#making-mods-general
1 messages · Page 307 of 1
You have knitting cred
the debugger stuff in roslyn has license restrictions and legally only vscode/vs are allowed to use it
though I think some of the lsp stuff can flow into neovim
also my debugger mod being a DAP server should mean it should be relatively minimal effort to have neovim debug content patcher packs
a debugger would be nice, but vs/code would not be (for me)
does anyone know what state 2 in houedirt represents?
Paddy
aaaaaah thank you
...huh, didn't think I'd stumble onto a vanilla bug while working on this
brb preparing report (at risk of breaking my transpilers next patch)
ive been doing c# modding (unity) for a whiiiile so ill prolly only have questions abt stardew-specific stuff, but ty
oh wait it's a vanilla bug so I should use the forums
Is there a faster way of testing dialogue in game?
alright, posted the bug report at https://forums.stardewvalley.net/threads/food-tooltip-wider-than-expected-because-of-index-bug.41365/
There's a bug in IClickableMenu.drawHoverText, specifically in the code block where it iterates over buffIconsToDisplay to find the widest string to resize the box to: the iterator stops at 12 instead of 11, and as a result tries to reference the non-existent ItemHover_Buff12 string, causing...
I've always wondered why food tooltips are so weirdly... wider than usual
and now you will too
... where actually is the paddy draw code? DrawOptimized just skips drawing the dirt entirely if it's a paddy crop, but Crop.draw doesn't seem to handle it
wait no it is handled
state 2 is not paddy crops it's something else
it seems to be used to skip a lot of dirt logic but I'm not sure when it's actually set
State 2 is used for a couple of forage crops in Ginger Isle.
IslandNorth and IslandWest both set it to 2 when spawning in forage
they set it to zero in the constructor and then initialize it to 2 for some reason
Oh, ginger!
ugh, crop draw code is messy. maybe I'll do paddy stuff later
can i throw the folder that says [CP]modname into the mods folder or does it need to be in its own folder
I think you're asking in the wrong channel, but generally any folder that has a manifest.json in it can go in the Mods folder
oop thank you
Um, I'm giving my NPC a mermaid pendant and she is saying "no, I won't marry you right now" Why is this?
Are you at full hearts?
And there's no conditions like "must have seen X Y Z"?
Nopeee
Is your farmhouse upgraded
LMAO I made that same mistake as well
And now when I kiss her, she turns invisible? What haha
I've just opened up aseprite now, was thinking the same haha
Spritesheets are so fun until you realize you can't organize them the way you want 
Glad it was an easy fix 
(you can choose where to place your NPC's kiss sprite, and which direction it faces. it's in the NPC data)
but generally it's just as easy to use the default, so
These are some messed up looking dogs
Waow feesh
mr ape was right to not let us do animal cruelty 
Feesh
Fish king
not that simple turns out, but woo
power
Yum
Wow
how do I register to SMAPI my api?
'''Helper.ModRegistry.SetApi(this, new FortuneWheelApi(Monitor));'''
does not work but I cant find anything online and AI says this is correct
why r u asking ai about niche code
AI is wrong
bcs cant find online
"last resort"
its all documented on wiki
bruhu
thanks
though that's describing providing a C# api
you presumably want to expose your stuff to content mods
es
in which case check this page: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Framework_Mods
(AI code is also against the discord server policies) #bulletin-board message
fr??
I mean that is a bit different
Looks like its referring to AI generated images n stuff
hey, since you offered earlier and is also the primary user of this feature here's the i18n file if you want
(turns out the vanilla strings contains nothing)
✘ Using AI to write blocks of code.
If you need someone for custom icons lmk 
feel free to ignore the top 2 strings
I'll ping our translator team
perhaps more importantly than whether it's against server rules, if the AI told you something was correct, but you tried it and it wasn't correct, you should reevaluate your priors
mhm but is it possible to link a mod to the framework so that when the wheel selects an item, the other mod receivs a signal with, lets say, the item ID?
what is the other mod in this context
main mod using the framwork
why isnt it the same mod 
You're wonderful 
you don't have to subdivide the dlls like this if you don't wanna
(also one more thing, just in case - extra combat levels do nothing)
mhh idk I probabl overcomplicate myself
the framwork is just a wheel that displays a fortune wheel spinning trough a given list, than the other mod would do whatever it needs with the selected item
(well other than unlocking harder monsters that spawn based on player level)
wait what???
I trusted the wiki
yea i dont see why this can't be same mod (as in the same dll)
it does increase your combat level, however the only effect of extra combat levels are all handled in the leveling up
(recipes, health boost, profession etc.)
Yeah
lmaoo
Okay I'll have to redo those +combat recipes
No vanilla monster has dodge chance
luckily i dont use precision because it sounds useless
SVE + RSV does add monsters with dodge fwiw, and precision works with those
wait i thought mummies did
doesnt work on mummies
aw ok
the spawn monster code looks like it looks at CombatLevel including boosts at least on farm
mh idk I tought it might be cool to split em if anyone would want to have a wheel
sure but they can just get your C# api to do stuff
or they can make their own content mod to use it with
so you can market your food as "hey are those dodging purple ghosts in RSV giving you a hard time? then eat this"
ok yeah combat level (with boosts) does affect spawn rates on farm, you would get attacked by serpents if you are combat level 5 + 5 from a boost
(very niche, but still lmao)
this particular example exposes a menu (the question response menu) to content by
- requiring edits to asset to define a set of question responses
- allowing people to open the question response menu by using a tile action on the map (and also touch and trigger actions)
you are doing something similar here, except the content defines a wheel, and then u can make actions to open this wheel wherever
for further integration u can have the wheel raise a trigger perhaps, whenever u complete
(@drowsy pewter I have a couple more features I want to bundle into this version before releasing, which might be a few days away, so if you need something to test ahead of time to make sure your food looks right, here)
Thank you !
and I realized I could have sent that first instead of the i18n file separately
maybe for my first mod its better if I stick to something smaller and simpler lmao
instead of framewrok etc
yeah, start small, make sure the core functionality works
you can always add integration later
if u just keep the wheel data in a json it won't be that much work to turn it into custom asset later
yeah but the mod I inted to make makes use of the wheel in different ways (to assign items, quests, and other stuff) so I will have to make a modular standalone wheel anyway
its just a matter of making it a framework mod or not
for now ill just do one single mod
you can use trigger actions for this
hell yeah this will be super helpful
theory is a WheelEntry model with these fields
- Texture2D Icon
- Rectangle IconRect
- string Color (parse with Utility.StringToColor)
- Weight
- Condition (this is a GSQ)
- Actions (list of Trigger Actions, which are strings)
- ItemSpawn (this is an item query)
A list of WheelEntry forms a wheel
when you roll a particular slice of wheel, fire the trigger actions and/or spawn the items
you can define trigger actions as your mod requires, but other people can also put their trigger actions here 
wonders of 1.6 
my only problem toh is that I intended to add very particular malses/punishments when failign quests
like, you cant use pickaxes
or, half of ur inventory is not usable
yea you will need custom C# for that
but at least you can set a flag (AddMail)
and then apply ur effect when thats true 
or just use trigger action to set the timeout in ur mod save data
it is arbitrary C# method do whatever
mhmm
but yea u dont have to deal with this immediately 
I mean this is the only reason I decided to have the action be performed outside of the wheel
but since 3/4 of the things I would have would be Actions, maybe its not a bad idea ahah
Ill do the other stuff first and than work on punishments
so there wouldnt even be any reason to go back from wheel to other scripts etc
and I could make a JSON list of the items/elements/quests and those can be easily modifed i guess
idk
well
integration later
I had a wheel spinning, selecting a winning section and sending message of the selected section name
so the very base of the mod works
lol
rmbr to use i18n
?
How do the vanilla cookingRecipe mails work? Is it guaranteed to occasionally continue sending until all the valid cookingRecipes are depleted? Or is it sent after certain heart levels, etc
for example
"RobinCooking": "Dear @,^here is an old recipe that my grandma passed down to me. Enjoy! ^ -Robin%item cookingRecipe %%[#]Robin's Family Recipe",
It's in the cooking recipes data
If there is a valid one with a f NPC hearts it sends that mail
Tbh don't use it, just use a TriggerAction
Ah okay, so it sends that mail when the specified heart level is reached
Why not?
i guess if you only have one such mail recipe from an NPC it's fine to use the old way
i18n makes it more accessible for translations (for the section names and such)
one major disadvantage is it uses the same mail every time so the text has to be generic, like "got this from my pappy" with no specificity
trigger actions were also devised to replace this type of behavior with a general-purpose system, and tbh they are pretty good
And because it's the same letter key it can work weirdly if you have two at the same heart level or close heart level
I understand but that text repitition is a tradeoff for me to choose lol
I see
So if someone jumps from 3 hearts to like 5 or 6 hearts and triggers two recipe letters with the same key?
One letter the first day
Repeating the vanilla text is the purpose here, my translators are already going to be overloaded with other stuff
A second iirc if they restart the game on a second day OR if the friendship points change
As long as the letter is guaranteed to send eventually
there is wonkiness because you can't have two of the same mail in any mail zone at once (they are hashsets)
with action, would you mean like the string name of a function, so that I can later call said function? or something else
so a trigger action in the data is just a space separated string
you can register a custom one like this https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Framework_Mods#Adding_an_Action
wait u sent me the documentation sorryù
a content pack would provide string like say
"ChoppingSlime.CoolMod_MySpecialAction arg1 arg2 arg3"
and as long as you registered the C# function to ChoppingSlime.CoolMod_MySpecialAction as a trigger action, it'll get called
and you get a string[] like ["ChoppingSlime.CoolMod_MySpecialAction", "arg1", "arg2", "arg3"]
well than this is the solution, I would use them for applying maluses
game ones work basically same way so take look at TriggerActionManager.cs in decompile
the guide also has stuff for registering GSQ item query and such
alr I think tomorrow Ill just rebuild everything from scratch with this new system lmao
thank you so much for your help!
I'm currently trying to edit the vanilla seed maker for stardew valley, what config file do i open to change it?
Data/Machines
got it thanks ❤️
I'm manually doing each mail recipe one by one with trigger actions. You win, atravita 
My poor translators
first two tv show channels and now recipe letters for all the vanilla npcs
sigh, if anyone actually enjoys writing flavor dialogue and descriptions and wants to work on cornucopia, you know where to find me 
one letter per person each day
Luau and community centre blows up the mailbox with all the heart thresholds being hit in bulk
for an event, is there a best way to set the viewpoint for a large outdoor map when the event takes place in the very corner of the map? I tried to give a little buffer but its still showing black or under-map artifacts
the best is to not have stuff in the real corner of the map
take 1.6 bus stop, that is delibrately wider than what the player can access to keep viewports inbounds
You can try viewport clamp but I don't know if it would do much to help
(It's fun playing on a 4k monitor. The number of maps I've been on that aren't big enough... lol)
as a 4k monitor user myself I'm used to it, and even have a mod to deliberately never clamp when I'm moving around as I don't mind the black void and it means when planting crops or whatever can just keep my cursor stationary on my farmer and just move around, as the camera will always be in sync with the farmer and not stop moving if I get to the edge
"/pause 500/speak Haley \"$4 string1\"" +
"/speak Haley \"$y 'Question?_response1._reaction1_response2_reaction2'\"" +
"/pause 500/end";
anyone know how can I set the portrait for the reaction?
This appears to have fixed the problem in this case thank you so much
Hi, I'm a little stumped on how to cancel out this green select in tiled?
Even when I place stuff it remains.
Oh, nvm
I needed to right click when on rectangular select
I have a question,if i want my NPC to have more dialogue to a gift,what should i do
like they'll say 'thank you' and next time they'll say'i like this'
You can write their default response for loved/liked/neutral/disliked/hated gifts in their entry in NPCGiftTastes and then on top of that you can write specific dialogue just for certain items or categories or context tags using AcceptGift_<id> etc in their Characters/Dialogue/NPCName entry.
https://stardewvalleywiki.com/Modding:Gift_taste_data
https://stardewvalleywiki.com/Modding:Dialogue#Item_dialogue
thx!will it work if i write two accepetgift for one item?
is this correct way for line's of words for a custom npc??
I think they want multiple SPECIFIC gift dialog. You might be able to do that with i18n randomization
You'd have to use i18n or the Random token or a query to give two possible choices for one AcceptGift key. You can't have two of the same key.
What specifically are you asking about? This is i18n so you can use whatever key you want as long as that's what you've put into the value in the dialogue.
my stupidity lead me here but thank you
got it!
Does anyone know if the farmhouse is still cursed as far as patching it
Depends what you're trying to do, I guess?
I'm trying to do a simple kitchen patch, I want an empty vanilla room because I'm moving my kitchen into a PIF room with a modular mod
OCD bothers me about the details ^^;;;
I dont want to change the size or anything, just remove the appliances/counter
Removing the kitchen furniture shouldn't be an issue but I can't remember if the functionality is controlled by tile objects or hardcoded and I don't have Tiled on my laptop to check - oh wait, yes I do.
I know there are tiles in there for kitchen functionality, I just dunno if removing them will trigger the curse
Just tile objects. I don't see why it'd be an issue.
My understanding is that things to do with the crib are difficult (without MMAP to make it easier) and things to do with renovations are difficult, but I think the kitchen should be ok 
awesome, I'm just superstitious about the farmhouse from the old modding days xD
Thanks so much!
If it does break you can just come back and make puppy dog eyes at chu about it lol
lol, I'm not acquainted with chu but I'll be ok maybe?
(is chu the resident farmhouse modder?)
They've done some stuff to make farmhouse modding better for content modders:
- Change where the crib is in farmhouse
- Change where the fridge is in farmhouse, and optionally the door open sprite
- Trigger when farmhouse is upgraded
- Action to shift contents in a farmhouse when upgraded, so that people's stuff don't end up in the void in a custom farmhouse, plus a map property to block the vanilla shift contents action.
Bless 
Actually that one about the fridge makes me wonder if you might have a phantom fridge if you try patching it out but I guess you won't know unless you try (or someone like Kisaa comes along lol)
I did get the inspiration from kisaa's mods lol but I didn't want to patch an entire farmhouse
just wanted a lil kitchen patch so I can decorate differently in there
I think one way you could do it is to have the AcceptGift dialogue to have a $query command that checks for a mail flag? If the mail flag isn't set, their response gives the first line followed by an $action AddMail command to set the flag, then the next time you give them the gift the flag is set so they'll give the other response, which can optionally remove the mail flag to make them go back to the first response
If you need more than two responses I think you could theoretically have separate EditData patches for the AcceptGift key using the mail flags as a When query condition, using the dialogues to advance the flags as needed? 
It'd be easier to use the $1 dialogue command
You can use the $1 (that's a one) one time dialogue token
I knew you were coming with that Atra xD
My favorite dialogue token
Used widely in my never to be released or played dialogue mod to have Demetrius give unique responses the first time you give him something cool
That does sound like it'd condense all that but I dunno how repeatable and extensible they want the dialogue 
$1 actually literally sets a mail flag too
thx for all the reply, I am taking notes now awww
The reason it all started was that I saw a mod that added more gift replies to the NPCs
It add about 2-3 dialogue to NPC's giftreact by simply suing 'xxx_AcceptGift_(O)575~1' (but it's i18n so i guess,so i don't how actually works)
Yeah no that's not working
You'd have to look in the content.json to see where they're using those tokens as they're likely attached to various conditions
It's mixing up the old custom gift dialogue method with the new acceptgift method
If you look at the dialogue file itself, it will show you how they are doing it. I suspect it's using the Random token to pick a random i18n key from the pool of keys for that line each time - that's how we mostly do things like that.
yes they use random
@-@Unfortunately I have no programming experience, it was just too hard for me to figure this out
Oh god okay that is what they're doinf
So, I wouldn't look at that. They're just using the random token to pick between options
And using the ++ as a deliminator because the classic deliminator is a comma
For example for Hiria's rain dialogue I have this:
"{{ModID}}_Hiria": "{{i18n: Hiria.rain.{{Random: {{Range: 1,5}} }} }}"
And then her default.json has this:
"Hiria.rain.1": "Rainy 1",
"Hiria.rain.2": "Rainy 2",
"Hiria.rain.3": "Rainy 3",
"Hiria.rain.4": "Rainy 4",
"Hiria.rain.5": "Rainy 5",
And sometimes commas show up on dialogue
The way aba is showing you (randomly picking the i18n key instead of values) is cleaner
Hi!
Recently, I got into making maps for my mod.
As always, there are some issues. And the one I'm having right now is the pathfinding for the NPCs.
I'm not sure if it is needed to somehow set it manually - I didn't find anything about that on the wiki, but I'm totally blind, so maybe it's just me not reading the wiki properly... again.
Anyway, the problem I'm having right now is that my NPC totally ignores the collisions (tiles set in the Buildings layer in Tiled) and goes where it wants to, not where I want it to go. My guess is that I made something wrong with the warps.
Including a video of the problem (slightly older because the new one is too big for Discord, but the behavior is the same).
Log: https://smapi.io/log/dd51d461fc6a45c18fa43502607f6445
Json for maps: https://smapi.io/json/content-patcher/f9fb6a537f824c1186660a29d1ed29fa#code.35
(There is some error with the warp, but it does work + it is the warp in, not out, which I think the schedule struggles to find, and therefore is bugging the pathfinding)
Map: https://github.com/DenisSilent/Eleanor/blob/development_UNSTABLE!/[CP] Eleanor/assets/maps/Eleanor_home.tmx
If you need anything else, feel free to ask or ping me!
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 75 C# mods and 33 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
Here's another examplw
"AcceptGift_(O)395": "$query TIME 0600 1600#{{i18n: harvey-gift-coffee-morning.{{Random:01,02,03,04}} }}|{{i18n:harvey-gift-coffee-evening}}",
i see, thank you so much ; ;
If you need a breakdown of how my example works I'd be happy to show you :)
Four choices for coffee in the morning , one for after 4pm
(The dialogue parser can be persnicky)
Have you got multiple ways in and out of Eleanor's house?
If no one gets back to you can you remind me to look on Saturday night
Nope, only one in and one out.
Thank you for the explanation, it was very clearly written! I'm going to have a try
OK, thanks, if I won't be able to solve it, I'll ping you!
Does she do the weird stuff if you only have her schedule move her around in her own house rather than trying to warp out?
Haven't tried that, give me aprox. 5 minutes, please.
Oh also did you patch reload at any point on the same day as her weird walking?
Nope
Just clean start in a modding save, warp to her, walk out and watch.
Looks like she's OK when inside
Ok that helps narrow it down. When you had her schedule taking her outside her room, was it just into the wizard's basement or was it further afield? If it was further afield, try just adding one schedule point in the wizard's basement and see how that goes.
When I started creating her, I had troubles to get her out of the basement with schedules, so the warp is directly to the wizard tower's main room.
And yes, there is a point in the main room.
for example:
"spring": "610 WizardHouse 5 15 2/930 Town 72 54 2/1700 WizardHouse 12 2 2/2100 Custom_WizardBasement 13 5 0/2400 {{ModId}}.Maps.Eleanor.home 20 16 2",
Ah yes I see. I was looking at the warp back into her house.
Ok try just making her go into the wizard house. No leaving the house and no going back to her own house.
She has it too, but she can't even get there, because she can't leave hers.
Basically I'm just telling you to go through it all one step at a time until you find the step that goes wrong.
And I really appreciate it!
OK, interesting - she walked there without any problems...
Schedules are fun like that lol. Try making her walk into the basement next (if you want me to stop because you can carry on the process of checking on your own, just tell me lol)
No no no! I'm fully OK with that! Will do that!
Hi @vernal crest 👋 (and everyone else btw)
I want to add a condition that an item appears in the store when a player gets a specific achievement, but I didn't find it in the “conditions” (in the CP documentation). is there any way to check if a player has an achievement on his save?
Read the game state query page on the wiki instead and add it to Conditions inside the shop field
Yup, follow 6480's advice. There's a PLAYER_HAS_ACHIEVEMENT <player> <achievement id> GSQ (game state query) you can use.
You can check the vanilla hatmouse shop data for reference
No problems with that one. Let's follow with back to her home.
OK?
So, no problems with that one, too, @vernal crest. I'll test the original ones really fast if they are still buggy.
No problems there.
Either a bug in a specific schedule, or she just needed a day to find out what I want from her.
Thanks for the help, Abagaianye, and I'm going to test all schedules separately to find out if any of them is broken, or if it was just the game messing with me...
Could be timing. If you're not allowing enough time for each schedule point the NPCs can do funky things.
It takes Hiria around 4 hours to get from the wizard house (ish) to SeedShop
By the way if you're not already using it, a mod like Event Tester or Fast Forward makes it easier to follow NPCs around when you're schedule testing (plus Event Tester has a lot of other testing things in it too so I use that one). https://www.nexusmods.com/stardewvalley/mods/19458
Wahoo, success~
I'll call this good to know. I keep 3h50m for her, yet I probably need to expand that gap.
Already have them (but not really using them often), yet thanks for the recommendation!
I should've just checked your log but I'd already written the message before I thought to do that so I was already committed lol
As a side note, I do NOT recommend checking my log for info like this, you'll find way too many not updated, messed up, not loading or otherwise broken mods...
Yes I was very politely not mentioning the terrible state of your mod development setup :P
And we're not even talking about the playing mod setup...
But yeah, as I am coming close to the 1.0.0 update (or at least its beta), I should really update my mod setup.
Probably wise, yeah. My play setup I am happy to be a sea of red and yellow errors but I try to keep my mod dev setup free of any - even from other mods - so I can be certain I'm not missing any of my own errors.
My event triggers are set right - 3 hearts with Shane and seen the previous 3 events my music choice is legit (night_market) and as far as I can tell nothing else in my event is weird. But I get this every time I try
@vernal crest 🥺
You missed the part where 6480 said to use the Condition field inside the shop entry itself. You shouldn't be used the "When" field here - it's a CP thing and CP can't use GSQs. Look at the example of the ice cream item here: https://stardewvalleywiki.com/Modding:Shops#Examples
Try doing a patch export of the event file for the location the event is in and see if there's anything strange there.
Okies. I don’t think I’ve done that before so I’ll try n figure that out. Thank you!
patch export Data/Events/EventLocationName so if your event is in Forest for example it would be patch export Data/Events/Forest. The SMAPI output will tell you where to find the patch export folder and then you can go look inside it to find the file it exported. That will show you what the game has for events in that location.
oooOOOOOH excellent! I just exported it so imma go check now
Thank you very much

The Russian mob
will never forget your invaluable contribution🫡 
Hmmm interesting my event isn’t showing up.
Omg I figured it out
All of my new events work omg thank you
Nice!
@sleek igloo regarding this: as far as the farmhouse kitchen goes the only thing that's hardcoded is the fridge tile, which lets you open the fridge inventory if you interact with it (stupidly specific that one).
but as aba mentioned, it's been dealt with by MMAP; you can place the fridge with the map property mushymato.MMAP_FridgePosition: <X> <Y> without needing to use the fridge tile from farmhouse_tiles.
if you don't use the fridge tile in the map (like my Empty kitchen option from Cozy Rustic Farmhouse) then the farmhouse fridge will be entirely inaccessible. if you do not set the fridge position with MMAP, then user will have to either use 1) minifridge 2) fridge items added by Expanded Storage
hey is anyone familier with producerframeworkmod? im trying to thin out an older mod to get olive oil from the oil maker but its not working :(
heres what my producer rules file looks like:
{ //Oil Maker
"ProducerQualifiedItemId": "(BC)19",
"InputIdentifier": "Olive",
"MinutesUntilReady": 60,
"OutputIdentifier": "Olive Oil",
"Sounds": ["bubbles"],
"PlacingAnimation": "Bubbles",
"PlacingAnimationColorName": "Green"
},
] ```
i don't know anything about modding and so far ive gotten the olive trees from the "more trees" mod to work properly but i cant seem to get the oil maker to produce olive oil or interact with olives at all
so far ive been taking snippets from other mods that do similer things to try to get it to funtion but my frankenstiening has been fruitless
this is just for personal use as i really love olives
heres producer framework if anyone can help! it has a guide within the files but my brain is the size of a pea
🫛
uh perhaps just look at cornucopia because they already did all of this work to convert ppja stuff to modern 1.6
pfm is obsoleted mostly now
so
cornucopia has a thing for olive oil
I missed my snippets 
What on earth is this thing? /curious
Custom snippets for VSC
Oh yeah I have those too lol. I just haven't been using them enough to be familiar enough with how they look
Mine are less fancy, too
I wouldn't exactly call them fancy hah
They are compared to mine!
Hello quick question is there a way to remove all debris from farm in tiled software ?
Mine are just a bit... bigger I guess? 
Anyone knows where can I find the wedding arch in files? 
its on our favorite tilesheet Cursors
Hopefully at some point I'll have my debugger in a shape to revisit these
I think I can do some fun things once I hit my next milestone
Could've guessed 
you cannot do it with tiled once the farm has been created but you can use the mod reset terrain features to remove all that stuff
Tiled only controls the initial state during save creation, once it's spawned it's all stored in the save file and what's in the map is no longer the source of truth for debris
Also adding to nice modding utilities, I'm so glad I wrote myself a script that deletes all the localization files from the unpacked folder
I didn't delete mine in case I want to look at them for some reason but I made an English-only copy of the Unpacked folder. It makes it so much easier to search lol
Although I still have muscle memory of needing to scroll down to the cursors 
Hmm... should I go the easy way of using Woods for the wedding map with some edits... or should I make a fully custom map 
Woods seems good!
Yeah, probably a better solution (lore wise too)
I wonder if there are any tilesheet mods with nice decorations that could work for a forest themed wedding
After an event, the screen goes black, then my farmer is suddenly in an inaccessible part of the forest. Any idea how to correct this? Everything works fine with the event, no errors or anything else.
Can you share your event json? It's hard to help with so little information.
I would, but it is slightly nsfw and I don't think others would be comfortable with the language used
do an /end position and set coordinates to where the farmer should stand
this is a command specified in the event modding page
this is provided you dont switch maps or anything
Spectacular! Thank you!
🫡
i did it. i sent a PR to content patcher about it https://github.com/Pathoschild/StardewMods/pull/1114
thank you, looks like I won't need to push that Aquaponics update after all
seriously though, thanks 
well, if pathos merges it, and when the next wave hits
Tbr kinda nice to know I’m not the only one
Finally getting around to adding the conversation topics dialogue
What's giving the woods their whole vibe...?
(Comparison between woods and my custom woods for the event)
Unless it's some kinds of mod I have in my test loadout...
It's because it's hardcoded
Try instead of loading the map do a changeLocation
And use temp sprites
i think its the lighting plus the leaves
oh yeah that
As in changeLocation to Woods? I don't think I can do temp sprites for those extra things, since I'm using Tilesheet mod for them (I could probably get something similar from the base assets tho)... I thought maybe making a conditional edit map, just for that 10 minute timeframe... but I can't get rid of stumps and bushes that way.. or can I? 
You can point the temporary animated sprites at every
Bushes I'm not sure
Would be nice to temporarily invisible them tbh
Yeah, that was the whole reason I tried custom map first
makeInvisible works on a bunch of stuff, but not Grass
As in it'll work on stumps, etc? 👀 First time I'm hearing of makeInvisible tbh
i'd have to check. it depends on the thing
Cause if I could hide them, I could just editMap the rest and be done 😅
Object and TerrainFeature, it looks like, but of the TerrainFeatures, only Tree checks the field it sets
so no dice on the stumps (ResourceClump)

Hey @ Pathoschild
The thing I wanted was the object to own the asset holder
I'm trying sourcegen this time because then I can just bake it into a property and put it wherever you want
But I needed to maintain a weakref to it to update it
Thankfully, update is already the slow process
that is what I did before but it felt like it made more sense to have a single source of truth for an asset and simply pull from that
not necessarily static, or a single class, but some kind of singleton pattern
yeah, mine didn't do that, which is one of the reasons I didn't like it
I'm guessing there's no way to trick the game into applying the woods effect to another map? 
Hang on, sims finished, gotta do real work noe
one of the other things I want to do with this sourcegen is bake the mod id into the assembly as a constant, for two reasons- the first is that it's more accessible than having to ask the manifest, and the second is that as a constant it can get compile-time optimizations.
Also huh...? I just noticed 
shh they're having a moment
Sure looks like it 
where do you think
come from?
Easy enough with your own c#
Or I think mmaps
Chue mod
Oh that would be great
Change ambient lighting to something like the secret woods
👀
Lifesaver
Yay 
It's probably even better, since there's no falling leaves 
Marriage spot?
Yep, custom wedding for Razzy
Pretty
I'm probably gonna have to ask around if other authors would like their NPCs included as guests if they interact with Razzy when I'm closer to finish, since besides SVE folk, from vanilla I can only see Linus, Marlon and Krobus attending 
Maybe Dwarf if smoluanu installed and you have gotten far enough in his storyline?
Good idea
Thankfully by a pure accident I have a solid list of people on a first name basis with Razzy 
Yet another hour or so of debugging lost to a bad copy-paste... All the data in the struct was good, but it doesn't matter if I call draw on the wrong instance...
f
glad you sorted it out though
hello! Huge thank you to whoever recommended using changeLocation instead of changeToTemporaryMap for re-loading the community center with the fish tank intact. That solved several other issues I was having in other heart events!
Does anyone have the list of category id's? I'm trying to find the one for any egg to include in a recipe but I'm coming up short. Can only seem to find the id for specific eggs.
Hi. I'm using mod "The Love of Cooking" and am wondering how to get Cooking Chocolate, and would it be possible to change the limit of ingredients, as I also installed Milk of Myth where several foods need more than 6 ingredients?
If you don't mind and if you find it appropriate (or just if you want to), you can add my Eleanor (https://www.nexusmods.com/stardewvalley/mods/31663) there so she'll attend. As their apprentice, I honestly think she should be there, but it's fully up to you.
BTW, the place looks nice!
fyi #modded-stardew is a better channel
to answer your question, it can be bought from gus iirc, and iridium pan has no limit
Hi. Thank you for replying to my message. I went to Gus, but he did not sell the chocolate. And one of the food I mentioned before is Shepherd's Casserole with Lamb and Potatoes (from Milk of Myth) with 8 ingredients. Today I looked for the food and although I had every ingredients, still I could not cook it.
Alright, I have two questions about event IDs, for those with more experience:
- If a player has seen an event, but then the preconditions for that event are changed in a future update, can they trigger that event again? (the ID of the event doesn't change)
- If I have two versions of the same event (same ID) with different preconditions, will CP allow that? Or will it take whichever version of the event comes later in the file?
Event wont play again as the save file already has the event with that ID as played
is jojamart still open? I think it's from there then
as for cooking, are you using better crafting? you might need BC
Not sure about the preconditions thing ive never tested something like that
- no
- yes, it's allowed
Ok, at least I don't have to worry about repeating events. That's very good news
Orly? So CP can handle both at once?
Allowed. See how the Pam house event (data/events/town) works
Niiiiiiice
That will make changing the way an event triggers for future players much much easier
to elaborate on 2, the event id (just the id part, before the first /) is what goes into the "seen this event" bucket for checking later.
having longer keys (with preconditions) lets you define multiple versions of the same event id with different conditions. once one of them is seen, the other won't play, since the id was used
No. Jojamart in my savefile is already closed. And I also have BC installed. I tried deactivating cooking mod from LoC and overode it with BC, but still the limit is 6 ingredients. I was looking in source code on where can I change the limit, but to no avail, I can't find it.
Oh good! Then I can do a "has children" and "has no children" version of the same event. I was stressing about that for a different problem
Thanks guys
yep! i have a similar setup for one of lacey's events (whether or not you are married to Emily)
Ok, you guys got me unstuck 🙂 Yay!
hmm, then I'm not sure then
you can continue asking in #modded-stardew 😅
I really need to actually play the game at some point with lacey huh
Alright. Thank you for your time.
You and me both. I've tested with Lacey, but I really want to play with her
I just stopped playing the game at some point
(it's a very minor change. just an alternate first few lines. i suspect approximately zero people have seen it)
But hats
lacey does not add any hats to the game (yet)
Awwwwww, dang. Ah well. She's still adorable
Lacey's value is not defined by her hattitude
au contraire. have you seen how many lines of hat commentary i am up to
No xD I'm trying so so hard not to spoil it for myself. Just looking at the code without the dialogue
She can't conflict that much with the mods I want to make, so I should probably just install her next playthrough. I just try to keep extra mods at the absolute min
Patching Older Seb at the moment, then going back to Older Sam
gotta put up that suggestion box so there's a place for people to request hats to support
is there any "bring to front" action during events? Like if I have actors layered, and I want one to be "on top"?
@calm nebula: build a schedule linter (4d ago)
You can do it with temporaryAnimatedSprites, but I don't think you can with actors. But with NPCs, the ones on lower tiles will be in front by default
hmm okay, that's actually very helpful info
How do I make a spoiler in a nexus description with links inside the spoiler?
Use raw bbcode instead of the editor
Hello, I'm wondering is it very difficult to make a custom monster? I googled and checked modding wiki but there's not much information, only found a outdated monster framework mod
The editor is terrible and doesn't support everything anyways
Depends on what you need
Monster Variety allows you to reskin monsters, and farm type manager can spawn existing monsters with custom loot and stats and some other tweaks
I see, how about custom monster with custom animation? Can I just edit the monster data?
If you just want another variation of an existing monster, you can use those. If you want custom ai/attacks/behaviors, you will need to make a new one with c#, which is a lot more work
Worked normally for me (as far as normal goes for nexus...)
sadly I couldn't find any custom monster example🥲
There's several mods that use ftm to add monsters, like sve. There's also a few that use monster variety. Both mods have documentation, though, so if what you want to do is possible with those mods, it shouldn't be too hard to figure out
I got it
thanks I'm gonna check it out
BIG THANK YOU!! That knowledge snippet allowed me to finally get this event working right
Do I have to do anything special in the the content file if I'm adding a map that doesn't replace anything. I'm assuming I still have to load the file right? it just wouldn't have a target to replace??
You'll want to use the unique map name to target the right folder
for example:
{
"Action": "Load",
"Target": "Maps/CustomMappo11",
"FromFile": "assets/Maps/CustomMappo11.tmx"
},
For cross-compatibility/safety, it's generally advised to use your ModID somewhere in the target as well.
yes! That was an example but something like CCMaps_CustomMappo11
or {{ModID}}, right?
You can also do something like {{ModId}}_CustomMappo11, but you'd have to make sure you have the actual mod's unique ID written out on any warps, unless you are also adding those through code.
do I have to rename the map to that as well?
your TMX file doesn't need to be renamed at all, since the only place it should be used is the FromFile, which only pulls from your mod folder.
so it will just rename the file when it gets added to the stardew Maps folder?
Yep, it'll 'load' the file using the Target name.
that's cool
It says the location doesn't exist when I try to warp to it
I'm positive i've used the right location name in the warp
For some reason it's not loading my map correctly
How did you define your Data/Locations entry?
wdym?
You have to make a Data/Locations entry as well as loading the TMX map file
didn't know about that
So I've added a custom wedding, it's set in a temp map on East Scarp's beach. When I play through to the wedding, this is the error message that I get: https://smapi.io/log/52033d577ec54311a4fb0c2c652a5370 and I know that the orange text isn't breaking anything, and the warps aren't actually broken - (None of these NPCs are in my farmhouse btw, I'm not married) so maybe it's just an error that its looking for pathing that way? @next plaza X posted in the Krobus server since I know Casey is also there and it might be a Spacecore thing.
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 57 C# mods and 70 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
PseudoSquared: https://stardewvalleywiki.com/Modding:Location_data
I've successfully edited the farm and greenhouse maps, this is new for me adding a new map
It's really easy to set up a basic location!
well, I can tell you why the "fixed broken maps" thing popped up, but not sure on the scheduling ones.
yeh I don't know what mod is doing that, except that it's not mine
so I've ignored it
SMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.
Fixed broken map replacement: Content Patcher loaded 'Maps/CommunityCenter_Ruins' without a required tilesheet (id: indoors2, source: Maps\townInterior_2).
Yeah, it's whatever mod you have that's changing the Community Center
okay maybe it IS mine!
I can fix that
(I thought I already had)
(tilesheet is in there just the name id is wrong)
I'm converting an old JA scarecrow mod to CP for personal use. I got through adding all the code and it loads in-game. I finally thought to ask: how do I know that it's actually working as a scarecrow? :o I remember in JA as long as the word scarecrow was in the name, the game would recognize it. Not sure if it's the same rule with CP-added new items
Need context tag
thanks, I'll take a look! The vanilla data doesn't have the context tag, so that mod will be good to reference
the game checks the tag or if the internal name has the string "arecrow"
the tag allows you to specify radius as well
Ah ok, so if I want it to function like the standard vanilla scarecrow, do I need the context tag? :o I also don't know what the radius would need to be for that 
yeah you don't need it
Thank you that was driving me nuts. For some reason I couldn't see it in my log. Maybe I was looking in the wrong place. What button do I need to click to see the details?
TRACE shows it 🙂
ah cool I think I looked there once and got overwhelmed
I've written all of the marriage dialogue for my NPC and she defaults to saying the generic lines. Why is this 
like every line is generic?
Yep, until I speak to her in her spouse room and it says it couldn't find spouseRoom_AnyaLilybrook or something
well
Couldn't find the marriage dialogue i mean
what's the internal name of your npc
and can you send the json with the marriage dialogue
AnyaLilybrook
I'd rather not as I'd like to keep it as private as possible for my expansion! I was hoping it was something simple lol
I did an Include for the marriage dialogue, but is that enough?
you can redact the dialogue if you want (just create a copy)
its mostly just to see how you did the code for it not the dialogue itself
there's a good chance the issue is with the formatting. If you want to yeet the actual content of the dialog and put a placeholder like asdf or something, that's fine too - Lily beat me to it
hehe
!json this is how to share it with a link
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
I do remember I was having some sort of trouble with the marriage dialogue too... I don't remember what the fix was because I just gave up and slapped it in my content json so I didn't have to think about it
another approach would be to look at another custom NPC that has marriage dialog, and compare line by line, to see where your formatting is different
Here's the json https://smapi.io/json/none/8808e7e5b86241ab8b86fb8ee0c77377
Hmmm yeah it might be whatever issue I was having, let me go see what they told me to to do to fix it (that I did not, in fact, ever do)
are you loading the MarriageDialogue(NPCName)
I'm using an Include
Ohhh the blank json
sounds like you need the blank, yeh
I was loading the blank for the dialogue and that works great. I didn't know you had to do it for the marriage dialogue too haha
I actually might try to remove the marriage dialogue from my content.json again.. it does clutter stuff up in there
if it causes issues i can just pretend i never did that
I'm really curious about your expansion 8BitAlien, probably because you're secretive about it. Lol. Curiosity will kill this Kat.
I don't know how to be secretive about anything I make ngl
me neither
Every time I have an idea I'm like "HEY guys what do you think about this!!!!!!!!!"
mood tbh
It's gonna be a long time til it's out haha, but I'm glad you're curious lol. Half of me wants to share stuff and the other is like "Nooo have it as a surprise"
Was anyone able to get the sleep sprites to work for their npc when they're a spouse by the way? I can't figure out why mine aren't working for him
he just kinda sits in the bed :L
Omg didn't even think about sleep sprites! There's another "to do"
it's really only one sprite unless you wanna make it real fancy
like.... my mind goes "why are they being so secretive if it's a regular expansion" so I'm therefore thinking it's aliens (cos of your name) or based on some other franchise. It probably isn't, ofc. That's just the way my mind works.
Me? I have a public roadmap in my Discord so I can keep an eye on what I need to do and what I've already done for the changelog for people to reference and get excited about.
I have already made an alien npc in the past haha
Central Station? More like ... uh.. Central Space Station haha... ha... 
Ooo, are you doing an expansion too Kat?
Lemur made East Scarp so... yes ?
I'm remastering it, enlarging it, and adding a shedton more content
Ohh, I didn't know that! East Scarp is fun
And Jasper... (Jasper my beloved 1000/10 no notes)... and Juliet + Jessie.... and Mr.Ginger...
it's about to get funner bigger
Funner too**
I will look forward to it:)
You make amazing content Lemur you're one of the reasons I got into modding
This is true
Chu! Hi :D
That's why i keep showing ppl liminal objects
man, im back to my "i really dont wanna do events" mood but I got 22+ to do for my mod and its like...the only thing left to do before the beta i wanna throw out is ready :I
I've merged in all my existing NPCs (except Mr, Ginger, he belongs on the Ranch) and am currently adding 5 new ones.
Maybe 6 if I'm persuaded to add Antoine.
ive seen them, they're horrifying /pos
I'm looking at you with big ol eyes, is that persuading enough?
<-
long bench...
literally the reason i put one of my projects on hold lol
Sit 6 ppl
I feel you so much there, Qi has like 26? or something like that and I hated every second of it (especially when I had to add compatibility versions of the events)
I still have to rewrite some of Shane's Vanilla events and test out the Dance on the Beach one I just added because NPC movement kills me
and I'm adding another 5 in the new update because of course im going to be extra and add dates or whatever
i have most events written out on what theyre about but actually doing the vents....oof
I.. cannot visualize that
That's my holdup too... I've got all the events scripted, but little visual bugs annoy the heck out of me and I'm like... gotta go back and make sure that fade is ok... gotta make sure that doesn't clip there... gotta add sounds effects... I've accepted me events will just be a little stiff lol
Same Void... same... I still have the notebook where I wrote down everything lmao
i should beg ark to give me some of the awesome event juice
honestly my problem is the story writing, not the actual "make the event script"
I still need to go back and actually fix part of the 13h event so the movement is smooth but i couldn't figure out what was wrong with my advanced move commands and i realllllyyy dont want to
I also write all my initial event stuff on paper before feeding it to the VSC machine
To be fair I can do simple events really fast now ... I guess that's the benefit of doing over 20 of em
havent even dared to touch advancedmove yet
I struggle with pacing
I just dont like doing them contrary to what that may seem
I used it once and Sam kept walking up and down through the WHOLE REST OF THE EVENT and part of me wanted to leave it cuz it makes him look so excited but the rest of me was like "nope back to basic movements we go"
well but i hope some gonna try my beta once its ready so i get some feedback on it, including the events xD
if I have time I would do it
I've been watching your channel and I love the stuff you put in there
so very amazing

Lol do you know anything about Antoine whatsoever?
Hey! I just realized you made Fishmonger! Wanted to let you know that I'm adding compat with my big mod when it's released!
Also, for the purposes of keeping things sensible on the Scarp side, the majority of the Jasper marriage content will be transferred into a second mod and packaged with the Jasper's chidlren Little NPCs mod
since I'll also have a boat and an event in Ginger Islabd
I don't need to know anything about them to know that they're a character you made which means I WANT to know them :)
I don't want people to think that every NPC will have the same level of detail as I've put into Jasper (And then I can go Extra Extra with him and do a full-on RRRR event and content overload)
Berry made them! She's just given me permission to adopt him since she is working on something else.
(I'd need to write the events)
WeLLL
You still make very good content and put a lot of effort into what you make so even if it's another person's character you will still show their story in a wonderful way
Does not change my answer >:]
oh? 👀
yes, look for a mod release called FIASA in the next few days!
In the next few days you say
Not aliens this time, but there's always potential for future mods hehe
I believe he's Hime art.
all the text files are in gdoc file so I'll need to figure out how to open them
That's the goal 😭 all I have left is movie theater data and slight event tweaking, and figuring out why items aren't attaching to mail, and one visual bug that happens during Squidfest, and figuring out why the custom dialogue I made for East Scarp (Eli and Dylan) coral isn't working
which compared to everything else is really all the last checklist items
I bet I can get it done before the end of the weekend!
Although... building the nexus publication page is its own journey..
Oh god yeah it was a whole thing for me too so ... I believe in you though! I'm so excited cause it looks absolutely spectacular from the snippits ive seen
Was anyone here a part of Fern River? Back in... maybe 2020-2021?
I just found the files on my Shared Google Drive.
I haven't even tackled thinking about mail yet. Though it would definitely make sense for Shane to send little grumpy notes after at least one of my events.....
I can't do anything simple for my first mod no it has to have new events and rewrite vanilla events and have conversation topics and new dialogue XD
dont be simple, be fun and whimsical
So for anyone who has their ModId for their NPCs internal name, and said NPC can become a spouse, were you able to figure out how to do sleep sprites?
Because the sleep sprite animation is supposed to have the NPC name lowercased but I tried like every variation and it does not... work
Doesn't smapi have a lowercase token
Sure! I miiight add some reactions or comments from NPCs (I'm gonna have to see how the event goes), so if anything comes up I'll let you know
It's on my to-do list, as I'm wanting to do a full content patcher LSP, and will have runtime stardew state for extra validation and goodies
Someone did a static linter for events so will leave that alone, and id rather do it once I have access to pathos's extra metadata on the event argument stuff anyway
You do the static analysis, I'll do the in game analysis
Correlating the json to the cp patch has been non trivial
I think I can at least correlate a given line of code as being in a specific content patcher patch now at least (as long as it is a singular target and the other thing that can be comma seperated)
And I'm not sure it would work once a cp migrator has had to do changes to it
would you believe me if I said i forgot one (1) letter
Fun fact, extra commas between patches in the changes[] made my logic very unhappy.
Fixed it now though
Only a few cases of it in my huge Modpack, but it did come from vmv and sve, and once those blew up other stuff had cascading failures
But you only have 2
nuh uh
I'm working on converting an old JA crops mod to CP for personal use. I thought I had the necessary patches, but when I tried to buy the seeds at the shop, I got an error saying the textures couldn't load because the asset doesn't exist. Any ideas on what went wrong in the code?
I'm wondering if it's this part of the Data/Shops patch, the fact the IDs don't match 
"Id": "{{ModID}}_Coal_Root_Shop",
"ItemId": "{{ModId}}_Coal_Root_Seeds",
Log: https://smapi.io/log/ba4e38625707447797525e8d2880aed3
Code: https://smapi.io/json/content-patcher/612dbd7bcc4948e2b6baa277a11c77bc
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 17 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
did you load the coal root seeds texture?
It's saying that the asset namedMods/ParadigmNomad.FantasyCrops/Coal_Root_Seeds doesn't exist in the content pipeline
It looks like you're loading the coal root seed texture to the Mods/{{ModId}}/Objects asset but the texture is Mods/{{ModId}}/Coal_Root_Seeds in the object data. You want them to match
(same with crops)
Ok thanks! Let me try that now
My NPC isn't following their marriage schedule, they just stop at the entrance to the bus stop and don't move
Is it because they need to get the bus to their location maybe?
yay! 
next step, figure out why I can't plant them even though it's supposed to be the right season lol
does vanilla now prevent planting of crops that will get to harvest after the season change? :o
Hmm, can I see your json?
here's the updated code: https://smapi.io/json/content-patcher/0897a0e9c73b4ab189fecfec9dbee2e2
Beat me to it haha
to make sure I understood what that means:
you're saying the section that says coal_root_crop in the Data/Crops patch needs to match the one in the Data/Objects patch?
yup
I have never made a crop for what it's worth but that's my interpretation of what the wiki says
what is the "unqualified" part of that meant to mean, btw?
bless, thank you!
Effectively multiple items may share the same unqualified item id (if i recall, baked fish and the telephone!), but the qualified item id can separate the two items based on their category, since baked fish is an Object (O) and the telephone is either a big craftable (BC) or furniture (F)
success
thanks all!
I feel like I've tried everything lol
I don't know anything about schedules (
) but have you shared your schedule code for folks to look at?
This is an example: "marriage_Mon": "610 8BitAlien.Lilybrook_Lilybrook 66 23 2/1100 8BitAlien.Lilybrook_EmHouse 15 26 0/2000 bed",
So she will walk out of the farmhouse and then appear at the entrance of the bus stop and then won't move at all
Getting to Lilybrook requires going on the bus so maybe that's causing a problem?
I have a simple question that I can't seem to find an answer/tutorial for on the wiki.
I just want to change the color/appearance of one of the railroad station. I tried replacing the relevant tile area of the spring_outdoorsTileSheet.es-ES.png with EditImage but it doesn't seem to have worked.
To make this happen, do I also need to change the map file? I guess I assumed that if I replaced the relevant tile reference, then it would replace it automatically when pulling it for the map file.
You're correct that you don't need to change the map. What's your Target? It should be spring_outdoorsTileSheet
Oh. I'm a dummy and was accidentally editing one of the language translated ones 🙃 Thanks! Changing the target loaded what I wanted 🙏
Okay, follow-up question. It looks like the repeating tile pattern for the roof doesn't match the more random nature of the decor I'd like to add to it. Is the only way to get around that to make some new tiles myself and then go in and change the map to pull the new tiles instead of the repeating pattern its pulling now?
does your schedule end in "bed"
yes hmm...
yep
so they're leaving but not coming home?
are you using any maps that edit the farm map or busstop?
They leave the house and then appear at the bus stop and then nothing. I don't, no
@ivory plume Hey there! Don't know if this is an appropriate time, but I have a feature request for the next game update, after thinking about a bit of feedback my weather mod, Cloudy Skies, has received.
I feel like, a lot of the time, when a content author wants something to happen in certain weather conditions, they care more about something like... is it raining? And not the specific weather being "Rain". As an example straight out of the base game, there are fish you can only catch in the rain with condition checks like: WEATHER Here Rain Storm GreenRain
To that end, I'd like to propose a new game state query that reacts to the various boolean flags on LocationWeather, so: isRaining, isSnowing, isLightning, isDebrisWeather, and isGreenRain. The fish condition above could be, as an example: WEATHER_FLAG Here Raining
I feel like this would make things a lot more convenient for doing custom things with weather, since other content can then just check for specific flags and they don't need to be aware of every modded weather condition. And, as it's a new query, you'll still be able to check for specific weather types by ID using the old query.
And while other mods can add queries to this purpose (Cloudy Skies does, in fact), that would still require content authors to know about these other mods that add extra queries, and to depend on them. I feel like this would be a good fit for the base game.
(On that same note, I'd like an equivalent token for Content Patcher, but I can do a PR for that. The game itself, not so much :D)
(this is actually a fun behavioural difference with the GSQ Weather which checks exactly, and the older forms of querying weather which was characteristic driven, as the Weather precondition and Data/Fish weather are both "rainy", "sunny", or exact match)
Yeah, that too.
this was also a source of bugs during the modding alpha, where you couldn't fish the legend during a thunderstorm as it used the condition and not data/fish constraints
the fix rather than making the GSQ more flexible was adding Storm in its query
what I'm hearing is you want weather context tags
Effectively, yeah.
weather_rain westher_bakery weather_brown
Though it'd be annoying to add more to the game with how the game is coded, so just exposing the existing ones to GSQ/CP would be preferred.
Also fun Content Patcher history, the first time content patcher did a data mutation as part of a version migration was adding Wind as a possible value the Weather token could spit out, previously in 1.5 and lower, if it was windy it was still the Sun weather state
if you have a <1.6 format pack and have a when condition on Weather checking if its Sun it will become Sun, Wind
weather_bakery oh no it's raining bread
But also someone used Cloudy Skies and made https://www.nexusmods.com/stardewvalley/mods/25926 already lol
Weather tags sound fun
Lot of times people just wanna know if it's dark out
That said I wonder if u can just do a crime and register over "WEATHER"
It seems unlikely that a player would want to install 2 different weather frameworks at once
ooh, a query that takes the current season's TrulyDarkTime or whatever it's called into account would be neat
can't register duplicates and vanilla registers first, can harmony WEATHER's delgate tho
ah yes readable datetime method queries such as IS_STARTING_TO_GET_DARK_OUT_TIME Here
those are usually paired with hardcoded behaviours that update the specific parts when it's dark/dusk though、you'd need an ontimechanged frequency patch for a CP mod to do something similar
unless you're fine with changes not propagated until you reenter an area or somesuch
i have lights that support GSQ too
i might have that on my todo lol
mmmm conditional lights and dangling swingly sprites
Please just link to your uploaded JSON instead of sending tiny cropped screenshots.
Just a guess but currently lines 836/837 are }, { while they should probably be } } ] }, { and then that might screw up indentation / brackets elsewhere in the file
Oh, I'll try it out! Thank you so much my friend 🙂
It could be interesting to de-hardcode weather into a Data/Weather asset; so you could configure the flags it sets (e.g. IsRaining: true), overlay textures, animations, sounds, etc.
vanilla homfs another framework 
But sure, I can look into adding game state queries like IS_RAINING <location>.
Guys, how line 1290 should look like on https://smapi.io/json/none/e57586aa3c934de4a96c27a964b013eb ? I just can't figure it out
you have your start (and end) multi-line comment in quotation marks, remove them and should be fine?
Any common reasons why an event might not be triggering?
It worked. Do you think the end of the file is wrong? https://smapi.io/json/none/0fd604af3bf742eda677dba13a7064c7 here say's "Unexpected end while parsing comment."
mind sharing the code for it? and is there anything in the log?
the event doesn't trigger because (a) it isn't loaded (b) the preconditions aren't met (c) you've already seen it
An include is fine though right?
an include is fine if the file you include edits the event via an editdata on a loaded asset, yeah
Is it for a custom map?
Yep it's a custom map
Cosnyou also gotta load a blank
case insensitive paths are going to be the death of me
Would it just be loaded to Data/Events?
Data/Events/{LocationName}
^
Thank you
anyone? sorry, I'm really new to this whole modding stuff
when you removed the quotes around the start comment, you deleted the end comments outright (previously on L1320 before Sprinkler Compatible Sand DMT, and surrounding its When block)
the error is that due to the comment never closing, it escaped and now the document and changes array aren't closed
How d'you make a fish catchable only once?
catch limit in location data
O: very nice thank you
I love when I look for these things and can't find it, and then .1 seconds after asking I go to another page and find the literal thing I just asked here
I don't understand the move part of the event script. The farmer isn't moving where I want and they continue to walk into the doorway. Is this formatted correctly? move farmer 0 3 0/move farmer 3 4 3/
I want them to go up 3 tiles and face left, and then go left 3 tiles, up 4 tiles and then end up facing left
They're just walking into a doorway lol
yeah that's pretty accurate I think it depends on if there's something blocking the doorway or something
me starting to type as if I know fuck all about event coding
I wanted them to move away from the doorway and into the house but they're not even going in the right direction
oh actually you might need to make that negative
the 0 -3 0
(and maybe the other ones) the tiles are (in my mind anyways) weird, so usually when you go up you're going in the "negative" direction
(0,0) is the top left corner* (there is negative coordinate space too but we don't talk about that)
I know that, but in this case, it's moving the farmer along by the amount
The 0,0 thing is just to note how the direction might go .. if that makes any sense
Honestly I just stare at my map in Tiled and write a note about which direction they're going in lmao
Haha, I open up my map in Tiled and count the tiles lol
So many notes. Also. I have to keep editing mine cuz I’m modding to account for map changes in stardew valley expanded. The Saloon is NOT the same.
Shane just walked through a wall in his rewritten 4 heart event.
in like a few months I might be able to help with that, but I'd rather wait for what pathos is cooking first before working on tooling for events
curious to see what else might make it into .16 re:events
for my needs I just need the [EventArguments] metadata
my favorite fish...

beautiful
It turns out I literally just forgot to save my content json where I loaded the image...
anyways here he is
Ayy it works
why am i being audited
you were one of like 2 mods in my entire folder that actually used LocalTokens
my previous work could only run at the TokenManager level and so couldnt' see local tokens at all, after this rework to actually correlate the json with runtime patches I can now map local token state onto the patch
exciting 
I also can show the diagnostic state of the patch as well like if it was applied, ready, etc
but how does this whole lsp/debugger work
as a user do i have to setup stuff to start smapi in the back first
install my vscode extension, install my debugger mod, when the game is running start debugging in vscode
going to be a bit more fun in LSP land as it would much prefer the LSP to be running the entire time, so will need to massage the extension side a bit more to handle the connect and disconnect
but this is all DAP currently
is the other one Animal Squeeze Through
audited...
power part 2
(inb4 1.6.16 adds their own icons)
Is there a way of getting the farmer to open a door during an event? At the moment, they just walk through it
i think u should just start the cutscene behind the door and save trouble
thats what vanilla does for things like abigail game event
doAction apparently works for triggering doors
so if the door is closed and do action on the tile it should open
Thank you. I will try doAction and if it doesn't work, I will take Chu's suggestion
can someone explain to me
how to put expressions?
Do you mean portrait expressions? Like happy, sad, angry, etc?
thank you
you can be like me and NOT arrange them by the default expressions... (i probably should have but its far too late for that now lmao)
Oh no Lily why? Did you not know? /sympathetic
I didn't realize yeah :L
And then I was like, already using them in dialogue when I realized what things like $s and stuff were for
Did you have to edit all the default strings to account for it?
aaaaaaaand by then it was far far too late for me to change it, and now it is beyond far
I did
Besides a lot of them felt like they needed a more character adjacent touch anyways so ... c'est la vie I suppose
I just wanted to say thank you so much! I had no idea that cornucopia existed and I'm excited to play with it!

"/pause 500/speak Haley \"$4 string1\"" +
"/speak Haley \"$y 'Question?_response1._reaction1_response2_reaction2'\"" +
"/pause 500/end";
anyone know how can I set the portrait for the reaction?
I keep getting " Ignored The Wolf > Generic Dialogue: the When field is invalid: 'Generic Dialogue' can't be used as a token because that token could not be found." how do I fix that?
I looked on the wiki but didn't find anything that exactly matched what I was looking for
nvm I think I fixed it and it's embarrassing af
Typo?
we've all done that
Is there a way to detect, from C#, if a user has taken a screenshot?
I have this, it's probably good enough? It won't catch special things like an already-running snipping tool be used, but I think that would be overengineering to try to detect that
public static bool DidPlayerJustScreenshot(bool ignoreNonMouseHeldInput = false)
{
var keyboard = Game1.input.GetKeyboardState();
var pressedKeys = keyboard.GetPressedKeys();
var hasPressedScreenshotKey = pressedKeys.Contains(Keys.F12) || pressedKeys.Contains(Keys.PrintScreen) || pressedKeys.Contains(Keys.Print);
return hasPressedScreenshotKey;
}
Detecting ingame screenshots should be easy
Detecting os or third party ones is a fool's errand, and not entirely sure why you even would want to
doesn't event handle the basic case of built-in Win+Shift+S screenshots
Does stardew's event loop even pick up keyboard input when tabbed out
And if the goal is to have stardew change what's rendering to react to the screenshot it would probably already be too late
https://smapi.io/log/e7b8b666727f4fab9ea9647b076b3df8 - is the only error me namin one of the cs files with pathoschild?
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home Single Language, with 13 C# mods and 0 content packs.
in the namespace should i put my own author name?
I've never heard of win-shift-s in my life lol
I'm discovering it right now
I can add it
The goal is not to react to the content of the screenshot, just to know if they took one
it's for a community center bundle
Anything that does a region based capture including win+shift+s, ctrl+prntscrn and others you have no way of knowing if stardew was even in the screenshot
or even just fancy keybinds
I can set up my WM to intercept all keybinds of a certain type and prevents them from being seen by the game
also what about controller/steam deck players
does XNA even detect the "Steam" button or whatever it is
I have no idea what would happen to a controller player. Presumably they can reach over to their keyboard for one bundle
you have no way of knowing if stardew was even in the screenshot
I wouldn't care about that. I don't care about what is in the screenshot, or even if the screenshot was saved vs discarded. I only care if they took one
or, even, if they attempted to take one
I added a check for the 3 keys win-shift-s and hopefully they register in-game for at least one frame before focus is lost and nothing registers anymore. If not, i'm fine with users having to figure out where the print screen or F12 keys are
if nothing else, maybe it'll help with bug reports if I accidentally teach my players that screenshots exist 
I'm not gonna have a keyboard with my steam deck, and its on screen keyboard does not have function keys nor prtscr
from what I heard it's a pain, if even possible, to run my mod on steam deck in the first place, as it does have special requirements in the first place
Plus, if the steam deck does not offer a way to detect a screenshot-key-equivalent, then it,s either I saw "rip steamdecks" or I say "rip my entire feature". I'd rather have a feature that is accessible to not all players, than no feature at all
maybe I'll add a warning about it or something, so they dont turn it on by accident
well, it's your idea, and if it works with the in game screenshot button then it's probably fine
the what now
oh that one is no concern
You can't go there while looking at a bundle
the menus are mutually exclusive
so this button, unless it has a hotkey for it that I didn't find, does not matter. It is literally unusable for my purpose
I didnt realize that this is what they were referring to
in that case, do what you want I suppose. I just wanted to advise against a functionality that's pretty non-straightforward in terms of compatibility with, not even non-standard just non-majority setups
Yeah that's valid and appreciated as a warning
but in the absence of a good alternative, I'm not willing to kill the feature for it 
What are you trying to do with such feature?
I'm making special bundles, for a setting called "Meme Bundles", and they all represent some sort of joke, trolling, gimmick, etc
This specific one is the "NFT Bundle". And to complete it, you must take a screenshot while the bundle screen is open
the joke being, of course, that NFTs can get screenshotted, which is a common meme counterargument against them
Oh, alright, I thought you were on the contrary trying to prevent screenshots x)
Here are some examples of some of my meme bundles so far https://www.youtube.com/watch?v=fnbIjhnwO-A
That's fun!
No, I am trying to detect them, just to trigger something when taken. I am not trying to prevent them, tamper with them, or even look at them. I just want to know when the user does it
But it's a fun idea, curious to see where you'll go with it ^^
I have about 70 bundle ideas so far 
Oh wow that's a lot :o
about 3/4th of them are just a joke through what items they require, so no special code needed
And then I got about 20 that need special handling, including this one, so I'm coding that up right now
If you're interested, here are all the names of the ones on my list so far
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
"Celeste Bundle" does that require strawberries?
anybody got an ide as to why "using StardewValley.Buildings" is not working for me in VSCode 2022
oh no. thats horrid.
it's the exact amounts of these 3 items that you can find in the entirety of Celeste
Meme Bundles are not created with balance in mind. Some are trivially easy, some are game-breakingly hard (this isn't even one of the hard ones). The only factor that goes into their design is, "is it funny?"
I'll explicitly warn players about this when they select the setting
and I'll hope they ignore the warning so I can get joy by watching their pain

no moonberry refrence 
also fair. still thats just a huge time sink between. oh i guess this is for the randomizer so its possibly less bad strawberry access was my concern. and totally not me bein used to tea sapling strawberry bushes that you get 1 harvest from if planted on the day of the egg festival.
is there a bundle for snail honey and carp wine
snail... honey?
wut
In Archipelago you can repeat seasons, so growing repeatable crops is a lot easier
What? 
woe upon ye
I see. No, within reason, I'm not looking to create new items (or, in this case, illegal flavors for existing items), as that's a whole other can of worms
Archipelago has gotten away without ever creating an item and I would love to keep it that way forever
very well. one more bad idea bundle before I slep: bundle for items that happen to look like poo
(clay, mudstone, truffles)
"droppings bundle"
I do have a SMAPI bundle though, which requires exclusively items that are in the game, but unobtainable, and is explicitly only completable using cheats
artifact spot, twig, weeds, stuff like that
Is the wedding event in vanilla bugged/cut now? I remember seeing some mods to add the missing Lines for Lewis and was wondering what that was about 
Does anyone know what sheet the mannequins are on?
Unrelated but since your here I had a technical question about extra machine config.
Does the value pass through of extra integredients Include the items quality or other modifiers?
I'm only realizing having typed it all out that this is a silly question to be asking be eh.
can i just make use of ContentPatcher to render the building, while using C# to do the behavior of the creature living there? cause I don't know what to do to make the building able to be built
Depending on what the "creature" does, you could do both with CP
there's a couple in characters\farmer. is this what you were looking for?
I'm thinking about the furniture mannequins
You seem to love suggesting bad ideas for someone who complains about them being made /lh 
ah, sorry. i think i see them in tilesheets
There we go! Thank you!
are they just on their own image? Thats probably why
I kept looking at craftable and furniture sheets
yeah, mannequin_furniture.png and mannequins.png
i looked at every sheet in the maps folder before i thought to look in tilesheets lmao
We both had blinders on haha
i'm trying to figure out how to make a spouse room rn so i definitely had my focus on the files in maps
I'm sorry what is that third row

it's going to be a tractor based on Pathos' Tractor Mod
the mannequins get a little quirky at night
Apparently there's an easter egg where if you repeatedly rotate them they may jumpscare you 
they do a lot of cursed things
I am curious about the lowest row...
this is actually great
Does putting a ? after the NPC name in event actor setting makes it dependent on if the mod is installed? 
RodneyOBrien? -100 -100 0
I noticed it being used in S&S
why is this happening even though the collision is the same as the stable?
that looks like same collision, but different draw layers
wdym? and how would i fix it?
Yeah, it looks like you just have these tiles on the Front or higher layer.
Edit: Actually, maybe just Buildings or higher. The solution should be to just put the tiles that should be the floor on the Back layer, and the interior wall (with the workbench, etc.) on the Buildings layer.
Wait... how do stumps spawn in vanilla? Is it a map thing? Cause when I added a custom woods map on an existing save the stumps where not there, but on a new save they showed up 
does someone remember/know what happens if a npc has a recipe they send by mail but you can obtain it another way?
i don't remember if the maki rolls are in this case in vanilla (or another case in vanilla)
i believe secret woods use a map property yes
Oooh, right, I always forget about map properties, thanks!
Hey I'm having a bug that's kind of confusing me. Apparently when you give my custom npc a wilted bouquet before marrying them at the ceremony, they will divorce you as usual but become a squatter or something. I'm not sure if this is an issue with my mod or the game itself?
That's perplexing. Do you mean, after getting engaged with the mermaid pendant, but before the wedding, you use the wilted bouquet to break up with them, but they still move in?
That might make sense because the dating mechanism is separate from the marriage mechanism as far as I know.
yeah thats what someone reported to me... they were engaged but used the wilted bouquet before the marriage ceremony happend



