecoratableLocation

#

then follow the link above and add decoratable walls/floors

#

try it and see if it works

sour sleet
#

Thanks Selph, will it work for furniture also?

brittle pasture
#

probably

lucid iron
#

Can you just let people build a shed type building

#

And then emp so u can put bed

brittle pasture
#

that would be my next suggestion if DecoratableLocation didnt work

rigid oriole
#

What smapi rendering event do i need if I want to draw an overlay over everything, including the global fade? The rendered event isn't doing what I want

#

I'm currently using RenderedHud which is close but id prefer if I can draw over the fade as well

lucid iron
#

You need some RenderedStep thing i guess

rigid oriole
#

Hmmm ok

lucid iron
#

Gotta investigate if there even is a render step after everything

#

If not then uh, patch game1.draw ig?

rigid oriole
#

I'm not super familiar with the rendering pipeline but you'd think rendered would happen after everything

lucid iron
#

I would expect Renderedhud to do nothing when hud not there

rigid oriole
#

Ya that's correct

#

But i tried the actual render event lol

lucid iron
#

Global fade hmmm

rigid oriole
#

Rendered*

lucid iron
#

Snow is draw even when it's global fade right

#

Where's that at

rigid oriole
#

oh fr? i will take a peek

brittle pasture
#

I recall that being kinda wacky, like a second of black and then the snow resuming

#

(in the fade after events)

rigid oriole
#

hmmm

#

the thing i want to occur is theoretically simple: draw over everything without regard to what is on the screen right now

#

actually, when I use Rendered, it draws under the global fade but it somehow manages to draw twice with 2 different scalings once the fade is gone

#

when I use RenderedHud i don't have the duplicate

ivory plume
valid folio
rigid oriole
sour sleet
#

Ok so I'm having a strange problem. It's using up my wall and floor out of my inventory when I click to use it but the visuals aren't changing to the new wall/floor. Any ideas why?

crisp marlin
# crisp marlin I know folder structure could also be a factor, so I may do like, a video share ...

Hi there,

My real money job is over so I'm ready to talk about this.

Idk what I'm missing exactly.....the goal is for the recipe to show up in the mail after sleeping, but it isn't appearing. I wasn't using the MailFrameworkMod initially, but wondering if that's not optional? I do have it installed for other mods I am using.

SMAPI definetly sees my manifest and my JSON cause the console log IS registering it....it's just not happening in game. Not sure what I'm missing. (for context, I haven't programmed the bat box behaviour yet, for now I'm just trying to make the recipe spawn, unless ya'll suggest I do it all together and then debug the whole situation)

Anyway, here is the C# I have atm. It'll be the next message since I hit my no nitro limit.

#

using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;

namespace BatBoxes
{
public class BatBoxesMain : Mod
{
public override void Entry(IModHelper helper)
{
helper.Events.GameLoop.DayStarted += this.OnDayStarted;
this.Monitor.Log("BatBoxes: Mod initialized.", LogLevel.Info);
}

    private void OnDayStarted(object sender, DayStartedEventArgs e)
    {
        Farmer player = Game1.player;

        if (!player.craftingRecipes.ContainsKey("Bat Box"))
        {
            int heartsWithSebastian = player.getFriendshipHeartLevelForNPC("Sebastian");

            if (heartsWithSebastian >= 4)
            {
                this.Monitor.Log("Conditions met: Unlocking Bat Box recipe and scheduling letter.", LogLevel.Info);

                player.craftingRecipes.Add("Bat Box", 0);

                if (!player.hasOrWillReceiveMail("BatBox_Letter"))
                {
                    Game1.addMailForTomorrow("BatBox_Letter");
                }
            }
        }
    }
}

}

lucid iron
sour sleet
lucid iron
#

Need specifically walls_and_floors tilesheet no substitutes allowed

sour sleet
#

Oh so I can't have a default wall and floor from town_Interior?

lucid iron
rigid oriole
crisp marlin
#

sorry I'm super new at this and reverse engineering all the things so I may have outdated stuff/things that aren't quite right

lucid iron
#

Please don't use json assets in 1.6, it's deprecated and kept alive just for old mods

crisp marlin
lucid iron
#

So i vaguely recall the wants for this mod (a tapper like thing that makes fruit?)

#

Would you rather do the entire mod in C#, or do nearly all of it in content patcher and then maybe do C# to implement bat critter

crisp marlin
crisp marlin
lucid iron
crisp marlin
lucid iron
#

No, the format is completely different

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

crisp marlin
lucid iron
#

Read up on how to make a content patcher mod first

#

Using machine terrain framework is still making a content patcher mod, you are just adding more data

#

As for your mail/recipe, this is usually done via trigger actions in the base game

#

!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!

lucid iron
#

If something exists as content, content patcher can patch it, hence the name

#

My recommendation for now is to get your big craftable into the game, and spawn it with cjb item spawner or whatever

crisp marlin
#

that's super helpful. Ya, I was likely reverse engineering older mods

lucid iron
#

Then u can look at making it a machine

#

And lastly mtf will let u hang the machine on a tree

calm nebula
calm nebula
#

Can you show that

crisp marlin
#

but now that I know I was using a legacy methodolgy it's entirely possible it wasn't getting picked up right

lucid iron
#

Your actual c# code doesn't look particularly wrong tbh

crisp marlin
crisp marlin
calm nebula
#

Yeah, go define your recipe manually tbh

lucid iron
#

It's more that 1. you don't need to do it bespoke 2. we don't know if your data looks correct

crisp marlin
calm nebula
#

Among other things, I suspect JA may namespace your recipe now

#

In any gd way you want to just do it yourself

lucid iron
#

If you want to do the whole mod in C#, you can

#

Essentially just gotta do the content edits by the c# way

#

Info on that here

#

So yes pick the approach you vibe with more, either is fine

#

Just remember that you cannot have a mod that is both content pack and c# dll

#

Mods that have both components just ship them together in 1 zip

#

But they need different unique ids

crisp marlin
#

more good advice, again piecing things together as I go along ha ha, I do have coding experience, but Stardew modding is a new area

lucid iron
#

The reason why Iean more on doing it by content patcher is cus the only thing u definitely need c# for is the critter spawn on machine kyuuchan_run

crisp marlin
#

that's actually super helpful though, saves the pain of being a version behind

lucid iron
#

Other things are either vanilla or existing framework

crisp marlin
#

making a list of notes here, on the upside it's not like I'm starting OVER over, just redefining things so it's not JSON assets

#

and I'll probably actually make my own life easier lol

karmic jetty
#

hey I'm creating my first mod and I've not worked with C# much. I'm trying to do something when a default ActionTile is clicked. The action tile is Default_GetClubCard_Left and Default_GetClubCard_Right, which is the wood pile that's on the left side of the farmhouse. I've reviewed the wiki and it just isn't clicking in my brain how I'd want to handle a click for those action tiles. I really appreciate any help.

lucid iron
#

Can you elaborate on the desired effect though?

ivory plume
karmic jetty
karmic jetty
#

Not important ATM but then I wanted to change the sprite based on the amount of wood stored

lucid iron
#

I think this is somewhat bad idea if you are going to do it unconditionally

#

Do you wish to lock it after casino unlock at least?

karmic jetty
#

Yes, sorry, I should've clarified, this would be after the casino unlock

sour sleet
#

Hurray, the walls and floors are now able to be changed by the playerSDVpufferparty How do I put an already existing bed in the house that the player can move? Obv won't work if I just put it in Tiled

lucid iron
#

So what I'd do is

  1. Register a tile action to do the wood storage stuff (open item grab menu, handle global inventory), name this yourModId_theAction
  2. After casino quest is complete (and perhaps some further unlock conditions), edit Data/Buildings to replace the LumberPile action with your custom tile action
karmic jetty
lucid iron
#

GameLocation.RegisterTileAction

#

Here is how to register tile action

karmic jetty
#

Awesome, thanks again

lucid iron
#

Always do data edit in AssetRequested

#

Luckily for u none of this needs harmony

karmic jetty
#

that's certainly preferable, I know it's super obvious but C# in general is not my wheelhouse SDVpuffersweats

lucid iron
#

Eh if u used any oop language b4 it's simple to learn

#

If you haven't then there's definitely a curve but i believe in u

sour sleet
golden basin
#

@lucid iron so your mmap mod is making the Light tile on the paths layer function duing the day and not at night?

lucid iron
#

Oh yeah Kailey ran into this

#

Basically a quirk of the woods lighting mode is that all map lights turn off at night

brittle pasture
lucid iron
#

There is a workaround for this in mmap itself, you need to use a light with light context None

sour sleet
golden basin
#

im not sure what that means light context with none

lucid iron
#

Im on me phone rn so give me a bit to write the tile data

brittle pasture
#

no, Item > Furniture Category

lucid iron
#
mushymato.MMAP_Light 2 White 1 0 0 None
brittle pasture
#

Large Objects are Stumps and the like

lucid iron
#

I think this is equivalent to path light except it's not considered a MapLight and becomes immune to woods lighting mode

sour sleet
#

Ah right ok. I'm just confused how to spawn in furniture with FTM then as it's not a forageable or large object

lucid iron
#

I'm not sure what to do about this in a general sense, do people want lights to go off at night under woods lighting?

golden basin
#

I want the on at night

#

cause people cant see if they are off at night it gets too dark

lucid iron
#

Yeah but is this something I handle generically vs documenting what do instead of path light

#

The behavior is lifted from vanilla, putting path light in secret woods would behave the same

golden basin
#

hmm interesting

lucid iron
golden basin
#

its just weird that the foreloadpathlayerlights dont work

lucid iron
#

Yeah I do need to write that down blobcatgooglyblep

north palm
brittle pasture
#

Format is only in content.json

#

if this is a file you're Including, remove the Format line

valid folio
north palm
ivory plume
# valid folio https://smapi.io/json/content-patcher/8c320aaaadea4a91b0383c8727521fbb

Alright! The first step is adding the mod to the Central Station's ticket machines. Try adding this patch (anywhere in the Changes list is fine):

{
    "Action": "EditData",
    "Target": "Mods/Pathoschild.CentralStation/Stops",
    "Entries": {
        "{{ModId}}_NorthSunnyfield": {
            "DisplayName": "North Sunnyfield",
            "ToLocation": "novaphene.sunnymap_North",
            "Network": "Bus",
            "ToTile": { "X": 105, "Y": 80 }
        }
    }
},

Now if you walk to the bus stop and check the ticket machine, you should see an option for North Sunnyfield in theory. (You'll probably need to change the ToTile position, but we can do that once we have that part working.)

valid folio
ivory plume
#

Nope. You won't need the Bus Locations version anymore, but it's fine to leave it there for now.

sour sleet
#

Yay, I got the bed to spawn SDVpufferparty

ivory plume
valid folio
sour sleet
#

Only issue is, they keep spawning when the first one is moved SDVkrobussad

lucid iron
#

Does spacecore spawnables support furniture

#

Since those work via trigger actions you may mark as applied

sour sleet
#

Ah ok, never used Spacecore before but will look into it

marsh heart
#

I'm not making a mod but I need help with downloading one

#

Because I'm trying for almost 2 hours and one doesn't want to work

lucid iron
#

!mh

marsh heart
#

Thank i

ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

lucid iron
#

Make a thread

sour sleet
#

I'm really confused:(

#

Don't know how I would spawn a bed as a one off. Is Spacecore the best way to do this?

lucid iron
#

Well I don't recall offhand how else to do it NotteThink

#

Actually i have an idea give the player an item when they first enter the location

#

By item I mean bed

#

No frameworks required for this

sour sleet
#

I was just gonna say, I could use FTM for that but how would you do it without?

#

Sorry for all the questions lol

lucid iron
#

Well additem and trigger locationchanged are both vanilla

#

You can do it once and only once

sour sleet
#

Awesome

lucid iron
#

Idk what happens if player inventory full tho

#

Should try that

sour sleet
#

Hmm good point

lucid iron
#

It's honestly not big deal in the end

#

Ppl who decorate will toss out the default bed

sour sleet
#

I just wanted there to be some place the player can sleep so a removable bed seemed like the best option

lucid iron
#

You can give them tent kits too

sour sleet
#

True, I forgot about those

#

I wanna do one of those little gift boxes you get when starting a new farm

north palm
#

i got another issue.. FileNotFoundException and it's looking for the xnb file of the custom house i created

ivory plume
sour sleet
#

Ok so I can't seem to find a way to add a one time only gift box like the farmhouse does at the start of a save. Is this hardcoded?

lucid iron
#

yea very

sour sleet
#

Oop

ivory plume
#

(Adding items to the existing starter giftbox is easy though.)

brittle pasture
#

FTM has support for spawning treasure boxes as well

sour sleet
#

Hmm okee, well the problem with FTM is that it will keep spawning. I was gonna set it to only spawn on Spring 1 Y1 but what if someone installs my mod midway through their save?

ivory plume
# valid folio

Nice! That's half the update done; next is just adding the ticket machine to Sunnyfield so you can get back. Do you already have Tiled installed?

brittle pasture
#

I think you can condition on a mail flag?

#

if no flag, spawn and set

sour sleet
#

Yep, it will allow conditions. Hmm that's a good idea

valid folio
ivory plume
#

Central Station will handle most of it, you just need a small edit to the map file in Tiled. I can walk you through it if you're interested?

ivory plume
#

Alright! First:

  1. Launch Tiled.
  2. Click File > Open File or Project and open the assets/Maps/North.tmx file.
  3. See if it loads correctly in Tiled. (If you see a bunch of red boxes and errors, we'll just need to add the tilesheets.)
lucid iron
#

@golden basin ok i got home n checked the decompile

The paths light is actually index 4, so the equivalent tile data lights are these:

  • Light: mushymato.MMAP_Light 1 White <light index> 0 0 None on the desired tile's TileData, Back or Front layer.
  • Path light: mushymato.MMAP_Light 1 White 4 0 0 None on the desired tile's TileData, Back or Front layer.

The reason why not even forceLoadPathLayerLights works is because path light actually just modifies the Light map property and is thus subject to woods lighting

ivory plume
#

Yeah, you're just missing the tilesheets. Do you see a list of errors somewhere in that window (probably at the top)?

ivory plume
#

Can you post a screenshot so we can see which ones you need?

valid folio
#

File name

ivory plume
#

Oh, you're just missing one then. So first you'll need to unpack your game's content files (it should take about 30-60 seconds to run), then copy Maps/spring_outdoorsTileSheet.ong into the mod's assets/Maps folder. Then close & reopen Tiled, and it should work this time.

ivory plume
#

(Is it working now, or you're still doing it?)

valid folio
ivory plume
#

It might be the Map.tmx file? I'm not sure what the destination looks like in-game where you arrive by bus.

calm nebula
#

(Although that one keeps getting pushed back by real life.)

#

I'm hoping for a June release. If not...

lucid iron
#

i believe in u atra

calm nebula
#

Great! One person believes in atra

valid folio
ivory plume
# valid folio

If you click "North Sunnyfield" at the bus stop (from this screenshot), where does it take you?

valid folio
ivory plume
#

Yeah, that looks like the Map.tmx file. Let's try editing that one and see if it works.

When you open it, you'll get a lot more missing tilesheets to fix the same way as before. Make sure to keep note of which ones you added, since you'll need to delete them when you're done (to avoid issues when the update is released).

#

Actually, looks like there's a ticket machine a bit further down. So instead of editing the map file, we could just edit content.json to conditionally replace that placeholder machine with the Central Station machine if you want.

valid folio
ivory plume
#

First, find the "LogName": "Sunnyfield Map" patch and change the MapPath field:

{
  "LogName": "Sunnyfield Map",
  "Action": "EditData",
  "Target": "Data/Locations",
  "Entries": {
      "novaphene.sunnymap_Sunnyfield": {
          "DisplayName": "Sunnyfield Map",
          "ExcludeFromNpcPathFinding": false,
          "CreateOnLoad": {
              "MapPath": "Maps/{{ModId}}_Sunnyfield"
          }
      }
  }
},

Then add these two patches:

{
  "Action": "Load",
  "Target": "Maps/{{ModId}}_Sunnyfield",
  "FromFile": "assets/Maps/Map.tmx"
},
{
  "Action": "EditMap",
  "Target": "Maps/{{ModId}}_Sunnyfield",
  "MapProperties": {
      "Pathoschild.CentralStation_TicketMachine": "74 3 Bus"
  }
}

And then go there in-game again, and in theory you should see the Central Station ticket machine now.

#

(You can also set that map property directly in Tiled instead, which will have the same effect; either way it'll only be applied when Central Station is installed.)

valid folio
ivory plume
#

Sure! If you want to use that approach, you can skip the content.json changes I posted above.

golden spire
#

Pathos, would it be possible to make custom-movie testing easier in the future, as whilst I was making my own custom movie. I had numerous quirks that made it a bit of a pain to test, especially taking vanilla NPCs and testing their reactions, as I found the only reliable way to do it was exit to title and try again, otherwise the game counted me as seeing a film with someone and they simply don't watch it again for that week.

ivory plume
#

The movie theater logic is a bit of an untamed jungle. It got a tiny bit better in 1.6, but not sure it's something I'd want to touch unless we were adding something to it.

golden spire
#

okey dokey

valid folio
ivory plume
#

If you'll set the property in Tiled, nope; you can skip that part too.

calm nebula
golden spire
#

I can't remember now, but I know I had some quirks with the debug movie npc I think I tried forwarding the day.. but it didn't seem to like it, it wanted me to sleep the full 7 days, and was just quicker to exit to title and go back in

#

after reach reaction

#

also have to leave the cinema after each test viewing to retest

wispy ledge
golden spire
#

If I make another film... I might try with that

latent mauve
#

Friends, I'm drawing a blank, does anyone special need to happen to add NPCs to the SVE or RSV festival maps? (the expanded vanilla festival maps, not any custom extra festivals added by those mods)

#

Or is it just picking coordinates according to their maps?

golden spire
#

what do you mean by special?

#

you just add them the same way,

latent mauve
#

I mean I'm only handling vanilla festivals

#

But want the NPC to appear at that festival even if RSV or SVE is installed

#

(currently Satoru Gojo apparently just poofs away on the RSV flower dance?)

golden spire
#

might have to patch late

#

also are you doing both y1 and y2? as if you're on "year 2" your y1 wont show up

latent mauve
#

yep

#

The coordinate doesn't seem to be taken up by anything, so I'm a little confused as to why users say he's disappearing during the RSV flower dance

#

Because I've got a Set-Up and MainEvent for both y1 and y2

golden spire
#

try to append the patch late, incase it's SVE, alterting the festival after your edit

#

as I think SVE alters the whole set-up line

#

rather than appending it

latent mauve
#

interesting, that's likely it then

tiny zealot
#

that sounds like what i remember from SVE, but i haven't checked in a while

latent mauve
#

Users have only mentioned RSV and not SVE, but I didn't see anything immediately that would break it in RSV

#

Odds are good they do have both though and just assumed it was an RSV issue

golden spire
#

users will always assume

#

😛

#

yes SVE just changes the entire entry, so any changes you made before would get overridden

latent mauve
#

oof