#making-mods-general
1 messages · Page 333 of 1
But people wanted cute fonts and used some mod to do it
I know people change the font of the entire game
i still have another mod idea kept in my brain thatll deal with dialogue and the font text so thatll be fun for me to get to im sure
I guess that'd work if ur conlang is merely alt latin alphabet
aka the boring kind /lh
but I always figured that's an xnb or cp replacer
No font settings is a load ttf in yer game mod
does it parse the ttf into an xnb /lh
So i guess if u make it conditional it will work for this, obviously not a existing feature cus it is user facing mod
is it a naver only mod?
no it's on nexus
and github! love open source mods
wait I may have accidentally been right? I think it genuinely packs them into a spritesheet xnb
this mod is so cool to look at ngl
guess you're volunteering for the framework then
absolutely tf not
ttf*
have a single look at how big that mod is
You can't have line breaks within a choose command (or most commands in general). The main thing choose does for multilining is move the reaction scripts into separate event commands, so the choose command only has the question/answers/labels.
Oh, that makes sense, thanks for responding!
Hello again. I wanted to ask if anyone knows here how to allow ores/minerals to spawn in a custom quarry (accessbile via PIF)? I recently made a custom room using tiled and I'm having trouble making the ores spawn in this custom room/quarry. To be honest, I'm not really sure if I'm doing the coding right (noob coder here).
Thank you very much to whoever will help.
you want Farm Type Manager for this, I think
hello guys, im a programmer, and I want to develop an app help to manage mods, modpacks & mod configurations.
but here some question happens:
what would happen if a host player and a joined player has one same mod, but a different mod configuration, especially for mod can affect the game rules?
how smapi extracts its file to the game, or in other words, how does it install & uninstall? I need to figure it out to install & uninstall smapi in my app silently.
why does "(NPCName)_spouse" not work for the Flower Dance dialogue?
what happens depends on the mod in question and what exactly is different between the users, but it's usually confusing and not very player friendly
(client side only mods excepting, ofc)
oh
SMAPI won't stop you from joining a server that has a different mod setup from you
how well it works is determined by the mods themselves and how they were made and what they do
If it works at all
Does it means that, for multiplayer mode, it's better to have the same mod and configuration for all players.
yes
there's a hardcoded exception if the current festival is called "spring24" that the game simply doesn't check for those lines
things that only affect visuals and not mechanics are often fine
!mpmods
You can mod your multiplayer games, but to avoid any hiccups, all players' mod lists need to match. If players have mismatched mods, you will experience bugs in your game - even if the mods were working fine earlier, there is no guarantee that they will stay that way, and strange things may start occurring.
There are few exceptions to this. The main mod page often includes information on whether or not they work in multiplayer.
See the wiki page for more details on how mods work in multiplayer!
Multiplayer Mod Checker is an easy way to determine if host/farmhand mods match.
to be different
Obviously intentional, but... why? There must be a technical reason. Don't neecssarily expect anyone here to know the answers!
oh yeah i absolutely do not know why. i only know that it is /lh
I think if smapi could give a check, things can be better
that's not SMAPIs job
hm so i did this for a per screen static
private static readonly PerScreen<List<float>> drawFurnitureLayerDepths = new() { Value = [] };
but it seems like drawFurnitureLayerDepths.Value is actually still null on the second screen
currently questioning what the point of doing this is 
the game will got unknown perference if host and linked player don't have the same mod, even lead into a crash
Flower Dance code even has _spouse dialogue added for the dateables (which is why I thought it had been fixed)
i checked it again and it also applies to _roommate so just want you to know that too @inner harbor
at least in y2
maybe there could have some solution about that
new(()=> new List());
Pretend that's correct c#
its ok i just made properties for all of these
no. It may lead to problems if they don't match. it's far from certain and definitely not something you want to prevent wholesale
You want to give it a delegate to call when it makes a new screen
oh
I haven't tried it, so actually I don't know what will happen if I do things like this
like I said, it entirely depends on the mod in question. the only way to know for sure if a mod will cause issues in multiplayer if there's a mismatch is to test it
If really depends
some mods will be fine. some won't be. there's no automated way to determine this
hence why it's recommended to always match
but not required
so I'd better develop a feature that can sync players' mod & mod configurations easily
thank you
that's up to you, so long as you don't distribute the mods themselves
no, that's too dumb
the multiplayer mod checker mod is pretty simple to use
if u wanna make that but integrated with mod manager ppl would appreciate it i think
ultimately though it is about your own usecase too
the app just need an index file like manifest.json, or modpackname.yaml, etc.
I'm not sure where to look (I did look at the wiki) but is there an update for the custom npc framework to add full custom npcs
then it will download the mods from nexus, or other download sources
!npc check here, but don't use coriel's creator until further notice
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
You don't need anything besides content patcher to add npc now
Extra framework and or C# is bells and whistles
this is the right approach, but keep in mind that nexus prevents use of its API (to, among other things, download mods) unless the user has a nexus premium membership
you will also need to handle mods that dont come from nexus, github, curseforge, or moddrop
the first 3 have APIs, i dont know about moddrop, but things like kofi mods or navers mods wont have an API to retrieve them from at all
moddrop has an api technically, nothing super documented and you need an account for downloads >1gb iirc
You want to at least let people just install a zip from wherever
@brittle pasture Is it possible to make the prismatic slimes drop prismatic shards?
it will allow player install the mod from zipped file
Does anyone know how to detect Large Weeds in c#?
I see there is no object, maybe a parentSheetIndex?
I will create an interface to handle this, the implementation can be diffierent
Iirc it’s store by top left coord
its a ResourceClump
i assume it is a resourceClump, but i dont know how to identify them
I think they live in a different net collection on GameLocation but name escapes me
Largeterrainfeature or something
They do not match any kind of object no
is that from green rain? theres ResourceClump.IsGreenRainBush()
which just checks the parentSheetIndex
it is
that should do it then
is there a way i can spawn one in my world to test?
dont have any save file in green rain
GameLocation.addResourceClumpAndRemoveUnderlyingTerrain()
well u r in C# right
pop that bad boy into a ButtonPressed event and bobs your uncle
Generate download link for mod file. For premium users, will return array of download links with their prefered download location in the first element.
NOTE: Non-premium members must provide the key and expiry from the .nxm link provided by the website. It is recommended for clients to extract them from the nxm link before sending this request. This ensures that all non-premium members must access the website to download through the API.
I found this on nexus's api document, where can I get the .nxm link and how can I extract data from it? That doesn't mention in the api document.
i guess you can crawl the site but that's a good way to get banned
.nxm link is the "download with mod manager" button
iirc
look into stardrop for the parsing
actually i've thought that I can make a script to open a invisable browser and get download links automatically, but, as you know, that's not a good way, really
i will not do that
does their v2 api allow mod downloads yet
v2 api?
it doesnt
they have a graphql thing in the works
ModFile has a string uri that is the url to download the file, so maybe? dunno where you get a ModFile from though
where do u go from here 
wdym
well atm the download link looks like this right
https://one-of-the-regions.nexus-cdn.com/1303/2400/SMAPI%204.2.1-2400-4-2-1-1742951921.zip?md5=<hash>&expires=<ts>&user_id=<uid>
this name doesn't have that trailing timestamp but maybe it is just ancient
yep, very old "uri": "SMAPI 4.2.1 for developers-2400-4-2-1-1742951955.zip",
Also has anyone else noticed that the co-ordinates in Debug Mode appear to be innaccurate?
my coordinates with it have always been accurate
oh like how to generate it?
ah then u just need the md5 right
Debug Mode says 53 35, Lookup Anythng says 55 37
I updated it yesterday? I think. It was fine prior
this api route string url = $"games/stardewvalley/mods/{modId}/files/{fileId}/download_link.json"; (https://github.com/Floogen/Stardrop/blob/60add2192418102381bdaf615be5465c96ebb23a/Stardrop/Utilities/External/NexusClient.cs#L305)
did it have an update recently? if so mine isn't the most up to date then
Generate download link for mod file. For premium users, will return array of download links with their prefered download location in the first element.
NOTE: Non-premium members must provide the key and expiry from the .nxm link provided by the website. It is recommended for clients to extract them from the nxm link before sending this request. This ensures that all non-premium members must access the website to download through the API.
oh it is in the docs
i thought this is the v1 api
yeah so premium you just give mod id, game name and file id
aw ok
Debug Mode did have a change to how it grabs the tile in it's April update
nothing changed that I can see in the May one, though
which one is correct for you lemur
oh I remember that there was a existing mod manager
so i've been messing around in tiled to make a custom farmhouse interior map, and i'm having a small yet really annoying issue - why are only some my wallpapers and floorings linked across seperate rooms? 
I have heard it before
you need to line up all your floorid and wallid
but I didn't use it for some reason, I can't remember
in tiled, right?
I met it in an introduce video
not just in tiled, but also in game since farmhouses have renovations
anyway, it seems doesn't have some features I want, and also stopped update since May 2024, I'll keep on my work
i dont care too much about the renovations, wasnt planning on doing them, it was just a personal edit for my own use
but i think i see maybe(?) what you mean here
the Room1 thing right? i just need to make it different from the other ones..?
I checked the nexus download website's network actions and found the url https://www.nexusmods.com/Core/Libs/Common/Managers/Downloads?GenerateDownloadUrl, could it be helpful?
It seems to need a lot of cookies
yeah if you wanna get banned it's probably helpful
i think you should worry about the dl parts last
worst case ur program just has a clickable link to the site for non premium
its still usable
but out of curiosity what r the features u want and not in stardrop 
which user can get download easily and nexus could also get their website viewed
you could also just fork Stardrop
the mod pack sync feature
yea that would be nice
also apply i18n translation locally, even export the user translation as a mod
and if a mod's update have a new config key, the program will handle it
Hi everyone! I would like to start a Kazakh translation of Stardew Valley.
I’m wondering where I can find the text files that need to be translated.
If it’s okay and possible, could anyone please help or share them so I can begin?
Thank you so much in advance!
!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!
saving and modpack configuration seperation
you'll want to unpack and then look in the Strings folder
and so on
did you guys ever heard the third party launchers like PCL2, HMCL about Minecraft?
I want to make a launcher like that
they are so convient in manage versions and mods
Minecraft is a much more mod pack friendly modding community than stardew is
yep
and their main mod hosting site is practically built around that
I cant recall when i last used it prior. Probably doing festivals. But i just did one a couple of days ago and it was accurate prior so... could something else be breaking it? I juat did the big pathos update yesterday.
It seems unlikely since debug mode is just fetch whatever's in game
you're certain debug mode was up to date before the last update?
it does do some pixel math now to determine the tile using its own TileHelper
So the problem with this is that SMAPI itself doesn't track i18n with any sort of manifest
I'm supportive of adding this even if im not quite sure how it'd work
but that TileHelper stuff was done in April
I updated it in may
while it's possible that I missed something since I'm on mobile and can't because GitHub too easily right now, I didn't see anything else in the commit history of LA or debug mode since then that would affect it
in other words I nominate chu to look on a real computer
just do what prism does and open the mod page
get them to manually press the button and then move the downloaded file from the downlods folder
they can be found in mod website, but what I hate is that they doesn't provide the language json file directly
I've thought about it and I think SMAPI should add a third option instead of ContentPackFor and EntryDLL: TranslationFor
This is something smapi's api already deal with tho (or rather json.net doesn't break just bc missing config key, and usually C# mods r written in a way that falls back to default)
I agree
Perhaps ask pathos for quick opinion n send in PR for smapi
it's somethin I've let bounce around in my mind a bunch
I've considered it but been too busy to follow up 
I don't mean give a default value, that's easy, I mean, when upgrading mods, your configuration should be kept, then the app will handle it
I suppose I could at least get the opinion part right now: @ivory plume how do you feel about this idea, letting translations count as actual mods to be loaded with their own manifests and everything, where SMAPI would take their i18n and load it into the specified mod's Translator?
Im not a C# developer, sorry for that, I've only learned it a little
im now developing with compose multiplatform, but it actually doesn't seemed to be a good option, im getting regreted
mods shouldn't be packaging a config.json with their files anyway unless they WANT to overwrite existing config, so as long as you're not deleting whole folders when extracting the new files, it should be fine automatically I'd think
it's hard for use on desktop
oh i see
(some modders do accidentally package the config files too which is bad but you wouldn't be able to know if it was intentional or not)
lol
but yeah most mods won't overwrite config if you drag and drop the new one in
that's some accident situation I should solve with
you can't know whether or not it's an accident though
you could offer a config backup feature, I know someone recently uploaded a script for that to Nexus too
everyone loves backups
but i don't have another option cause I've done a lot
i really need someone to help me with this shit framework, the unexpected bugs often occurs
barely anyone uses kotlin here
I really don't know how java.awt.MouseInfo.getPointerInfo() will return null when I put my pointer in the second screen's right edge
i know
I just want to complain about this
fair enough
its still related to stardew modding so you're not breaking any rules or anythin
theres just not gonna be many people who can relate
its midnight in my location, i need to go for rest
thank you for your help and tolerance
Tbh if u know kotlin picking up C# shouldn't be that bad
I have been playing modded stardew with the visible fish mod but it doesn't work on ponds and I can't seem to find a mod that does that. Would it be hard to fix that 🤔
I have never made a stardew valley mod before but I have made a few games on roblox and recently completed a small Java course
I can't speak to your question (other than to suggest looking at how visible fish's code handles this) but I will note that the vanilla game has a feature where you can put a sign on a fish pond and it'll display an image of the fish plus the number of fish in the pond
no. I can consider it though it might be bit more than EMC's usual scope (not that said scope hasn't been stretched lmao)
perhaps an extra asset for slime drops depending on its color?
(alternatively machine/crafting recipe that returns prismatic shard recipe from prismatic jelly?)
I know about the signs I just want to see the fish in the pond like how visible fish shows them everywhere else
(I'll be somewhat busy for the next couple days so no guarantee I'll get to adding this, for now you can consider a crafting/machine recipe that turns jellies into shards. it also just seems right™️)
NPCs can't path to the spa, right?
making daisyniko's panorama for mmap, for personal use though i'll probably ask daisy if i can release or give her the code to do it herself.
panorama looks great at 100% zoom, however there's always gonna be that one person with zoom all the way out and they get to see this....
idk if there's anything i can do about it
As in to actually swim in the water? Not without a mod
nah i was just going to have her sit on the edge and put her feet in the water as a schedule animation, but wait if they can actually go into the pool room then i was misremembering!
i know swimming is weird
Hmm.. I don't think I've ever seen anyone in there, but it should be possible 
forgot to ping @lucid iron
So the solution for this in default MMAP_MountainView is to actually separate out the mountain layers
sadly that wont work here x.x
You can see how the backing and parallax r separate
I think u might be able to reconstruct it with mostly vanilla assets
i didnt really want to create any custom assets because they're not mine to begin with
Yeah true, but if the mountains r not layered it does kind of lose advantage over just map bg 
some ppl also have 4k monitors... they show soooooooooo much in stardew x)
hey?
how do i prevent the regular and big chests for both material types from picking a color when i select a color?
i picked yellow for two of em to allow use with the smarter carpenters mod by TheWarpriest to pull materials from only yellow chests when im making a new building!
it'll revert back to the vanilla chests when i pick a color for it which is a little frustrating since i'd like to use bog's craftables please n thank u
Hmm i can look into that!
i handle this issue by using git 😆 my mods folder has an upstream branch for the mod files as they're distributed, and then the master branch has the config files (and personal patches and stuff) as well. to update mods i switch to upstream, unpack the update, then switch back to master and merge in the upstream branch (rebase merge iirc)
it works great for multiplayer and multiple devices too! if you enable rebase merging and autostash then you can easily sync mod changes automatically underneath any existing changes to config by just doing git pull (i do this to sync mods with my steam deck)
oh, and one thing that helps keep updates smooth is normalizing the json beforehand
i should add a pre-commit hook to do that automatically 😂
Git based mod manager that builds directly from mod dump...
I'd be hesitant and would want to think through the design very carefully. That goes against the general SMAPI philosophy that only the mod can change its own internal files. For example, I wouldn't want to deal with support issues forever because players keep installing five-year-old translations of my mods which override the actual maintained translations.
I think this is more equivalent to a cp mod that edits another cp mod's stuff tho
But maybe if the internal translations win every time
Content packs can't edit another mod's files either though (by design). They can only target game assets (or mod assets loaded into the content pipeline).
im with chu on it personally in that i dont think it really counts as one mod changing another mods internal files, since no file is actually edited or altered or anything, just new translations added in addition to the ones added by the original mod
though i do think there might be some situations where you'd want to overwrite the internal translations (for example, what if you find an unofficial french translation for a mod that you like better than the fr.json that came with the mod initially?) but i dont know how you'd reconcile that with the not altering files thing
if it came down to it that could just simply not be allowed and only allow additional i18n and not replacement i18n
with internal variants winning every time
Does anyone know if image sizes have to match exactly for replacing things like icons? Like if I sprite a parsnip in 20x20 will it appropriately resize to the frame of the icon?
Nope
no, it must match
Gotta be the same size as the sprite
if u want a higher res thing it's still good to do in integer multiples
32x32 parsnip
however, you will need a framework of some sort for this
like spacecore
is there a way i can try to ensure a crop turns into a giant crop so that i may test/check my designs?
not that i know of
with the mod Console Code installed, you can enter the following into the SMAPI console while you play: ```cs
cs Game1.currentLocation.resourceClumps.Add(new GiantCrop(NameFromGiantCropsDataGoesHere, new Vector2(13, 37));
where the name has to be wrapped in \`backticks\` just as above, and where the numbers in `Vector2` are the X, Y tile coordinates.
you don't need to have any planted crops for this, and you can just stick the giantcrop anywhere you like.
if no one else mentions a better way, you could always download my books mod that has a book that changes the giant crop chance and crank it up to max, then just force it to grow with CJB Cheats or something
Another option is to use console commands to clear the farm, till the soil everywhere, plant the seeds everywhere, grow the crops (I guess using CJB or just time) and hope one shows up in that large field
thank youu

funny thing is i actually have this installed on my main saves 
can't this situation already occur with how translations are handled now? and isn't the best solution (in either situation) upstreaming the well-maintained translations?
the difference between that and now is that SMAPI is not the one altering mod files if a user drops in a translation folder/file
If using the vanilla strings system and use vanilla tokens ([]) you already can ship translation mods as a standalone content patcher pack
which Love of Cooking does already
there are already ways for a mod author to allow something like that, but that does require the original author to do so, and also requires translators to learn how to make content patcher packs
also means the translations get full access to cp tokens, and not doing the weird hack of a dynamic token that contains |token={{token}} |token2={{token2}} ... |tokenN={{tokenN}} that gets put in every i18n call
hm how come i get black bars even tho my draw target rect is the viewport
which viewport are you using
the benefit of a hypothetical official SMAPI way would mean you could do it for ANY mod, regardless of how the author set it up, and it'd be framework agnostic. and still allow update checks and other manifest goodies
i did
Rectangle viewportRect = new(0, 0, Game1.viewport.Width, Game1.viewport.Height);
and then
b.Draw(Texture, targetRect, SourceRect, Color * colorMult, 0f, Vector2.Zero, SpriteEffects.None, 0f);
the particular texture is one of the 1px wide sky gradiants from cursors
have you tried double checking that color mult stuff
oh I thought you meant the things you were drawing were ending up as black bars
might just be game limits tbh but it'd be nice if i can draw beyond map bounds just arbitrarily
how about viewportRect = Game1.graphics.GraphicsDevice.Viewport.Bounds ?
chara also get cutoff
how does viewportRect get used?
inb4 hardcoded summit blackbars
don't speak it into existence, ichor /j
well this is a custom map as u can tell by my masterful terrain crafting
what are you trying to draw onto the *screen
the background
chara being cut off makes me wonder if viewport bounds are handled by drawing black bars at the very end of the draw loop
close enough welcome back blanking interval
I need this lore now
the out of bounds black bars are near the end yes
knew it
time to postfix draw /j
weh
button what is blanking interval 
oh no
ok im just gonna postfix isOutdoorMapSmallerThanViewport and lie
seems less cursed than transpiler DrawWorld
the out of bounds blackbars are deep in DrawWorld (which is gated by the isOutdoorsMapSmallerThanViewport)
(/lh if you're back reading atra)
oh I thought it was a sdv specific thing 
nope! screen rendering stuff
(or I would have just looked it up)
it sounds like something from the crt days but idk if that's correct, I'm going based on vibes only
something something electron beams etc etc Google can tell you
too much to type on mobile
also closed captions and some other goodies were hidden in the blanking interval
forget vibe coding, I'm vibe defining (not using ai, just literally based on vibes)
the math for drawing in map screenshot continues to boggle me
just rewrite the screenshotter
nou
it does apply to crts so I take it as me being correct and you can't change my mind 
(the black bars are fun and don't exist in map screenshot)
ok but i feel like i should be able to work with drawing against 2048x2048 chunks
but my brain is just not braining it well for some reason
lies successful
...do screenshots resize based on monitor size?
and when you say don't appear, does it get cropped or show what goes under the bars?
because what if puzzle that uses screenshots
ok stop right there criminal scum
chuuuu can you test for me by returning to the version that didn't work and taking a screenshot
for science
the block o code in DrawWorld (that i turned off of by patching isOutdoorsMapSmallerThanViewport) is also gated by taking a map screen shot
gated?
how do you mean? iirc screenshots simply use the selected zoom level (1x~4x) and capture the whole map bounds
the way map screen shots work is that game does draws on 2048x2048 sized viewports and stitch it together at the end
but I don't wanna 
i'm having a super annoying issue i cant seem to fix myself .... the warps for the cellar are a bit messed up, and i can't quite figure out how to fix it, since there isn't tiledata for the warps themselves in tiled (so i suppose it's in the content.json... but i tried changing that too and no luck, maybe i did it wrong?)
basically i can enter but if i exit it spawns me behind the warp tiles. so its never ending cycle of Only Entering The Cellar lmao
the reason why my brain find this hard is that
panorama position change with viewport 
its in map property Warps
I meant if a screenshot is restricted to only the area visible on the monitor, which actually I knew they weren't so that was silly
pretty sure that means it's the cellar map that's messed up, not this map
check the Warp property on the cellar map
i mean, i had to edit the position of the cellar on that tmx
well, now you have to explain this to me lol
oh, probably because it generates an image that's only the actual size of the map ig
assuming the tiles you warm back in on should be above the ones you warp TO the cellar on, that should work fine i think..?
also i apologize for intruding on your conversation
that is not correct, the tiles you warp back in on are set in the cellar
if theres less than 3 convo it's slow times
oh, wait, it should be on the same tile, right..?
so thinking was
what if you draw behind the black bars
so only visible via screenshot
but if screenshots are only the size of the map, this idea is dead
how do you use the terminal window when you open the game through stardrop?
like I said, not necessarily, it's set separately in the cellar map
hm that does remind me of something actually 
(if you mean should the warp cellar->house tile be the same as the warp house->cellar tile, then no, they should be on different tiles to prevent you from constantly warping)
i wanted to make something that would let you "hide" things
(unless you fake map size for screenshots ig)
unless player is actually in the location
(but then you may as well just render only when screenshot)
the impl is easy but the syntax is unclear to me so i never did it
i need to see the errors and use debug commands but the terminal is not like actively showing stuff or popping up or anything when i use stardrop
wdym by hide unless in the location? I can't think of any way to remote view locations so I think I'm not getting it
robin's building menu lets you remote view locations
ok iro go install kisaa house
(i plan using that fact for my next mod, even)
true, but only buildable ones/the farm, right?
basically some ppl make their maps such that they hide a room thats implied to be different location
ah, I see
but yknow, if u got 4k the illusion is ruined
yeah I've seen it before, so ig you would do based on proximity?
so..... you want to draw an alwaysfront black square over it
(hm, wait, tangentially related question, what happens if two users in MP have a location with mismatched AlwaysActive fields? i.e. what if host says not always active, but the farmhand client says the location IS always active?)
yea i guess so, but then i am fighting my own backgrounds feature lmao
itd perhaps be cooler to not draw it
well noone ever said your own mods have to be compatible
its the same mod...
nou
tangential question to my tangential question: what if i very temporarily make the host set GameLocation.isAlwaysActive to true without using the content pipeline, just for a moment, so that the farmhand can very quickly get some real time data from it before telling the host to make it not always active again. will that work or will that break things horribly. none of this is stuff i planned on doing im just curious
is it actually gonna do the stuff required to make it really always active 
i have no idea! this is why i ask in the vague hopes that someone who does know can tell me all the reason why its a bad idea 
what if i transpiler xTile.Layers.Layer.DrawNormal
whats the worst that can happen 
incompatiblity with mirror mode ://///
I don't hate that idea
why are you tangentially doing crimes
darn we cant have that
well Atra doesnt hate it so ill take that as full approval
and confirmation that it works
the reason i think about it is bc a mod i wanna make requires remote viewing and perhaps editing locations
works fine for the host ofc
how does farmhand build buildings then
(well. hypothetically works fine. ive not made it yet. but im sure if i made it, id ideally make it so that it works fine)
anywhere you can build must be always active
if they cant remote view
or at least, so says the wiki
yes
i feel like they probably COULD remotely view it fine, it just might be out of date
editing though i imagine would just... lose the edits to the aether
tbh im not sure if i'd ever remote view a location for this cus
unless it was always active ofc
i'd go up to <new map patch house somewhere> see a bush and then want to not have bush right there
you might not but i would want to
especially since the mod will be more than just "delete these terrain features in this location"
Terrain Feature Editor Mod or TFEM/T-FEM for short
it... could 
thatd be one way around it
prob simplifies various logic if the farmer at place code is same as farmer not at place
while true, if it was just host i could just copy exactly what robin does with building
cant get much simpler than copy paste
but doesnt robin menu warp u to the place
ModName/
[FTM] ModName/
[TFEM] ModName/
it changes Farmer.viewingLocation
same with placing animals
and renovations
now, as for what changing that actually does or if the game just does a silent warp if it detects viewingLocation is not null, thats not in my knowledge

r u sure
this is purchaseanimalmenu
it seems to also just set Game1.currentLocation
iss it required that Game1.currentLocation = Farmer.currentLocation?
going back is a real warp too i remember having to patch this in the earliest version of livestock bazaar (it was dump me at marnie's by default)
going back to robin is a real warp too, but i just wasnt sure if changing Game1.currentLocation without actually warping the farmer counted as the farmer being there
i cant remember if im still able to see my partner at Robin's when shes placing buildings or not
hm so in the 2 mods i have that come with their own carpenter menu
u cannot build on the position of the farmer (but farmer is invisible)
so ig u r both 
their own carpener menu? how do you know they didnt just do it differently
well i made it so i know i just did Game1.activeClickableMenu = new CarpenterMenu(builder, location);
oh, not a whole custom menu, just different params in the existing one
its a tile action in mmap
i see
that i put inside the map mod in question for qol
so yea i think i am not warped warped but i have no idea what counts for game 
hm. interesting to realize that constructing a building from Robin will raise the LocationChanged trigger twice
okay, so idk why it lets me go into the cellar before i have the house upgrade for it (if i turn to look at the wall there it warps me lmao
i guess worst case scenario i can just block it off
i have not looked at the cellar map itself (it's been modded, so idk if that will change anything)
but the farmhouse map itself has no warps there
and the cellar map warps are in the same place as they were before - i hadn't changed them from how they were originally
i changed the content.json thing too so it matched the warp tiles that tiled shows
problem still just now is it warps me back into the farmhouse right under the "into cellar" warp, so infinite cellar loop again LOL
i guess i can try checking the cellar map itself? the farmhouseCellar map addon i dont think would change that but im not sure
Hey look, I found a gif of my old VR mod for 3d mod for stardew. Who wants to be horrified? https://cdn.discordapp.com/attachments/156109690059751424/955321975562194974/ApplicationFrameHost_T3YwVf9Hg0.mp4?ex=6845ba2b&is=684468ab&hm=3b981d218adb825bb13092a98b363802102b2208cff4f1257b4b7d50c662a659&
oh no
is this compatible with SVE?
this is some daggerfall unity shit happening
I still want to work on that again sorta, but I don't want to make 3d models for literally everything
Have you not seen my 3d mod gifs before
i have but this one evokes it strongly because of the cave walls
Ah
Technically it would've been if you made a content pack providing new models for all the changed/added content!
oh, simple enough
Like, the whole problem with working on this again is that I had put all my test models in a content pack, and said content pack was not in source control
It's probably on my last computer's harddrive somewhere. One of the few things I forgot to back up
hmm, for some reason all the i18n lines aren't working. you don't have to specify anything about i18n file location in the content.json, right? no errors in the log either
this is the default.json for i18n https://smapi.io/json/none/b6ec294170c64c379168ecc80bd93905
wdym about the i18n file location? it should always go in a folder called i18n
this is the folder structure of my mod
but the duplicate keys might be the problem, you have 020 twice
as the json parser points out
ooh yeah, ill try fixing that
i was making multiple lines as i was working on dialogue, and forgot to remove duplicates
the duplicates wouldnt be the problem though as newtonsoft will either keep the latest or failing that the smapi i18n loader catches duplicates
are you certain that you put your i18n in the correct folder and not like, a wording/editing folder by mistake
working* not wording
also, a log would be helpful
mmm for some reason it worked?? idk
ah, fair enough then
thanks irocendar!
i thought that, but i guess not?
when in doubt, fix what you can see ig, at least it ensures it isn't the problem
yeah
hmm for some reason the dialogue worked but the message didn't here. is this an i18n problem or a problem with the tile property itself?
cant use CP tokens in Tiled
ohhh okay
theyre CP tokens not game tokens, Tiled has no idea what the hell they are
tokenizable strings yeah, though not in this case either, you just put it in StringsFromMaps
dont know if that tile action would parse a tokenizable string. its possible. dunno if it does
dunno what the action is
judging from that incorrect text you can just EditData an entry into Strings
.. hit enter too early
into Strings\StringsFromMaps like {{ModId}}_CatTreeString and then put YourModId.TypedOut_CatTreeString as the value in the tiledata
(and obv make the value of your EditData entry the i18n token)
does this actually correctly work for the third option now? last I remember, all of the nb options secretly just returned female
whether or not this is the way you have to do it depends on how lenient whatever that tile action is regarding translation strings
in this case Other is the default switch case that returns the third option if it exists (female if not)
the other cases check for male and female. if they aint one of those, they get the other text correctly
interesting, this might genuinely be the only thing in the game that respects that
I thought that was also broken
it was only added post 1.6 wasnt it?
yeah, but I remember people talking about/me looking in the code and seeing it skips and returns female after all? (me remembering things could be misleading, will verify in a sec)
i might be confusing it with something else
oh right, ^ is for farmer only, which can't be nb rn
looking at Dialogue.applyGenderSwitchBlocks it appears to account for unknown genders as far as i can tell
yup, the part that doesn't is the ability to actually make an nb farmer haha
does any mod let you make undefined farmer yet
does anyone know which mod is adding the wooden texture wall next to the windows? (asking in modded farmers too)
off the top of my head i think LUTI does that
also its best to just ask your question in one place unless people direct you somewhere else 
oh sorry >.<
hmm i removed the mod but it's still like that for some reason
if you want it to not be like that perhaps you could make a post in #1272025932932055121
it's just i want to make a compatible map patch for that, since i added a patch for a cat tree and the wall is weird there
my next guess would be sve, but otherwise id just suggest removing your mods one by one until you find whats making the edit. its hard to guess what's doing that without knowing your mod list
this is my log if you want, but ill try toggling off my mods one by one https://smapi.io/log/b42515a5d5f34440b818e43910f56536
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 27 C# mods and 22 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
yerp
is there a way to allow people to gift without a limit for a specific npc? or will that require c#
C#
oh okay thanks!
also there's like a mod for that right? unless you meant making something special for your own NPC
ik, i just wanted to make something special for my specific npc. but i might just use that mod myself since it's not a major part of the mod
There is one that let's you set per npc limits
does it let you (player) do that or you (mod author) do that
Player
But I was just thinking smd could do a thing this morning about resetting gift limits trigger action or smth
Not that you should depend on smd, see clause "atra is a flake", "atra is late", and "atra is busy"
a trigger action action, you say...
Awesome, betas can have it
is that a trigger-action action or a trigger action-action?
which do you prefer? the former is the correct choice but i want to know if you like to be correct or not
oh i can't stand it
is there a way to search multiple files at once? i have a stray GSQ throwing errors that i need to comment out but i don't super feel like searching my many jsons one at a time
i'm using N++
Ctrl+Shift+F works for most text editors
Yup, it's the third tab across in the find box
oh perfect, i normally just use ctrl-F so this is helpful
And yes, Ctrl+Shift+F opens it directly
so many options now!
It's not as fast as Sublime's find in files search but it's very serviceable.
found what i needed! thanks all
i like vscode's find-in-files ux the best actually, sublime and notepad++ are fine but i don't like the 'stacked results in new tab' behaviour as much as vscode's sidebar results
plus no popup modal
Smh
I find VSC's find in files the hardest to figure out so I never use it
Sed and grep my dear bluebs
Sed and grep and vim is ||literally all I have at work||
i used to use grep a lot more, but if i'm just in the decompiled folder anyway i may as well use the editor's builtin search
Bluebs is srill typing
sorry, i haven't fully worked out this key-board thing yet
i think i may have spotted an error on the wiki--does laying_down come first, or offset?
also relatedly, is there a way to use offset without laying_down? i encounter errors when i try to, which may be because i'm screwing up the order
"crystal_laptop": "11/11 11 11 11 13 13 13 13/11///offset 4 0",
Anyone know how do I get the name of a category from the ID? as in "-4" being any egg (in a c# mod)
it looks like the order doesn't matter, and you can have one without the other 
I...think...that for the offset and laying_down fields it actually isn't checking for their order. It's just checking if there's a field present after message and if so, what that field is called. So I think that to do what you want it would just be "crystal_laptop": "11/11 11 11 11 13 13 13 13/11//offset 4 0",
oh interesting okay! so the message still needs to be there if it's blank, but if either offset or laying down is blank, you don't need to put the blank space in there
Oh sorry yeah you do need the field for message, I will edit my message.
lol that was meant to be a question sorry, but i'm glad to confirm
It only checks for offset and/or laying_down if there are more than four fields present, so intro/repeat/outro/message all need to be present for it to check if offset or laying_down are there. (I think. I'm not super confident in my read of the code, but what blueberry said makes me think I did interpret it correctly.)
If you mean "get" like a method, the game doesn't have one, it's all hardcoded IDs. The numbers are all constants in the Object class like public const int GemCategory = -2;. There are also tags on item instances for most but not all categories, e.g. category_gem, and translations in the string files for some of them, but no single coherent list in the code.
https://stardewvalleywiki.com/Modding:Items#Categories
...or use that getCategoryName() method that I just noticed there
I forgot all about it
though again, some of them share or lack* text (it outputs the "English translation" text from that wiki entry)
does the game sometimes flip the sleep animation?
also, do NPCs automatically wake up at 6am? her first schedule point isn't until late morning but she's in bed with eyes open
Thanks! that led me to StardewValley.Object.GetCategoryDisplayName which is the solution
Do you happen to know how can I pull just a random item from said category?
Maybe not random but any (for sprite display)
Just load the data for all objects using DataLoader and then filer for the category and draw randomly from the list
There's a method via RandomExtensions that draws randomly from a list i think
You could just use item query even in C#
Explain please xD I'm new to this
ItemQueryResolver.TryResolve
if it literally needs to be random, yeah, invoking an item query is probably the safest way; if any specific item is fine, getting an instance with ItemRegistry.Create("item ID here") will work
So basically item query is a system for getting list of saleables
It's used in things like shops
While it's primarily for the content side nothing stops you from just running it in C#
Just need any item from the category so I can take it's sprite to represent the category
(also keep in mind that GetCategoryDisplayName uses the same limited list of translations, so it'll return a blank string for some categories & use the same name for a few, especially Animal Product)
Should be fine I'm only using it for cooking ingredients
Yeah there's a RandomOfTypeItem mode for item query too
(with mods i dont think theres anything guaranteeing that cooking recipes only use standard cooking ingredients as ingredients)
True but close enough xD
@urban patrol I've edited the wiki to hopefully make the offset/laying_down thing clearer. (And removed the reference to lower friendship from talking to NPCs during animations because that's been checked and confirmed incorrect).
(there isn't, i distinctly remember a ppja recipe that used rocks and wood to make a popsicle)
If u r gonna get 1 random item rmbr to cache it
thank you very much! 🫡
Well u should cache in item query case too ofc
Could be cooler for it to be random each time I open the ui
How do I use RandomOfTypeItem tho? literally all I have is the category
It's an argument to item query (are u actually planning to use that?)
Yeah tho I'm still confused as to how to use item query
So here i iterate all items to build a lookup from context tag to list of items
This has more info than u need but it does indeed include category_# whatever
Which u can filter for ur own equivalent of this dict
wait how does the SourceRect work again? does the X and Y translate to pixels or no? because i have a 240x112 texture with the building but they are upgrade 0, 1, and 2. basically i want to be able to make my building upgradeable
yes they do
post what you have?
wait i got it working now, the only problem that im having is that i can't seem to get the warp inside the building working
this is the layout of the map since i can't get it to work
for generic mod config with a smapi mod, where do I copy the IGenericModConfigMenuApi to put into my project? never used c# before
i dont think you need to use c#, i think
this isn't a content patcher mod, so I think I do?
right, it says to copy that "into your code", but I don't know where in my code
copy the file, optionally remove all the functions you don't need, and put it somewhere in your project
it'd just be like any other source files
so it doesn't matter where?
I just saved the entire file into my project folder
it's source files I'm confused about
yes
C# don't particularly care about folder organization
if it's a .cs file it gets included
well okay then
if your mod is very very simple, it's probably fine just to bundle everything in a single file:
https://github.com/b-b-blueberry/GreenhouseEntryPatch/blob/237fb637507baeba062dae79d7a718ae7b52422d/GreenhouseEntryPatch/ModEntry.cs
(note that is a snapshot using an older version of the GMCM API, so don't copy this to your project)
which you can later separate if it gets cluttered
Hmmm, in the Data/Monsters there's only Green Slime and Big Slime sadly - is the other stuff handled via the C# component, do you think?
oh I meant an asset for EMC, you can't do it with Data/Monsters 😅
yeah the other drops are in C#
I'm not sure if I'll get around to adding a general slime drop thing to EMC (at least soon, a mountain of irl stuff just came up), but it should be straightforward for your C# component if you have one (postfix GreenSlime.getExtraDropItems to add your own stuff)
@inner harbor forgot to ping reply, pinging you just in case since it's been a whole five minutes
please always ping me
you can do it with FTM but alas that is not going to help in this case
yeah FTM is only for FTM-spawned monsters
and yes I do have a C# component - it's handled by atra with the occasional input from DecidelyHuman and Casey.
(but I don't like to trouble them too often)
I shall put it in my future requests pile 🙂
for now I personally like the "craft shard from jelly" idea 
is it possible to add a patch to this? since i don't want everything to be destroyed each time the building is upgraded? [Base - Stage 2 - Final Stage]
they are the same tile size btw
building data has a "move indoor items on upgrade" field. disclaimer: I have not tried it so I can't help much
Yeh, might go with that - makes it a bad idea to kill them early too.
there isnt' a generic dialogue key for "married to anyone" is there? It's all specific to NPC?
you'd definitely need it considering that the second upgrade seems to move the 0,0 point to add another room on top?
so i don't need to use patch then?
You can't use patch, unless you want to change the interior for every single building on the farm
nope sadly, need workarounds
oh ok thanks
noworries, I"ll use the good old "((season))_((day))"
its to stop Corwin flirting with you once you're married (provided it's not to him, lol)
CP has a way to check if you're married to anyone, if that's helpful?
this will work right? even if it's in this format,
yeh that's what I'm using!
okay, so false alarm with the debug mode thing I spoke about earlier - it's fine in my main game, it was someone else's savefile that's effed up. No idea why, but I don't have the exact same modload as them so maybe the removal of something messed things up.
basically made everything I Was trying to do last night twice as hard, but at least I got the bugs fixed.
the issue is that when warping into the attic or cellar/basement, it displays an error in the console, which is this: https://smapi.io/log/1d1625be9b4e4e1bb92cebe358bf2d69
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home Single Language, with 20 C# mods and 3 content packs.
thanks for the one who will help
going by the errors you'd need to add the new locations , assuming they are not vanilla locations that are for some reason missing Warp to CabinAttic failed: location wasn't found or couldn't be loaded.. here's an example of how to do it and other information about locations https://stardewvalleywiki.com/Modding:Location_data#Simple_location
thanks
in the MapPath what value should i use? is it the tmx file location in the folder?
nvm i got it
Selph! It works perfectly to stick slime in the charcoal kiln and turn it into a prismatic shard 🙂
so i did what you said but it still not loading
imma resend the content: https://smapi.io/json/content-patcher/fb4f3ed7b1744b308434800b7d572f99
I'm not personally familiar with buildings but I thought that you can't warp out of them except onto the farm.
i added the editMap thing, but the map is now considered outdoors
i might just remove the warps and just connect the maps with the upgrades included
if the errors are the exact same it's probably a mismatch between the location id and the warp data (e.g. the warp is to CabinAttic instead of {{ModId}}_CabinAttic)
Am I reading right that you're trying to warp from cabins to a basement or attic map? Because if so, I don't think you can do that. Last time you were trying to warp from your lower garage building floor to an upper floor map, Selph mentioned that it's not possible to warp out of an instanced building to anywhere but the farm: #making-mods-general message
Do you get one greenhouse per person in multiplayer?
is there a way to fet smapi if i got stardew valley from Google
What do you mean you got it from Google?
Then no, because that is stealing which is not allowed.
wdym stealing
if you take things without paying that are supposed to be paid, that's stealing...
If you didn't pay for it, you stole it.
i don't think that applys to games
yes, it does
It absolutely does
Otherwise games wouldn't cost money
But I can call it piracy if you prefer and it's still not allowed in this server.
gomes should be ffor everyone nkt only people tgat can afford them especially on mobile
(And now we're moving on to not piracy!)
that's a nice idea, but then how do the people who work on them full time for years make money to eat?
oh, sorry DH 
The developer of doom had posted on TikTok that culture should be accessible to anyone not only people who can afford it he himself wouldn't be able to create it if he didn't had access to free movies games growing up
Twitter **
Drop the subject.
i just sasay its unfair
You can believe that all you want. I get it. But it's against the server's rules, and this is your last chance.
You don't get more than one greenhouse in MP, do you?
nope! just the one. it's repaired by a bundle after all
i don't believe you can buy more from robin
Sounds like a mod that should exist. I take that as you volunteering? 
(there's a bug with greenhouses and MP and Farmhouse Tweaks though, if you're interested
)
(you exit at random locations on the farm, so... kind of like multiple ones in a way)
Absolutely not, thank you!
that new Planting Room (or similar name, I forget) mod is kind of like a greenhouse and you can buy multiple
i'm quite sure there's more than one buildable greenhouse mod out there. hell, there were TXML buildables for it
Just confirming that I'm right in thinking that means the greenhouse isn't instanced and therefore can have warps.
Oh, that's... I don't think it's instanced, yeah.
I would've noticed the UIDs on the map name when working on my teleporter mod from forever ago.
(i have custom warps in the greenhouse that work so that was my guess too)
I don't think I knew that about instanced maps and warps, though...
Hm someone in April had a building with two floors...
ig it makes sense for warping to them
Internal warps I'm 99% sure are fine?
But then I think I've only ever seen those in greenhouses, so I'm not sure.
i'm sure you knew, or at least didn't think about it. a premade map can't possibly include a map's UID in the warp map property
Yeah, that would definitely exclude it as a possibility.
or you could try and it'd be a very impressive lucky break if you guessed it right
how difficult would it to be to allow an NPC you're dating to get to 12 hearts?
So what's the current state of warps from instanced buildings? They don't work warping you out to a regular map? Or it's just that they don't work internally, for obvious reasons?
Because that sounds like a very, very simple MEEP feature waiting to happen.
depends on what method, I guess
there are mods that change the max number of hearts etc but they tend to be incompatible with various other things
so that you can get hearts higher with dateable but not marriageble NPCs. ie: NPCs where it doesnt make story sense to trap them in your house.
I don't think there's any way to get to an unmarried 12 hearts without C#?
it is still not possible to paint building right?
yeah I know that. I'm wondering if it's something worth trying to put into the C#
unless you use it in C#, right?
Pathos told you the other day that it is possible (without C#). Why are you now saying that it needs C#?
🤔 to paint a building, you need a paint mask image, right?
This is what Pathos said the other day: #making-mods-general message
Previously (before 1.6) you were unable to add paint masks to buildings that didn't already have them, but it sounds like that may have changed?
I distinctly remember trying to add a paint mask to silos in 1.5.6 and it not working
Huh, looks like the only reference to painting buildings on the wiki is in the C# section of the buildings page, so I can actually understand this.
Did you add it to Data/PaintData and make a Buildings/<building type>_PaintMask texture? (Not meaning to be accusatory or anything, just wondering if maybe the process that Pathos thought would work perhaps doesn't.)
iirc they changed a lot in 1.6? I could definitely be misremembering though
No mention of any changes to paint data in 1.6 on the wiki but that's not a guarantee that it didn't happen.
(pathos did mention it isn't documented on the wiki but idk if he meant that part, it seems likelier that I misremembered)
Yeah but I found on the wiki the bit he said wasn't documented xD It just was only on the 1.5 migration page.
But I did just find today a field in Data/FarmAnimals that is nowhere at all on the wiki so it's completely feasible that there's paint data stuff that didn't make it on there.
I lurk as usual but I do like a bit of a data dig (to distract myself from stuff I should be doing) so had a look for a working example of a paint-able silos - this recent one seems to work so could be used as an example? https://www.nexusmods.com/stardewvalley/mods/30442
what is the code please, for showing map properties when you are in game?
my Deep MOuntains warp is not working
Lookup Anything shows map properties
I find it's fastest to turn on LookupAnything data mining and tile info for spot checks but there might be something better
Aba you are the fastest! 
its in the map properties though, not on the tile
It shows map properties
It must be one of the newer features, I think
I only noticed it yesterday
awesome thank you I think Eli and Dylan maybe broke it?
Sounds like something they'd do /j
no it just appends, it's like something has made the extra tiles cease to exist. Patch summary time!
someone forgot to remove their Map Properties before applying a patch
That shouldn't matter though because map properties are not transferred when patching.
Unless you mean the map properties were present in the CP patch via the MapProperties field instead of in the .tmx, in which case ignore me.
If they're on the patch they used to overwrite the original ones
Do you mean the .tmx file or the CP patch? (So confusing that we use the same word to refer to maps and chunks of json)
on the tmx patch
Then if they are actually patching (i.e., using EditData to add to a target map instead of using Load to completely overwrite it) the map properties should not transfer.
they used to
They have not done so the entire time I have been modding (which is since 1.6).
Now I'm doubting myself though 
Taht's cool, in this case it's definitely my map, but my map also seems correct.
They used to back in the old days and I've been dutifully removing map properties since so if it was fixed I never realized.
unless now that you mention that... I done fucked up an update and didn't put the map stuf fon it
I'm going to make a little test mod that does nothing but patch a map property and see what happens just so I'm sure.
wait let me back read
and I must've uploaded an old version of the map when fixing some stuff
found thanks thanks
idk how it works tho, idk if i should add a separate json for it or can it be added in the content json
It can go into the content.json or a seprate file, depends on how big is your mod and if you like to split them
I"m so tired I should probably sleep instead of glaring at my computer
also the values, ill wait until it's documented in the wiki
for now ill fix the warp issues
Everything for a Content Patcher mod can always go in the content.json. Whether you put it in a separate .json file as an Include is completely up to you based on how you like to organise your files, like Lina said.
It may never be documented in the wiki (hopefully it will, but we can't guarantee we'll get to everything). Lina linked you to a mod that does exactly what you want to do (though with the silo) so you can just download and copy that.
Like Aba said - there is no need to wait for the wiki, if you know which building you want to make the paint mask for you can look at recent similar mods that do it and check their data files to learn, this is how most of us learn too
ok ok thanks, i'll work with what can i do
i've already published it, but without the warps and paint availability
btw how do i make it so the mod would appear in the mod showcase channel?
get author role and right click -> apps -> publish
You ask if a cheeto would be willing to showcase it. If someone offers, you write a little message about it and add the link. Then they copy that and post it in modded-farmers (so you get more visibility) and then publish it to the showcase.
oh...base on the requirement i'm still not able to ask for role since i recently just becanme level 5(Cowpoke) but i need to be level 25(Farmer)
Yes, you need to be active on the server and contribute for a while - this is why other mod authors can offer to showcase your mod for you until you get the role yourself
(staff are so soft
showcasing posts from non-mod-authors should be a bannable exploit)
I might be missing context for this convo but i think instanced buildings warping out to any always active map is fine? But idk if you can warp from a instanced location to another instanced location easily rn
Yeah, I'm missing the same context! It feels very weird to be unable to warp out to a regular map, but that's the impression I half got.
I did make some stuff to dehardcode the parent location to building and building to parent location warp tho
If you got that impression from me, I was probably just wrong 
That said if i remember correctly this person is trying to make a sorta cabin but as regular building so they were probably attempting building interior (instanced) to cellar (instanced)
I'm not sure where what I'm doing wrong with this:
Error: Parse error on line 8:
...ithoutPath}}.png", }, { "LogName": "N
----------------------^
Expecting 'STRING', got '}'
Which probably won't fly yea
I got to say chu the biiiiu was definietly my favourite
never fails to make me laugh
I can't decide whether an internal instanced building warp is more of an MMAP thing, or a MEEP thing...
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
It wasn't exclusively from you! Just the conversation surrounding everything.
See im just not too sure how exactly u would associate these
I guess maybe hold the sub instanced location nameoruniquename in moddata
But where will u find the mod data 
Oh, I'm using Notepad++ and I'm not seeing an error there, but when I plugged it into jsonlint its giving that error
I'm content to let PIF deal with this nonsense
I'm feeling the need to try to prototype this now...
Well we'd have to see ur json if u want to get help
ah, yeah that makes sense ;-; one sec!
Biiiiu your json into the validator so we can see 
Oh yeah I am finally clicking that what Selph meant is that you can't have a warp from a building interior to another map that is associated with only that building (like a second floor) because there's no way to instance that second floor location.
Yeah I think that's what you recommended to Aki last time when they were trying to do their garage
Line 49 extra }, i think
That closing curly brace and comma on line 49 should not exist.
This one isnt giving the same error as the other either 
N++ has its own json validation thingy u can turn on
ok i got the paint to work, but i can't open the paint menu because of the skins menuuuuuuuuuu T^T
Wdym
If you delete line 49, there are no other errors that either I or VSCode can see. Syntax errors, anyway. I didn't check for things like whether your Targets are correct etc.
im in the paint tab but can't seem to open the paint menu, but i did it just 1 time before
Oh interesting does vanilla cabin work
Thank you!
okay i get it now lol, the paint menu wont open, unless the cabin is not a stone cabin
yes the vanilla cabin still work, i just made a mod for it since you won't be able to decorate the cabin and you won't be able to remove the bundle thing
Do you know how to turn it on? I was looking in the setting briefly but didnt see it.
yes, but i've run into a new problem the paints don't work
Game limitation then 
Btw i think i asked this yesterday too but are u like copying the whole vanilla texture
Just to load it again
yes, i wanna make sure it would be easily compatible with a lot of retexturing mods
But this would make it not compatible (as in will not inherit whatever cabin retexture another mod has), you sure that's what you want?
You have to have a plugin. You can use Json Viewer or JSON Tools, which you can install from the Plugins Admin menu option. Once either of them is installed you can use the plugin to auto-format your json and also to check it for errors.
oh sweet thank you
Let me know if you run into any issues figuring either plugin out ^_^
yes, i want the cabin to look just like the vanilla cabins i just remove the functionality that don't let you decorate its interior
Ok sure 
People might get a bit upset if they have a totally retextured game and then your cabins are stuck with the vanilla texture, but as long as you're prepared for that it's all good 
oh about that, i'll retexture it with for now the plan that im going for compatibility is is for Elle and desaturating recolors
im facing an issue rn, no paint shows up even if there is no error
Okay, instanced map warp prototype... done.
Ignore the incredibly screwy audio!
{
"Action": "EditMap",
"Target": "Maps/Coop",
"MapTiles": [
{
"Position": {
"X": 1,
"Y": 4
},
"Layer": "Back",
"SetProperties": {
"TouchAction": "MEEP_Instanced_Touch_Warp 6 6"
}
}
]
}
Warping from 1,4 in this coop to 6,6 in the same coop.
I think it's warping to itself lol
Oh i thought that also just worked doesn't it 
I thought them being instanced was the whoe problem? I don't know! 
Tbh i was imagining like
2 separate instanced locations
I'll have to get up from bed and check 
Two separate locations would be... definitely possible, but a little bit more work, and a bit brute force-y unless you patch something a bit deeper down.
Yeah it's one instanced location to another that is the issue. But presumably is what PIF does?
Looks like it!
PIF takes over management of even the location data itself
Bery powerful 
U can do something like uh
IndoorItems pif door maybe
Need pif to let modder lock particular room to particular door (i think that's a thing?)
It has lockable doors that only one player can use or something, yeah
What if... greenhouse with an entry way and pif doors to a "greenhouse pif" for each player?
someone got nerdsniped I see 
There are already PIF indoor farm mods so I think that pretty much exists?
Ooh can that work in a greenhouse? You can see my experience with PIF is purely in-farmhouse
(I should play more....)
Hm well you can decorate a greenhouse so you can probably put a door in there?
But you can also just put the greenhouse in your farmhouse, which is what I was thinking of lol
Why go all the way outside when you can put your greenhouse door next to your bed?
You can target a skin for paint j thought
I also thought this but i haven't tried myself
export to what?
okay painting won't work if the building has skins, would you guys want to be able to paint the stone cabin only the roof tho
Why does CanBeTrashed also affect whether something can be sold?
because this game likes to throw curveballs to keep things interesting
maybe because of the trash cash back thing???(idk)
oh, that actually makes a lot of sense
I forgot that was a thing because I never upgrade my trash can due to using it to trash stuff I cheat to give myself lol
(you can use the CJB Item Spawner trashcan for that, aba)
(I’m pretty sure it doesn’t get upgraded with your regular one and it’s magic and can throw away anything)
(Well I only just found out the other day that it's a magical trash can. I thought it was my trash can.)
i believe it's a statement on overconsumption
I realised through trial and error tbh
I was clicking things and accidentally selected something not trashable, binned it without thinking and it worked
(but on a more serious note, (trashable => sellable) is the same as (not sellable => not trashable))
which is exactly what you would want, if you can’t get sell something you shouldn’t be able to trash it either
ok this is a dumb question, do i need to put an "Id": after "{{ModId}}_StoneCabin": {
That would make more sense to me (if I remembered the money back for trashing thing) if it was called CanBeSold. But it is not!
I don’t think it’s just about the money - if something can’t be sold at all, you usually don’t want it to be possible to get rid of in any way
but who knows haha
Still badly named for that!
I assume it has other consequences that are more trash related, though? 
Looks like there isn't an Id field in Data/Buildings, so I'd say no.
CanBeTrashedOrSold. The end.
I only found out I couldn't sell it by accident!
but there are other things affecting whether something can be sold, not just that!
it’s not the definitive canBeSold
still other things shippability 
That single field is the only thing I had to change to go between yes ship and no ship
And is also the only one I could find that did change it
(it is weird that it isn’t done more directly, I agree)
What other bits affect whether it can be sold?
I need to change those too if they offer workarounds
I assume there’s a direct way to prevent selling items? and possibly by category (I don’t think you can sell any tools other than weapons?) I have no clue though
public override bool canBeShipped()
{
if (!this.bigCraftable.Value && this.type.Value != null && this.Type != "Quest" && this.canBeTrashed() && !(this is Furniture))
{
return !(this is Wallpaper);
}
return false;
}

(Which is connected to their category I think)
that would do it 
look at those fun net fields
Hm so I could just make it furniture
which I refuse to learn the full meaning of
I'm never gonna start my wallpaper empire at this rate
stardew valley hates william morris confirmed
Other mods
I realize button made a mod for that but I think having it be CP official would be better
New quote added by atravita as #6411 (https://discordapp.com/channels/137344473976799233/156109690059751424/1381260401408479272)
I thought button made it mainly cus pathos didn't want to have it be official
How does one set an object to be able to be sold to Pierre?
Is by category
You need the category
(Thank you for letting me outsource thinking to you, I am way too foggy for this right now)
Pathos didn't want tokens to be exporter by default
Ig u can also go add a context tag on seedshop
I'm proposing a separate ExportedTokens feat
Ok so presumably the decor category can't be sold to him by default. Acceptable. Thank you ^_^
Oh i see
Hrm ...
Ig maybe u mark some dynamic tokens as publicly available
Almost like a content pack mod provided token then
Very much yes
Can you tell I finally got a full night's sleep
10pm->nearly 9am whooooo
Wow that's so much for you (I mean it's quite a lot for anybody but especially you)! I'm glad ^_^
Gist here is that u can make some critters show up based on tile property
They also work from tile action or touch action
I never used the custom critters fireflies so im not too sure how this matches up, as this thing is primarily made for modders who want fireflies in their custom maps
ill check it out
then those fireflies would be in designated spots no? cranber.fireflies spawns fireflies on farm tiles randomly
at least thats what i think
1% chance to spawn on a farm tile i think, no idea about the rest
@ivory plume is the "PaintColorRegions": a thing, sorry for pinging you
Before I actually continue doing this and put a ton more work into it.. The mod I'm working on is (as of right now) STRICTLY for personal use and I dont plan on distributing it in any way. With that being said I am basically frankensteining like ~20 portrait mods together into one big bundle to make them all work with content patcher because most of them normally do not. This is allowed in the modding community right? I dont want to step on toes or make anyone upset. ;-; I'm just trying to use this as a learning opportunity to create my own mods one day. I haven't talked to the original creator(s) at this time.
are some of the mods not CP mods?
im not sure what you mean sorry, cant you just disable/enable certain characters on each mod
yeah some of them are direct replacements and some just do not work together at all.
For personal use, definitely.
im not sure why two portrait mods wont work together, on a cp mod you can disable the character you want to use a different mod of
Nobody can stop you from making any sort of personal use mod that you want.
no one can stop you from doing things with files on your own computer
as for converting non cp mods i think its fine

