#making-mods-general
1 messages · Page 317 of 1
Dig spots are TFs I thought
maybe some other stuff i forgor lol
Forgot about torches
nope, they're objects, and can even enter your inventory with cheats
That's so evil
Wait that means garden pots can theoretically have dig spots in them
Brb making a dig spot forage crop
they can, but I don't believe that's handled (tooling the garden pot will just dislodge it)
that though is a funny idea that could work (outside of pots)
Can forage crops grow giant? I know there aren't any in vanilla that do, but would the code allow it?
I don't know if you're still working on this, but latest version of EMC adds a much (much) easier option via colored draw layers, if you don't need unique sprites and just want vanilla juice/wine style color overlays
I doubt
It destroys the crop when it grows, iirc, so I think you'd need harmony
They are replaced by objects
Oh no I'm giving myself ideas for a giant crop framework
Listen,,, I do not need more projects, I will be very happy if someone else is doing that
also for any machine enjoyers latest EMC now also adds the long overdue feature of "output edibility based on input"
(for now it's a multiplier based on the input. if you need complex "stack modifiers" style syntax I will cry)
now all that's left is waiting for bug reports from those who installed the full congregation of drawToolTip transpilers
I think the old atracote variant of that used...polynomial notation
that was briefly considered, before I bapped myself and asked "realistically is anyone going to use anything beyond an input multiplier"
Honestly I'm surprised I haven't seen any of those explode yet. Hooray for defensive programming I guess.
-# I'm so glad the vanilla game does buff times now
I had a mod that implemented those
About the only time I ever used array.copy in a transpiler
fun fact, I have to make my patch run before spacecore's (because then the code I'm matching on is changed), and had to rework it to not break Glow Buff (because the code it's matching on is changed)
(what is drawTooltip used for)
And here I am with mus just freestyling it and hoping for the best /jk
What is convenient inventory doing with tooltips?
thankfully i only need text 
Difference is that getDescription can only do text
(i actually patch the Description property getter directly for tools and weapons though... bc getDescription is not fine there...)
Do you have to
well getDescription literally only returns a string so
i believe selph when its said that one must go to drawtooltip
I avoided it for atracore
Quick someone make a Better Tooltips mod to avoid needing so many transpilers /s
is your tooltip before or after vanilla stuff
you seem to be patching drawTooltip?
Not as a transpiler iirc
(also pictured: the other reason that patching getDescription is not fine. i have no idea why there is just a blank space here instead of text for Rings specifically but im electing to not really care)
I think rings and weapons do wonky things to handle stats and enchantments
I volunteer you
weapons for sure, i handled those, i was just too lazy to figure out where to patch for rings
Either you or Casey but Casey is resistant to nerdsnipes
and admittedly some of that laziness stemmed from being annoyed that i reflected to get all the correct getDescription methods specifically to avoid hardcoding patches for differnet subclasses of Items and did not like having to then hardcode patches anyway
oh i remember why now another reason i didnt bother to go looking to patch it: unlike weapons, Rings description is a field, and not a property. so the only solution is 🥁 patching Ring.drawTooltip
yeah its for museums
i wouldnt set a dependency on it anyway so i think i cancel out your volunteering
I'm not volunteering. I'm voluntelling
Damnmmmm my voluntelling skills are weakening
Hello world!, i have question about Game1.whichFarm
- public static int whichFarm;
if "whichFarm == 7" is mean euqal "Mod Farm Type"?
because i seek src code on mobile
file: MobileFarmChooser.cs -> func: optionButtonClick(string name)
i very confuse
there should be a handful of consts at the top of Farm.cs that show the names of each value
technically meadowlands is a modded farm since it uses the AdditionalFarms asset
Ohh
hii i was just wondering what "uniqueID" is for when it comes to making a content patcher mod?
or, all modded farms are simply vanilla additional farms, depending on how you approach life
all manifest fields are explained here:
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
UniqueID is simply a letters-numbers-and-periods value in the format author.modname.maybeasuffix
The game has methods for getting farm metadata
Check out the manifest page on the wiki
so yours might be bvbbysbvnny.mycoolmod for a simple & cool mod
😔 im finally out of the swamp enough to work on modding.... but now i dont want to do it bc i hate map making
ohhh okok thank uuuu

Okay I dont know if you were serious or no
Butttttt I would love that as a serious suggestion
If you don't do it may I?
You know, I wouldn't even necessarily be against it if better game menu had gone better, but the situation there was a bit annoying. I do have thoughts of how a Tooltips mod could work and be extensible
Feel free!
I do think it's an interesting idea but I'm pursuing other projects right now
I've been working on mod to add garden beds and proper growable hedges
@uncut viper aw damn does that mean i cant change the coordinates when i enter the house?
I think it's like most building interiors where it's based on the exit warp
cant be
theres an EntryLocation map property for the farmhouse, i would try that first
disclaimer im not 100% sure of anything regarding the farmhouse
i just think things and sometimes theyre correct
Yeah, I figure I don't have the bandwidth for a big project but something I toss together in two hours and ignore when it breaks is fine
where i leave and where i enter are different places @gaunt orbit
That's my issue lol I exit in one spot and reenter in another
Is that documented on the mapping page?
¯_(ツ)_/¯
That sounds cool°°
im not even 100% sure thats what its for. it just seems like it would be since its called EntryLocation and is in FarmHouse.getEntryLocation() above some hardcoded coordinates that change with upgrade level
so im like 90%
I know some farmhouse stuff got dehardcoded in 1.6, and since it's also a building now I wouldn't be surprised if that got added and slipped through the cracks on the migration page
oh hey btw in Tiled the warp code, I know its "x y warp" but then theres two numbers after that, what do those two numbers refer to?
Destination coords
Fromx, fromy, toname, tox, toy
....? I think I get it?
like starting coords to ending coords?
likke warping from x y and warping to x y?
Yeah, plus the name to tell it which location
You're all good <3
❤️
would i be crazy if i just adjusted the entrance visually to where it warps me inside then change the warp to the outside coords
Thank you! I'm not working on it since cuter mushroom log released lol, so I got lazy 
got an AccessViolationException
love when those happen
Ah yes the harmony lottery
in this case its actually 100% consistent so i guess im just not allowed to do what i was trying to do
what would a stardew capacitor even be
Tbh if stardew futures market gets scope creeped enough to have a functional electricity market
I kid I kid
thats right, i forgot gervig practically has a monopoly on the animation side of modding lmao
He also used to magically appear in any conversation with "animate" in it
To this day he has never told me how he does that, we had a bet it was a Google alert
secret python script 😎
Lol
i think if you say machine progression system 3 times nach also appears
many such summons
Snort
anyways. hadi! why are you semi retired
I'm kinda trying to come back but it's very slow going lol
New content patcher formats make my brain hurt
I can do extremely basic replacement things but even configs still stress me out; I am from a simpler not even close, just different time
xnb replacement time, or when ran’s old cp mods dominated nexus time?
I'm used to JA and PFM and all those specialized frameworks that are now either obsolete or not as useful
understandable tbh
Technically it's much easier to do stuff now
But it's hard for me to get my head around advanced CP stuff
In my day you only had i18 for translations and now there's a data folder instead of everything in content dhdhd
yeah i struggled a bit initially because i hopped on the DGA train as it was scheduled to die
Oh nooo
but i promise you, its WAY easier now
stuff is spread out a bit more but once you get the hang of it, its cheese
It's mostly syntax that gets me tbh
you can always ask in here if youre having trouble too! lord knows i do all the time
Plus you can still keep everything in the content.json if you want to
No need for a data folder
True, but I'm sure there's Reasons why people do that
I don't know them but they must exist 😂
Tidiness mostly lol
tidiness, yeah. once Include became the new meta, everyone hopped on
Some people do it for local token stuff but that's way advanced so just pretend that doesn't exist right now lol
Hnnnng
it helps a lot for bugfixing when stuff is spread out too, bc u know exactly what file went wrong
And just close your ears when Kisaa starts talking xD
Pfahaha
but yeah hadi. get back in the game!!! stuff is more accessible than ever and this entire chat is willing to help u always
i thought so too but conditions? actually god tier
I published 3 mods in the last two weeks lol
Very tiny mods
i may have seen ur mods
YOU DID SPANISH REVIVAL BUILDINGS?
Also Victorian craftables and khadija's recipe shop
i remember i wanted to try making a continuation of SRB but i got lazy lmfao
theyre beautiful buildings
It's a Lot of work to do buildings xhdhd
no, dont apologize! life happens lol
Lot of folks asked if they could convert but I kinda rely on Nexus dp for basic funds so I was reluctant
I finally let shads take over artisanal sodas because I had no idea how to do ja to cp
Also it's a fuckton of sodas
Hey all, I feel so silly I'm sure this is a simple fix, but I'm trying to make a portrait mod with zero coding experience. I don't know what I'm doing wrong here, but I'm getting this messahe in SMAPI for every single portrait, and I've double checked that they do indeed exist and are in the right file spots... any help would be appreciated!
Ahh, I bet that might be it. I'll double down on proofing, thank you
If it persists then it's time to look at the patch and filenames
Nw, I get that sort of issue all the time 
yeah check your filenames
Far from it, it's so easy to miss one character 😅
Idk where case sensitivity applies anymore so I'm just extra anal about it to avoid issues
This seems like the way!
Good luck, let us know if it worked!
I think you just have to assume \ is dead to you
So, never use \ ?
have you checked that changing the slash actually fixes it
bc slashes aint supposed to matter
No?
Hang on, let me actually make the switch, and run it I'll come back to this in a few
haii i know there's ongoing troubleshooting but i also have a question, for using content patcher to make new events, do you have to overwrite the existing events in order to make a new one, or could i create a fully new one without overwriting - for example - sam's 8 heart event?
slashes vs backslashes in file paths shouldn't (as in "aren't supposed to") matter, but they definitely will in other places.
Ah, okay I knew there were cases where they did
Uh I think you generally wanna start with vanilla things as templates because the game does some weird things if you make a file from scratch sometimes; that being said I don't know if that applies to events
It definitely does with maps
still applies for linux
o7
Can anyone help me get my event working? I'm getting an error when using switchEvent in my script. This is the error I'm getting: [game] Event '8BitAlien.Lilybrook_Archie10Hearts' has command 'switchEvent 8BitAlien.Lilybrook_Archie10HeartsMean' which couldn't be parsed: can't load new event from asset 'Data\Events\8BitAlien.Lilybrook_Lilybrook' because it doesn't contain the required '8BitAlien.Lilybrook_Archie10HeartsMean' key.
no, you dont. you can make new ones
sweeet! Thank you!
if you dont null the old one then you'll just have multiple heart events
anything in the stardew asset pipeline / and \ (which in json would be \\) are equivilent.
but if you are putting it in a slash seperated data structure (like Data/Furniture) then / is forbidden and so the paths need to exclusively be \
It's basically continuing the event and ignoring the switch
then in that same vein, am i also free to make new events with different requirements? such as needing sam to be 8+ hearts and dating the player, and then go into his house while it's raining on tuesday, for example?
(you also dont need to start with a vanilla map as a template for map editing, though its just very helpful if you do, but its perfectly possible to make one from scratch)
yeah thats just preconditions, you'll want to check this page:
https://stardewvalleywiki.com/Modding:Event_data
This was the case in ye olde times, and I think the wiki still says you should 
this should have all the info you need, particularly the preconditions section to determine what circumstances must be met for the event to trigger
But good to know it isn't required anymore
it wouldnt have been required bc you can always ofc just add in the same properties and tilesheet animations manually yourself, basically do what CA himself did. its just annoying to do that when you can just open Town.tmx or whatever and that stuff is already there for you to edit
particularly the tilesheet animations
so i would agree you still should. you just dont necessarily need to
thank you!!
Hmm fair. I was always told it was a must, but I don't really think anyone explained why
Thanks for clearing that up 
Here's the relevant part. Does this look okay? quickQuestion #{{i18n:event-Archie10Hearts.04}}#{{i18n:event-Archie10Hearts.05}}(break)friendship ArchieLilybrook 50\\speak ArchieLilybrook \"{{i18n:event-Archie10Hearts.06}}\"(break)speak ArchieLilybrook \"{{i18n:event-Archie10Hearts.07}}\"\\switchEvent {{ModId}}_Archie10HeartsMean/pause 500/
The switchEvent part isn't working 
And here's the event I want it swapped to: "{{ModId}}_Archie10HeartsMean/f ArchieLilybrook 2500/t 800 1800/w sunny":"pause 1000/emote ArchieLilybrook 28/friendship ArchieLilybrook -250/globalFade/viewport -999 -999/stopMusic/end",
are you sure that quick question and switchEvent are what you want? why not use a fork instead?
yall
why is the cellar doing THAT when its not in Tiled? WHERE ARE THE EXTRA TILES COMING FROM
This is the method I used for another heart event and it works. Really confused why this is different lol
by chance are you running your game with farmhouse fixes?
FF does some shenanigans to call spouse rooms and the cellar entrances, so try disabling it first to see if it goes away or not
If it doesn't go away, then it's something else.
ah, i'm not well versed in how switchEvent works so i can't help then, sorry, i only know how to use forks 🤷
thats probably it, because it was fine until just now
ive been working on this mod for a while too
doublecheck the Farmhouse Fixes config options, I believe they added an option to prevent those tiles from showing up a few updates ago?
i fixed it 
nothin
its not farmhouse fixes apparently
aw fffffrick does that mean i have to go through each of my tilesheets
i just dont know where the heck the extra tiles came from, i didnt change any mods between the time before they appeared and after they did
Any event experts here? I can't figure out what's wrong with mine for the life of me 
the other thing to check would be where the renovation tmx puts the cellar entrance, because you might need to tweak the renovations due to your custom farmhouse positions.
if ark was around, id suggest him 🤣i think hes busy tho
Ahh okee, I will continue to try figure it out but I feel like I've tried everything 
specifically, check the position in FarmHouse_Cellar versus your Farmhouse
If anyone knows what this error means, let me know c: [game] Event '8BitAlien.Lilybrook_Archie10Hearts' has command 'switchEvent 8BitAlien.Lilybrook_Archie10HeartsMean' which couldn't be parsed: can't load new event from asset 'Data\Events\8BitAlien.Lilybrook_Lilybrook' because it doesn't contain the required '8BitAlien.Lilybrook_Archie10HeartsMean' key.
I believe that means you don't have an event with the key of 8BitAlien.Lilybrook_Archie10HeartsMean in your Data/Events/8BitAlien.Lilybrook_Lilybrook JSON file
It has to be in the same location, in case that is a concern here
I do, here it is c: "{{ModId}}_Archie10HeartsMean/f ArchieLilybrook 2500/t 800 1800/w sunny":"pause 1000/emote ArchieLilybrook 28/friendship ArchieLilybrook -250/globalFade/viewport -999 -999/stopMusic/end",
It's the same location
i...dont understand, the unpacked cellar entrance doesnt look the same
but cellar available and fixed basement dont have cellar entrance textures
Is this still the farmhouse map that you shifted things over to the right/expanded leftwards on?
Yay, all fixed now. Thank you c:
yes
originally, the entrance was higher up or so, and all i did was shift the entrance left one tile, changed the warp coords and they line up now, but the cellar was fine then- then i replaced some tiles for walls i could walk through and now the tiles are messed up
I do still think Farmhouse Fixes is interfering, so if you haven't found that config option and turned those tiles off, you need to. But also FarmHouse_Cellar, if you've moved the planned cellar opening at all, will also need to be edited.
I completely disabled FF and it didnt change anything
i opened farmhouse_cellar and opened iit in Tiled but its longer than the entrance i have
actually...if i cover it with stair tiles instead of leaving the spot empty in Tiled, do you think it would fix it? It still functions, just looks messed up visually
so, the full FarmHouse_Cellar file shows that the top-left tile of the wall is placed at 18,32
Which is where it lines up with the vanilla farmhouse Cellar entrance
what does "viewport 24 97 true" mean? im trying to pick apart one of the mods i have installed and this is the first thing i couldnt figure out for myself so far
So, one option, you can make an edited version of FarmHouse_Cellar to load in, and extend out the walls on it to properly cover the tiles that appear strange when the cellar upgrade happens.
But without knowing exactly what layer you are putting your walls on and if they are the same as the layers the FarmHouse_Cellar walls are on, it's hard to give you an exact fix.
viewport is where the camera of the event focuses on. 24 97 are the coordinates it centers on!
true is…. there is probably some function that can run after viewport x y [???] youd have to check the wiki
for Modding:Events
ah! so that means it would be the exact center of the screen then? thank you!
yeah!
the first true should be unfreeze, I think?
if there were two true/false statements, it would be unfreeze and then clamp
in this case, the true means "fade in after setting the position"
https://stardewvalleywiki.com/Modding:Event_data#Event_scripts
"TODO: explain other parameters"
Thanks, wiki.
hello user ichortower
viewport is cursed and this exact thing has come up recently, but you can trust me on this specific usage since i do it all the time lol
okaaay follow up question cause i thought that viewport was this, what does the none/-1000 -1000 mean?
the viewport stuff keeps coming up bc no one will ever parse the command enough to figure out how to write it down succinctly on the wiki. if you think you can do better go look at it /lh
The first one (none) tells it to stop the music. The -1000 -1000 is for the starting center coordinates and the viewport command later on lets you move it. It's pretty common to put the centered tiles offscreen like that to prevent weirdness with the fade effect appearance.
none means no music-
ohp lol
lily was faster
YOOOO I was right sort of lmao! I literally just made the cellar entrance visually into the layout so it overrid the messed up tiles and it works perfectly, i can go in and out without problem
Just be careful with that, because if people aren't using Cellar Available to get it early, they might get a nonfunctional staircase on the farm layout until they buy the upgrade. 😛
i wasnt planning on uploading it lol but if i do, ill keep it in mind ❤️ thanks for the help
centered tiles? /gq
where the camera focuses — the centered tiles
the position the camera focuses on* actually
(lookin at the code again, the wiki doesnt even have all the "other parameters" in the first place either, as it doesnt indicate at all that you can also use viewport actorName (some other stuff after) or viewport player (some other stuff after)
(It'll be a lot easier in 1.6.16, which adds the argument spec.)
"I saw some eggs being placed near my house.#$b#Just thought I'd give you a hint.$u",
i plucked this from the mod im picking apart, why are there the random #$b# parts? are they just from translating into code?
# splits between dialogue lines/commands, and $b means 'break' (so the previous line is shown in a dialogue box, and the player clicks to show the line after it). See Modding:Dialogue for more info on the format (format section down the page).
oooh okay! Thank you!
I will be updating the wiki about it once IRL stuff lets me have the brain space.
Hey, is there like a "how to" guide for making your own farm mod? I'm kinda curious if I should give that a shot.
There isn't a tutorial per se, but you can create a Content Patcher pack which edits Data/AdditionalFarms to add your own farm type.
... Is there a way to learn how to do that for beginners? Like, really beggining beginners?
!startmodding the wiki is the best place (which pathos linked)
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Thank you.
wait how bad was unboxing again.
is this rust
C# stop being too smart I'm trying to benchmark
I wrote an entire effing cache and then realized "wait you're trading string manip for boxing and you do recall a blog post saying boxing is blasted terrible in C# YOU SHOULD BENCHMARK"
anyways I'm going to sleep with the thoughts of benchmarks
pufferthink
okay I'm going to rework that the next time I can't sleep 
Wuh oh
😅
SUPPOSED TO BE THIS
Are you sure you're applying the patch correctly
welcome to the farmhouse, we got fun and games
IT CANT EVEN BE CONFLICTING MODS BECAUSE I DISABLED THEM ALL AND TRIED AGAIN
did you test this on a safe with fully upgraded farmhouse + renovations
I literally just completed the first upgrade and then combined that and the vanilla second upgrade
Those are definitely the black boxes from the vanilla renovations
You need to create alternate placements for the renovation maps (and the corresponding remove_ maps for them)
I havent gotten the secondary in my game through normal means so I used Anything Anywhere to get free and instant renos so I could test my layout then exit so it doesnt save the reno
but then why does the first upgrade work fine????
Bc no renovations ig?
The black boxes are from the remove version of the renovations, renovations are inaccessible and not applied until hallway/kid room upgrade
fsrmhohse scarey
but if i succeed then other mods wont be so daunting
and im really fking determined
hmm admittedly I didnt know renos apply black areas if disabled, but that makes total sense
i WILL play a game with the layout I want even if i have to make it myself gdi
machines you say
This is why most custom farmhouse mods that dare to completely restructure the farmhouse also create custom renovation layouts
so any location a reno would be will be blocked out?
Yes
yeah you'd need to change the renovations as well
so....i should change my second upgrade into seperate renos rather than a whole map
🤔
By default "empty" renovation spaces use black boxes on the buildings and front layers to prevent wall passthrough when they don't exist
I have found myself in a purgatory of my own making with the FF parsing rework 💀
would it work if I replaced/modified a vanilla reno or should I just make a totally new reno?
You can absolutely just modify a vanilla reno
I don't have JsonConverter bugs anymore, but I have to find a way to make them work around my eldritch horror of json structure
You only need to change the map and the Data/HomeRenovations file to properly assign the new tile placement for build checking
out of interest, why do you need to manually parse your json files?
pretty impressive btw
fucked up dynamic structure
adding a new renovation is fine too
alright well whos with me til the end of my first and possibly most challenging mod? Cause if this is the case, I'm making it my dream and adding in a stamina regen bath which i need help on how to tell the game that the water tiles = swimming which in turn = stamina regen
I'm trying to migrate from literally manually parsing JTokens to having a data Model class structure so that the files are patchable with CP
might as well go all in
My unpublished bathroom reno does the swimming/stamina regen, that bit is easy
that's a spirit I like
you wont find me with it anywhere else i promise 👍
def not college work
or work woork
its the spite and caffine im chanelling
Minor caveat with the swimming thing though: you will want to make sure your tub area has enough vertical space to allow for the jump animation when leaving swim mode, or things get funky
fUnKy ToWn!!!!
ill make a whole damn spa
I found out the hard way when I got in a jumping loop.
I'm currently procrastinating graduating by procrastinating research by procrastinating FF modding by chatting here, so I get the idea
mooooooood
hmmm graduating is important tho
except i was kicked but 
not paying another semester of tuition fees is importanter
Eventually 🫡
it's less bad that I'm making it seem: I engaged in a 2.5 years double degree program to push back having to work in a company.
Also I'm from France, so tuition is 600€ a year, so it's not life ending

Is there any way to add conditions in FTM content packs? For example if I only want a monster to spawn if it is raining.
also wanted to try researching maths

I guess I could create an alternate copy of the location...
I failed two semesters and the gov said "i dont give a sht if you have untreated adhd honey gimme my money you loaned for tuition"
sorry @faint ingot i dont mean to talk over you ❤️
somone help this child
not me cause im struggling on my first mod lol
It's definitely possible
lots of mods spawn stuff only while raining
OK thanks I haven't noticed/played with ExtraConditions before
"WeatherToday" also seems relevant
i need to sleep for now but @latent mauve if youre in for the long run, we'll have to touch base again so you can help me add in my functioning spa of pure spite
I also need to sleep, we can definitely touch base again later
New quote added by atravita as #6378 (https://discordapp.com/channels/137344473976799233/156109690059751424/1374262251950968863)
anyone able to help with my green rain summon?
gotta love it when file explorer crashes
i'm looking at the event data, and i'm a little confused on the move <actor> <x> <y> <direction> thing, specifically on how you use it?
It'd be /move NPCNAME [tiles in x direction (negative or positive)] [tiles in y direction (negative or positive]
You can also add "true" on the end so the move command happens but doesnt pause the script, so other commands continue happening after
so how does the moving itself work, what are you counting for x and y and direction?
So /move Leah -4 0 0
Would have Leah move -4 tiles in the x direction and face up
Just tiles :]
x is left to right and y is up to down right?
I usually open my maps in tiled to count so I know how they need to move
Yes, x = horizontal y = vertical
ooh how do you do that?
Like a coordinate grid
Tiled? It's a map making program
If you've unpacked the games files you can open the maps in Tiled to view them
It's helpful for stuff like starting positions or if you want to warp npcs places during events
bless you! thank you so much!
the only things you can have friendship with where the friendship displays visually as hearts are npcs (in the social tab) and pets & farm animals (in the animals tab) right?
and the only other places that friendship is displayed visually as hearts (in vanilla) are the individual npc profiles (when you click on their social tab entty) and the individual farm animal profiles (when you interact with the animal) right?
There is NOTHING more satisfying than seeing this working for the very first time 
I'm just doing a basic one to test if it works
I'm so excited
Seriously though, seeing something you made pop up the first time? Best feeling
so... it did not go the way i expected xD
okay i fixed it by now but to explain how it worked, at first it was just a pitch black screen for several seconds. viewport did not work for me so i wanted to run the test with the correct coordinates from the beginning. then after that when i fixed the black screen, i went to town and alex........ well xD
my goal was this:
- have alex throw his football two times before hitting the 💧 emote and then saying "I'm bored."
- have him turn and face the farmer in front of his house and hit the ❗ emote, then say "Hey! You're the new farmer, right?"
- have him approach the farmer and say "You're kinda [descriptive word player inserts, default is 'cute']" and then fade the cutscene to black
That did not happen 
First thing was Alex threw his football for 0.2 seconds and then started lifting weights with no shirt for some reason, then he hit the 💧 and faced towards the river. Then he faced where the player should've been [but they was invisible cause of course.] and hit the ❗ emote, then he started speedwalking away opposite of the player. no dialogue. just a really awkward and confusing occurrence of this guy just going "🏋️♂️ 💧❗🏃♂️➡️"
it works now!! its perfect :D
I’m having trouble getting inspired to write dialogue for a character. Usually I can get in the mindset with a Spotify playlist, but it’s not coming to me this time. Anyone got some tips?
If you're well and truly in a bind, may I suggest stepping away from writing for a bit and doing something else? It could just be that your mind is saturated
That’s a good call. Maybe clearing my mind, taking a shower or a walk will help
it depends if it’s a specific character or not being inspired in general imo, but either way a break will help
Sometimes I find it helpful to just write, even if it's bad or really basic. It can get me in the writing mindset and then I go back and rewrite lines that I'm not happy with
I do character development questionnaires that get you to answer questions about your character or from their perspective. Even if the answers end up changing, they're helpful for me to figure out who my character is and that helps me get their voice.
kcspace's advice is great though.
I think one of my favorite moments modding is still when I got tile lighting working in 1.5. It was so magical
Ooo is that the light map draw thing
Yeah!
This is probably more elegant than me putting 1 LightSource with beeg texture lol
I've been thinking about porting it
It would be easier now that there's an official lighting hook, but I'm still debating the most compatible way to deal with subpixel problems
I’ve done that for dnd characters. That’s a really good idea! I’ll start doing that, thank you
Oh r u draw bigger than 64x64
I can postfix the Quality getter, which I think is the simplest and most straightforward way of doing it, but if custom lighting from other mods don't use that and do hardcoded scaling math, then it will break things.
Though I suppose the same would be true if it changed in vanilla later, so maybe I just don't worry about it
I feel I am missing something here is the lightmap draw tied to scale in a way LightSource is not
No, the lightmap is drawn small and scaled up. It's 1/8 scale, and tiles are 1/4 scale, which means that tiles get smushed.
There's also the issue that the camera position is not necessarily a multiple of 4 or 8, so snapping the lights to tiles can create warping when you move. It's just not noticeable with vanilla lights because they're all gradients
Lightsources are drawn with scaling math based on Options, but now that there's a render hook, anyone can draw anything into the lighting, they just have to do their own scaling
so if i wanted to have one NPC sprite flipped for an event, id have to use the animate command correct?
also does anyone know the audio IDs for totem sounds?
warrior is the initial sound, wand is the teleport sound afterwards
ooh thank you
for me it was getting nightshade to work by re-rendering the world and ui textures (performant enough to ship) instead of patching SpriteBatch.Begin (terrible, awful, do not pursue)
I think mine was rideable lizards. idk why though
The first time I made a transpiler and it worked
The first time I went off thread in Stardew and nothing blew up
hi dears, I met a nexus post for automate today, says "can I make only one kind of chests automated like automation only work with stone chests ?"(sry I cant post screenshot with my role lvl)
that sounds useful, and when I turned to automate github repo it told me to discuss here if a feature should be added
I can try to implement it, and I wonder is there any committee or sth else can accept the feature for automate?
My favorite moment was finally fixing the mutex bug in Better Crafting, and thus freeing myself from torment.
I believe there's mods that do this
Its so close to what AutomateChests does, but not quite
Pathoschild is the creator of Automate, you'd ping them presumably
Interestingly this is a content patcher mod?
it uses code from another mod as a base
Ah this one then
Yeah u can use it to make ur own take too
which yeah seems like it does what they want
albeit not on an individual chest level
Looks like I got fourcake'd or something
oh thx, but why not make it a built in feature for automate? likes all machine has its own config, so why not grant config for chests too
Are you going to submit the PR that does this?
Various people who implemented these things decided it should be separate mod for whatever reason
not hands on it yet
yes but it Iooks like that the separate mods mentioned focus on gameplay balance more
you can ping pathos to discuss with him, in case he decides that it's not a good fit for the mod for whatever reason
reasonable to separate if changes gameplay
I am confused about what you want then 
awh thats right
If you just want to control a chests in/out you can use chests anywhere
Mine was pre1.6 and pathos mods at the time didn't like anything that wasn't save safe and can be easily uninstalled.
Modern automate probably would have been more open to doing what automator does
It let you designate a specific chest in the world as input only or output only or neither
i prefer to aggregate chests together and something unexpected happens with automate, like all my quartz were refined
@ivory plume PTAL
, i think that is a good idea, likes all machine has its own config, so why not grant config for chests too
You can disable the quartz refining rule with machine control panel if you want
That one is "machine no longer allowed to do this" globally
If the chest containing quartz was in the same machine group as a furnace then that would happen
yeah so I separate the chest groups and makes them looks weird and harder to store/get items...
(oh I can send embed here)
like this
This seems like a pretty normal setup 
Ironically enough Automator is less code than AutomateChests as it doesn't need to handle user input or refreshing automate.
Though gets to take advantage of the fact that making custom bigcraftables is much easier than it used to be
but I need to open & put & close here & here & here
At any rate we already suggested various ways you can control automate idk what else you want at this point
walks here & here & here too
I thought you were the one making a game? I’m in hiding 
Since this is a mod making channel if you are preparing to submit PR but have problems we r happy to answer questions
Otherwise pls ask #modded-stardew
yes I am about to implement it if accepted
Then yes pls have fun 

Ik pathos always tells me to ask him b4 i do stuff but i usually do stuff first to see if the desired thing can work 
Worst case your PR is rejected but you just built it for your own game anyways
kek that is another way too, thanks for advice and Id have a look on the code later
Is there a way to make an event trigger when the player goes to bed? I've got the wiki open and tried ctl+f in (but I could be searching wrong) to try and find out. specifically, I'd like to have this event trigger when the player goes to bed after witnessing a different event.
You can probably make an event that starts first thing in the next morning, so it looks like it's a night event
perfect! Ty
there is also the Nightly Events framework so that the event is legitimately at night after sleeping lol
ooh! I totally have that mod and it didn't even cross my mind when I started looking into this lol
I just want to say thank you to all the great advice I got earlier about getting writing inspiration back. It really helped and I have written a bunch more this evening. Much love to you guys
Hi! I'm fine with the idea in general (and it's on my list of ideas for future versions). PRs are always welcome, but I suggest discussing how you want to implement it first just to avoid doing work on an approach that might not get merged.
Thanks for ur quick reply, maybe I can submit a draft PR proposed hours later or tomorrow?
Sure! There's no hurry. You can also discuss how you want do it here before doing the actual work, but it's not strictly needed if you prefer discussing it on the PR.

I haven't go through all the code right now, would look how the configs for machine works and then apply to the container marker as them too?
Do you mean the machine options shown in Generic Mod Config Menu? Yep, it would probably be very similar to how those are added.
(The Automate discussion makes me wonder... Pathos, do you think you would be open to the simplest PR of all time to add a custom path that would serve as a connector by default? Something pipe-looking?)
Potentially! I'd probably want it to be configurable so the player can choose the appearance, and I'm a bit worried about what happens when they uninstall the mod and just have Error Items all over the place. So I'd want to discuss that one a bit more first.
(I haven't looked at the Automate discussion yet; I have a few hundred Nexus comments to catch up on before I can release the next update wave.)
i would enjoy a feature to require connector paths underneath machines and chests in order to create valid connected groups
Hah compatibility always makes things more confusing
then i could make the only valid connector path be something expensive and/or gated to mid-late game
The only potential problem is that some things Automate can connect to can't go on paths
(But otherwise yep, cost and/or crafting materials is another thing to figure out for that.)
Oh, that would actually be fantastic.
a dedicated path-like connector may help(on the implementation form)?
And yeah, very valid concern with Automate being uninstalled. The only way I can see of handling that would be some kind of SMAPI-controller automatic cleanup. Which sounds like a big rabbit hole.
Always makes me think of pipes mod from MC (could never live without it)
Wouldn't that just be some error items? Doesn't seem like a big deal
not a big deal for most mods I think but a bigger deal to go from a mod that DOESN'T have that problem to one that suddenly does
It could potentially be a lot, though, and it just wouldn't give a good impression even if it is harmless and makes sense.
1.6.100 request, or whatever we're on, can objects remember a fallback object
Matt were on 1.6.16 upcoming
I'd love to make unique chests that could become vanilla chests when uninstalled rather than become error items
one of the modding-related vanilla features I want the most is the ability to specify a fallback item that will be stored in the save itself and used if the original item is missing instead of an error item (including container support to turn custom chests into chests)
for things like the paths you mention
that way mod authors can add things with a little bit less fear of what happens when the mod is uninstalled
Terrible utility.foreachlocation TerrainFeature check to swap em all back to wood paths on a Saving 
Paths are actually Very Bad to leave as errors they crash draw loop
"Just install my Uninstall Automate mod to uninstall Automate!" 
Nah u do this in automate
Ah, so you mean SpaceCore style.
Turn em back to actual path in Saved
Right, yeah, that'd work.
The concept itself could be implemented as its own mod
plus it's in the saving black screen so it's basically free to do /j
The ol snorlax swap ( ©️ ichortower )
Kek that sounds kinda complex, or is it possible right now?
Oh, that's 100% possible.
anything is possible with enough c#
Shockingly simple, too.
but no one's written the c#
Yeah it's just kind of suck for you going to sleep n waiting 5 yrs
is this how we got fifteen minute saving screens 
Sounds that needs helps from SMAPI
I don't really like the hot swapping back-and-forth. It'd be better if during load the current error item logic could catch those.
Like, if I'm about to turn into an error item, and I have some kind of object fallback then try to replace it with that instead.
exactly! that's why you should vote for my fallback idea to be added to vanilla or smapi
Vanilla would make the most sense, since this situation could easily occur when removing SMAPI.
Do you mean the idea that's two posts below my idea? 🙂
the error item isn't actually being replaced with a different error item though so it's a lot less work
Yea anyway the game/SMAPI can not know the fallback after uninstall without store it in the save previously
guys vote for me for modding president and I will make this happen
basically just a fallback texture innit?
But yeah barring that, not letting ur thing go into the save is how to do it rn
in another word it affects saves
I do think paths should get proper error texture checking and not explode the draw loop when it errors
So compatibility again?
well yours is several months after the first time I said mine 
I just voted in presidential election 2 days ago, my yearly limit is spent, sorry 
So not technically a feature request, but I did first mention fallback logic a little over 2 years ago #making-mods-general message
Anyway, we're on the same page. Error items are annoying, and I wish they were more avoidable
let's concede that great minds think alike and work together to make this a reality 
i think you should not concede and instead fight it out and the winner implements it
By order of preference, it should be in SDV, SMAPI, or SpaceCore
(/j)
no, the loser does
Because whatever the solution ends up being, will be a dependency for every other mod wanting to use it. So it may as well exist in what's already a dependency for most mods.
i say this with much love for casey in my heart but pls do not give spacecore yet another big feature that could reasonably be its own independent mod
I'd want to limit the amount of mods that do dangerous save serializer stuff, so it's well suited for SpaceCore
if it were up to me spacecore's save serializer stuff would already be its own mod
I think SDV would be ideal
and the other question is if, once the item is missing, the game rewrites the save to just be the fallback item or if it leaves the original there in case the mod is reinstalled
SpaceCore is where things that aren't in scope for Content Patcher go
At the end of time, there will be only those two mods, and content packs
I honestly think the mod author can handle those concerns using mod data
No need to overcomplicate, especially if we get into things where the new object can't possibly retain all of the previous object's state
also can you chain fallbacks
like can you say that your preferred fallback is a cornucopia item but if that's also unavailable then a default item
In my mind it'd be something like heldObject, but more generic, so theoretically heldObjects can themselves have heldObjects
tbh, i also dont really feel like a fallback item feature really has much use outside of mods that offer alternatives to existing vanilla things
Maybe a simple heldObject and copyFieldsFrom on creation
so you say leave the item as it originally is in the save file, to make sure no state is lost. I was leaning towards that too
like what would a cornucopia crop put as a fallback
There should be an option to have a null fallback that results in removal for sure.
I mean the new instance replaces the old, but if a copyFieldsFrom is possible, then it can maybe do that too?
I disagree, I've had quite a few cases where a fallback would be better than nothing. Pretty much all decorative items, several new machines could probably fall back to vanilla machines, etc etc
IIRC @gaunt orbit had something too
Someone had skill books as an example
Oh no that was for cjb item spawner. I'm getting my feature proposals mixed up.
iirc I originally thought of this in the context of one of your mods Matt
probably custom bush
Well custom bushes would revert to just tea bushes on failure, but Expanded Storage is where it's more useful.
Like custom chests eating up your items on uninstallation is not a good user experience.
yup! I was just about to say that haha. Because that then took me to thinking about container fallbacks
i would disagree with both of those very much actually kdfjhg so different strokes and all that
Well the nice thing about this suggestion is that it gives modders more options instead of taking away options
to me imo if an item of mine made sense to turn into e.g. a furnace if it no longer existed... then why isnt it a furnace in the first place
do you guys want to know what vital feature is ACTUALLY missing from vanilla though?
there are only console commands to spawn cats, dogs and horses. Turtles never got one!
well no option is being taken away by not including it, as there was no option to take in the first place
but i think determining how broadly useful it would be is good discussion for deciding whether it should go in the base game, SMAPI, or a different mod
I've seen it come up in enough contexts that I think it would be helpful
(not that any of us have the deciding say in whether it goes in the base game or SMAPI, but you get the point)
counter anecdotally, this is the first time ive seen it come up! 
and it's less about what your item makes sense to turn into and more about what's better than nothing
a lot of mod authors will pick an unideal replacement over an error item
my counter is the thing that brought it up in this very discussion, adding a default connector to automate 
yeah, which makes the connector path stuff the first time ive seen people talk about fallback items
Expanded Storage used to create chests as vanilla chests (130), but in 1.6 it gave up it's content pack model in favor of just leveraging the vanilla data models, custom fields, and mod data. So it's fair to say I could've just kept it the same way, but I do think that 1.6 designs had some influence over how things could be done.
Doesn't the debug pet support any pet id
I don't know and I'm offended that there isn't a turtle command regardless 
Valid
Plus leaning closer to vanilla data models let me simplify parts of the mod so that's it's inheriting more behaviors from vanilla
i do want to be clear im (hopefully obviously) not saying fallback items is a terrible idea and shouldnt be implemented at all bc its useless and yada yada
just tossing in my own 2 cents about its general viability considering one of the discussion points was "whose responsibility is it?"
i havent even finished the last other-mod-dependent feature i was pseudo assigned
(ill get back to CMCT one day)
new princeton
We assign Matt
I think I've hit my limit for the number of scope-creeping features I can suggest for CMCT before Button disappears me
I'd be willing to play with the idea as a proof of concept, but I don't think it really works unless it makes it's way into something ubiquitous
to be fair, im always open to scope-creeping feature suggestions for CMCT
but given one of my reasons for not wanting everything to go into spacecore is "i dont like putting so much important functionality in one single mod that one person is in charge of," it'd be hypocritical of me to suggest more things should be delegated to CMCT when i cannot be trusted right now to implement or maintain them as much as they would need to be
AtraCore it is then
No
I think the person who wants the feature should do it, Matt
I don't think this feature makes any sense for not vanilla to implement
It's not my idea, it's iro's idea 
Netfields scary
Lists are backed by Arrays
so all lists are arrays but not all arrays are lists
I think on a technical level, Arrays are sized once on creation, and can only hold however many items they're sized for.
Resizing array involves creating a whole new bigger array.
theres no way to make the array get bigger as needed?
But don't quote me on that, I don't get deep into the guts of code as much.
like if you were logging scores in a game or something
cant you do a for statement that just… ++?
this may be a case of IMBS (i may be stupid)
but im also asking baby questions because im doing the c# players guide to relearn c# so i dont explode my house over this mod lol
I mean C would let you just insert things outside the bounds of your array. 
[cowboy accent] this aint C territory boy……….
i need to go matrix mode and download someones programming skill directly into my brain
Well you definitely don't want mine!
wynaut
I think the simple answer is that Lists are dynamic and Arrays are fixed, but Arrays are faster than Lists
With built in error checking even
(as in if the memory is not allocated to your process it explodes spectacularly. if it is, well, it's your memory that means it's fair game)
(disclaimer, if it isnt obvious this is a joke)
you can however create a new box that holds 13 things and if anyone asks for the previous box, point them to the new box instead
(Although usually u get a 24 Thing box so u won't have to change box as frequently)
(which is what Array.Resize does, it doesnt actually change the original array size)
Short version though, an array is contiguous, and so you can't expand an array without very possibly (if not likely) overwriting other memory, because it would be being resized in place.
So would c#, perhaps
I actually have no idea what C# would let you do in an unsafe block... or with weird IL.
what's the green grass skirt called? and on that topic... I'm pretty sure that weird skinny pants tileset is unused, but just making sure
ooo yes, thank you
I guess that explains why I couldn't see it on the tailoring page too 😅
and this, probably https://stardewvalleywiki.com/Tight_Pants
how would one go about listening to the sound cues in stardew? 
all the music and whatnot
I used to use a mod called Handy Headphones, but I don't know if that broke in 1.6
Nevermind, just checked. It has been discontinued for a long time.
how the heck do i use unxwb? nothings showing up
You don't get the cue names that way tho
Which is why just playing the cue in game is best
the wiki isnt really informative, it just tells you what unxwb does, not how to use it
You run it once on a xwb file to unpack
It's a command line tool not much to say here
That's what I was thinking, but the link leads to a source-only GitHub repo...
Oh, nope, there's an exe in the... repo. That's cursed.
I had to build with the makefile linked
Glad someone figured it out so i didn't have to
i'm just gonna go with playing sound cues in game. is there a way to stop the main music?
But yeah if u are just trying to find a cue's name in game
Do debug logsounds and then do whatever action to proc the cue you want
It'll log the cue name so u know
I think putting down a jukebox does that?
Or just mute it in the settings
From what I've gathered in the wiki, vanilla NPC festival locations are done in the map file for each festival so if I wanted to change them I'd have to edit the maps? Is that correct?
isnt that in Data/Festivals
I'm not sure. I was looking at the egg festival and there's a loadActors Set-Up command, but nothing about individual NPCs (aside from a few people that move around)
theres those like. weird NPC face tilesheet tile things on the festival maps but idk what they do or if theyre still used
I could also be missing it though
these things
those dont actually have a function
i think they were just for CA’s own reference when making da game
My pet theory is they were used to determine schedule starts or something... but only he would know!
well like kcspace then i dont know where theyre set up, bc the set-up script just has the people who move
id recommend looking at how other mods add their NPCs to festivals, that’d probably be your best reference
id show mine but not at pc rn
so bleh
oh true
last time i looked at event setup code i do recall seeing the tilesheet stuff pictured mentioned iirc
tho that mightve been the loadActors command specifically
oh which the main script does call
yeah, okay, it does use those faces on the Set-Up map layer
Yeah
Those tiles do stuff
But it's okay
You can actually override with setupadditonaletc
You can override vanilla npc spots with setup additional characters you mean?
Sorry I haven't done this before so I'm unfamiliar
yeah just put them in that field as if they were an additional modded NPC
Okay ty! I'll give it a try
the main script will load them in the spot indicated by the map tmx, and then setup_Additionalwhatever will change their position and facing direction if they were already placed
Perfect! Thanks for the help 🙂
any recommendations for music programs i could use to create a song for a mod preferably on pc? :3
fl studio?
Does anyone know if there’s a way to use context tags in cooking recipes? Similar to the “any milk” and “any egg” categories
yes, id look at vanilla recipes that do this for reference
you can do a category of item by just referencing the object category number OR by category_whatever
Modding:Items has more info on that
item categories n whatnot
Okay I knew about item categories, but was looking at Wildflour’s machines through item lookups and thought the way that mod handles it would be really useful for both Cornucopia and WAG compatibility
Thank you!
whatcha tryna do for cornuwag compat?
So for example, one of the recipes is Elderberry Cordial
exaaaaaaaaaaaactlyyyyy, im not making prs because i wanna change the mod for everyone im making prs cause i wish the mod worked differently personally and like maybe other people do too yk thats okay
For the Elderberry Pie in WAG, it’s anything with the context tag “elderberry_item”, because both Cornucopia and WAG have separate Elderberries/Elderberry blossoms
I want to do something similar where you could use either/or, but i do not know if I can do that with a cooking recipe
you need SpaceCore to do context tag cooking ingredients
but category numbers (though only a small set like egg/milk) is possible in vanilla
Culinary Delights has examples of recipes with cross mod support (recipes that take butter can also use WAG/Cornu/VMV's butter)
if it makes you feel better, most players have already have spacecore for other stuff anyway 
Cornucopia Artisan Machines itself change some cheese recipes to also take vegan cheese
culinary delights uses outdated wag item codes last i checked 💀
I think you need it for a bunch of the other optional mods I’m trying to enable compatibility for, so honestly I think folks’ll live lol
so i had to update it in my personal copy
yeah, alas the author is busy irl
Once again I find myself an hour into a new SDV day and then closing the game so I can mod
1hr is solid numbers
after close to 6 months I've finally reached winter year 1 in my main megamodded save
that's like 3 minutes per day on average
wooo
The secret is to find someone to get addicted to stardew and then they keep asking if you want to play more in your shared save
I did get a friend on SDV, but they're still a babby player who likely won't install mods for a while
they themselves are also busy and havent been on for a few weeks lmao
.....the problem with not looking at json for six months is that getting back into it is making my head spin a bit
agreed. but me with very specific json
poll: which fate would you prefer, that or having to look at json everyday because you're web dev /lh
listen that's a very valid counterpoint and bless your soul, lol

-# XML support for content patcher
Before we even consider that tho
I would like stardewxnbhack to get a xml output mode
aren't the two options supposed to be roughly equivalent to make it a tough choice
okay spacecore question
If i am making new recipes, am i still using the override format?
ohhhh we're overriding the cooking recipes file itself aren't we
nevermind, i think
you need two things: a base recipe in Data/CookingRecipes, and an override in spacecore's asset
(semi related after going to glance at the xnbhack source: how have I gone this long without realizing that you can use a command arg to omit default fields when unpacking?)
you can unpack and if a field in Data asset is optional and unchanged from the default value, it'll be omitted
No ik what u mean i just was excited to learn it existed
holy hell
(it also omits things marked as json ignore or whatever that attribute is but IDK how relevant that is to most vanilla stuff)
So making the new base recipe as normal for content patcher
and then spacecore override goes on top
Right?
or am i misunderstanding
yes
okay thank you
i know that's just repeating what you said already but rephrasing helps for some reason 😭
rubber ducking!

Hm idk if i would actually use it cus
I like having all the fields 
i wouldn't recommend it for new modders but I'd use it for sure
I use ilspy to look at the fields if I need to know which exist
that would have saved me 20 min when working on aquaponics because I didn't know the default value for max occupants wasn't -1
If I'm looking in the unpacking it's cause I wanna know what data something in vanilla has set
20 min is more than most minor inconsequential things like this save
Oh I meant it as significant
what is the default value if not -1
20
Oh for buildings right
oh I was thinking fish ponds
"why the heck do the upgraded ponds allow 20 fish I didn't do anything"
"oh, it's because I didn't do anything"
Hm so
What if u give a fishpond a indoor animalhouse
Do u just have to have same number of fish as ducks
what if, chu
what if
I don't want to be sent to the duck dimension
the sequel to fish dimension?
.....this may be an obvious question but I am asking anyway. In the following piece of code, am I telling Json to only include this recipe when both are active or when one or the other is active?
{
"Action": "Include",
"FromFile": "Data/elderberry_Cordial.json",
"When": {
"Enable Cornucopia Recipes": "true",
"Enable Wildflour Recipes": "true"
}
}
introducing the duck pond mill greenhouse + the ultimate building that does it all
it's both
dang it, okay thank you
content patcher documentation has syntax on how to do OR conditions
(personally i would do it in dynamic tokens so you dont have to write the same complex condition 100 times)
"When": {
"Merge: {{Enable Cornucopia Recipes}}, {{Enable Wildflour Recipes}}": "true"
}
can do it like this if you want, in either a dynamic token or in the when block directly as you see fit
thank you!
Are you able to use spriteindex positions for "OverrideTextureRect" in Spacecore, or do you need the actual x and y coordinates?
Think those are x and y yes
so I had this configuration and I thought it was working before but maybe I'm wrong. Is it not possible to set the default for a config value to an i18n translation? "cfgNpcName": { "Default": "{{i18n:mynpc.name}}", "Section": "general" },
Say there are schedules for Mon and summer and it's a Monday in summer, which schedule would be followed?
I'm pretty sure the default is just what's in the default.json itself
the first in the list https://stardewvalleywiki.com/Modding:Schedule_data
Tbh I'd just open it in an image editor with 16x16 grid
I guess I'm just wondering what is the best way to let translators change an NPC's name in the default.json, but also let players change it after that
anyone know how to use ja to cp converter? trying to understand how to use it for converting mods for personal use
i have no idea what im doing ;-;
I know how to convert mods from ja to cp but not using a converter
How do u do that
Depends on the mod for how you go about converting it
For me i want "Statue of Anglers Sorrow" to be converted
probably learn how to add new objects/craftables with CP, and reference the associated JA fields (textures, name, price, etc.) when writing your CP code
Also that sounds like a c# mod
I have no idea whats a c# or ja or cp or whatever lol im basically a dumbo
trying to convert korean blossom to cp.
if i knew how to code id do it by hand but im struggling with cp already.
the other converts give tutorials but not ja to cp.
One helpful approach is to find another CP mod that does something similar to what you want to do (and hopefully does not do a lot more than that) and reference that as your guide.
to replace renovations, would i just use load like i did with the farmhouse map layouts for the first upgrade
The CP docs are also good
a daily producing PFM machine actually, so not as bad
k. i feel so stupid... everytime i think i get close to getting it to work something else occurs. it's a bit frustrating.
like recolor replacers? not too hard. but content patcher? something occurs..
as mentioned (if the converter doesn't work for you), you're basically learning to make a CP mod that adds a new object, with the advantage that the sprite/description is already done for you
mhm ;w; i just gotta find something similar
it adds crops, trees and recipes
ja still works but i wanna use the cherry blossom recipe mod alongside it
yee?
I need to replace renovations should i just use load like i did for the first farmhouse upgrade map
or are renos different
loading the map edits is probably fine, but if your farmhouse dimension is different you'd need to edit the coordinates as well
someone more familiar with this stuff come here pls
lolol dont worry ive figured like 90% of this out on my own already
like changing in and out of swimsuit and water stamina regen i figured out myself earlier
I think you're thr local export sleph
just wanted assurance that i wasnt gonna destroy everything
im ok with making mistakes as long as they arent permanent lmao
Is there a command like load that i can add in to ignore extend corner room
cause the reno i made there combines corner room and extend corner room so id like the game to forget extend corner room exsists apart from straight up removing the files
so how hard is it to convert a ja recipe mod to cp?
especially if they use modded items?
not hard, its like adding a regular item with cp
if you can add an item with cp you can convert it
one of the easiest things you can do besides an image replacement
hmm ok! the hard part for me is setting up the json
for me
as ya can see i am failing making a simple texture replacement ;w;
you are orange
You can probably just null that existing renovation?
can i use null as an action in the json
probably ;w; prob an orange cat
i made one simple mod
and even then i had help the inner gifted kid is screamin at me ;w;
I believe you'd use an EditData action that targets Data/HomeRenovations and set an entry as "add_extendedcorner": null
the cp docs have the answer you are looking for, as well as the Modding:Items page on the wiki. there are also several mods that add items that you can look at. you just gotta find your resources
essential part of modding is learning to search extensively for your own benefit
bc u learn stuff that way, rather than someone telling you every step
ahh sorry ;-;
I was actually updating my bathroom renovation maps earlier because one of my friends found an issue if you place down furniture two tiles below the PoolEntry tile that lets you escape and swim outside the pool, which I didn't want exploited. >_>
i might be a visual learner too so im very used to visual tutorials
imma re read that doc again cause i can't give up not yet
even tho it takes my brain longer to process just text.
the entirety of modding is just text though so im not sure how else someone can help 😭
Words are kind of tiny images
so true leroy
Hey I sent you a DM! If you're on mobile you might not have seen it (mobile discord is so bad at showing the message request notification).
oh sweet! thank you!
i just saw it :3
Holly shit, talking about "visual learning" made me realize I should probably make a graph to explain the FF json structure
yeah i usually learn faster when things are demonstrated and i tend to feel real dumb if i can't learn fast enough. thank you public school!
Anya has a mind of her own. She is deciding to randomly stop when on the way to a schedule point. Any reason why this might be? I've checked for errors and there aren't any.
obstacle in the way? does she not have enough time btwn points? are map warps not set up properly? are you skipping around time to test this?
A black tile?
thats not how you null a file
fk
GREAT LMAO
SOMEBODY WITH EXPERTISE OR A COMPUTER, COME HERE
THATS HOW CONTENT PATCHER HAS IT 😂
wait on yoba?
No obstacles in the way, plenty of time between points,map warps work properly. Only thing is, I have been skipping time, will that cause this?
most likely
yes skipping time does that
npc schedules are v sensitive to time shenanigans
could there be a black tile behind other tiles iin the map? ^^
also, patch reloading in the middle of a schedule will fuck it up too
it makes npcs void walk if you patch reload
Ohh ok - gotta watch her entire sched then lol
i learn unfortunate things whenever i test stuff with my npc 🤣🤣
anyone know how to null a file thats not the way i have it lmao
pro tip for testing schedules: this mod https://www.nexusmods.com/stardewvalley/mods/28198
That's not valid json
I don't know how Data/HomeRenovations works, but the correct way would be
"Entries": {
"<key>": null
}
I'm guessing you'll need to use "TargetField" in your case (search the CP EditData doc for it)
^
What's the full example?


