#making-mods-general
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||no more lag||

I check the list occasionally to make sure all my stuff still shows up properly
At one point I forgot to link my github so they showed up as closed source and I had to pr it
oh! okay thanks for pointing that out
uhhhh did something happen to the stardew valley wiki????
that's a nice name! sorry i didnt see this before because i went to sleep
I'm following a guide made by the person who made Alternative textures, and well... Clicking on the link they gave to the stardew wiki led me to this page....
!wiki
The official Stardew Wiki can be found at https://stardewvalleywiki.com/. You can use </wiki:1127859742937710612> in #governors-mansion as well!
(Wrong wiki)
Someone should let the Mod author of AT know...
oof
(it used to just not connect)
XD
hmmm.. domain expires in December
Schemes
which one
the lawful good thing to do is just redirecting it to the main wiki
or the modding wiki for chaotic good
Communitywiki
The chaotic thing would be choose a random wiki (Minecraft, pokemon, sdv, sdv modding, etc) and redirect there
how do you make multiple of a map layer? like two building layers and such
has to be pubg
Given what we saw earlier I think pubg would be fitting
iirc you just add a number to the end
does that work? maybe i did something wrong before but it caused errors when i tried it before
ohhh i added a space
thanks nvm!
you can do Buildings2 or Buildings+2, those sre the ways ive seen
i am a buildings+2 enthusiast
(you can also do negative numbers to draw the layer lower AFAIK)
Correct, tile properties only work on non-numbered layers.
nodnod
By the same logic, collision also only applies on the non-numbered layers.
So Buildings2 will not prevent walking through the objects on it.
thank you!
can portrait mods made for the latest stardew version still function on 1.5.6?
really basic portrait replacers, I mean
provided the content json format is downgraded, yeah
Ok, thanks!
Curious, what's keeping anyone on 1.5.6 nowadays?
One more question, if you don't mind. Do I get my nexus update key after the mod is uploaded or before? I just attached the zip file to my mod. I also don't know how to veiw my mod id yet
Probably mods that have never been fixed for 1.6
Well that's kind of what I'm wondering. What are the major ones that people are missing.
its in your url when editing the mod
dont need to publish first
Thanks!
i havent a clue honestly. im thinking about maybe super old npc mods and whatnot that use tmxl or other dead framework mods that havent been converted
i looked through the comments on tmxl recently and its people begging for an update, but every single mod that requires it? is an npc
A mod is considered incompatible if players can't reasonably use the mod (e.g. it doesn't load, crashes on startup, its main features no longer work, etc).
The mod compatibility list is updated manually, though I have scripts to simplify testing new/updated mods in bulk.
ah okay!
@fierce vault congrats on release! very excited to see your art in my save :)
Thank you! That mean a lot!
(I have been lurking and watching your progress on the art with great interest lol)
I’m really glad I went with my first version of the project, because I almost didn’t use it in favor of another one I had made which looked less unique
I used the mod preview to look at my own files, and for some reason there is a: 📄 .DS_Store (0 B)?
Is this a byproduct of it being zipped? I’m just kind of curious about what it means.
Lol, hearing it’s a mac thing makes sense now that I know 😅 Macs have always been kind of weird for the stuff I want to do.
hi hello uh. i have an idea for a mod and i would either like to do it myself or collaborate with someone on it. its base form would be with content patcher, but it would have a more in-depth/evolved version with a dynamically changing character. where can i start?
what does dynamically changing character mean
something similar to immersive shane, where gift tastes change after a certain event. the character in question is clint.
that can all be content patcher
Yes
yes
excellent! thank you!
ill go submit that pr then heehee
submitted nya
when the wiki says "internal npc name" does it mean the name in the dispos json or the id of the npc?
the id
the id. the key in their Data/Characters entry
correct
you need to do EditMap to use tokens
and by that i mean directly put in whatever map prop
thank youuu i wanted to make sure
(you have to be within content patcher to use tokens. tokens are a content patcher feature)
Okay SO
y'all I'm looking into how to migrate at least our baseline mods for console
For PlayStation we'd have to create an app based off of SMAPI and basic web browsers and get the big guy's approval, but considering who he is that would be pretty easy.
Xbox, preferably we'd code some form of access to GMCM and/or GitHub/Nexus/perhaps our own mods database that the Ape could just. Splice in. Preferably this would be already all set up by us so he doesn't have to do any more than plug in the code. We'd probably need to do some jailbreaking and testing before presenting it to our overlord
Nintendo... Nintendo would be illegal ||so we'd have to find someone who knows how to jailbreak and get in that community and hook into all of the modding resources there||
anybody in to mess around and find out with me?
im surprised that SMAPI on playstation is considered easy
do you know how much nonsense we have just for android smapi 
i'm not certain that will be easy
Easier than with pretty much any other developer
i am absolutely not on board for the rough time i expect you will have
as with android smapi, i imagine pathos' stance will be "fork and have fun"
very fair I'm just poking around to see if anyone with more experience than my minimal mess with CP is interested in guiding me in at least starting to figure it out
I do know a fair amount of code, I'm not quite so crazy as to dive in without that lol
you probably want to get the "permission from CA" thing sorted out first, since i expect you will get a No and then you can move on
That makes sense
!switchmodding
Modding on the Nintendo Switch is technically possible in a very limited capacity, but it requires jailbreaking your Switch, which is only possible on select models or by physically altering the hardware of your Switch, and can run the risk of bricking your console and/or being banned by Nintendo. Only visual texture and dialogue replacer XNB mods can be installed. Due to these limitations, we do not provide guides on how to mod the Switch and it is up to the individual if they want to take these risks.
this is my first time getting further into the community than my brief forays into the forums and all the mods
hm wheres the other one
basically switch is 1. jailbreakable 2. unable to run smapi so xnb modding is your only choice
interesting
other consoles are going to be in the same spot unless you get smapi to run (a load bearing statement)
Godspeed
then you can annoy various mod authors when people come to them with cursed playstation smapi log showing mystery platform dependent code problems
That would be entertaining until I get worried about annoying people and immediately start trying to help 
do you have a plan/prototype to get smapi running or are you banking on asking CA to add smapi to consoles
it is just hobby thing so do what is fun, but i am basically describing what happened/is happening with android smapi
the android dev is currently going through pretty much each and every C# mod to identify incompat issues
and a lot of the time the solution for said issues is "disable the affected features"
that could be your future
Okay, that's good to know.
No, the plan is not just ask CA to add to consoles. My plan (good grief even the first part is going to take me a year at minimum lol) is to jailbreak an Xbox and PlayStation until I can see the code, start comparing them with SMAPI and Stardew, work my way through HTML and any other necessary codes and maybe hopefully find someone who knows more than me about hooking in to online stuff such as browsers and multiplayer, figure out how to make SMAPI compatible with Xbox and PlayStation individually, and THEN after probably years of delving through code throw it at CA and ask for permission pretty please
If there is no permission... Welp
where does html come in on this
It's usually the language used for websites etc
stardew valley is programmed in C#
this is what i mean when i say get that part done first, and save yourself years of headaches
No it's just probably going to be part of setting up the PlayStation one
Yeah... I can see that now
Anyone know how I would do so?
u could just ping ape he is in here 
oh
but its probably more prudant to ping pathos instead
🤦♀️
chu please don't tell new server members to ping CA /lh
cus pathos works on game and smapi so he's perhaps the most qualified person here to give estimate on how hard it might be
i do wonder if consoles have aoc
aoc?
*aot
ahhh
Hmmm
I shall have to investigate
I'll get at least three published mods under my belt with at least one self-reliant (as in no CP or other libraries, not no SMAPI) before I ping pathos
because while I'm definitely ambitious, I'm also self aware enough to realize that if I can't figure out that much first, this will go nowhere
The primary goal is going to be to get to a point where CP, FS, and AT are working on Xbox and PlayStation, along with SVE, RSV, and ES
Because once those are down people will just run from there
I don't think you are going to get a CA endorsement to do console jailbreaking, and you aren't getting first party modding that has any of the functionality that SMAPI has.
First party Content Patcher would be theoretically possible, but based on how restrictive Bethesda modding is on particularly Sony, maybe even then no
Okay that's good to know, I'm more familiar with Xbox
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
Oh yay, time to find people as insane aka completely as me!
my understanding of the Bethesda console modding, is no native-y user generated code is allowed on xbox (read: SKSE64 plugins)
and playstation was more restrictive again
u can go the other way
full xnb conversion of SVE
its theoretically possible for most of it's content
need to write the complex types packer tho
SVE has a decently sized C# component
and conditional map patches
(Anyways. Godspeed.)
yeah... Not sure how that might work with xnb, unfortunately
Thank you
instruct users to change to disk 2
I'm going to stop yapping and start researching further lol
i think lack of monster spawning is prob worse
no vanilla system for that
but iirc SVE's C# is mostly bells and whistles rather than "why are you using this mod without the C# component"
trying to make a set of custom portraits show up from once upon a fleurine but only the original ones show
idk if it's the content json or the manifest
https://smapi.io/json/manifest/a8f55d21a7d1481195a3e822512ae602
yes it's null until i finish testing it
any idea how to fix it? she just has her regular outfit and her winter outfit like vanilla
i got permissions from her already
target shouldn't have the file extension, which I don't think cp will remove for you
well the file is in the asset folder
how should i set it up then?
this is what my file folder looks like
other problem with that folder structure is using {{Target}} rather than {{TargetWithoutPath}}
is this better??
it'll target her spring-fall outfit and winter outfit respectively right?
i might of fixed it??????
https://smapi.io/json/content-patcher/e02b8bcee54842e1a528a37b7564d1b0
You'd need to Load the asset first before you could do EditImage them.
(And if you already Load them, then you shouldn't have to EditImage them unless you want to have multiple portrait styles.)
Oh wait, is this a portrait mod?
Then that looks right. Though it's better that you don't do a When conditional for Winter.
can someone help me with my errors? for some reason, im getting an error about a specific tile id. https://smapi.io/log/1c7c0030d03140c69257280d5f8938f6
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 21 C# mods and 15 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
That means you edited the map without having all the tilesheets in the folder with the map. To fix, put all the tilesheets in the folder, make a small edit, save.
ohh okay
thank you!
also, for some reason, my alwaysonfront layer of my map is shifted. i keep editing the map to fix it and it reverts to that for some reason?
are your ToArea and FromArea the same coordinates?
no problem, glad it was an easy fix
unfortunately it still won't show..
how do you set tile properties with content.json?
like this
oh! thank you, i couldn't find anything on the stardew modding wiki, ill check that out
You can share your SMAPI log if you want.
Hey, is anyone here free to play my hairstyle mod and answer some questions? You need SMAPI and fashion sense and my mod of course hehe.
i can!
i got time
Ahhhhh thank you so much! Is it alright if I PM you!
Aa, your SMAPI log, not the content.json.
i'll have to rerun it with the mod inside to get the latest one
only way i could get it to work is to make it a replacer.
i'd like to make it a non replacer.
i'd like to make sure it's named correctly..
Yeah, a SMAPI log would give info on if it's patched properly.
should it be fine to just put the log in after i get it to the start menu or do i gotta play?
my logs never wanna be short enough
my latest log
https://smapi.io/log/99a4ecb7f3a04600a992a7d0041aa52e
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 429 C# mods and 1204 content packs.
has a FromFile which matches non-existent file 'Assets\Portraits\totsFleurine_Spring.png'.
weird, did you make sure to save the file
It seems that you've actually deleted the files from the original mod.
oh wait yeah that's from the original mod
well i got desperate and tried to replace the original files
i kept a backup cause the mod i made wouldn't load it right
Yar, you'd need to put them back in first. Your portrait mod wouldn't be able to edit them if the original mod failed to load it.
well even before it wouldn't load at all
I mean, make sure everything is in the proper place first, then we could see what's wrong.
idk if i got the content json right.
ex. this is what the non winter file is named: "Target": "Portraits/totsFleurine_Spring",
cause the original file is called Fleurine_Spring
The Target asset name doesn't need to have the same name as the file name.
how is it supposed to be set up?
there's 2 portraits i'd like to replace with my portraits
This should already be right: https://smapi.io/json/none/c9a8807336b34023a54b2600ab0e5ee9
Which is why I asked for your SMAPI log, to see further why is it not patching.
So set the original mod back to what it originally was, set your portrait mod with that content.json, then load the game and share that SMAPI log.
ok! now it works ;-;
just making sure it does
hopefully i do not have any other issues
Anyone know why an NPC might not apear in their social menu entry? The box where they walk facing various directions.
Jade isn't currently but her walking sprite is fine.
Nothing in the log I assume? Is the sprite size defined in the character data? I'm just basing this off of looking in the code, not experience. If that's all fine then maybe there's something going wrong when you click on her in the social menu list to get her data.
Can someone please tell me what I've done here to get this error? It was working fine before, but I definitely accidentally changed something in my content json and now this is the log: https://smapi.io/log/07a4de13662245efb95e8605255979e0 and this is all that's left on the json: https://smapi.io/json/none/6e0f0f6fe9164eaea6d85472f232011e
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 1 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Like the log says, you need to specify Changes in the json
is there a token for the farms name? I'm writing dialogue for an npc and cant find anything on it
Oooh wait, I'm dumb. I literally deleted the word changes and the punctuation. Sorry. I clearly need to sleep. Thanks
probably in StringsFromCSFiles
how do i have multiple door properties? do i just repeat the parameters in one line to have multiple doors in the map properties?
also, my map patch has a wonky shifted layer still. i triple checked if the patch code x/y/width/heights were all good, and in tiled the file definitely isn't shifted.
None of them have their sprite size defined I dont think
oh, there's an error in my smapi log
sprite size should just use the default then... I'm not sure in that case what's going on
There's nothing in the log: https://smapi.io/log/4292b4d89a9448d0acad339e18263575
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 59 C# mods and 82 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
my error log: https://smapi.io/log/e6d4512c76a94a08b55d59a88c0ca541
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 21 C# mods and 15 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
My only theory is an unexpected behavior because it's winter and that could somehow be throwing off Jade's sprites
everyone else is fine
Does Jade still do this on a minimal mod load?
unsure will check
nope still doesn't work I"ll try a different season
summer doesn't work either
her data is loaded conditionally, I wonder if it's that?
nope
I got a question
So basically
This mod
Collides with the frontier mod
Cus the cave mechanism that it has so you can basically use the train thingy to go around the map is there a way to basically turn off the cave change from the frontiers
Like the map is cool and everything but I have a running mod that makes me fast so the cave is useless
Idk where else to ask Really so I much appreciate it if you'll lmk or try to help
This is the mod
The cave gets changed in this map ofc and I want to turn off the cave change thing
Is there any like configs to do or whatever
hi if anyone can answer, i still have the issue with the layers but i resolved the errors separately now
click your AlwaysFront layer and check the Horizontal Offset in the layer properties. both offset values must be 0.00
Here's the mod if anyone is bored and wants to try and figure it out, or just wants a sneak peek at an early-ish alpha. (The problem: Jade's walking animation is invisible in the social menu/gift tastes page)
i am using the horse overhaul mod and for some reason, it makes it so that i already have the horse flute but i actually want to earn it not just have it in an instant. is there a way to change that in the files since i don't see it
i already disabled the horse flute option to warp in the config but it still gives me a horse flute haha
I don't see anything in the description saying it gives you a horse flute (assuming this mod https://www.nexusmods.com/stardewvalley/mods/7911) and it even seems like it specifically expects that you do not always have it. That might be another mod giving you the flute or it might be a bug
There isn't a sprites file just named 'Jade' in the characters/Jade folder (they're all Jade_season etc), could it be looking for one?
i disabled the horse overhaul and it doesn't give me a flute anymore, might be a bug yeah
Nvm I misunderstood I'm tryna add the fantasy farm cave and all that and the immersive farm remastered won't load the cave but some Minecart cave any fix for this
There's one loaded as just Jade though
But good thought.
Yeh i maybe forgot to load it
That would track, seeing as the social tab uses the default texture/texture named for the internal ID and ignores anything set by the appearances system
Yeh i thought id loaded the spring one as general. But failed to change the name
Thanks guys!
holy shit, there's a puzzle game steam sale, I'll be gone for a whole month at this pace
Hello guy, i have question
how can i hook Game Furniture.draw() and copy into texture2D?
example, i want clone TV Furniture texture2D
if you want exactly Furniture.draw then harmony prefix/postfix/transspiler, if you want the ballpark then one of the RenderSteps is good enough
oh ok, i have already use harmony patch prefix & post fix capture sprite batch draw
one sec, i will test & saving into file png
Ok, so I tried to make a framework, but it's not detecting my CP mod. I have been trying so long to fix it. Can someone tell me what I did wrong?
Framework: https://pastebin.com/VAJnaXRc
manifest + CustomChannels: https://pastebin.com/mKpYBqQ8
Your second link is not a cp mod
Yeah, you seem to have two different methods going. Your framework mod looks at asset data, which a CP mod would edit, but that manifest is set up for a non-CP framework and isn't set up like a CP mod.
I suspected it's the CustomChannels. The guide I saw didn't specify how the CP mod will be written exactly.
Oh I see so I actually write it like a CP mod
Yeah. CP mods targeting your asset would still need to use "ContentPackFor": { "UniqueID": "Pathoschild.ContentPatcher"} and the usual CP pack formatting to edit your asset (your framework's ID + /CustomChannels, from the look of it)
But I wanted to make it, so there is no need for that, like making it stand alone.
You can, but you'd need to use SMAPI's helper to load content packs, rather than edit a data asset. It's a different setup
(described here for reference, in case it comes up)
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content_Packs
Can I ask why you dont want people to edit using content patcher
Nah I will just go the CP way it feels better
I don't have a reason not to. It's just not what I imagined while writing the code and that was the problem.
I actually did try EditData but not with framework's ID + /CustomChannels
Yeah it does feel a bit like content pack for has become the less ideal version. Cp has just gotten so powerful
There like a handful of reasons you might not do it by CP
For example if you explicitly don't want your data to participate in invalidation
Profiler content packs want the stability of not changing and being loaded earlier
One day optional content packs shall be a thing
But yeah for most usecases whatever you were going to put in your content pack structure could just as easily be embedded in an Edit data in content patcher, and now users have less folders to care about and get all the CP functionality for free, along with also supporting any other smapi mod too as they also can participate in the asset pipeline journey
Most other mods that did content packs also had to have a C# API to effectively register the same thing, with the notable exception of content patcher itself (due to itself being an interface to the asset pipeline)
CP functionality for free covers most of the reasons why I went away from having a Content Pack format
Mod authors these days have a sort of expectation of being able to ship their mod as a single Content Patcher content pack rather than a collection of multiple different mods that work together
Sorry forgot to say thanks 
my initial reasons for having a Content Pack format for FF is to
- separate clearly "Furniture for FF" and "Furniture for CP"
- having a json schema people can use to validate their files in real time
As the latest version (in testing), it's also possible to directly do an EditData to a "default pack" to add FF Furniture directly through CP to get the best of both worlds (if I'm not forgetting anything)
For 2) i suspect there is a way to incorporate schema for a specific editdata Target
TargetFields makes it complicated though
I don't understand 1) as a reason
Hi there. I was wondering something. Is it possible to modify entirely the map by any chance?
I've been wondering about how much could take to make a full Harvest Moon GBA/DS make over to Stardew Valley
if you mean retextures then sure, that's simple
I know, Ive tried but, I mean, restructuring the town...?
I think it's a weird fixation from me, something about how mods are tagged [CP] or [FF] on Nexus, and something about the pride of being completely separated from the horrible vanilla Furniture data format
that's map editing
yeah, thats what I meant
Yeah map edits are possible, lots of mods edit vanilla maps to add their own stuff
I don't particularly recommend total replacements because of mod compat issues + you may run into certain hardcoded assumptions the game still has + you also need to edit schedules, events and the like
Guys what emotion is that second portrait supposed to be for. I’m making portrait mods but I’ve not interacted with the wizard enough to know what context that second face is used in
I see
happy
happy
The wiki says it’s surprise but it looks like he’s smiling yeah
uh where
that's just how the wiki uploader named it
they're not named anything
but the traditional convention is neutral-happy-sad-unique-love-angry
When calling SetNPCInvisible in a trigger action, if the trigger action is DayStarted and the value is 1, will the npc be visible again the next day?
It's a little finicky on some npcs
Especially ones that have fewer expressions in vanilla
Hrm i thought it had to be 0
You need to be careful with wizard - there are alternatives
I could try 0. I just want to avoid making another trigger to unset the invisible flag at day end xD
At least two if not three alternative common portrait layouts for that sexy bastard
I wasn't aware setinvisible had a time
Well i guess u can just try both and see if they r still invisible
I don't remember either
Alright, I'll try 0 first. Didn't think that would be an option that works, but it seems safer if it does!~
btw, is there a better way to check for combat mastery than whether the player has the anvil crafting recipe?
I couldn't think of one
There's a stat
thank u! that might be the problem
anvil recipe is probably the best method imo
farmhands cant check stat of host, but I dont know if that will be a problem for your use case
Well it's mastery which is per player
what if "do this thing if any player has mastery"
though maybe the host doing that is good enough™️
yeah I said as much, which is why the recipe method is more reliable
Alright. I'm using the recipe method because it's an event trigger per player. Just was wondering if that was jank xD
Thanks guys
0 was correct, btw
Hey guys, I'm pretty new to the modding scene here. I have a few questions regarding content patcher. I've been working on a simple mod to replace the music in game for myself, but I've ran into a problem.
When it's raining, there's no music playing in game, I can do a workaround by replacing the rain ambience with a music file, but that's not what I'm aiming for. Is it possible to add music (to music channel, not ambience) while it's raining with content patcher? If so, could anyone help me with that? I did notice there's a weather "rain" check, but I don't know how to implement it.
I looked around the modding:audio page, but I couldn't find a solution after looking at the examples. Any help is appreciated, thank you!
There's not a way to do that without c#
Also, the game can only play EITHER ambience OR music on the background track, not both at once. You can still play music on top of the background track as a regular sound, but you'd need to manually manage splitscreen and crossfade
Ahh I see. Good to know! I'll look into that, thank you! 
Alternatively, you could create a music track that has the ambience baked into it
And then either replace the ambience track or fiddle around with location data and cp conditions
Yeah, that's what I'm doing at the moment, but I'm just trying to separate it so that when I lower the music channel in settings, it'll only lower the music, not along with the rain ambience.
Thank you again!
Just realized this month marks about a year for me since I started modding. What a difference a year makes! I'm still making mistakes, but they're impressive mistakes.
Just finished troubleshooting this gift response which probably should have been an event, but I needed it to be able to trigger if I fished up an item in a location without requiring them to leave and come back "AcceptGift_(O){{ModId}}_SpectralSturgeon":"$query PLAYER_HAS_SEEN_EVENT Current {{ModId}}_RipleyIntro_Spectral, PLAYER_HAS_ITEM Current {{ModID}}_AmuletOfExtraction#$action RemoveItem (O)sdvhead.LawAndOrderSV_AmuletOfExtraction#$action MarkEventSeen All sdvhead.LawAndOrderSV_SporkReturn#{{i18n:Ripley_AcceptSturgeon_Success}}|{{i18n:Ripley_AcceptSturgeon_Failure}}",
Hey. I'm playing with a few enhancements on Better Junimos and Better Junimo Forestry redux.
Neither has had a build in a while.
Hawkfalcon, afropenguin, ceruleandeep?
This isn't the channel for bothering mod makers for updates 
there is no channel for that 😌
I have a question. After converting a Custom Furniture mod into Content Patcher, where exactly that furniture can be bought?
They are just items
By default all furniture that's not marked false random sale can be found in the furniture catalog
ooooh the Furniture Catalog can be purchased on JojaMarket right?
You can make your own custom catalog by creating a shop then opening that via some furniture action
Which has 3 cakes so pick one out of calcifer spacecore mmap 
In the converted I put the condition to be sold on JojaMarket but I went there to check and it didnt show anything
The furniture catalog is normally bought from Robin's
If you want your furniture to show up in the joja catalog you need the context tag
Things are also very different now
how do I do that?
Check Data/Shops in the decompile
HxW furniture tend to have custom catalogs you can reference
Oh turns out the setup for being sold on JojaMarket was only on the DGA version of the converted mod and DGA is broken
(AnimHair Mod) 150k+ Unique Downloads... 
I'm looking to find out if I can continue on my own and possibly release when ready. Or if they want to take it all as PRs and keep owning those.
No pestering.
You'll need to look at the licenses of each, assuming they are open source
It's fine to just make your own Even Betterer Junimos though 
I'll reach out to them by GitHub contact instead of this discord I guess
Better Junimos is open source. MIT, I think
I'm not putting out "bigger betterer" anything without reaching out for the OG
I would definitely try a PR first, but if the author hasn't been active in a while, a fork might be your only option
The name is a joke but it's perfectly fine to have mods that do similar things
There's 3 different automate the machines kind of mod atm
Each with slightly different theming n design
Mine would not be different from those two in a meaningful way. Bug fixes and tweaks
Yeah that is valid too, PR seems like a good bet though im pretty sure cerulandeep has been inactive for a while now
Last commit on BJ was 6mo ago, everything else in their mod repo hasn't been touched for at least a year
Yeah, thus afropenguin's redux.
I'll figure it out. Thanks for the guidance
Hello, have any idea how to optimize this
-
myRenderTarget.GetData(pixels);
What are you trying to do
performance is very bad
I'm pretty sure it's a GPU > RAM copy...
Hey, i just want to read render frame buffer per sprite
and send back to network
or should i use other way
Sdv3D...
lol
The one true SDV3D. 
I'm not very ambitious so I'd simply use unpacked textures as regular old assets for this
Monogame can render 3d though, and i have seen ppl just do this directly in smapi through witchcraft
sorry, i can't access that link
well now I'm curious what that link is bc I don't have access
Hi, I am new to modding, I have trouble finding a tutorial/guide on how to make custom clothing, hairstyles and NPC walking sprites, could someone kindly give me pointers? I am lost looking at the sprite sheets from the Content folder... Like, I can tell the first image in pants is when the player is standing still facing front, the next one is turning right, etc. But there are so many! And I don't know which one corresponds to which movement, or which piece of clothing correspond to which.
Oh, really? Well then...
1.6 alpha
ah, before my mod making days
Cursed.
it's ok, but i want to use real game renderer
and we can tracing renderer into AR phone
Not my area of experience, but I do know there's a lot of sprites to deal with. This is where I'd start: https://stardewvalleywiki.com/Modding:Farmer_sprite
NPC walking sprites don't really have clothing separately
Who asked for this
Oh, yeah, I misread that as farmer
It might be better to use virtual files for interop if you're using c# for everything
I forget exactly how you do it but you can have shared regions of memory across processes with c#
I think it'd be neat if a 3d mod kept the 2d styling similar to this LoZ remake https://youtu.be/xwP-GS1WwBY?si=hHFXEVS18N4gn7Qt
Recently I decided to take the original Legend of Zelda and turn it into a new 3D game. This video will showcase some gameplay that originated from that project.
You can watch the original video to see how it was made here:
https://youtu.be/Kp6LP-G-DGs
Patreon: https://www.patreon.com/CodyCantEatThis
Main Channel: https://www.youtube.com/c/Cod...
sorry, but i want to send texture bytes with other platform
PC + AR Android
If you want to edit NPC visuals, that involves targeting NPC sprites and portraits with Content Patcher image edits which is relatively simple. That doesn't involve the pants and such sprites that the farmer uses
It would also still rely on the slow GetData() to get the data from VRAM into RAM in the first place...
Yeah but you can use net core on android
Oh wait you want it to be tethered
There are useful docs: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
what is tethered?
Running on one device and streaming data/video to an external device.
yes, i think i should go deep & deep how to copy frame buffer from GPU with less overhead
If you need to get it off the gpu, there's no avoiding the memory bus, which is almost always going to be the bottleneck
i not sure, i just need to run game SMAPI PC and send back into Unity Android Wifi
here performance
It's godawful but https://github.com/atravita-mods/StardewMods/blob/1296271e856e7b801f1ba1dd15ad30fe31ab5b2c/ScreenshotsMod/Framework/Screenshotter/CompleteScreenshotter.cs#L576
huh, use opengl, good idea
Yeah, I'm not sure that it's just the bus that makes GetData() slow. If it was inherently that slow, screen capture wouldn't be a thing.
thanks i will test it
Sorry to bump in, but how would I go about adding hats to the game? (Aside from Fashion Sense)
If there's a way to do it through Content Patcher, then that would be ideal.
Haven't found anything so far, will keep looking.
[[Modding:Hats]]
You can edit Data/Hats and add it there
Non fashion-sense hats have size limits
Here's a mod that does it
I think I'll have to improvise then.
It's pretty bad regardless
Man, why do I always forget that the Modding wiki exists?
But that code is 30% faster than calling getdata
(fixed link to cp instead of fs version oops)
When making a child NPC, do I need to set their gift tastes to hate beer, wine etc or is that automatically dealt with because they're set as a child?
I guess it depends on what kinda hat you are making
The size limit is like 32x32 per facing direction or something
Artisan goods are universal likes by default
You'll need to add them
That's good to know, thanks
there's a context tag for alcohol items
thank you! I'll check it out as soon as I get the base item completed
You should make them spawn fireflies (so I don't have to)
I would link u how but alas I forgot to commit
can you guide me?, how can i access OpenGl class
reflection
Woo, that so cool
That's every frame?
yes haha
around 1 frame render 10 object
10 object * 3ms = 30ms per frame
still need to optimize
So what does AR sdv mean in the end
Now that's what I'm curious about! I want to know what this end product might be.
Tbh I've wondered if I could pushvm texture2d ops off the main thread if I'm not currently rendering
But that doesn't get me much
I feel like you don't actually need to send texture data every time right
yes you can, but if you have mod animate texture, or movable, scale or something
you can't do in unity
so i just copy frame buffer object send to unity
If mod like spacecore is animating the texture then you'd need to intercept it at spritebatch right
Terror

Just force Android SMAPI to run like this. No on-phone rendering, exclusively AR.
Like if u had handler for objects changed
Plus a patch into spacecore and AT for their funny texture business
Just a small update on the Stardew 3D mod, mostly going over the new sprite rendering system and catching up from the last video since you guys blew it up!
Github Repo:
https://github.com/pixelreyn/starwdew3d/
My Links:
Patreon: https://www.patreon.com/pixelreyn
Discord: https://discord.gg/WCW3QwgY3c
Twitch: https://www.twitch.tv/pixelreyn
in this videos that so awesome
this is incredibly cursed but technically very interesting lol
Is the process of implementing HD sprites much harder than regular ones?...
It could be considered harder to have to draw more pixels, but then again drawing with less space is challenging for different reasons
idk if it's just me? but while the json works? i wanted this recipe to use any flours from wildflour's mod. what do i input to allow any flour to be used?
https://smapi.io/json/none/be7e02882ed6494e9afa7d6dafa920c4 Recipe json
https://smapi.io/json/none/07494e2b8e704610842475b66a89415f space chase json
your cooking recipe is named pastelillos de guayaba but the entry in spacecore is {{ModId}}_pastelillos_de_guayaba
they must match
ok! lemme try to change it
soo like this?
https://smapi.io/json/none/f25fd319dac248078dc1050349cdaac3
https://smapi.io/json/none/b9284d45d9074094b04e338e3c6b9463 i think i fixed it but im unsure
the first is the edited space chase json and the second is the recipe json
yeah, but be warned you'll need to buy the recipe from gus again since you renamed it
feel free to load and test it
kk i'll do that real quicl
the property for money
<money>
seem to be calculated based on other things?
for instance, the value when changed, it does reflect on the menu on the save file, but in game it doesn't affect it.
aer you in savegaminfo or name_123456
savegameinfo controls what's shown on the menu, name_123456 is the actual save file
I have modified both.
is the money in game depended on the money property?
talking about the primary file of course.
I've tried a couple of times, maybe I should try it again 🤔.
Kind of weird, this time it actually worked.
this time I tested on a new save file.
but this time I left the total money earned property untouched.
Can i ask why you are editing save instead of using debug command
I'm doing this one mobile, haha.
is that an option for mobile?
On phone u can enable cheats yea
To use chat box commands
I don't know the details of how sadly
interesting I have to check it out now
what's the option called 🤔
if you enable that during the save creation, I think I couldn't find such option.
Oh it's not within the game menu.
it seems to be an option in the save file.
<allowChatCheats>
The thing I don't know about is
Does mobile have access to chat
yep that's something I'm interested in knowing as well
they do somehow
Hi guys,
I am a new player to this game, I can't open this box below in my ipad, but my friends in PC can hit the key "T" to open this, so I can't chat with them, but I can saw their message, please help!!!:cry::cry::cry::cry::cry:
myuu has definitely mentioned using chat cheats via chat on mobile
do you have smapi?
I'm new to smapi, I'm sorry I don't really know what it is 🤔
I'm just learning how to decode and edit stardew save files.
oh, on android now you can use SMAPI
is it a third party app?
Narathip what if u add a button for this
!smapi
SMAPI is the mod loader for Stardew Valley. It loads mods into the game, provides APIs for mods to use, intercepts errors, and backs up your save files automatically.
See the player's guide to using mods for more info.
!androidsmapi
We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.
Do not harass mod authors to make Android specific compatibility patches.
I think it'll be helpful cus mobile cant just smapi console
This = the save edit to enable cheats
what a button name?
"Enable Save's Chat Cheats"
Allow Chat Cheats i guess
what is different between mod ConsoleCommands?
- It's vanilla
- You use it via the in game text box, /debug
im not sure, but we can use virtual keyboard
Yeah up to you if you wanna do it, just throwing out idea 
Where does the output go
smapi core
(i ask cus i have some commands that only print info)
what is mean?
I've enable that option, but I couldn't really open chat on android
So for example i have this command that prints some information about the global inventories the player have
This exist in case player uninstalled a mod and they lose access to a particular global inventory as a result
I just do monitor.Log for this, so i was wondering how would people see the list
Besides actually opening the log file i suppose
Oh i got it,
if you want to read log you need to use adb connect and adb logcat tags SMAPI-Tag
Maybe i should invest in showing things in Hud or chat then 
yes, i should make Monitor Console Menu
Date time money box scary
the season looking clock is not shown on mobile
hey fellow farmers!! i had a quick question... i've been working on a revamp of an old mod that was abandoned forever ago, but i am so, so new to modding. i was just wondering if anyone here might be able to point me in the direction of a decent guide - the short of it is i'm trying to make some changes to the heart events in game; that's it, really, but the mod i'm working on revamping adds an entire element that i kind of just feel is... unneccesary 😅 if there are any seasoned modders who could spare some advice that would be wonderful!!!
Hi everyone. I just released a mod, and according to what I read in the guide for getting the mod author role, I’m supposed to just ask for it in this channel, so… can I have it please? 😅 Can I join the cheeto bag?
(psst. i just updated Stardew & Chill mod because the second album came out, and permissions came through today ❤️ its sooo good )
!startmodding (though be aware that if the permissions of the original mod arent open, you cant distribute or share the files here or post your version on nexus)
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.
you'll want to look at the top bullet point, ignore the C# stuff
This is rather a basic question from someone who never really played stardew valley mods, And to make my question very simple I'll split it into 2 in short:
- is SMAPI all there's to stardew valley modding
- if that's official or a third party launcher in which the author of stardew valley didn't create 🤔.
i think you need to message bouncer. if you message bouncer and get told "no do it this other way instead" feel free to blame me for leading you astray
SMAPI is the modding framework with which basically all stardew mods (except for xnb mods) are made. it's not an official thing, but the main dev of SMAPI also works on the official game and coordinates releases with CA. but CA doesnt work on SMAPI
SMAPI is about as close to an officially endorsed third party modding API as you can get, basically
(if not actually officially endorsed, but im not willing to claim that without knowing)
Lassa just told me that I need a wiki account apparently. Maybe I’m just a paranoid person, but I don’t like signing up for a lot of things that could track me across other websites for data. I also am not the best understanding privacy policies either, though
I’ll look into it. Thanks
just to be clear: if i wanted to make a paddy spot in the greenhouse, i'd set that area with the Water tile property, and NOT WaterSource, right?
Thank you!!! I'm going to read through this soon ♥️
or do i even need to set an entire square as Water for paddy crops
by square i mean something like 7x7 tiles
not just 1 tile lol
Ok. I got an account. It wasn’t as bad as I thought it would be. I didn’t even need to give out my email, so I guess I’ll ask a mod if I did it correctly and if there is anything else I’ll need to do
Yeah dm bouncer for confirm
also, whats the range for a water tile to water paddy crops? is there a radius image for that
Yes you need Water
I was thinking of making some kind of Paddy tile property actually
The vanilla radius is 3 tiles away
mmm
You can check with data layers
tbh what size is the paddy (if u know off hand)
7x7
3 tiles away is a more useful description imo
Since most water is not like a single dot
The main consequence of using Water is that you can lose things
ahhh
It also draws the overlay but Water I stops that
Oh and you can't place anything on the tile
hoooo i see
Unless u have some mod that let you bypass
what about in hadi's mod
theres a passable center tile toggle but idk if u can plant there
You cannot
ah okay
I tested all that dw
And it's why i was thinking of making a specialized paddy tile property
yeah that sounds nice
then i can just draw over an entire area and go "dis a paddy now"
Instead of vanilla 3 tile range it'd just be the particular tile yep
But if u don't want additional dependencies then just do Water
It's fine 
ive been trying to develop a greenhouse for personal use so i . dont care abt dependencies particularly
Then I'll just go make it then, it's not hard
LETS GOOOO
Fun fact
planting hall dev might actually cry
(they were trying to figure out how to do water stuff unsuccessfully)
Hm did u need like
IndoorWater
What, do you think I'd do something useful?
I've been working on a fertilizer ||er. Does composting count||
Yeah ofc
I'm oldddd and tired and exhausted
Unfortunately. Fortunately.
hi this is random but since ive been feeling a bit discouraged so i just wanted to vent. as beginner i just keep seeing these amazing mods that are better than what i could ever do, and i just feel like is there a point? idk... sorry i just needed to say that somewhere
those amazing mods exist because someone worked hard on it, and your amazing mod shall join their ranks too 
modding is about making something you want in your own game first
haha thanks i just feel like there's just so much talent there and my mod is so much worse... but you're right i guess im really doing it mostly for myself and my gameplay at first
does anybody know if it's possible to do alt textures for items? i did art for the discus but discus irl come in so many pretty colors it would be a shame to not have more... not sure if there's a way to make it pick a random skin when you fish it/put it in a tank or if i'd just have to add them some way else (ie json assets or something)
kind of but it's cursed and at least a little bit of C#
oh god. i can barely handle the base content patcher stuff lmao
i personally think they should just be different fish though
maybe a bonus pack would be simpler lol
vanilla's discus is specifically blue discus after all
it makes sense to me if you add idk, prismatic discus
Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...
a fish needs 2 sprites, the item and the aquarium
ah perfect! thank youuu
i know im a bit late but i wanna chime in on this.
there is definitely a point. you have to start somewhere. everyone you see started somewhere. they all had to wade through the n00b days to get to where they are. its a part of the process. and that journey will cultivate a unique style and perspective that's all yours.
look for constructive criticisms- don't worry about if they're mean or not, just learn and improve. aim higher with each project. create things that fascinate you and you'll never be bored :3
the word 'arcane' means "that which is not easily understood". this is how we learn. stick with it, and you'll be a fine mage in no-time.
stardew valley was what put me on the map. its where i cut my teeth for gamedev.
in a past life (before i transitioned) i went by bwdy and i made a whole bunch of really weird stardew valley mods. they were janky and terrible, but they challenged me. i made polygamy, lockpicks, peopleseeds, starbot, sleepovers, moongates, and a few others. and with each one I challenged myself, and learned a ton, and they got easier.
and eventually i did retire most of my works and move on to bigger arenas, and i continue to grow and challenge myself. and because im always pushing my abilities, i'll always feel as though i'm still kind of a n00b at things. now i'm working even more in game development than i am in modding, and i'm still climbing.
and i wouldn't have it any other way. ❤️
be inspired. do neat things. great things grow from small beginnings.
hi sorry for replying late... i was on a different tab. but thank you so much for this... you really inspired me! i guess even concernedape started somewhere and didn't just create this masterpiece.
thank you so much ❤️
OH MY GOD YOU’RE!!!!! YEAH!!! i totally remember your mods
soon as u said lockpicks i was like HOLD ON… HOLD ONNNNN
every time i pass through here its a fresh set of faces XD
im glad at least someone's still around from the old days
but its also amazing that the game continues to draw in new modders. seriously, its such a special thing.
i still have dozens of half-cooked SDV mods just laying around. i keep telling myself that one of these days
but there's only one of me and so many stages on which to dance :3
yeah i didnt start releasing mods til… late 1.4? id say. but i was tweaking stuff here and there since 1.1 when ran was the dominant figure 🤣
1.3 to 1.5 was my hayday, personally
iirc the very first thing i contributed to was trying to help with the makeshift multiplayer mod
because as soon as multiplayer got involved SDV was my favorite game
then a mod we won't talk about. then a second mod we won't talk about. and then Polygamy was what exploded. the first multi-marriage mod
oh yeah that started it all lmao
i specifically did it because it got requested all the time and the answer was always "nah its not possible"
my implementation was a hot mess it was soooo janky
but it worked, ish
you went “hold my beer” and suddenly… the world shifted
and after that i found myself ever attracted to 'impossible' mods
at this point if we havent innovated on it its ca’s fault 
...are you saying its... impossible
its strange that ppl said anything was impossible tho, cus i always tell people you can do anything in C#
well that was The Beginning Times
yea how the wheel wheels
nowadays you can genuinely do anything with enough sheer power
it was certainly impractical
XD
we couldn't hijack dialogues at the time
so i literally had to try to detect right clicking someone with a bouquet
and just... stop the click
and pop a fake dialogue
which followed the new rules
but then if you used the hotkey it didnt work
that sounds so harddd
power and scope creeping those who can do cool things... /j .. mostly
(same trick i would later use to make people into items in PeopleSeeds)
it actually is not we promise
i love your username lol
oh yeah nerd sniping is the best
Hey! I also wanted to chime in as someone who (in my opinion) is still pretty new to all of this
I started mod making my turning Gil, Morris, and Gunther in to furniture... if I can go from that to making a (mini?) expansion for an NPC and working on an actual expansion ... you can too
It might be difficult to understand stuff at first, don't get me wrong I needed a lot of help a long the way, but you can still do it. If there's something you want to do, I whole heartedly believe you can do it, and the people here are really really nice and helpful too
i mean my first published mod was just editing wizard portraits to add more expressions for looking for love 🤣🤣
and my second was making clint hotter 🤣
everyone starts small
both noble causes
PATHOS-SAMA….
fear
(From what I've seen, the modders who are successful are often the ones who just stick around and keep working on it. Perseverence counts for a lot.)
sshh you'll spook 'em away
nah me and pathos have a special relationship. i bother him and he indulges my funny jokes 🙏
Perseverance is a great trait to have
cant be scared of that man when he’s my goat
also true
sheer willpower, perserverance and/or powerleved autism will get you far in modding
I had a mix of all of those when I made the Qi mod for sure
mine is a combo of 1 and 3 and thats how im here today LOL
lol i spent the whole month staring at .ucas fiiles in a hex editor to make a modloader for a certain new game
perserverence feels like an understatement sometimes
(as if my profile doesn't make that HORRIFICALLY obvious)
holy shit when you get into the hex editing youre in too deep
i just get burnt out too easily 💔 but then i just do stuff for hours and hours when i really get into it
hashtag relatable content
Sometimes you gotta force yourself to take breaks if you're hitting a wall...
and other times you get a sledge hammer and forcibly take the wall down -
they reallly needed that modloader XD
stardew modding has given me confidence for modding other games, though. so i ended up spearheading a modding endeavor for a game that came out a while ago, and i got to make my stamp on modding history
it was cool
that sounds terrifying 
same i've done this for a couple games now, its soooo fun being the tip of the spear
IT IS!!! its the greatest
and its all bc i started off stardew modding and growing my confidence in fiddling with files
i wont touch minecraft though. thats evil.
I think the first most important thing it comes to when making mods is to figure out what you want to add to the game and go from there. The whole reason I got into modding was because I wanted to add furniture to the game ... so I did... with gil.. and morris...
Minecraft is evil incarnate fr
HAHAHA
@ivory plume hey, someone asked somewhere so I was wondering: can/will 1.6.16 fix undonatable minerals showing as uncollected on the collections screen? Thanks in advance!
I tried to do stuff for that and wanted to explode actually
okay okay one tiny lil brag and ill shut up about it: im currently doing it for a bethesda game and that's basically like crazy that im actually doing it
but yeah, sugar. keep going. do it for yourself. dont care abt what others are doing.
slayyyyy
I can take a look. Having a minimal repro content pack to reproduce the issue would help a lot though.
Congratulations!!!
all good modding starts out by being a self indulgent venture 🤣
Don't listen to what others think either, cause a lot of people have a lot to say but at the end of the day THEY aren't the ones taking the effort to make something now are they?
(constructive criticism IS good but a lot of the criticism people get is not... at all constructive)
modding is basically just: “hey, i made this thing and i like it. and if you like it, that’s awesome! enjoy it with me”
sometimes others have good input tho - harvest the good input and leave any negative vibes behind. people destroyed my early work. and i grew rapidly because of exactly that.
That's why I clarified with the constructive part 
(I only became a mod author because I wanted to send a fix to the chest mod I was using, and it accidentally snowballed from there.
)
haha harvest because this is a farming sim
HAHAHAHA
humble beginnings!!!!
it starts off as “ooough i just need to tweak this one… tiny… thing…” and then you release an entire expansion
I added and changed plenty of things for my mods because people suggested them - whether that was kindly or not kindly - but I took the parts that i found value in - like, 'wow you might be an atrocious person but this part of your thing is pretty true lets see if I can improve'
i honestly started a week agoish? because i wanted to put a silly inside joke into the game lol
I 'adoped' a small expansion from someone and I ... have made it not so small because of course I did why wouldnt I do that to myself
im pretty sure the author of cornucopia (6480) has a super old mod that’s fixing a singular pixel on the largemouth bass fish
the beginnings
so like. go crazy lmao
amazing that we get to witness your ascent into greatness
today i saw a comment that said you made the "SVE of Mr Qi"
HAHAHAHAH
is that... a compliment
yea they were impressed by the amount of stuff
where even do you find these people commenting about my things I cant find them anywhere
It's the mental illness innit /silly
im def going to try out ur qi mod because honestly mr qi needs more content
you dont obsessively discord search every keyword related to your top mods?
I never said I didn't do that
that is always a horrible idea LMAO
wait we can do that?
mostly bc the potential of a negative comment is Way Higher and that might take ur life points down to 1 like in yugioh or smth
depebding on how u take feedback
Meanwhile I wanted to make Automate's chests to be less powerful making AutomateChests, and then got annoyed by how long it took to load with a large modlist which made Profiler as I was annoyed with how anecdotal it was and "try removing mods 1 by 1"
No
hey we can lol
no different than the potential for a negative nexus comment, though i imagine most people keep those turned on still. at least this server is better moderated to be friendlier
profiler is actually a crazy invention and you possess a level of skill i cannot fathom.
(i mainly search them just in case someone in modded-farmers or tech support has a bug with one of them tbh)
like pathos is pretty up there in terms of coding prowess and speed but some of yall csharpers are just straight nuts /positive
(or thinks they have a bug with them but is actually having a bug with another mod/vanilla but telling people its my mods fault)
Profiler at its core is very simple, its just stopwatches that start, let the work under measurement happen, then the stopwatch stops and reports that finding
pathos is better than they want anyone to know, im pretty sure XD
(I'm not some amazing coder or anything, I just have the perseverance to keep poking at something until it gets incrementally better over time.)
chu finds crazy stuff. they found chinese users reuploading my Portable Hole mod on some other hosting site and making AI-captioned videos about it
youve helped me like a LOT with my own mods and you can seemingly do it off the dome
which is even crazier
HUH 😭
i just speak chinese and go on these sites (cus they r chinese sns
)
this pack adds two items:
- Coffee Gem which cannot be donated because it's type Basic
- Tea Gem which cannot be donated because it has the
not_museum_donatabletag
both of them show up in the collection menu greyed out
me with korean sites
there are So Many. so many.
fun lost mod lore: i have a mod in my graveyard called Rubydew which adds a Ruby interpreter and modding API to the game. for no reason other than ruby is neat
its fully functional, i just got bored of developing an API noone wanted
ruby……… arent pokemon fangames written in ruby 😭
(also hecka out of date)
RPG Maker XP uses ruby, and has a script set called PokeUtils which is the leading pokemon fangame "engine". so, kinda.
Thanks! I added that to my to-do list for 1.6.16.
(I have a Lua mod loader and Python mod loader, but I refuse to release them because I do not want to support them)
is it acceptable yet to just ping you with 1.6.16 requests or should we still be waiting for a possible mod author beta /hj
good job but i fear that for personal reasons
i wonder if we'll ever reach 1.16.16
mushymato.MMAP_Paddy [T|I]
Hi Pathos!
Depends on the scope of the request. Feel free to ping me for little vanilla bug fixes that affect mods, but larger modder requests should wait for the next public beta (whenever that happens) and larger vanilla fixes should be in the official bug report forums.
I makes it work on pots if u want
the competing "engine" is of course the decompiled annotated C source code repositories for firered/emerald/a few others, along with a slew of forum-necromancy-powered patches and forks you can build from
While you're here, apparently junimo huts look at the global weather, not the map weather
whats so different in 1.6.16
its not a radius btw, has to be on the tile
When it comes to whether or not to come out of the hut
naw nothin important just a trigger action action request, it can wait!
See the draft migration guide for 1.6.16. There's some big changes for events mostly so far.
a great gift to all expansion modders: ||untimed special orders||
thank you mr. child
Feel free to steal as much as possible from Speedy Solutions.
Having Town/FarmHouse not have its own mapLoader will be nice
And the AudioCueModifications system really needs a diffing mechanism to only load audio that actually changed from the previous loading of AudioChanges. This one is weird in scope, as Vanilla doesn't use it, but its also a vanilla asset
i did not know content patcher will try to auto-localize some stuff and now my mod doesn't work for anyone playing in another language 😭
wdym auto localize
content patcher edits apply to all locales by default so it should by default work in every language, albeit it'll still be written just in English when its untranslated
what is the difference between manual script and an event
are they not… the same thing?
manual scripts wont auto start when entering the location, and some other source has to start it (switchEvent, or other C# mechanisms)
yes
like if you are doing the solarion chronicles thing and pick a wizard, it does the “Wizard”: “yadda yadda” thing
ok slay
bear with me because I am very stupid but I got this bug report today:
SContentLoadException: Failed loading asset 'assets/Skateboard.png' from SMAPI\chiccen.skateboard: the specified path doesn't exist.```
but whats trippin me is I put the asset target as "Mods/chiccen.SkateboardCP/Skateboard" (i.e. the same thing but without localization whatevers) and then also completely butchered the physical asset location which is hardcoded in the mod as "assets/Skateboard.png"
Granted 1.6.16 doesn't use fork events anymore and does it all through the label system
is this a C# mod
but there are still manual events
im pretty dumb and dont fw with content patcher a ton so its prob smth i flubbed ut it was kinda hilarious to read
omg the choose thing…..
this is the whole name without locale load business
kinda a combo. content patcher patches the item in and the C# part runs the logic to make it do skateboard stuff
ah
yea but im confused why u r in the OnAssetRequested
That error sounds like the mod chiccen.skateboard doesn't have a file called assets/Skateboard.png (remember Linux is case sensitive if relevant)
when u can just Game1.content.Load<Texture2D>("Mods/chiccen.SkateboardCP/Skateboard")
let cp do the Load to Mods/chiccen.SkateboardCP/Skateboard
it's a little complicated but it makes sense, trust
are you sure this doesnt happen in English?
ill give this a spin, cheers
pretty sure, seemed to work fine last night
just remember to have a Action Load edit for that on the content patcher side
ok, 1.6.16 is goated. very excited for the choose command
mr. child, based on that reaction, did you innovate this change? 
If I'm making a festival that's not passive, am I right in thinking the NPC schedules don't need to be altered for this?
correct
if its a regular festival they will just Be There.
Thanksss
unless you care about the immersion breaking if you see som,eone in town and then suddenly they are somewhere else
But that's how vanilla does it, right?
yeah it just depends on where your festival is and when it starts
vanilla events are mostly town based where most of the people you'd see are anyway
and you cant get in there early
or they walk into town on the day of
i wrote a specific schedule for one festival day for my npc but i didn't write any others. unsure why exactly
i wasnt implying it was an important issue or anything
(There's changes I made to the base game that I'm happy about, but all vanilla changes are a team effort! We don't really attribute specific authors to each change.)
Hello! I'm a casual player, but I'm curious about modding- I wanted to try making a map... I have Tiled installed and ready, buuut now I'm kinda stuck and don't know what I'm supposed to do next- the wiki is kinda confusing me, if anyone can point me in the right direction that would be awesome!
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
[[modding:maps]]
You'll want to start by unpacking the game's files so you can access tilesheets (and then you can take a peek at how other maps are made too!)
thank you so much!
I also suggest creating the content pack first: copy & paste an existing map, add it to your new location, make sure it loads in-game, then you can start editing the map.
Start your own map by making a copy of a vanilla one instead of making a new one from scratch.
And yes, definitely follow Pathos's advice about making the content pack first.
what is the purpose of your map?
Idk yet, I'm just wanted to try it out, see if I could make something cool! I don't know much about coding though ^^'
dw you don't need C# to make a map
the reason why i ask is cus besides just the tmx you would also need a location and a way to reach said location
or perhaps a building interior
Although you don't need a way to reach it right from the beginning - you can just use console commands to warp right there (I mention this so you know you can test getting just one thing into the game before having to deal with a second thing).
right! ty so much for the help!
how do you not get bored with repetitive parts? like endless streams of errors, and lots of dialogue? do you just grind it through or are there ways to make it more fun?
I jump between things
I don't get bored of errors because I enjoy troubleshooting, but I get bored of everything else so I just have it all on a rotation.
It's a bit alarming if you have lots of errors. Are you trying to do lots at once before testing any of it?
yeah haha but thankfully i resolved all of it
That's good! You will probably have fewer errors to slog through if you check that something works before adding to it.
yeah i learned by lesson this time lol
*my
ill check for errors instead of doing it all at once...
this, too, is a part of the process. personally i hang out in a VC in discord every day while i deal with the "slog" part of things, it helps a lot, being able to share my frustration, and distractions while doing the mindless stuff.
otherwise, its a bit like walking to the store for ice cream. the walk sucks, _but think of the ice cream :3 _
i get excited because i know that what i am doing will make someone smile. and thats all i want out of life. i spent all morning tediously processing audio files to get Stardew & Chill updated. and i loved it, because i know im doing a special lil thing that a few people are really gonna 'preciate. and that, for me, is what its all about.
you'll find your reasons. but breaking things up, finding emotional support, setting rewards for yourself (if they aren't intrinsic) can all help. find what works for you, its a personal thing.
hope this helps.
and if you really hit a wall and are bottoming out on things
maybe look in a mirror and say haphy three times
and i'll cheer you on
(but srsly, feel free to @ or DM me for emotional support anytime)
the going to the store for ice cream is realll theres fun parts and boring parts ig
haha this made me laugh
thank you so much ❤️
I’m filling out the info in the application on the modders portion of the wiki, and I was wondering if I just leave the spaces that I don’t have any info for blank, or if I remove them from the template
I’m guessing I leave them blank, right?
yep
Ok, thanks
just make 2 more mods so u can hve 3
Yep! I left Source Code and Reddit blank for mine, since all my mods are CP
And I had to update my mod list to reprioritize when I launched Pelican Valley Loft, LOL
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Tech Support Volunteer, PC/Mac/Linux, Festival Attendee, Villager, Cowpoke, Farmer, Shepherd, Rancher, Mod Author
<t:1440779111:D>
<t:1705736320:D>
ur wiki stuff appear here
Yep!
Ooo nice
(Note that all the benefits of making your mods open-source applies to content packs too.)
When I copypasted my entry, an 11 appeared before the /entry
Is that normal?
I don’t want to unintentionally break the wiki, haha
kissing you rn as i use this. thank u
No other entry has number before it, so I’m not sure where the 11 came from
Do I leave it?
Oh, I think it was a mistake form the copypaste somehow
so do i just do mushymato.MMAP_Paddy I if i dont want the water overlay
no the I means something else
water overlay doesnt happen at all (its not considered a water for anything besides paddy)
I is for IndoorPot
I copypasted everything from a screenshot because the app I filled out the info on was not letting me paste from it properly, so my device somehow mistook {{ for 11
oo
correct?
yea
so if this property is set, does that make it so the dirt looks different ONLY if i plant?
or does it change the dirt beforehand
no it doesnt do that
if its already diggab-

