#making-mods-general

1 messages · Page 333 of 1

gentle rose
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I really wouldn't know SDVpufferthinkblob

tender bloom
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This was like ages ago

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Before 1.6

lucid iron
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Cathosphild is always here, watching

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Font settings is a mod that exists tho

tender bloom
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But people wanted cute fonts and used some mod to do it

gentle rose
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I know people change the font of the entire game

uncut viper
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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

lucid iron
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I guess that'd work if ur conlang is merely alt latin alphabet

uncut viper
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aka the boring kind /lh

gentle rose
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but I always figured that's an xnb or cp replacer

lucid iron
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No font settings is a load ttf in yer game mod

gentle rose
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does it parse the ttf into an xnb /lh

lucid iron
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So i guess if u make it conditional it will work for this, obviously not a existing feature cus it is user facing mod

gentle rose
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is it a naver only mod?

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no it's on nexus

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and github! love open source mods

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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

uncut viper
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guess you're volunteering for the framework then

gentle rose
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absolutely tf not

uncut viper
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ttf*

gentle rose
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have a single look at how big that mod is

calm nebula
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Yes I'm using screenshots of books I'm reading as reaction gifs

ivory plume
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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.

flat sluice
primal root
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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.

fading walrus
inland adder
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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.

inner harbor
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why does "(NPCName)_spouse" not work for the Flower Dance dialogue?

uncut viper
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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

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(client side only mods excepting, ofc)

inland adder
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oh

uncut viper
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SMAPI won't stop you from joining a server that has a different mod setup from you

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how well it works is determined by the mods themselves and how they were made and what they do

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If it works at all

inland adder
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Does it means that, for multiplayer mode, it's better to have the same mod and configuration for all players.

uncut viper
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yes

tiny zealot
uncut viper
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things that only affect visuals and not mechanics are often fine

lucid iron
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!mpmods

ocean sailBOT
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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.

uncut viper
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to be different

lucid iron
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this is the general advice we give

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usually its just less hassle to debug

inner harbor
tiny zealot
inland adder
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I think if smapi could give a check, things can be better

uncut viper
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that's not SMAPIs job

lucid iron
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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

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currently questioning what the point of doing this is kyuuchan_run

inland adder
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the game will got unknown perference if host and linked player don't have the same mod, even lead into a crash

inner harbor
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Flower Dance code even has _spouse dialogue added for the dateables (which is why I thought it had been fixed)

tiny zealot
inner harbor
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at least in y2

inland adder
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maybe there could have some solution about that

calm nebula
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Pretend that's correct c#

lucid iron
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its ok i just made properties for all of these

uncut viper
calm nebula
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You want to give it a delegate to call when it makes a new screen

inland adder
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oh

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I haven't tried it, so actually I don't know what will happen if I do things like this

uncut viper
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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

calm nebula
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If really depends

uncut viper
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some mods will be fine. some won't be. there's no automated way to determine this

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hence why it's recommended to always match

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but not required

inland adder
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so I'd better develop a feature that can sync players' mod & mod configurations easily

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thank you

uncut viper
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that's up to you, so long as you don't distribute the mods themselves

inland adder
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no, that's too dumb

lucid iron
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the multiplayer mod checker mod is pretty simple to use

uncut viper
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i.e. don't download the mods from the host, direct them to Nexus

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or wherever

lucid iron
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if u wanna make that but integrated with mod manager ppl would appreciate it i think

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ultimately though it is about your own usecase too

inland adder
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the app just need an index file like manifest.json, or modpackname.yaml, etc.

plush heron
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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

inland adder
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then it will download the mods from nexus, or other download sources

tiny zealot
ocean sailBOT
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Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

lucid iron
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You don't need anything besides content patcher to add npc now

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Extra framework and or C# is bells and whistles

tiny zealot
inland adder
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oh really?

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I didn't mention that

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that's not good news

uncut viper
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you will also need to handle mods that dont come from nexus, github, curseforge, or moddrop

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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

iron ridge
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moddrop has an api technically, nothing super documented and you need an account for downloads >1gb iirc

lucid iron
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You want to at least let people just install a zip from wherever

inland adder
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yes

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that what I've concerned

inner harbor
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@brittle pasture Is it possible to make the prismatic slimes drop prismatic shards?

inland adder
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it will allow player install the mod from zipped file

dusky marsh
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Does anyone know how to detect Large Weeds in c#?
I see there is no object, maybe a parentSheetIndex?

inland adder
tender bloom
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Terrain features maybe?

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It’s def a large thing which is different from a small one

lucid iron
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Large weeds are a kind of resource clumb

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Clump

tender bloom
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Iirc it’s store by top left coord

final arch
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its a ResourceClump

dusky marsh
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i assume it is a resourceClump, but i dont know how to identify them

lucid iron
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I think they live in a different net collection on GameLocation but name escapes me

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Largeterrainfeature or something

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They do not match any kind of object no

uncut viper
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is that from green rain? theres ResourceClump.IsGreenRainBush()

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which just checks the parentSheetIndex

dusky marsh
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it is

uncut viper
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that should do it then

dusky marsh
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is there a way i can spawn one in my world to test?

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dont have any save file in green rain

uncut viper
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GameLocation.addResourceClumpAndRemoveUnderlyingTerrain()

lucid iron
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well u r in C# right

uncut viper
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pop that bad boy into a ButtonPressed event and bobs your uncle

inland adder
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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.

lucid iron
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i guess you can crawl the site but that's a good way to get banned

iron ridge
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.nxm link is the "download with mod manager" button

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iirc

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look into stardrop for the parsing

inland adder
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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

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i will not do that

lucid iron
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does their v2 api allow mod downloads yet

inland adder
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v2 api?

iron ridge
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it doesnt

lucid iron
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they have a graphql thing in the works

iron ridge
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well, maybe?

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let me check

uncut viper
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ModFile has a string uri that is the url to download the file, so maybe? dunno where you get a ModFile from though

iron ridge
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oh

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"uri": "SMAPI 2.5.5-2400-2-5-5.zip",

lucid iron
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where do u go from here bolbthinking

iron ridge
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wdym

lucid iron
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well atm the download link looks like this right

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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>
lucid iron
iron ridge
inner harbor
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Also has anyone else noticed that the co-ordinates in Debug Mode appear to be innaccurate?

uncut viper
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my coordinates with it have always been accurate

lucid iron
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ah then u just need the md5 right

inner harbor
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Debug Mode says 53 35, Lookup Anythng says 55 37

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I updated it yesterday? I think. It was fine prior

iron ridge
uncut viper
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did it have an update recently? if so mine isn't the most up to date then

iron ridge
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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

inner harbor
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2 weeks ago apparently, 28th May

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1.17.0

lucid iron
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i thought this is the v1 api

iron ridge
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yeah so premium you just give mod id, game name and file id

iron ridge
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graphql doesnt have it

lucid iron
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aw ok

uncut viper
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Debug Mode did have a change to how it grabs the tile in it's April update

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nothing changed that I can see in the May one, though

lucid iron
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which one is correct for you lemur

inland adder
vital dew
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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? floof_think

inland adder
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I have heard it before

lucid iron
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you need to line up all your floorid and wallid

inland adder
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but I didn't use it for some reason, I can't remember

vital dew
inland adder
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I met it in an introduce video

lucid iron
inland adder
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anyway, it seems doesn't have some features I want, and also stopped update since May 2024, I'll keep on my work

vital dew
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i dont care too much about the renovations, wasnt planning on doing them, it was just a personal edit for my own use

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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..?

inland adder
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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?

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It seems to need a lot of cookies

uncut viper
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yeah if you wanna get banned it's probably helpful

inland adder
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oh

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I see

lucid iron
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i think you should worry about the dl parts last

uncut viper
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you either go through their API or you get banned

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you've no other options

lucid iron
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worst case ur program just has a clickable link to the site for non premium

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its still usable

inland adder
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my apologize

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I want to find a balance point

lucid iron
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but out of curiosity what r the features u want and not in stardrop Bolb

inland adder
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which user can get download easily and nexus could also get their website viewed

uncut viper
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you could also just fork Stardrop

lucid iron
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yea that would be nice

inland adder
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also apply i18n translation locally, even export the user translation as a mod

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and if a mod's update have a new config key, the program will handle it

tiny bane
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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!

uncut viper
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!unpack

ocean sailBOT
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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!

inland adder
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saving and modpack configuration seperation

uncut viper
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you'll want to unpack and then look in the Strings folder

inland adder
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and so on

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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

uncut viper
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Minecraft is a much more mod pack friendly modding community than stardew is

inland adder
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yep

uncut viper
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and their main mod hosting site is practically built around that

inner harbor
# lucid iron which one is correct for you lemur

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.

lucid iron
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It seems unlikely since debug mode is just fetch whatever's in game

uncut viper
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you're certain debug mode was up to date before the last update?

uncut viper
lucid iron
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I'm supportive of adding this even if im not quite sure how it'd work

uncut viper
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but that TileHelper stuff was done in April

inner harbor
uncut viper
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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

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in other words I nominate chu to look on a real computer

iron ridge
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get them to manually press the button and then move the downloaded file from the downlods folder

inland adder
uncut viper
lucid iron
lucid iron
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Perhaps ask pathos for quick opinion n send in PR for smapi

uncut viper
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it's somethin I've let bounce around in my mind a bunch

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I've considered it but been too busy to follow up SDVpufferpensive

inland adder
uncut viper
inland adder
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im now developing with compose multiplatform, but it actually doesn't seemed to be a good option, im getting regreted

uncut viper
inland adder
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it's hard for use on desktop

uncut viper
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(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)

inland adder
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lol

uncut viper
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but yeah most mods won't overwrite config if you drag and drop the new one in

inland adder
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that's some accident situation I should solve with

uncut viper
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you can't know whether or not it's an accident though

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you could offer a config backup feature, I know someone recently uploaded a script for that to Nexus too

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everyone loves backups

inland adder
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i know

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i will develop the backup features, for sure

inland adder
iron ridge
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barely anyone uses kotlin here

inland adder
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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

inland adder
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I just want to complain about this

iron ridge
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fair enough

inland adder
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i see

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im leaving, my apologize

uncut viper
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its still related to stardew modding so you're not breaking any rules or anythin

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theres just not gonna be many people who can relate

inland adder
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its midnight in my location, i need to go for rest

inland adder
lucid iron
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Tbh if u know kotlin picking up C# shouldn't be that bad

lost smelt
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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 🤔

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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

half tangle
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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

brittle pasture
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(alternatively machine/crafting recipe that returns prismatic shard recipe from prismatic jelly?)

lost smelt
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I know about the signs I just want to see the fish in the pond like how visible fish shows them everywhere else

brittle pasture
urban patrol
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NPCs can't path to the spa, right?

merry rampart
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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....

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idk if there's anything i can do about it

whole raptor
urban patrol
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i know swimming is weird

whole raptor
#

Hmm.. I don't think I've ever seen anyone in there, but it should be possible SDVpufferthink

merry rampart
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forgot to ping @lucid iron

lucid iron
merry rampart
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sadly that wont work here x.x

lucid iron
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You can see how the backing and parallax r separate

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I think u might be able to reconstruct it with mostly vanilla assets

merry rampart
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i didnt really want to create any custom assets because they're not mine to begin with

lucid iron
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Yeah true, but if the mountains r not layered it does kind of lose advantage over just map bg blobcatgooglyblep

final arch
merry rampart
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yeah....

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cant really test that since i dont have a 4k monitor

rare orbit
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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

visual dirge
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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)

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oh, and one thing that helps keep updates smooth is normalizing the json beforehand

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i should add a pre-commit hook to do that automatically 😂

lucid iron
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Git based mod manager that builds directly from mod dump...

ivory plume
lucid iron
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I think this is more equivalent to a cp mod that edits another cp mod's stuff tho

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But maybe if the internal translations win every time

ivory plume
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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).

uncut viper
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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

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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

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if it came down to it that could just simply not be allowed and only allow additional i18n and not replacement i18n

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with internal variants winning every time

calm quiver
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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?

hard fern
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Nope

uncut viper
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no, it must match

hard fern
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Gotta be the same size as the sprite

calm quiver
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Noooo okay

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Rip

lucid iron
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if u want a higher res thing it's still good to do in integer multiples

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32x32 parsnip

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however, you will need a framework of some sort for this

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like spacecore

drowsy minnow
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is there a way i can try to ensure a crop turns into a giant crop so that i may test/check my designs?

brave fable
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not that i know of SDVpufferthinkblob 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.
uncut viper
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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

half tangle
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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

drowsy minnow
#

thank youuSDVpufferheart SDVpufferheart SDVpufferheart

drowsy minnow
visual dirge
uncut viper
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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

lucid mulch
#

If using the vanilla strings system and use vanilla tokens ([]) you already can ship translation mods as a standalone content patcher pack

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which Love of Cooking does already

uncut viper
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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

lucid mulch
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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

lucid iron
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hm how come i get black bars even tho my draw target rect is the viewport

brave fable
#

which viewport are you using

uncut viper
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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

lucid iron
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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);
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the particular texture is one of the 1px wide sky gradiants from cursors

uncut viper
#

have you tried double checking that color mult stuff

lucid iron
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well it does draw a thing

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its just cutoff at the map's edge

uncut viper
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oh I thought you meant the things you were drawing were ending up as black bars

lucid iron
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might just be game limits tbh but it'd be nice if i can draw beyond map bounds just arbitrarily

brave fable
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how about viewportRect = Game1.graphics.GraphicsDevice.Viewport.Bounds ?

lucid iron
#

chara also get cutoff

gentle rose
lucid iron
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it becomes targetRect in that Draw call

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shoulda been more clear oop

tiny zealot
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inb4 hardcoded summit blackbars

gentle rose
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don't speak it into existence, ichor /j

lucid iron
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well this is a custom map as u can tell by my masterful terrain crafting

gentle rose
#

what are you trying to draw onto the *screen

lucid iron
#

the background

gentle rose
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chara being cut off makes me wonder if viewport bounds are handled by drawing black bars at the very end of the draw loop

uncut viper
#

close enough welcome back blanking interval

gentle rose
#

I need this lore now

lucid mulch
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the out of bounds black bars are near the end yes

gentle rose
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knew it pffft time to postfix draw /j

lucid iron
#

weh

gentle rose
#

button what is blanking interval SDVpufferwaaah

uncut viper
#

oh no

lucid iron
#

ok im just gonna postfix isOutdoorMapSmallerThanViewport and lie

uncut viper
#

don't tell atra you asked that they'll feel old

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And then talk about being old

lucid iron
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seems less cursed than transpiler DrawWorld

lucid mulch
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the out of bounds blackbars are deep in DrawWorld (which is gated by the isOutdoorsMapSmallerThanViewport)

uncut viper
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(/lh if you're back reading atra)

gentle rose
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oh I thought it was a sdv specific thing SBVLmaoDog

uncut viper
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nope! screen rendering stuff

gentle rose
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(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

uncut viper
#

something something electron beams etc etc Google can tell you

#

too much to type on mobile

lucid mulch
#

also closed captions and some other goodies were hidden in the blanking interval

uncut viper
#

but not subtitles

gentle rose
#

forget vibe coding, I'm vibe defining (not using ai, just literally based on vibes)

lucid iron
#

the math for drawing in map screenshot continues to boggle me

uncut viper
#

just rewrite the screenshotter

lucid iron
#

nou

gentle rose
#

it does apply to crts so I take it as me being correct and you can't change my mind SBVPensiveButt

lucid mulch
#

(the black bars are fun and don't exist in map screenshot)

lucid iron
#

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

gentle rose
#

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

lucid iron
#

ok stop right there criminal scum

gentle rose
#

chuuuu can you test for me by returning to the version that didn't work and taking a screenshot

for science

lucid iron
#

the block o code in DrawWorld (that i turned off of by patching isOutdoorsMapSmallerThanViewport) is also gated by taking a map screen shot

gentle rose
#

gated?

lucid iron
#

as in theres an if

#

iro u have the sauce code bap

brave fable
lucid iron
#

the way map screen shots work is that game does draws on 2048x2048 sized viewports and stitch it together at the end

gentle rose
#

but I don't wanna kbf_run

vital dew
#

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

lucid iron
#

the reason why my brain find this hard is that

#

panorama position change with viewport LilyDerp

#

its in map property Warps

gentle rose
gentle rose
#

check the Warp property on the cellar map

vital dew
#

i mean, i had to edit the position of the cellar on that tmx

brave fable
gentle rose
vital dew
#

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

gentle rose
#

that is not correct, the tiles you warp back in on are set in the cellar

lucid iron
#

if theres less than 3 convo it's slow times

vital dew
#

oh, wait, it should be on the same tile, right..?

gentle rose
twin wadi
#

how do you use the terminal window when you open the game through stardrop?

gentle rose
lucid iron
#

hm that does remind me of something actually LilyDerp

brave fable
#

(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)

lucid iron
#

i wanted to make something that would let you "hide" things

gentle rose
#

(unless you fake map size for screenshots ig)

lucid iron
#

unless player is actually in the location

gentle rose
#

(but then you may as well just render only when screenshot)

lucid iron
#

the impl is easy but the syntax is unclear to me so i never did it

twin wadi
gentle rose
#

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

brave fable
#

robin's building menu lets you remote view locations

lucid iron
#

ok iro go install kisaa house

uncut viper
#

(i plan using that fact for my next mod, even)

gentle rose
#

true, but only buildable ones/the farm, right?

brave fable
#

technically all locations are buildable 😌

#

welcome to the future

lucid iron
#

basically some ppl make their maps such that they hide a room thats implied to be different location

gentle rose
#

ah, I see

lucid iron
#

but yknow, if u got 4k the illusion is ruined

gentle rose
#

yeah I've seen it before, so ig you would do based on proximity?

brave fable
#

so..... you want to draw an alwaysfront black square over it

uncut viper
#

(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?)

lucid iron
#

yea i guess so, but then i am fighting my own backgrounds feature lmao

#

itd perhaps be cooler to not draw it

brave fable
#

well noone ever said your own mods have to be compatible

lucid iron
#

its the same mod...

brave fable
#

well

#

noone

lucid iron
#

nou

uncut viper
# uncut viper (hm, wait, tangentially related question, what happens if two users in MP have a...

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

lucid iron
#

is it actually gonna do the stuff required to make it really always active NotteThink

uncut viper
#

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 SDVpuffersmile

lucid iron
#

whats the worst that can happen 3sSmolMiku

uncut viper
#

incompatiblity with mirror mode ://///

gentle rose
#

why are you tangentially doing crimes

lucid iron
uncut viper
#

well Atra doesnt hate it so ill take that as full approval

#

and confirmation that it works

gentle rose
#

crime can work

#

still crime

uncut viper
#

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

lucid iron
#

how does farmhand build buildings then

uncut viper
#

(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

lucid iron
#

if they cant remote view

uncut viper
#

or at least, so says the wiki

lucid iron
#

is this the button rtf

uncut viper
#

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

lucid iron
#

tbh im not sure if i'd ever remote view a location for this cus

uncut viper
#

unless it was always active ofc

lucid iron
#

i'd go up to <new map patch house somewhere> see a bush and then want to not have bush right there

uncut viper
#

you might not but i would want to

#

especially since the mod will be more than just "delete these terrain features in this location"

lucid iron
#

so does it work to just

#

sekrit warp farmhand to the place

uncut viper
#

Terrain Feature Editor Mod or TFEM/T-FEM for short

#

it... could SDVpufferthinkblob

#

thatd be one way around it

lucid iron
#

prob simplifies various logic if the farmer at place code is same as farmer not at place

uncut viper
#

while true, if it was just host i could just copy exactly what robin does with building

#

cant get much simpler than copy paste

lucid iron
#

but doesnt robin menu warp u to the place

visual dirge
uncut viper
#

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

lucid iron
#

r u sure

#

this is purchaseanimalmenu

#

it seems to also just set Game1.currentLocation

uncut viper
#

iss it required that Game1.currentLocation = Farmer.currentLocation?

lucid iron
#

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)

uncut viper
#

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

lucid iron
#

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 blobcatgooglyblep

uncut viper
#

their own carpener menu? how do you know they didnt just do it differently

lucid iron
#

well i made it so i know i just did Game1.activeClickableMenu = new CarpenterMenu(builder, location);

uncut viper
#

oh, not a whole custom menu, just different params in the existing one

lucid iron
#

its a tile action in mmap

uncut viper
#

i see

lucid iron
#

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 3sSmolMiku

uncut viper
#

hm. interesting to realize that constructing a building from Robin will raise the LocationChanged trigger twice

vital dew
#

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

lucid iron
#

oh no

lucid iron
#

this is some daggerfall unity shit happening

next plaza
#

I still want to work on that again sorta, but I don't want to make 3d models for literally everything

lucid iron
#

i have but this one evokes it strongly because of the cave walls

next plaza
#

Ah

lucid iron
next plaza
uncut viper
#

oh, simple enough

next plaza
#

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

twin wadi
#

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

gentle rose
#

wdym about the i18n file location? it should always go in a folder called i18n

twin wadi
#

this is the folder structure of my mod

gentle rose
#

but the duplicate keys might be the problem, you have 020 twice

#

as the json parser points out

twin wadi
#

ooh yeah, ill try fixing that

#

i was making multiple lines as i was working on dialogue, and forgot to remove duplicates

uncut viper
#

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

gentle rose
#

also, a log would be helpful

twin wadi
#

mmm for some reason it worked?? idk

gentle rose
#

ah, fair enough then

twin wadi
#

thanks irocendar!

gentle rose
#

when in doubt, fix what you can see ig, at least it ensures it isn't the problem

twin wadi
#

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?

uncut viper
#

cant use CP tokens in Tiled

twin wadi
#

ohhh okay

uncut viper
#

theyre CP tokens not game tokens, Tiled has no idea what the hell they are

twin wadi
#

ig ill add the tile prop from content.json

#

thanks!

#

i forgot tiled hates tokens lol

gentle rose
#

or use the text thing I can't remember the name of

#

tokenized strings?

uncut viper
#

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)

gentle rose
#

does this actually correctly work for the third option now? last I remember, all of the nb options secretly just returned female

uncut viper
#

whether or not this is the way you have to do it depends on how lenient whatever that tile action is regarding translation strings

uncut viper
#

the other cases check for male and female. if they aint one of those, they get the other text correctly

gentle rose
#

interesting, this might genuinely be the only thing in the game that respects that

uncut viper
#

well that and the new {male^female^nb} format innit

#

("new")

gentle rose
#

I thought that was also broken

uncut viper
#

it was only added post 1.6 wasnt it?

gentle rose
#

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)

uncut viper
#

i might be confusing it with something else

gentle rose
#

oh right, ^ is for farmer only, which can't be nb rn

uncut viper
#

looking at Dialogue.applyGenderSwitchBlocks it appears to account for unknown genders as far as i can tell

gentle rose
#

yup, the part that doesn't is the ability to actually make an nb farmer haha

uncut viper
lucid iron
#

does any mod let you make undefined farmer yet

twin wadi
#

does anyone know which mod is adding the wooden texture wall next to the windows? (asking in modded farmers too)

round timber
#

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 SDVpufferheart

twin wadi
round timber
twin wadi
#

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

round timber
#

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

twin wadi
ocean sailBOT
#

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

twin wadi
#

oh found what it was, it was sve

#

thank you so much!

round timber
#

yerp

twin wadi
#

is there a way to allow people to gift without a limit for a specific npc? or will that require c#

uncut viper
#

C#

twin wadi
#

oh okay thanks!

brittle pasture
#

also there's like a mod for that right? unless you meant making something special for your own NPC

twin wadi
calm nebula
#

There is one that let's you set per npc limits

uncut viper
#

does it let you (player) do that or you (mod author) do that

calm nebula
#

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"

uncut viper
#

a trigger action action, you say...

calm nebula
#

Awesome, betas can have it

brave fable
#

is that a trigger-action action or a trigger action-action?

uncut viper
#

which do you prefer? the former is the correct choice but i want to know if you like to be correct or not

brave fable
#

oh i can't stand it

urban patrol
#

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++

uncut viper
#

there should be a Find in Files function in N++

#

in one of the dropdown menus

brave fable
#

Ctrl+Shift+F works for most text editors

vernal crest
#

Yup, it's the third tab across in the find box

urban patrol
#

oh perfect, i normally just use ctrl-F so this is helpful

vernal crest
#

And yes, Ctrl+Shift+F opens it directly

urban patrol
#

so many options now!

vernal crest
#

It's not as fast as Sublime's find in files search but it's very serviceable.

urban patrol
#

found what i needed! thanks all

brave fable
#

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

calm nebula
#

Smh

vernal crest
#

I find VSC's find in files the hardest to figure out so I never use it

calm nebula
#

Sed and grep my dear bluebs

#

Sed and grep and vim is ||literally all I have at work||

brave fable
#

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

calm nebula
#

Bluebs is srill typing

brave fable
#

sorry, i haven't fully worked out this key-board thing yet

urban patrol
#

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",

gentle crescent
#

Anyone know how do I get the name of a category from the ID? as in "-4" being any egg (in a c# mod)

brave fable
vernal crest
urban patrol
#

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

vernal crest
#

Oh sorry yeah you do need the field for message, I will edit my message.

urban patrol
#

lol that was meant to be a question sorry, but i'm glad to confirm

vernal crest
#

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.)

royal stump
# gentle crescent Anyone know how do I get the name of a category from the ID? as in "-4" being an...

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 SDVkrobusgiggle I forgot all about it

#

though again, some of them share or lack* text (it outputs the "English translation" text from that wiki entry)

urban patrol
#

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

gentle crescent
#

Do you happen to know how can I pull just a random item from said category?

#

Maybe not random but any (for sprite display)

rigid oriole
#

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

lucid iron
#

You could just use item query even in C#

rigid oriole
#

We have what now

#

Do i live under rock

gentle crescent
lucid iron
#

ItemQueryResolver.TryResolve

royal stump
#

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

lucid iron
#

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#

gentle crescent
#

Just need any item from the category so I can take it's sprite to represent the category

royal stump
gentle crescent
lucid iron
#

Yeah there's a RandomOfTypeItem mode for item query too

uncut viper
#

(with mods i dont think theres anything guaranteeing that cooking recipes only use standard cooking ingredients as ingredients)

vernal crest
#

@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).

brave fable
#

(there isn't, i distinctly remember a ppja recipe that used rocks and wood to make a popsicle)

lucid iron
#

If u r gonna get 1 random item rmbr to cache it

lucid iron
#

Well u should cache in item query case too ofc

gentle crescent
#

How do I use RandomOfTypeItem tho? literally all I have is the category

lucid iron
#

It's an argument to item query (are u actually planning to use that?)

gentle crescent
lucid iron
#

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

steel plaza
#

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

brittle pasture
#

yes they do
post what you have?

steel plaza
#

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

edgy swan
#

for generic mod config with a smapi mod, where do I copy the IGenericModConfigMenuApi to put into my project? never used c# before

steel plaza
edgy swan
#

this isn't a content patcher mod, so I think I do?

edgy swan
#

right, it says to copy that "into your code", but I don't know where in my code

brittle pasture
#

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

edgy swan
#

so it doesn't matter where?

vernal crest
#

I just saved the entire file into my project folder

edgy swan
#

it's source files I'm confused about

brittle pasture
#

yes
C# don't particularly care about folder organization

#

if it's a .cs file it gets included

edgy swan
#

well okay then

brave fable
inner harbor
brittle pasture
#

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

inner harbor
#

please always ping me

#

you can do it with FTM but alas that is not going to help in this case

brittle pasture
#

yeah FTM is only for FTM-spawned monsters

inner harbor
#

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 🙂

brittle pasture
#

for now I personally like the "craft shard from jelly" idea SDVkrobusgiggle

steel plaza
#

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

brittle pasture
#

building data has a "move indoor items on upgrade" field. disclaimer: I have not tried it so I can't help much

inner harbor
#

there isnt' a generic dialogue key for "married to anyone" is there? It's all specific to NPC?

brittle pasture
steel plaza
brittle pasture
brittle pasture
inner harbor
#

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)

vernal crest
steel plaza
#

this will work right? even if it's in this format,

inner harbor
#

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.

steel plaza
ocean sailBOT
#

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.

steel plaza
#

thanks for the one who will help

mighty ginkgo
#

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

steel plaza
#

thanks

#

in the MapPath what value should i use? is it the tmx file location in the folder?

#

nvm i got it

inner harbor
#

Selph! It works perfectly to stick slime in the charcoal kiln and turn it into a prismatic shard 🙂

vernal crest
#

I'm not personally familiar with buildings but I thought that you can't warp out of them except onto the farm.

steel plaza
#

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

mighty ginkgo
#

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)

vernal crest
mighty ginkgo
#

is greenhouse an instanced building?

#

eh well, i guess not

vernal crest
#

Do you get one greenhouse per person in multiplayer?

versed river
#

is there a way to fet smapi if i got stardew valley from Google

vernal crest
versed river
#

not paid

#

mobile

vernal crest
#

Then no, because that is stealing which is not allowed.

versed river
#

wdym stealing

gentle rose
#

if you take things without paying that are supposed to be paid, that's stealing...

vernal crest
#

If you didn't pay for it, you stole it.

versed river
#

i don't think that applys to games

gentle rose
#

yes, it does

vernal crest
#

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.

versed river
#

gomes should be ffor everyone nkt only people tgat can afford them especially on mobile

blissful panther
#

(And now we're moving on to not piracy!)

gentle rose
#

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 SDVpuffersquee

versed river
#

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 **

blissful panther
#

Drop the subject.

versed river
#

i just sasay its unfair

blissful panther
#

You can believe that all you want. I get it. But it's against the server's rules, and this is your last chance.

vernal crest
#

You don't get more than one greenhouse in MP, do you?

brave fable
#

nope! just the one. it's repaired by a bundle after all

#

i don't believe you can buy more from robin

blissful panther
#

Sounds like a mod that should exist. I take that as you volunteering? SDVkrobusgiggle

gentle rose
#

(there's a bug with greenhouses and MP and Farmhouse Tweaks though, if you're interested SDVpuffersquee )

#

(you exit at random locations on the farm, so... kind of like multiple ones in a way)

gentle rose
#

that new Planting Room (or similar name, I forget) mod is kind of like a greenhouse and you can buy multiple

brave fable
#

i'm quite sure there's more than one buildable greenhouse mod out there. hell, there were TXML buildables for it

vernal crest
#

Just confirming that I'm right in thinking that means the greenhouse isn't instanced and therefore can have warps.

blissful panther
#

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.

mighty ginkgo
#

(i have custom warps in the greenhouse that work so that was my guess too)

blissful panther
#

I don't think I knew that about instanced maps and warps, though...

vernal crest
#

Hm someone in April had a building with two floors...

gentle rose
#

ig it makes sense for warping to them

blissful panther
#

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.

brave fable
#

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

blissful panther
#

Yeah, that would definitely exclude it as a possibility.

brave fable
#

or you could try and it'd be a very impressive lucky break if you guessed it right

blissful panther
#

I mean it could. Bu-

#

Yes. SDVkrobusgiggle

inner harbor
#

how difficult would it to be to allow an NPC you're dating to get to 12 hearts?

blissful panther
#

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.

gentle rose
inner harbor
#

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.

vernal crest
#

I don't think there's any way to get to an unmarried 12 hearts without C#?

steel plaza
#

it is still not possible to paint building right?

inner harbor
#

yeah I know that. I'm wondering if it's something worth trying to put into the C#

steel plaza
vernal crest
hard fern
#

🤔 to paint a building, you need a paint mask image, right?

vernal crest
latent mauve
#

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

blissful panther
#

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.

vernal crest
gentle rose
vernal crest
#

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.

gentle rose
#

(pathos did mention it isn't documented on the wiki but idk if he meant that part, it seems likelier that I misremembered)

vernal crest
#

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.

worn coral
#

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

inner harbor
#

what is the code please, for showing map properties when you are in game?

#

my Deep MOuntains warp is not working

vernal crest
#

Lookup Anything shows map properties

worn coral
#

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! SDVpufferheart

inner harbor
#

its in the map properties though, not on the tile

vernal crest
#

It shows map properties

#

It must be one of the newer features, I think

#

I only noticed it yesterday

inner harbor
#

awesome thank you I think Eli and Dylan maybe broke it?

vernal crest
#

Sounds like something they'd do /j

inner harbor
#

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

vernal crest
#

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.

inner harbor
#

If they're on the patch they used to overwrite the original ones

vernal crest
#

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)

inner harbor
#

on the tmx patch

vernal crest
#

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.

inner harbor
#

they used to

vernal crest
#

They have not done so the entire time I have been modding (which is since 1.6).

#

Now I'm doubting myself though SDVpufferthinkblob

inner harbor
#

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

vernal crest
#

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.

inner harbor
#

nah you're right

#

it must've changed at some point.

inner harbor
#

and I must've uploaded an old version of the map when fixing some stuff

steel plaza
#

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

worn coral
#

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

inner harbor
#

I"m so tired I should probably sleep instead of glaring at my computer

steel plaza
#

for now ill fix the warp issues

vernal crest
vernal crest
worn coral
#

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

steel plaza
#

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?

iron ridge
#

get author role and right click -> apps -> publish

vernal crest
#

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.

steel plaza
#

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)

worn coral
#

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

brave fable
#

(staff are so soft SDVpufferpensive showcasing posts from non-mod-authors should be a bannable exploit)

lucid iron
blissful panther
lucid iron
#

I did make some stuff to dehardcode the parent location to building and building to parent location warp tho

blissful panther
#

does the biiiiu

vernal crest
lucid iron
#

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)

last badge
#

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 '}'

lucid iron
#

Which probably won't fly yea

worn coral
#

I got to say chu the biiiiu was definietly my favourite Pffft never fails to make me laugh

blissful panther
#

I can't decide whether an internal instanced building warp is more of an MMAP thing, or a MEEP thing...

ocean sailBOT
#

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.

blissful panther
lucid iron
#

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 bolbthinking

last badge
# lucid iron !json

Oh, I'm using Notepad++ and I'm not seeing an error there, but when I plugged it into jsonlint its giving that error

lucid iron
#

I'm content to let PIF deal with this nonsense

blissful panther
#

I'm feeling the need to try to prototype this now...

lucid iron
last badge
lucid iron
fading walrus
#

Biiiiu your json into the validator so we can see catnod1

vernal crest
#

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.

lucid iron
#

The way people do it now is just intra map warps

#

Faking it

vernal crest
#

Yeah I think that's what you recommended to Aki last time when they were trying to do their garage

lucid iron
#

Line 49 extra }, i think

vernal crest
last badge
lucid iron
#

N++ has its own json validation thingy u can turn on

steel plaza
#

ok i got the paint to work, but i can't open the paint menu because of the skins menuuuuuuuuuu T^T

lucid iron
#

Wdym

vernal crest
steel plaza
#

im in the paint tab but can't seem to open the paint menu, but i did it just 1 time before

lucid iron
#

Oh interesting does vanilla cabin work

steel plaza
#

okay i get it now lol, the paint menu wont open, unless the cabin is not a stone cabin

steel plaza
lucid iron
#

So does it also work like

#

No painting unless it's the base skin (stone cabin)

last badge
steel plaza
lucid iron
#

Game limitation then Dokkan

#

Btw i think i asked this yesterday too but are u like copying the whole vanilla texture

#

Just to load it again

steel plaza
lucid iron
#

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?

vernal crest
vernal crest
steel plaza
lucid iron
#

Ok sure Dokkan

vernal crest
steel plaza
#

im facing an issue rn, no paint shows up even if there is no error

blissful panther
#

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"
            }
        }
    ]
}
lucid iron
#

Wait what is warping to what here

blissful panther
#

Warping from 1,4 in this coop to 6,6 in the same coop.

vernal crest
#

I think it's warping to itself lol

lucid iron
#

Oh i thought that also just worked doesn't it NotteThink

blissful panther
#

I thought them being instanced was the whoe problem? I don't know! SDVkrobusgiggle

lucid iron
#

Tbh i was imagining like

#

2 separate instanced locations

#

I'll have to get up from bed and check kyuuchan_run

blissful panther
#

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.

vernal crest
#

Yeah it's one instanced location to another that is the issue. But presumably is what PIF does?

blissful panther
#

Looks like it!

lucid iron
#

PIF takes over management of even the location data itself

#

Bery powerful Dokkan

#

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?)

vernal crest
#

It has lockable doors that only one player can use or something, yeah

worn coral
#

What if... greenhouse with an entry way and pif doors to a "greenhouse pif" for each player?

gentle rose
blissful panther
vernal crest
worn coral
#

Ooh can that work in a greenhouse? You can see my experience with PIF is purely in-farmhouse SMCKekLmaoDog (I should play more....)

vernal crest
#

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?

calm nebula
lucid iron
#

I also thought this but i haven't tried myself

calm nebula
#

SDVpufferthinkblob it would be nice for CP mods to be able to export tokens

gentle rose
#

export to what?

steel plaza
vernal crest
#

Why does CanBeTrashed also affect whether something can be sold?

gentle rose
#

because this game likes to throw curveballs to keep things interesting

steel plaza
gentle rose
#

oh, that actually makes a lot of sense

vernal crest
#

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

gentle rose
#

(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)

vernal crest
#

(Well I only just found out the other day that it's a magical trash can. I thought it was my trash can.)

brave fable
gentle rose
#

I realised through trial and error tbh SDVpuffersquee 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

steel plaza
#

ok this is a dumb question, do i need to put an "Id": after "{{ModId}}_StoneCabin": {

vernal crest
#

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!

gentle rose
#

but who knows haha

vernal crest
#

Still badly named for that!

gentle rose
#

I assume it has other consequences that are more trash related, though? SDVpuffersquee

vernal crest
#

CanBeTrashedOrSold. The end.

#

I only found out I couldn't sell it by accident!

gentle rose
#

but there are other things affecting whether something can be sold, not just that!

#

it’s not the definitive canBeSold

vernal crest
#

CanBeTrashedOrShipped

#

There

gentle rose
#

still other things shippability snob

vernal crest
#

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

gentle rose
#

(it is weird that it isn’t done more directly, I agree)

vernal crest
#

What other bits affect whether it can be sold?

#

I need to change those too if they offer workarounds

gentle rose
#

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

vernal crest
#

Nope, not that I have found for either.

#

Tools have hardcoded logic for it

blissful panther
#
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;
}

SDVpufferthink

vernal crest
#

(Which is connected to their category I think)

gentle rose
#

look at those fun net fields

vernal crest
#

Hm so I could just make it furniture

gentle rose
#

which I refuse to learn the full meaning of

lucid iron
#

I'm never gonna start my wallpaper empire at this rate

gentle rose
#

stardew valley hates william morris confirmed

calm nebula
#

I realize button made a mod for that but I think having it be CP official would be better

patent lanceBOT
lucid iron
#

I thought button made it mainly cus pathos didn't want to have it be official

vernal crest
#

How does one set an object to be able to be sold to Pierre?

calm nebula
#

Is by category

lucid iron
#

You need the category

vernal crest
#

(Thank you for letting me outsource thinking to you, I am way too foggy for this right now)

calm nebula
lucid iron
#

Ig u can also go add a context tag on seedshop

calm nebula
#

I'm proposing a separate ExportedTokens feat

vernal crest
#

Ok so presumably the decor category can't be sold to him by default. Acceptable. Thank you ^_^

lucid iron
#

Oh i see

#

Hrm ...

#

Ig maybe u mark some dynamic tokens as publicly available

#

Almost like a content pack mod provided token then

calm nebula
#

Very much yes

#

Can you tell I finally got a full night's sleep

#

10pm->nearly 9am whooooo

vernal crest
#

Wow that's so much for you (I mean it's quite a lot for anybody but especially you)! I'm glad ^_^

lucid iron
#

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

tepid plover
#

ill check it out

tepid plover
#

at least thats what i think

#

1% chance to spawn on a farm tile i think, no idea about the rest

steel plaza
#

@ivory plume is the "PaintColorRegions": a thing, sorry for pinging you

last badge
#

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.

tepid plover
#

im not sure what you mean sorry, cant you just disable/enable certain characters on each mod

last badge
vernal crest
tepid plover
#

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

vernal crest
#

Nobody can stop you from making any sort of personal use mod that you want.

uncut viper
#

no one can stop you from doing things with files on your own computer

tepid plover
#

as for converting non cp mods i think its fine