#making-mods-general
1 messages Β· Page 340 of 1
if that rectangle is the entire image thenthats fine
but if you wanted to replace, for example, the top left corner of springobjects and the bottom right corner, thats two separate rectangles of space you'd be replacing
okay
Also please note that springobjects is not just spring
so you either need two EditImage actions to define those two rectangles separately
Yes I found that out lol
And has all sorts of nonobjects in it
How load multiple sprite/portrait sheets to one character (e.g. beach and winter)
or what happens is you EditImage over the entire springobjects, which will also replace the bottom left and top right corners, the ones you didnt want to touch
CP would paste what you had in your edited springobjects over top of the original. even if the pixels didnt change
so those corners you didnt edit would still get pasted on top of the original
Oh I kept the unchanged ones π
then yeah, those unchanged ones would be pasted on top of the unchanged ones in the original
which means nothing if you dont have other mods
but if a different mod touches the bottom left corner or top right corner, the corners you didnt edit, then you are pasting on top of their edits now
you'd be overwriting the other mod, even though you didnt change those corners from anything. bc you kept the originals
basically, its entirely for compatibility reasons. dont worry about it right now, especially if you plan on replacing the entire sheet eventually anyway
just keep it in mind if theres a sprite in there you end up not wanting to change
Oh, I do have it isolated right now. But yeah, compatibility will come later
?
on it thx
Okay I can't figure it out
I think it might be my entry in the appearance section>
?
"LogName": "NPC Sprite",
"Action": "Load",
"Target": "Characters/{{ModId}}_SantosPerez",
"FromFile": "assets/img/Spritesheets/SantosPerez.png"
},
{
"LogName": "NPC Sprite",
"Action": "Load",
"Target": "Characters/{{ModId}}_SantosPerez",
"FromFile": "assets/img/Spritesheets/SantosPerez_Winter.png"
},``` this is incorrect, you need to load these to different targets
yes
and use that target for the appearance system, not the location in the asset folder
okay!
so it should be characters for spritesheets
should it still be characters for the portraits
or should it be portraits
characters for the overworld sprites, portraits for portraits
okay!
Before I go and check them all individually, does anyone know if all the vanilla NPCs have the kissing sprites on the same indexes?
iirc they do not
Anyone know where I can fix this?
sprites for those should be in Maps/MenuTiles.png
I have a house that i put into the map, i made seasonal variations, now what? Do I have to load the seasonal variations, even though they're on the summer, fall, and winter town maps?
Rn it's loading the map from "z.springtown" or sm
So throughout seasons, the house stays the same
you need to make a seasonal tilesheet for your house
are you using a vanilla sheet here?
Yes
then u dont have to do anything 
as long as you are editing the map with spring_* u good
Ok!
and as long as you dont have the png in ur folder i think
alr
just to be clear
this is the sheet i'm using, a modified vanilla
i can name this to "z.wintertown" and put it in the sheets folder in my maps folder?
Now that im thinking about it it prolly woulda been way easier to make a separate tilesheet for my house instead of copying and editing a vanilla one but ah well
it did not work so into debugging we go :D
yeah idk wtf im doing
Okay there's a seasonoverride command??
Idk how to use it tho?
im looking online its giving me nothin' at all!!
AA
why did you copy the entire vanilla sheet
Macaroni code indeed π
is this the only bit that's new?
i don't know i think the tutorial i used was telling me to
yes
load it as a new sheet then
separate
okay
for modded seasonal sheets you would want to load spring_* summer_* fall_* winter_* to Maps
use mod id in the name so its unique and stuff
but not at the very front cus thats for seasons
after that add sheet to your map patch
okay
and for the map patch i edit town and replace a certain section with tiles from these tilesheets?
right?
you would make a map with just your house and then do EditMap replacebylayer
i want to recommend against putting your npc right in town though, compat nightmare
she walks with a cane there's really not many places i could put her that she could feasibly reach
replacebylayer?
what is that
{ "Action": "EditMap", "Target": "Maps/Town", "FromFile": "assets/Maps/AltaTown.tmx", "FromArea": { "X": 51, "Y": 37, "Width": 14, "Height": 10 }, "ToArea": { "X": 51, "Y": 37, "Width": 14, "Height": 10 } },
this is what i have rn
i cloned the town map and added her house in thru tiled
Okay, so I would open tiled, make a map with all of the properties but it's just the house, and then i edit the town map and replace a certain section by layer, right?
check the PatchMode section
what you are currently doing is fine-ish, we can worry about removing tiles you don't plan on editing later
first try to fix up your tilesheet so that it's actually custom
do this part i mean
and check that seasonal works
okay
Omg it looks so cute!!!!
So, this?
then i edit town map by layer
adding in the stuff from this map right?
so in this case, i would change "AltaTown.tmx"
correct?
by "change your tmx to make use of this target" wdym
need to edit with spring_FallSpiace.etc
Change altatown to use those tiles!! ok got it!!
also need to fix the tile indicies, since you moved the house all the way up
might be faster to start from fresh copy of town but whatever works
huh?
YAY IT WORKED! THANK YOU CHU2.718!!
OKAY NOW TO MAKE MORE EVENTS!
THANK YOU FOR YOUR PATIENCE ALSO
hm i just noticed that you are loading over spring_ every time 
the game actually lets you just load a sheet to winter_ and it'll switch over
huh?
does it do that with all the seasons?
or can i just load it to winter_ instead of spring_ every time?
winter_
instead of spring_
yea basically
its how the game's default sheets work aftre all
mr ape does not have access to content patcher conditions 
Would Mr. Ape want access to content patcher conditions
i dunno wouldnt mr ape just make more dynamic things 
Apologies for hopping in here out of nowhere, but does anyone know how to properly use assets from someone else's tilesheet mod? I've made a house using Lumisteria's tilesheets (both interior and exterior), and added both as dependancies in my mod, but whenever I open the game SMAPI says that maps can't use tilesheets from outside their own mod folder. I tried looking up how to do it, but everything I'm finding basically just says "Put the tilesheets in your mod's maps folder". I obviously can't put Lumisteria's tilesheets in my mod's maps folder, so I took a peak inside a mod that uses the tilesheets to see how they make it work, but I couldn't find anything. I don't wanna have to remake the entire thing with vanilla assets. (I know next to nothing about making maps, so if this is something really easy to figure out and I'm just stupid, I'm sorry.)
Did you embed the tilesheets into your map?
u put sheet in ur folder when editing
(Data/Hats is now a data model asset in the upcoming Stardew Valley 1.6.16, including support for context tags and custom fields.)
The box was checked when I put them in so I assume so
But then wouldn't I get errors after taking them out?
(I think I can speak on behalf of everyone when I say we all thoroughly appreciate these new data model conversions.)
serial evil defeated
no cus you are picking up the game's sheets
Ooh, I should add an old-style slash delimited representation of every data model in MEEP via the API.
It will serve zero purpose but to confuse people.
DH summoning back the evils just in time for saturday morning cartoons...
so pathos what is the plan for old content packs using the slash delim form?
more of a content patcher question i suppose
(I believe for the previous change it was mentioned CP would get a rewriter/compatibility conversion?)
Content Patcher will have runtime migrations for those, like it did for the ones that broke in Stardew Valley 1.6.
yay 
(XNB mods are out of luck, but XNB modders should be used to that by now.)
Pathos will recipes get this too
Possibly! Next one I'm looking at is Data/Monsters, which will be a big one since there's a lot of hardcoded monster logic.
Yep, it'll use generic spawn fields for the drops to hopefully de-hardcode drop logic where possible.
Okay thank you, I'm just a fool π It's working now π
Im excited to be able to do so much more with just CP
I say, only ever writing c# mods
I'm just happy about data models
It's very easy to make me happy
I was previously happy about street food potstickers
excited to decomission monster variety 
You know
I always wonder what pathos feels about modders going "yay I get to kill X mod I made
"
And while you're at it any chance the beach boxes can become a data asset
Abandoning affected framework mods is an unfortunate result, but I feel like having game systems be easy to mod out of the box will lead to a lot more mods in the long run.
That might be an interesting poll. If you get to deprecate a mod you made because of a game update, are you happy about it?
I'd wager there would be a lot more happy than not.
Possibly? That's a bit lower priority compared to some other changes I'd like to get into the next version, but it could definitely be something we look into if/when the mod author beta starts.
Data/fish is @rigid oriole's request
Yep, Data/Fish is a likely candidate for data-asset-ification in 1.6.16.
Possibly! Those would on the 'ask during the mod author beta' end of the priority list.
data/fish and aquarium fish merger 
pathos, if you dont already, i think you should just set up a macro button you can hit to send "Possibly!"
Data/HarmonyPatches smh
i approve of this
Oh my god
itd be the best part of BETAS to be killed by a game update
Wait. A framework already did that for real? Awful
a funny little learning exercise/experiment turned far too serious an implementation
This truly feels awful
thank you!
Rofl
Hey, if SMAPI controlled everything like this, it might allow for unpatching of individual methods. Which I'm fairly sure Harmony can't do!
I thought an unpatch was all or nothing, though?
theres UnpatchAll and Unpatch(MethodBase original, HarmonyPatchType type, string harmonyId)
Oh. Well, then!
MoreFertilizers, CP edition.
(that also means you can just be an ass and unpatch another mods patches, globally, without restraint. fun)
Data driven skills next
Data driven equipment
data driven skills would be nice if there were more options to determine when a player earns exp
from a CP perspective anyway
theres not even an AddExperience action in vanilla
(Skills/professions is on my potential list to de-hardcode for 1.6.16, but it'll probably be complex so no guarantees.)
The hell are actions, I wasnβt following Stardew modding since 1.6 came out
There isn't? How does that work for the one willy cutscene
theres triggers and trigger actions and trigger action actions
i dont know what scene you mean, but i assume the same way a lot of things like that: the magic of hardcoding
(Technically Data/TriggerActions contains 'actions' (not 'trigger actions') which are triggered based on conditions. For example, it's possible to call actions in other contexts like $action <action> in dialogue/events/etc. But they end up being called 'trigger actions' anyway to differentiate them from 'tile actions', 'player actions', etc.)
i will always call them trigger action actions
petition to rename Data/TriggerActions to Data/Triggers for 1.6.16 for no other reason than to make this less/more confusing /j
Oh Pathos while you're here, any chance of gsq for "what player has equipped"
Possibly!
We had a whole discussion during the 1.6 mod author beta to find a better name for trigger actions, and couldn't think of one. So now we're stuck with it. 
Possibly!
Pathoschild I have a question
(im also fond of calling them Tractions)
First of all thank you for making content patcher and the tractor mod
Secondly
Do you think you will ever age up to a pathosteen

Or perhaps even a pathosadult
Welcome! Sadly I'll always be a pathoschild at heart.
We all know you need a mod for children to grow up
Are there alternate versions of you called Logoschild and Ethoschild?
I'm pretty sure a ethostween showed up once
(@haughty charm mention... sort of...?
)
lmao
Alright I'm at the airport I'll stop being annoying here
Safe flight, atra
||and go annoy thr knitters instead||
Going anywhere nice?
shh you are not anoying that's the demons talking
Home. Home is nice
go forth fellow fibercrafter!!!
Home is good
Using /showFrame 28 for an npc, and I've made sure that spot 28 is the smoochy one. During the event, however, he keeps using sprite 0.
Okay, GitHub mod-building workflow streamlined a little bit more. Done for the night now!
/showFrame farmer 101/showFrame {{ModId}}_NPC 28
27
show frame 27
the first frame is 0
thank you!
wait?
nvm you have it right
you need to put false
after 28
to let it know that it shouldn't flip the sprite :3
ok!
You need to do that with every showFrame btw
the false for showframe is optional
It's for sure in the 28th position. I copied the showFrame straight from the vanilla code, and checked the the modding wiki.
btw if you want us to take a look its always best to post the whole event here
Thank you, sorry
I parred it down to the sticky bit, so there isn't a novel
Everything else is working correctly - he just gives the farmer the cold shoulder immediately with that sprite 0
there's a '/showFrame {{ModId}}_Rahiel 0' at the end that I have taken out. I thought that was the mistake, but it didn't change anything
unless maybe I need to turn the game off and on again, and reload isn't enough
I'll add it. They're behaving but maybe the missing true is affecting him
well, sometimes soimething completely diff can affect another thing
i dont see off the bat anything wrong with the rahiel command itself, hm
Maybe he's just shy
thats really odd
I think you do need to save the files and then restart game
yes. I also shut down the game, just in case
hm
and i think it would be sooo so funny if, during Alta's 6-heart event, the player can tell her that she's right about herself, that she's a burden, etc.
And Alta, instead of taking the player's words to heart, remembers who she is
A larger , glowier version of her face descends from the clouds
She turns to the player.
"Careful how you speak to me...worm."
Draws her sword
And the next thing they see is Harvey
Poking around the Always Raining mod, they use '/showFrame Sterling 4/ . It can't be the {{ModId}}_Rahiel, could it?
they don't use {{ModId}} at all, so I'm assuming not
No, I use {{ModId}} in mine and it works fine
Omg-
could it be pulling from the other one? wait no, the other one has a beard
and that's not showing in the event
Check your smapi logs
I'm a grade A moron
Ohh what happened?
I did the extra sprites on his original sprite sheet. You and Void caught it
π«‘
I have him programmed to use his young sprite sheet right now
I was getting so mad π¦
HOORAY
Any ideas for the name of a mod that restores your stamina if your tool did nothing (like hitting the air with a pickaxe)
I tought of DontWasteStamina but people maybe can think it just makes stamina infinite
No[something]no loss
Like no pain no gain
I think dont waste stamina is a pretty good name
Only When It Counts / No Effort on Miss
YEs!
yeah!
ONLY WHEN IT COUNTS!
its so good
Miss-me-not
i thought this mod already got released (by you?)
i may be halucinating 
ok i wasnt hallucinating https://www.nexusmods.com/stardewvalley/mods/33313
but again remember 2 cakes
oh
I saw a request on github of a mod like this yesterday and assumed it didnt exist already
Dang
Bro got uhhhh
Hang on im trying to think of a good joke
Uhhhhh
bro got sheikah slate'd
idk
lol
well, two cakes as they say and also the comments state that mod doesnt work in 1.6 so maybe youre in luck
Is there a smapi command to force a villager to come to the resort?
If it's their scheduled time, I think you can use hurryalong
oh
I haven't finished unlocking the Island :\ I inevitably unlock the community center, get halfway through the volcano, see a youtube video of someone playing the first 100 days and go 'that could be meeee'
real
I have a multiplayer vanilla farm with me and 2 other guys and the jokes are INCESSANT
we're in Winter Year 2 and 30% of the way to perfection
that 30% is because we specialized so hard in year 1 that we ended up with genuinely abhorrent skill spreads
need to learn more about coding
oh no D: I feel like such an ass. I tested the refusal script D:
shh it's okay...
if it helps, i've had to test the script where you tell Alta that she's weak
and have her raise her chin and look you in the eye and say "You think I'm weak. No need to deny it. I've heard it countless times from countless mouths. All from people who have nothing to show for their own supposed strength."
how do you test your mods compatability
No clue
depends on what kinda mod you make
My mod isn't compatible with anything, it's meant to be in an otherwise vanilla playthrough
I've been letting people just tell me when other mods and my MarniexMarlon one don't play nicely
Even a retexture of the town, like making the bridges neater, will undermine the story
MAybe it's selfish, but I've made the mods for me. I hope others enjoy it, but there are so many, and people's interests vary, that the only person I 100% can make happy it little old me. So, I fix issues as other people bring them up.
OMG I LOVE THEM!!! SlimeRancher is my ship name for them
yes but its not as good SEO
kinda my first time doing this
can you tell us more detail about what you are making/have made 
If a moron like me can do it, you can too! 
we'll give better advice then
I didn't get as many done as I wanted to, today - but I think I need a TV/veg-out break
how do i make art for stardew sprites
If you're willing to pay - Asperite on Steam is a worthwhile $20. I started by taking the vanilla sprites and recoloring them for practice
yeah but im crap at drawing esepcially drawing something in a style
I used Alex's sprite as a base for mine
I turned him into a blank doll, by tracing over him using layers
#making-mods-art would have better advice I think
im just so new
So was I, so were all of us! don't worry abou tit!
about. it.
Um I have a template if you want?
These are super basic templates from MissCoriel's NPC Creator.
The NPC creator is what I started with, but I wouldn't recommend it because it's kinda...outdated
As for the sprites, I made mine by tracing over villagers (Leah and Maru for Alta, Sebastian and Sam for Zero)
And portraits the same way
Worth mentioning is that for the source code for aseprite, you can access it and compile by yourself, which even their faq says fine
Always best to support them when possible though 
daang
Meanwhile I walk in and want to ask - is it possible to have additional dialogue within your mod that would trigger only if it detects another mod?
For example letβs say I want to write a dialogue or two of my custom NPC saying something about someone from SVE, but only if that one is installed (and isnβt required either)
sure, make an optional patch with When HasMod
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#HasMod
i just dont know where to start with making code to be honest im so lost on where to learn
Well. What do you want to do
make a mod with avocados and gucamole
I.
I love you immediately
Here's what you need:
-A fruit tree
-An edible avocado
-A recipe for guac
-The guac
And
-a way to get the recipe!
And all data associated with those things, ofc, but it's a really good thing to start off with!
My own question:
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
Anybody know how to make custom cutscenes, like the ones from the wizard or from Caroline's green tea scene?
avocados exist in some other crop mdos
(ignore the second bullet point. you want content packs and content patcher)
I wanna make one of Alta dancing
you can just make guac by itself first 
those r in C# i think, but you can probably do something with TAS
Aye aye, thank you π wanted to make sure since Iβm just as new to modding as a child (and another person here in chat wheeze)
nooooooooooo
i forget who it is, but whoever is making the red-haired pirate mod draws map tiles that are animations i believe
You could make a CG instead of moving stuff though
like the huge turtle coming out of the ocean was map tiles
Not as flashy but still works
yes, they then use switch map or something i believe
no it was for you fallspice
i'm trying to scroll the user list and remember who it is
yea temporaryAnimatedSprites is a events thing
thats what i suggested for you to do instead
TAS are so useful
ill take things one at a time
Yk what I think I can do something like that. Like in that one heart ev with alex
wish there was an easier way to edit parts of an event instead of having to copy/paste the entire thing and edit it that way
how did you guys learn about modding and coding
Um I kinda just bumbled around until something happened
This is less "coding" and more "telling this file where to find things"
you can edit specific sections of a slash delimited string
but you have to do it either by index or by using the entire section as your search parameter in text operations
both of which are not good for compatibility
Wdym learned about modding
all i want to do is change the character positions in an event due to a map edit. it's proving to be a real pain
it also doesnt help that the original version of this mod doesn't have i18n, so sadly CMCT won't help here
I thought you could just add their new data to setup-AdditionalCharacters or whatever and it'd overwrite the first data but don't quote me on that
anyways ill try modding some more tomorrow
Some of the more recent fish I added don't appear in the fishing collection (both variants of Footballfish and Lungfish) but I fished up a footballfish anyways during the night market.
How do I get them to show up in the collection?
when i build using dotnet build everything is fine but when i use dotnet build -c Release, my mod doesn't seem to do anything? My Entry function runs, but my patches don't, I'm using HarmonyPatches as annotations, are my patches getting optimized out or something?
ExcludeFromFishingCollection should be false
None of the fish in my mod have it set to true.
oh dear. Then I don't know
It appears that I can't sell the footballfish either.
Am I allowed to use gendered language in my mod?
I also set ExcludeFromRandomSale to false.
Try harmony.PatchAll(typeof(ModEntry).Assembly)
The zero args uses stackframe which can be unreliable
In release mode
I just realized I accidentally forgot the line "Type": "Fish" in the entries for both Footballfish and the Lungfish.
does tha api also have this problem? I switched to the api and some things got applied but some didn't
if you use the Patch you explicitly pass in MethodInfo
it doesn't have this problem afaik
Now how do I get the Ammocoete to show up in the fishing tab while simultaneously allowing it to be used as bait?
oh nvm it crashed and i didn't notice oops
it was complaining that it was ambiguous, but it didn't complain about that when i was using annotations, is that weird?
you can try Category -21 while leaving the Type Fish. I can't guarantee that won't have unpleasant side effects however
(it probably will tbh)
also curious about whether people generally prefer the api or annotations
i always use annotations unless i need to conditionally patch or reuse the same patch multiple times
(Annotations are more fragile because SMAPI can't rewrite them. For example, if you patch a method that gets renamed, your mod will break if it uses annotations, even if SMAPI has a rewriter to fix mods for the change.)
Eh, smapi doesn't rewrite the other way either
I think I tried to benchmark the delegate.methodinfo way
That one smapi might rewrite
thank you everybody for being so welcoming to me
How exactly do I make a fish more common in the night market? Caught 7 Spookfish but only 3 footballfish (I added the footballfish myself).
lower your fish's precendence
values with lower precedence gets checked first
check what the spookfish entry's precedence value is and modify your own
this is in Data/Locations, to clarify
is that the "Chance" field?
no, that's the chance for entry to trigger
precedence controls the order the game checks each entry
obviously increasing the chance also increases your catch rate
I just discovered that the precedence field is a negative number.
How to post a mod in #mod-showcase ?
you need level 25 + the mod author role
otherwise you need someone else to do it for you
I assume the latest mod on Nexus is yours?
if you give me what you want in the body I can do it!
Yeah, just looked and im lvl 4 still 
Ok, will post here thank you
Only When It Counts
Stop wasting stamina! This mod ensures stamina is only used when your tools actually work.
Currently it works with all vanilla interactions and most from Item Extensions.
https://www.nexusmods.com/stardewvalley/mods/34886
Is there a way to make a sprite show on the 'AlwaysFront' layer during an event?
with a TAS you can set how in front it is
sorry. What's a TAS?
temporaryAnimatedSprite
Ah! ty!
just set the texture to be wherever you've loaded the spritesheet to
I'll go look at those. I was using show frame
i don't think i've used showFrame before, i mainly use animate
but that will be on the same layer like showFrame
I may just give up on having him sit on the bed
what are you having trouble with/what have you written?
When I spawn him on one of the bed tiles, he spawns behind the blankets - just because of layer issues. He's demanding that the farmer fetch him things
I think I'll just put floor pillows down instead
and you tried using TAS? you need to set the layer integer to something high, probably like 7
i think it's layer, it might be called something else
No, not yet. I found the code, but got intimidated by it and decided I was going to try and avoid it lol π¦
i can answer questions about each argument if you have any <3 it's a super useful command, but if you'd rather not deal that's fine too
animate <actor> <flip> <loop> <frame duration> <frames...>
animate {{ModId}}_Rahiel false true 300 23 24
?
er 3000*
oh wait that's not temp actor
yep! (although that's animate, not temporaryAnimatedSprite)
is there a way to know the location of the ladder when it is used to warp/ last player position before ladder is used
in what context? C#? CP? (and what do you need it for?)
temporaryAnimatedSprite assets/sprites/{{Mod}}_Rahiel.png 3000 23 24 100 9 7 ?
@tiny zealot making a mod to log player actions in game all round (dunno if such a mod exists but would really help me)
the texture needs to be wherever you loaded his sprites to--i assume you put like Characters/Rahiel or something
Ah yes
textures need to be loaded before they can be used, you can't just put a png in there
(things i learned the hard way)
the SMAPI warped event has the players previous position, which won't exactly match the ladder, but it might be close enough
if you just want a general good enough log
oh, does it have position? i thought it was just the GameLocation
yeah even i thought so
/temporaryAnimatedSprite Characters/{{ModId}}_Rahiel 0 0 16 32 3000 4 999999 10 15 false false 15 0 4 0 0 hold_last_frame
if it does then use that. otherwise there's no Warping event so you might have to harmony patch something or do something else unsavory
make sure the texture is separated by escaped slashes: \\
(using UpdateTicked for this is an example of something unsavory, in my book)
ugh \\
unsavoury can still be sweet π
can also just detect when a player clicks in a Mine and check if the click is on a ladder
I don't see where to adjust the layer for this
if you specifically want to check for ladder usages you'll likely need to do that anyway
also i think this says you want it to be 4x bigger than normal? it should be 1
i see, that helps
@uncut viper I see the event captures oldLocation but not its coordinates
I really appreciate all of your help!
no problem! it's difficult for me to tell how it will look in game but if you have issues with it lmk
I'll send a screenshot. I think I'm going to test it once tonight and then retire for the night, like an old
is there a way to extract coordinates from the oldLocation @uncut viper
you may actually need to use 4 instead of 1 there to match the usual character scale
a few too many 2 or 3 am nights, working on this, recently
the wiki says in addition to the normal zoom, so i think 1 should be fine
I have a 4 in there right now. We'll see if he's a monster
godzilla has entered the chat
what's the proper way to write this as a negative?
"HasSeenEvent": "{{ModId}}_Seance2",
}```
i'm trying to conditionally patch my custom map when my NPC shows up, to go from old boxes and spiderwebs to a cute room
actually technically i guess i'm trying to conditionally patch it when she HASN'T shown up
Like this:
"When": {
"HasSeenEvent |contains={{ModId}}_Seance2": false
}
thank you so much!
good night!
back with another syntax question: SMAPI is telling me my patch isn't applying because it can't parse -0.078 == 0 as a math expression and that i'm missing an operand before =.
{{Query: {{DailyLuck}} == 0}}
how do i write "when daily luck is neutral" as a query
this is the full line "Condition": "ITEM_ID Input {{ModId}}_Magic8Ball, {{Query: {{DailyLuck}} == 0}}",
He's wrapped up like a little baby! 
just use a single =
nic i am guessing CP expects a single =
i doubt spaces matter
Lots of spaces in the CP docs examples
I have a stupid question for the modders. How do I reference the player's farm name in dialogue? I know the farmer's name is @ but I don't know what goes in for the farm name.
you can use CP's {{FarmName}} token
(I admit I usually use {{FarmName}} because Iunno if the context I"m using supports %farm or the token)
if its daily dialogue i think all 3 options are fine right 
Good news: the base game will need it to de-hardcode monster drops, so that'll be in 1.6.16.
even slime color drops? that's be great
I'm working on the monster drop de-hardcoding now. It's a bit complex and scattered, so we'll see what can feasibly be de-hardcoded. There might be some exceptions which will still be hardcoded.
off top of head there is
- non dangerous vs dangerous
- trinkets
- the diamond and prismatic shard change for bottom of mine
- prismatic jelly and ectoplasm
(There's quite a few more.)
my head can only fit like 2 slimes
I know pure white slimes drop diamonds from that one slime ranching video
Still testing, but thank you for your replies!
the amount of effort required to get white slimes is amazing lmao, they have to turn their farm into a giant segmented slime ranch
say if i was gonna make a event command
should i just make it trigger action
im not sure what i get out of using event command
the prismatic jelly is less the drop and more the spawn of the monster in the first place iirc
deciding whether or not the commands advance
also easier access to event context ofc
Okay, so of the 3 [FarmName] was the only one that worked for me. You guys are awesome
the token form of FarmName will always work assuming the save is loaded
the one selph suggested
if it didnt work then something else went wrong
or had it in i18n
i was hoping to make a command that is like "hide trinket for duration of this event"
i can just make 2 trigger actions but i wonder if event command has stuff to automatically push a matching command to end
if memory serves, you can add stuff to endBehaviors or whatever it's called if you're in the event code
that is good thing about it being event command then
tho i feel like i should also just make the 2 trigger actions anyways
i remember it being finicky but it's been a while
if the behaviour is highly event specific i would prefer an event command myself
i have at least two tractions that i call from event commands (they behave differently if an event is running)
there is the skip actions, but don't think there is a built in mechanism to run stuff when event gracefully ends
its not that specific
i dont think there is either, i think your only options are polling for the event being done or harmony patching endBehaviours()
"hide trinket for this event" seems very event specific to me
basically i already have a bool controlling whether trinket works rn
the trigger action will set it
besides events it can also just be used like
doh ur companion ran away cus this place scary
hi yall
@ivory plume is giving wildtrees a DisplayName in scope
As per conversation yesterday, regarding the difficulty of making a farmhand NPC mod... why has no one made a general pathfinding resource mod that other mods could utilise?
Is that a possible?
no demand for it. id say 99% of mods probably do not ever care about handling pathfinding themselves whatsoever. what exists already just works for most of the purposes that one would need pathfinding for
Probably not unfortunately, since it's not something the base game would use.
i think it's really hard for this to exist because if you aren't just using and living with the game's pathfindcontroller, you probably have Opinions about how it ought to work
im making a taco mod
Yayyyyyy
also runs into needing the translation team to populate
so i'm trying to implement this, but i don't think the buff is being applied. no buffs icons show up when i put the ring on, and no effects that i can tell take place. here's my Buffs.json: https://smapi.io/json/content-patcher/836b22b953284370b099a8458332503d
and here's my log with patch summary: https://smapi.io/log/9fad36cf53a149da98373f3e6f63fb1d
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 16 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
the entry key for WearableData needs to be explicitly qualified (L13)
qualified item IDs will be the death of me. thank you guys for spotting that
it's working now! a health regen ring <3
easier to remember the exceptions that can't be qualified vs other way around, and so always use qualified
that's smart
is there a debug command that lists all items matching a specific context tag?
Does anyone know of a tutorial to update portrait mods for 1.6? I can't link the ones I had in mind because of the website they're on.
I don't think you should need to do anything to update a portrait mod for 1.6. What part is not working?
it depends what the original mod is written in (or not) and what is wrong, 1.6 added winter outfits but there may also be extra expressions that were added since that mod was made, etc
whether the mod is cp or a file replacer is important
I'm trying to make my mod overwrite the schedule of another, but no matter what I do, I keep getting this error: https://smapi.io/log/4de9f1df259f4ba38523106ed5ed5a68
This is my code for the schedule include:
"Action": "Include",
"Priority": "Late + 99",
"FromFile": "data/Schedule.json"
},```
I don't understand why this isn't working
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 17 C# mods and 7 content packs.
the code for the include wont help because we need to see whats in data/schedule.json, however the error message is clear, you cannot use Load to Load a file that the other mod already loaded unless both mods have a specific prioritu setting. just change yours to EditData and rewrite the entry a bit
include doesn't participate in the asset pipeline so it has no concept of priority
it is edit data...
so what I'd need to do is make a has mod condition instead...
You've got a Load somewhere, because you can't get that error with just an EditData.
You're not loading a blank or something?
could it be from the blank.json?
Yes, you should not be loading a blank for an existing schedule.
alright
Loading a blank JSON is typically reserved for files for your own new custom NPC or location.
gotcha
i'm trying to make my wizard schedule edits romras compatible but it can be used without it installed. so having a has mod condition would be the best option here
(Or, sometimes, loading an event asset for a vanilla location that has no vanilla events in it, but in that case you want to use a non-exclusive, low priority load so you don't clash with other mods that might be trying to do the same thing.)
blank json is a bad candidate for an exclusive priority load in general (though it is the default and only option pre-1.6)
with this the blank won't be loaded if RomRas is installed. I just loaded the game and no more conflicts
though I should probably add in the ID for Looking for Love in there too just in case someone is using that
Both are for the content patcher. I think it's the content and manifest.
well can you share what is wrong with the mod? what error are you getting?
the manifest being old doesnt automatically mean its broken
I need to load it up and install it to see what smapi says. I thought had that log saved but I can't find it.
Does anyone know if you can make an Alternative Textures pack for cribs? I couldn't find anything on it, just that none have really been made
i dont think you can
Nope you can't, they're part of the map.
Thank you very much, you have saved me
im trying to override a modded event. so far it's proving to be a huge pain in my ass. i can't get my event to trigger, and when i remove the original, mine triggers but doesn't work correctly.
all I want to do is change the position of the characters so it fits my new map. I was told this wasn't possible, that I had to edit the entire event. But... I just keep running into this issue that I don't know how to fix
When you're overwriting the original event instead of removing it, have you checked that it's appearing correctly in the json using a patch export?
i can never remember how to do that
ok now my event is triggering. i can't explain why exactly but it works....
if you enter patch help into the SMAPI console it'll explain all the Content Patcher commands and how to use them 
alright, i'll do that
i still got some more testing to do but for now i consider this mod working the way it should
Hi, I'm not sure if this is the right channel to ask, but I need help with something. I'm using Tiled to edit my SV farm. Everything's going well until I notice that I can't remove the ground note. It's not in events, it's not in textures, it doesn't even appear in the Tiled editor. How can I delete it, move it, or where is it?
iirc you can change its position using a map property or tile property
This is what it looks like in the Tiled editor, where am I supposed to click?
did you make this from scratch yourself?
you're missing all the object layers for some reason
I was doing the scientific method to find out if that note was inside the objects (it's not, it still appears in the game). No, it's the default "FARM" map that I'm modifying.
No, the pink ones are object layers but they're just on the Objects tab instead of the Layers tab which is why the tile layers aren't visible.
(ty aba! ig I've never seen this layout of tiled before)
If you go up to Maps and then Map Properties it will open the map properties box
I half remembered it being a tile prop but I'm not surprised I was wrong 
'Tis not a map property though.
(I actually don't remember this at all. What is this ground note?)
(I think it's the shrine note)
This is what opens when I click on properties, the note is the grandfather's note that is on the altar of your farm (I removed the altar)
Hm, there's no tile object property for a shrine note but there is a an Action Message "Farm.1" one so maybe the note spawns relative to that somehow?
Have you put the shrine and the tile object property for it somewhere else on your farm?
Yes, I moved everything but nothing happened, I made sure to move the events too, but the note still appears on the same side.
There is a map property GrandpaShrineLocation [<int x> <int y>] so maybe that's what custom farms have to use.
I've not gotten far enough into making my own farm map to actually do any of this "functionality" stuff yet lol
(nvm no it isn't lmao that's the grandpa's farm text. how did I do this last time?)
Time to download one of Kisaa's farms to check
Looks like it's the map property after all
Yup checked Frontier Farm too, it's also using the map property
Ok, I'll try to fix it and see if it works, thanks in advance
Hi, I'm new to modding and working with Furniture Framework. Does Furniture Framework support extracting different Y-axis frames from a single image to create animated furniture?
yup
Thanks a lot! Iβll dig into the docsβreally cool that FF supports this directly. π
Is there a way to use IModContentHelper.Load<MyDataType>(string relativePath) with an empty MyDataType instance to populate?
GrandpaShrineLocation [<int x> <int y>] (IN WIKI)
como se esciribria de forma correcta? he provado todas las maneras y nada
I don't know if I explained myself well, I mean I don't know how to place the codes, for example X 848 and Y320
Is your map actually more than 800 tiles wide? That's absolutely massive and will break your layering, I think. But regardless, just write it without the comma.
this looks a lot like something that was multiplied by 16...
Without the comma. Divide by 16
Also my gut instinct says this is a map property
Not a tile property
...nobody saw that right now, I'm sure. 
Oh yes I didn't even notice that. Yes it's a map property.

if it's a new location, you need to Load the events asset first/as well (to create it; EditData can only work on existing assets)
yes. use "FromFile": "blank.json", (modify path as needed for your assets structure)
i don't have a blank.json
where that blank.json just contains this text (literal):
{}
(create this file)
ok
then you'll leave your EditData as it is, to actually add the events to the (new) blank asset
yep!
Yippee! thank you!
My new mod is somehow linked to the other one, anyone knows how to fix this? the only thing i think might be the cause is they are both in the same folder (?)
you almost certainly have the wrong update key in one of the manifests
omg my dumbass forgot about the updatekeys, i just copy pasted the manifest and changed the names/ids
(Nexus Mods has been transferred to a new owner, though the announcement doesn't mention who the new owner is.)
the new owner? me
(Oh, where was it said that it was sold? I assumed he just stepped down.)
"the ownership has changed hands" is a bit ambiguous for my taste
It seems to be someone outside the company based on the wording:
After months of meetings, face-to-face talks, and a whole lot of soul searching, I am thrilled to say that I truly believe I have found the exact right people for the task. So yes, the ownership of Nexus Mods has changed hands, [...]
And probably a company, given "right people" rather than "right person".
further down he does mention two specific people "whoβve come on board to lead this next chapter", fwiw
It actually does seem like it might just be two people as opposed to a company.
As long as it's not Overwolf...
GOD please not overwolf lmao
(naively not knowing who/what overwolf is) surely i won't regret looking this up! /lh
My main question would be whether the new owner is a private company (or people) vs a publicly traded company. If it's a public company, I would plan for the inevitable platform decay.
That's a very polite term for what's in my head.
bro even linked to the wikipedia article thats crazy
(i did read it)
tbh is anyone in here rich enough to buy nexus π₯Έ
(you should see what that link redirects to)
(That is the term in my head.
)
I was like "oh pathos used a nice word for it" but then the Wikipedia article is just a redirect π
Oh my god i didnt even see the title of the article
The platform HAS to get markdown before it decays
LMAOOOOO
no it doesn't π
pathos got jokesβ¦.
This would be a great opportunity for someone to launch an SDV-focused modding site. cough @iron ridge
Kind of quoting Dark on this one, but enshittification happened years ago.
Collections already has this, and they've been trying to roll it out to mod pages, so we're doomed. π
I mean, site has to pay for itself somehow and I doubt ads are enough
I trust Dark. He managed to keep the website independent for this long.
The problem with publicly owned companies is that the owners only job is to maximize shareholder value
The site definitely makes money. They have no outside investors or plans to.
I think the current level of monetization is actually fine but I know ppl are worried it gets worse
So it's not about breaking even, or investing back into the site to improve, but more about how many decisions can we get away with before losing our base while squeezing every penny out of every user
Yeah, makes sense. Every gaming site is kind of shit right now.
all other concerns will, must be sacrificed on the altar of profit for shareholders
The main thing about platform decay is that it's a continuous process, it's not a single change. The company makes one change to extract more money for its shareholders which makes the platform a little bit worse, but the next year shareholders want their next annual return. So they make one more little change which makes the platform a bit worse to get that extra return again, then again the next year, and again, etc. It's a somewhat inevitable aspect of any platform owned by a publicly traded company that needs to be more profitable every year, not only profitable.
I think duolingo is a good example lol
Like every publicly traded company trying to jump on the AI bandwagon
After a certain point you can't extract more profit just by making the platform better, so you start monetizing in other ways (increasing fees, adding more service levels, adding more and more ads, selling data, etc).
Yeah, I hear you. I just think that quote is still relevant for people starting to doom.
It's also really important for people to remember that Nexus isn't answerable to investors. They're self-financed.
Which is kind of insane.
Paygating services that were previously offered for free
Yes, that's my concern. I like Nexus partly because it's a private company; but is that still the case with the new owner(s)? It's a bit worrying that they don't want to mention who the new owners are.
Yeah. I think you actually have a lot of good reason to be concerned. You're, like, one of the top mod authors across the site.
The issue is that it'll be difficult to determine whether:
- It is a company and not just two people.
- The status of the company if we never actually learn the name.
Yeah. Trying to be generous on that front. It could just be, like, a serious communication issue and these guys will get a better introduction down the line. This is definitely the most stupid aspect of this announcement.
communication issues? on nexus? couldn't be /j
My hope is maybe tmw the new leadership posts or something?
Real.
Maybe the DP payouts will actually come out on time now that Dark isn't doing them himself.
I bet automating yhat is not high on the priority list
The site is halfway thru a refresh lol
At any rate, all we can do is wait and see
im nowhere near doing this yet but i wanna get an idea of the headache imma be getting myself into- so i just wanted to ask how would i make recipes involving items from another mod
They do it manually to look for fraud or people abusing the system. But I agree that most of this should just be automated.
During the Fallout 4 boom you had one guy making $7000 on their Collection because they were farming patches.
you can do it with just content patcher still. You'll just need to look up the id of the modded ingredients (via lookup anything or by reading the other mod's files)
ok damn easier than i thought- thank you
I think you'd also need to either make the item mod a requirement of yours (in manifest.json) or use "When": {"HasMod": "that mod's ID"} when adding the cross-mod recipes
I don't have a good laptop with me I'll work on it when I'm home
Last I checked black tree gaming's owner was listed as the nexus founder and had public financial reports so shouldn't be hard to check in theory
the usernames don't land any hits on other platforms that I can see
That's fair! Also, mind if I toss a quick DM at you?
I don't mind!
Unsurprising
either that or i'm simply bad at google
the problem is, if it decays, then i'm going to actually have to write README.md files for all my mods
instead of simply Not Doing That Because Lazy
Barley u should do that anyways 
I only just started version-tagging my commits
(Found one answer in the comments, currently on page 16. No info on who they are though.)
i didn't think I would make so many mods so I didn't do so many good software practices at the start π
I don't upload zips to the releases so i started tagging
Brave of you to dig through that madness.
I should update all of my files to have readmes too. I used to do this, but stopped.
But I used to have a mod's entire doc in readme and then turn it into the mod page bbcode
I think that's my problem, I work backwards.
I do the bbcode first and then have to unfuck it.
Jesus
Well u can use pillow userscript for md in browser
i think i have the same problem
But i just started including a readme in my repo template so
When you don't really work with code your workflow is way different. Never had a template for anything.
I just have random folders of sounds and textures.
omg a user!!
Oh
https://github.com/AnotherPillow/nexus-markdown anyway pls use
Gamers, I have found a unique problem
For all my events, for the music, I have been using "continue" because it flows smoothly
However
This causes some really funny tonal whiplash
Because Alta will be talking about how she feels alone and stuck and the background music will be spring_03
Imagine if that happened with the other events
did you know you can change the music during an event with playMusic
Shane: so tell me farmer, why shouldn't i jump off this cliff right now?
bg music: dansa med oss, klappa era hΓ€nder
I know but it's just funny
It's meant to be a placeholder anyway, I plan on making my own songs
ah, a fellow "clap and eat a handbag" enjoyer
oh that's the best version of misheard lyrics i've heard
i simply adore mondegreens
cat fluffy paws, clap and eat a handbag
yours only yours, i wanna see you dancing
i like A Stillness In The Rain and Echos best
although as a sebastian enjoyer the latter makes sense
and the former is simply so....perfect
Speaking of music, I'm trying to decide on a track for a wedding proposal that occurs when the player is already dating more than one person and the NPC knows it. Currently using shane's theme, but it sounds just a little too angry
I've got a version in the rain that uses echoes and it's perfect, but the sunny version needs tweaking. Any suggestions?
Can I hear the rain version?
The rain version is Seb's theme (Echos)
Also, as much as I hate the Sims 4, it does have some pretty good sound design. maybe take notes from its failed proposal?
Ohhh
Why not take snippets from shane's theme and echos and mix them together to get that angry + angsty feel?
Mmmmmm. I could try some custom music, but I was hoping for this mod not to take longer than it already has xD
This is shane: https://www.youtube.com/watch?v=6hMdlpLwu-I
Couldn't find this theme anywhere but the saloon jukebox so I figured I'd put it up. β₯ Man after my own heart...
All rights go to Concerned Ape and Chucklefish
is this carameldansen
You could commission a track! I know Dodo takes (or used to) take them.
yes
Thanks! I might. Thinking about maybe using Alex's theme, but that might tilt too much in the opposite direction (too sad, not enough angry)
fellas: is there a thing that exists to let you do a little c# in content packs, or did that die during the advent of 1.6
(i have considered taking music commissions, but i do not have my shit together)
(same)
you make music?
or rather, you can⦠do the music thing? LOL
How shit together do you need to be to take commission
to be able to output regardless of creative muse
so pretty shit together
-# I don't have my at home music studio fully set up yet
I made music for OlderSeb (twice), but I find that I have to be in the right headspace. Hard to get there when I'm actively writing dialogue
i took commissions once. took 3 and then never again lol
i have made music! i wrote the music for lacey
art is a fickle muse for me so thats why
omg yo
thats so cool i didnt even know that
i don't really advertise it
if you can do a thing with your brain turned off (like writing conpa code, or doing c#) then taking commissions for it is nice
but if it requires a muse then i wouldnt monetize it
Yes
monetizing a muse is the beginning of the death of said muse lol
my only counterpoint is that sometimes clients want stuff that's either 1. outside your comfort zone or 2. a fresh perspective, and those can be great for personal growth
Most paid work tends to be the least creatively fulfilling tbh. So you have to manage that.
if its outside ur usual zone why would someone comm u for that if u have a portfolio of examples of stuff you Do primarily do
I found that most of the coding I did for myself, for fun, stopped when I started doing 40+ hours of it a week. Modding is what got me back into it
i dunno i don't currently take commissions lol
βso this guy that makes primarily fast paced techno beatsβ¦ lets comm him for a classical pieceβ LMAO
i figure if they already pay me to write code i'm not that passionate about at work, then going online and saying "pay me to do Not What I Want" is not for me haha
thats when u hit em with the βNoβ πββοΈ
This is real.
I've been doing music commissions full time for the last, like, four years.
wait YOU TOO?
It took me, like, two years to say no to shit.
how many musicians do we have in here oh my god
Ya.
xD
I got really good at writing music really quickly because I was doing a thing called compos. You would write a song in an hour and just submit it.
I've found that people who code often do music, too
i have an NPC mod idea but i really want him to have his own theme.... but I haven't WRITTEN anything in so long
It's a pretty big overlap
i'm home for a bit rn and i have piano access for a bit, i wonder if i should mess around
if i could read sheet music properly id consider doing this but my brain doesnt work like that
Lowkey I was going to ask Kantrip if they wanted free music because I don't need money. But I have so many other commitments going on to actually follow thru.
Also, like, 5 of you said you take commissions.
You should seriously consider it when you have the mental space for it! There's only Dodo right now.
I was going to ask you actually how much you normally charge
ive actually never seen the commissions list include music makers
does it? did i miss the section?
dodo is the only active one i was aware of
is that list even relevant OR updated regularly? lol
Music comms are hard because writing and producing music is, like, the hardest thing in the world. (totally not biased)
no i believe that
i recall it having a section for music makers, so if it's not there anymore, it must've been updated at some point
Small point: where is the comms list, exactly?
It's there as of earlier today!
music is so subjective to everyone i imagine its difficult to produce stuff
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
(What You Do Is Easy, What I Do Is Hard)
(i recall this because I wanted to commission some at some point too)
Thank you!
LOL
Dang xD Alright
thinking fondly of tobert fox and his music rnβ¦ how do people do it β¦
like how do you even start a song
I'll have myself on that list at some point...
the drum section? or i guess whatever instrument keeps beat?
Chord progression for me
my brain provides me w the main melody first whenever i concoct stuff in my soup cauldron
this is probably unhelpful but my answer is basically CA's answer of, like, find a music version of the feeling you are having about something
no no i get this
It definitely helps to listen to stuff similar to what you're trying to make
i have some songs marked because they convey such a specific feeling of a thing
like am i ever going to need this feeling, no. but it sparks my creative muse, so i keep it lol
usually one line or sound or something will come to me and then i have to go play with it for a while and make it into something worth listening to
A lot of genres are actually a drum game. A lot of the pop and EDM stuff I write is written as if its percussion.
just take a beethoven beat and make it go hard yall thats music making πππ
i forget sometimes you can just sample old stuff like that because its public domain lol
be careful where you get the samples from
There is also literally the free music archive
Pretty much the best way to make music tho is to make, like, 100 ideas and find one of the good ones.
Try looking at Bandcamp too, Kantrip. You can search by license.
well not sample as in a music file but β¦. replicate a progression from a beethoven sheet kinda thing
Plenty of people are also 100% happy to let you use their music if you just ask.
i dont know the fancy music terms
People forget that, like, most people don't actually need some monetary exchange. We're all just making shit.
oh, taking from old PD sheet music absolutely fine. but sampling is a whole other can of worms (performance and mechanical rights)
ahh okay
yeah i was thinking about sawtowne using beethovenβs virus for one of their vocaloid songs and i chuckled lol
bc ur like. What is this familiar melody. and then youre like oh my god
pathetique 2 reappears with some frequency
This is interpolation.
If you were looking for the word.
OOH!
You rerecord a melody. Sometimes it requires licensing, but for something like that it's probably good.
neato
does the "Name" field in Data\Objects show up client-side, or do I just need to edit the display name in Strings\Objects for players to see the new name?
The Name field is for internal use only
Seeing so many musicians here makes me self-conscious about the music I wrote for Abigail's flute. >_>
got it, thanks so much! that saves me from doing twice as much as i thought i'd need to do 
that was meant to be a laughing emote but the heart works too
||it's good||
You can add custom music with a content pack right?
are you sure you don't mean "what I do is easy, what you do is hard" π
I don't need c#?


