#making-mods-general

1 messages Β· Page 340 of 1

uncut viper
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you can define one rectangle of space that you want to replace

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if that rectangle is the entire image thenthats fine

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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

calm quiver
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okay

calm nebula
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Also please note that springobjects is not just spring

uncut viper
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so you either need two EditImage actions to define those two rectangles separately

calm quiver
calm nebula
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And has all sorts of nonobjects in it

balmy valve
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How load multiple sprite/portrait sheets to one character (e.g. beach and winter)

uncut viper
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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

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CP would paste what you had in your edited springobjects over top of the original. even if the pixels didnt change

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so those corners you didnt edit would still get pasted on top of the original

calm quiver
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Oh I kept the unchanged ones πŸ‘

uncut viper
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then yeah, those unchanged ones would be pasted on top of the unchanged ones in the original

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which means nothing if you dont have other mods

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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

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you'd be overwriting the other mod, even though you didnt change those corners from anything. bc you kept the originals

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basically, its entirely for compatibility reasons. dont worry about it right now, especially if you plan on replacing the entire sheet eventually anyway

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just keep it in mind if theres a sprite in there you end up not wanting to change

calm quiver
calm nebula
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Button the brain cell

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Please return it

uncut viper
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no

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im still using it to wake up

round timber
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youll want to use the appearance system

balmy valve
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on it thx

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Okay I can't figure it out

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I think it might be my entry in the appearance section>

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?

round timber
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      "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
balmy valve
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ah

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So load to _winter

round timber
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yes

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and use that target for the appearance system, not the location in the asset folder

balmy valve
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okay!

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so it should be characters for spritesheets

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should it still be characters for the portraits

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or should it be portraits

round timber
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characters for the overworld sprites, portraits for portraits

balmy valve
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okay!

tribal ore
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Before I go and check them all individually, does anyone know if all the vanilla NPCs have the kissing sprites on the same indexes?

round timber
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iirc they do not

tribal ore
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Noooooooooooooo

fathom hound
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Anyone know where I can fix this?

round timber
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sprites for those should be in Maps/MenuTiles.png

balmy valve
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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?

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Rn it's loading the map from "z.springtown" or sm

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So throughout seasons, the house stays the same

lucid iron
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you need to make a seasonal tilesheet for your house

balmy valve
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Okay

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So can I just use the modified seasonal variations of the town tilesheet?

lucid iron
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are you using a vanilla sheet here?

balmy valve
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Yes

lucid iron
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then u dont have to do anything NotteThink

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as long as you are editing the map with spring_* u good

balmy valve
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Ok!

lucid iron
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and as long as you dont have the png in ur folder i think

balmy valve
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alr

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just to be clear

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this is the sheet i'm using, a modified vanilla

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i can name this to "z.wintertown" and put it in the sheets folder in my maps folder?

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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

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it did not work so into debugging we go :D

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yeah idk wtf im doing

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Okay there's a seasonoverride command??

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Idk how to use it tho?

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im looking online its giving me nothin' at all!!

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AA

lucid iron
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why did you copy the entire vanilla sheet

balmy valve
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Macaroni code indeed πŸ˜”

lucid iron
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is this the only bit that's new?

balmy valve
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yes

lucid iron
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load it as a new sheet then

balmy valve
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ok

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with all seasonal variants on the same sheet? or as different sheets?

lucid iron
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separate

balmy valve
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okay

lucid iron
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for modded seasonal sheets you would want to load spring_* summer_* fall_* winter_* to Maps

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use mod id in the name so its unique and stuff

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but not at the very front cus thats for seasons

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after that add sheet to your map patch

balmy valve
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okay

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and for the map patch i edit town and replace a certain section with tiles from these tilesheets?

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right?

lucid iron
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you would make a map with just your house and then do EditMap replacebylayer

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i want to recommend against putting your npc right in town though, compat nightmare

balmy valve
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she walks with a cane there's really not many places i could put her that she could feasibly reach

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replacebylayer?

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what is that

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{ "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 } },

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this is what i have rn

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i cloned the town map and added her house in thru tiled

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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?

lucid iron
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check the PatchMode section

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what you are currently doing is fine-ish, we can worry about removing tiles you don't plan on editing later

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first try to fix up your tilesheet so that it's actually custom

balmy valve
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i did

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it's all the house now

lucid iron
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and check that seasonal works

balmy valve
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okay!

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just to "maps"?

lucid iron
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Maps/spring_FallSpice.ModName_House

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whatever matches ur tmx

balmy valve
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okay

calm quiver
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OMG guyyyssss

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Oh those leaves need more contrast but its in!!!

balmy valve
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Omg it looks so cute!!!!

balmy valve
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So, this?

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then i edit town map by layer

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adding in the stuff from this map right?

lucid iron
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then you change your tmx to make use of this target

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leave your EditMap alone

balmy valve
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so in this case, i would change "AltaTown.tmx"

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correct?

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by "change your tmx to make use of this target" wdym

lucid iron
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well you were editing with a different file name before right

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z.springtown.png?

balmy valve
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yes

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OHHH

lucid iron
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need to edit with spring_FallSpiace.etc

balmy valve
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Change altatown to use those tiles!! ok got it!!

lucid iron
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also need to fix the tile indicies, since you moved the house all the way up

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might be faster to start from fresh copy of town but whatever works

balmy valve
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huh?

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YAY IT WORKED! THANK YOU CHU2.718!!

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OKAY NOW TO MAKE MORE EVENTS!

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THANK YOU FOR YOUR PATIENCE ALSO

lucid iron
# balmy valve

hm i just noticed that you are loading over spring_ every time blobcatgooglyblep

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the game actually lets you just load a sheet to winter_ and it'll switch over

balmy valve
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huh?

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does it do that with all the seasons?

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or can i just load it to winter_ instead of spring_ every time?

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winter_

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instead of spring_

lucid iron
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yea basically

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its how the game's default sheets work aftre all

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mr ape does not have access to content patcher conditions Dokkan

balmy valve
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i se

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see

calm nebula
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Would Mr. Ape want access to content patcher conditions

lucid iron
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i dunno wouldnt mr ape just make more dynamic things blobcatgooglyblep

soft cypress
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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.)

crude plank
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Did you embed the tilesheets into your map?

lucid iron
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u put sheet in ur folder when editing

ivory plume
soft cypress
soft cypress
blissful panther
lucid iron
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serial evil defeated

lucid iron
blissful panther
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It will serve zero purpose but to confuse people.

lucid iron
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DH summoning back the evils just in time for saturday morning cartoons...

lucid iron
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more of a content patcher question i suppose

blissful panther
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(I believe for the previous change it was mentioned CP would get a rewriter/compatibility conversion?)

ivory plume
lucid iron
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yay ukimasu

ivory plume
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(XNB mods are out of luck, but XNB modders should be used to that by now.)

calm nebula
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Pathos will recipes get this too

ivory plume
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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.

calm nebula
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Yayyyyy

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Extra drops too?

ivory plume
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Yep, it'll use generic spawn fields for the drops to hopefully de-hardcode drop logic where possible.

soft cypress
calm nebula
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Yayyyy!!!!

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-1 item from VMV c#

rigid oriole
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Im excited to be able to do so much more with just CP

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I say, only ever writing c# mods

calm nebula
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I'm just happy about data models

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It's very easy to make me happy

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I was previously happy about street food potstickers

lucid iron
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excited to decomission monster variety DokkanStare

calm nebula
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You know

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I always wonder what pathos feels about modders going "yay I get to kill X mod I made SDVpufferheart "

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And while you're at it any chance the beach boxes can become a data asset

ivory plume
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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.

blissful panther
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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.

ivory plume
calm nebula
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Data/fish is @rigid oriole's request

ivory plume
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Yep, Data/Fish is a likely candidate for data-asset-ification in 1.6.16.

calm nebula
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What about the new 1.6 artifact spots and mine barrels

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Or trash bear requests

ivory plume
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Possibly! Those would on the 'ask during the mod author beta' end of the priority list.

lucid iron
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data/fish and aquarium fish merger ukimasu

calm nebula
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What about fertilizers πŸ˜›

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Or equipment πŸ˜›

uncut viper
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pathos, if you dont already, i think you should just set up a macro button you can hit to send "Possibly!"

calm nebula
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(I'm mostly joshing now.)

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Hey just use mobile

proud wyvern
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Data/HarmonyPatches smh

calm nebula
uncut viper
calm nebula
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Oh my god

uncut viper
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itd be the best part of BETAS to be killed by a game update

proud wyvern
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Wait. A framework already did that for real? Awful

uncut viper
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a funny little learning exercise/experiment turned far too serious an implementation

proud wyvern
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This truly feels awful

uncut viper
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thank you!

proud wyvern
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Rofl

ivory plume
blissful panther
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Hey, if SMAPI controlled everything like this, it might allow for unpatching of individual methods. Which I'm fairly sure Harmony can't do!

uncut viper
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it can do this

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kinda

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it re-patches it with 0 patches

blissful panther
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I thought an unpatch was all or nothing, though?

uncut viper
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theres UnpatchAll and Unpatch(MethodBase original, HarmonyPatchType type, string harmonyId)

blissful panther
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Oh. Well, then!

calm nebula
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Can we get data driven fertilizers

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I'm not going to let this go

blissful panther
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MoreFertilizers, CP edition.

uncut viper
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(that also means you can just be an ass and unpatch another mods patches, globally, without restraint. fun)

calm nebula
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You know that was the original plan

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Framework it

proud wyvern
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Data driven skills next

calm nebula
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Data driven equipment

uncut viper
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data driven skills would be nice if there were more options to determine when a player earns exp

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from a CP perspective anyway

calm nebula
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Actions :p

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Betas shines

uncut viper
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theres not even an AddExperience action in vanilla

ivory plume
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(Skills/professions is on my potential list to de-hardcode for 1.6.16, but it'll probably be complex so no guarantees.)

proud wyvern
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The hell are actions, I wasn’t following Stardew modding since 1.6 came out

calm nebula
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There isn't? How does that work for the one willy cutscene

uncut viper
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theres triggers and trigger actions and trigger action actions

uncut viper
ivory plume
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(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.)

uncut viper
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i will always call them trigger action actions

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petition to rename Data/TriggerActions to Data/Triggers for 1.6.16 for no other reason than to make this less/more confusing /j

calm nebula
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Oh Pathos while you're here, any chance of gsq for "what player has equipped"

uncut viper
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Possibly!

ivory plume
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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. SDVpufferpensive

balmy valve
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Pathoschild I have a question

uncut viper
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(im also fond of calling them Tractions)

balmy valve
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First of all thank you for making content patcher and the tractor mod

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Secondly

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Do you think you will ever age up to a pathosteen

calm nebula
balmy valve
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Or perhaps even a pathosadult

ivory plume
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Welcome! Sadly I'll always be a pathoschild at heart.

proud wyvern
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We all know you need a mod for children to grow up

balmy valve
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Are there alternate versions of you called Logoschild and Ethoschild?

calm nebula
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I'm pretty sure a ethostween showed up once

balmy valve
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Ew...tweens

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-pathoschild
-ethoslab
-???

blissful panther
balmy valve
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logosphile

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nope just logophile

haughty charm
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lmao

balmy valve
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πŸ˜”

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Very well...I'll do it myself

calm nebula
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Alright I'm at the airport I'll stop being annoying here

haughty charm
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Safe flight, atra

calm nebula
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||and go annoy thr knitters instead||

proud wyvern
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Going anywhere nice?

balmy valve
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shh you are not anoying that's the demons talking

calm nebula
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Home. Home is nice

balmy valve
proud wyvern
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Home is good

idle lantern
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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.

blissful panther
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Okay, GitHub mod-building workflow streamlined a little bit more. Done for the night now!

idle lantern
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/showFrame farmer 101/showFrame {{ModId}}_NPC 28

balmy valve
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show frame 27

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the first frame is 0

idle lantern
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thank you!

balmy valve
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wait?

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nvm you have it right

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you need to put false

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after 28

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to let it know that it shouldn't flip the sprite :3

idle lantern
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ok!

balmy valve
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You need to do that with every showFrame btw

idle lantern
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still isn't switching

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Man, what am I doing wrong?

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WAIT

ornate trellis
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the false for showframe is optional

idle lantern
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It's for sure in the 28th position. I copied the showFrame straight from the vanilla code, and checked the the modding wiki.

ornate trellis
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btw if you want us to take a look its always best to post the whole event here

idle lantern
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Thank you, sorry

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I parred it down to the sticky bit, so there isn't a novel

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Everything else is working correctly - he just gives the farmer the cold shoulder immediately with that sprite 0

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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

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unless maybe I need to turn the game off and on again, and reload isn't enough

ornate trellis
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hm

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farmer DOES need a false/true at the end for flip tho btw

idle lantern
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I'll add it. They're behaving but maybe the missing true is affecting him

ornate trellis
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well, sometimes soimething completely diff can affect another thing

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i dont see off the bat anything wrong with the rahiel command itself, hm

idle lantern
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Maybe he's just shy

ornate trellis
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thats really odd

balmy valve
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I think you do need to save the files and then restart game

ornate trellis
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oh wait, you DID do a patch reload, right

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after saving the edited json

idle lantern
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yes. I also shut down the game, just in case

ornate trellis
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hm

balmy valve
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BY THE WAY i figured out...you CAN force a death

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in an event

ornate trellis
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oh yeah you can do quite some vile stuff in events tbh

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or, well, mean

balmy valve
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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

idle lantern
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Poking around the Always Raining mod, they use '/showFrame Sterling 4/ . It can't be the {{ModId}}_Rahiel, could it?

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they don't use {{ModId}} at all, so I'm assuming not

balmy valve
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No, I use {{ModId}} in mine and it works fine

idle lantern
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WAIT

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I have two sprite sheets

balmy valve
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Omg-

idle lantern
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could it be pulling from the other one? wait no, the other one has a beard

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and that's not showing in the event

balmy valve
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Check your smapi logs

ornate trellis
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well

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you got the right sheet with everything saved then?

idle lantern
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I'm a grade A moron

balmy valve
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Ohh what happened?

idle lantern
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I did the extra sprites on his original sprite sheet. You and Void caught it

balmy valve
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🫑

idle lantern
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I have him programmed to use his young sprite sheet right now

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I was getting so mad 😦

ornate trellis
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time to try the event again lol

idle lantern
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HOORAY

dusky marsh
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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

balmy valve
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No[something]no loss

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Like no pain no gain

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I think dont waste stamina is a pretty good name

idle lantern
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Only When It Counts / No Effort on Miss

balmy valve
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YEs!

idle lantern
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yeah!

balmy valve
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ONLY WHEN IT COUNTS!

dusky marsh
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SDVpufferwaaah its so good

balmy valve
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Miss-me-not

lucid iron
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i thought this mod already got released (by you?)

dusky marsh
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No ?

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My only mod is automate tool swap

lucid iron
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i may be halucinating YuniHappy

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but again remember 2 cakes

dusky marsh
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oh

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I saw a request on github of a mod like this yesterday and assumed it didnt exist already

balmy valve
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Dang

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Bro got uhhhh

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Hang on im trying to think of a good joke

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Uhhhhh

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bro got sheikah slate'd

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idk

calm nebula
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Two cakes

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Publish it anyways

dusky marsh
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lol

balmy valve
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AW SWEET TWO CAES!

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caes

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cakes

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i'm caed up guys

ornate trellis
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well, two cakes as they say and also the comments state that mod doesnt work in 1.6 so maybe youre in luck

balmy valve
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Is there a smapi command to force a villager to come to the resort?

idle lantern
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If it's their scheduled time, I think you can use hurryalong

balmy valve
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but it's the resort

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aka random

idle lantern
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oh

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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'

balmy valve
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real

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I have a multiplayer vanilla farm with me and 2 other guys and the jokes are INCESSANT

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we're in Winter Year 2 and 30% of the way to perfection

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that 30% is because we specialized so hard in year 1 that we ended up with genuinely abhorrent skill spreads

pine elbow
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need to learn more about coding

idle lantern
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oh no D: I feel like such an ass. I tested the refusal script D:

balmy valve
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shh it's okay...

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if it helps, i've had to test the script where you tell Alta that she's weak

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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."

pine elbow
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how do you test your mods compatability

balmy valve
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No clue

lucid iron
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depends on what kinda mod you make

calm nebula
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You publish it and let users yell

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Or you ask us

balmy valve
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My mod isn't compatible with anything, it's meant to be in an otherwise vanilla playthrough

idle lantern
balmy valve
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Even a retexture of the town, like making the bridges neater, will undermine the story

idle lantern
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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.

balmy valve
idle lantern
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:D!

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That's a way better mod name than Marnie x Marlon lol. Damn it

lucid iron
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yes but its not as good SEO

pine elbow
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kinda my first time doing this

lucid iron
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can you tell us more detail about what you are making/have made Bolb

idle lantern
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If a moron like me can do it, you can too! SDVpuffersalute

lucid iron
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we'll give better advice then

idle lantern
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I didn't get as many done as I wanted to, today - but I think I need a TV/veg-out break

pine elbow
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how do i make art for stardew sprites

idle lantern
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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

pine elbow
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yeah but im crap at drawing esepcially drawing something in a style

idle lantern
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I used Alex's sprite as a base for mine

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I turned him into a blank doll, by tracing over him using layers

pine elbow
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im just so new

balmy valve
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So was I, so were all of us! don't worry abou tit!

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about. it.

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Um I have a template if you want?

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These are super basic templates from MissCoriel's NPC Creator.

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The NPC creator is what I started with, but I wouldn't recommend it because it's kinda...outdated

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As for the sprites, I made mine by tracing over villagers (Leah and Maru for Alta, Sebastian and Sam for Zero)

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And portraits the same way

lofty osprey
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Worth mentioning is that for the source code for aseprite, you can access it and compile by yourself, which even their faq says fine

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Always best to support them when possible though SDVemoteheart

lofty osprey
#

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 let’s 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 isn’t required either)

brittle pasture
pine elbow
#

i just dont know where to start with making code to be honest im so lost on where to learn

calm nebula
#

Well. What do you want to do

pine elbow
#

make a mod with avocados and gucamole

balmy valve
#

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:

uncut viper
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

balmy valve
#

Anybody know how to make custom cutscenes, like the ones from the wizard or from Caroline's green tea scene?

lucid iron
#

avocados exist in some other crop mdos

uncut viper
#

(ignore the second bullet point. you want content packs and content patcher)

balmy valve
#

I wanna make one of Alta dancing

lucid iron
#

you can just make guac by itself first Bolb

lucid iron
lofty osprey
urban patrol
#

i forget who it is, but whoever is making the red-haired pirate mod draws map tiles that are animations i believe

lofty osprey
#

You could make a CG instead of moving stuff though

urban patrol
#

like the huge turtle coming out of the ocean was map tiles

lofty osprey
#

Not as flashy but still works

balmy valve
#

No, I want it to be like inside an event

#

or is that for the other person

urban patrol
#

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

lucid iron
#

yea temporaryAnimatedSprites is a events thing

#

thats what i suggested for you to do instead

urban patrol
#

TAS are so useful

balmy valve
#

idk what that means

#

It's in the past, so

#

I can do without it

pine elbow
#

ill take things one at a time

balmy valve
merry rampart
#

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

pine elbow
#

how did you guys learn about modding and coding

balmy valve
#

Um I kinda just bumbled around until something happened

balmy valve
uncut viper
#

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

calm nebula
#

Wdym learned about modding

balmy valve
#

new modder trying to make a guac mod

#

how was ur flight

merry rampart
#

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

uncut viper
#

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

pine elbow
#

anyways ill try modding some more tomorrow

languid matrix
#

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?

balmy valve
#

Did you add the modifier in the item data

#

fishingCollection true?

brisk wedge
#

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?

balmy valve
#

ExcludeFromFishingCollection should be false

languid matrix
balmy valve
#

oh dear. Then I don't know

languid matrix
#

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.

calm nebula
#

The zero args uses stackframe which can be unreliable

#

In release mode

languid matrix
#

I just realized I accidentally forgot the line "Type": "Fish" in the entries for both Footballfish and the Lungfish.

brisk wedge
lucid iron
#

if you use the Patch you explicitly pass in MethodInfo

#

it doesn't have this problem afaik

languid matrix
#

Now how do I get the Ammocoete to show up in the fishing tab while simultaneously allowing it to be used as bait?

brisk wedge
#

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?

brittle pasture
#

(it probably will tbh)

brisk wedge
#

also curious about whether people generally prefer the api or annotations

uncut viper
#

i always use annotations unless i need to conditionally patch or reuse the same patch multiple times

ivory plume
#

(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.)

calm nebula
#

Eh, smapi doesn't rewrite the other way either

#

I think I tried to benchmark the delegate.methodinfo way

#

That one smapi might rewrite

pine elbow
#

thank you everybody for being so welcoming to me

languid matrix
#

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).

brittle pasture
#

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

languid matrix
brittle pasture
#

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

languid matrix
#

I just discovered that the precedence field is a negative number.

brittle pasture
#

it can be positive or negative

#

The relevant part

dusky marsh
brittle pasture
#

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!

dusky marsh
#

Yeah, just looked and im lvl 4 still SDVpufferwaaah

#

Ok, will post here thank you

idle lantern
#

Is there a way to make a sprite show on the 'AlwaysFront' layer during an event?

urban patrol
#

with a TAS you can set how in front it is

idle lantern
#

sorry. What's a TAS?

urban patrol
#

temporaryAnimatedSprite

idle lantern
#

Ah! ty!

urban patrol
#

just set the texture to be wherever you've loaded the spritesheet to

idle lantern
#

I'll go look at those. I was using show frame

urban patrol
#

i don't think i've used showFrame before, i mainly use animate

#

but that will be on the same layer like showFrame

idle lantern
#

I may just give up on having him sit on the bed

urban patrol
#

what are you having trouble with/what have you written?

idle lantern
#

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

urban patrol
#

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

idle lantern
#

No, not yet. I found the code, but got intimidated by it and decided I was going to try and avoid it lol 😦

urban patrol
#

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

idle lantern
#

animate <actor> <flip> <loop> <frame duration> <frames...>

animate {{ModId}}_Rahiel false true 300 23 24
?

#

er 3000*

#

oh wait that's not temp actor

urban patrol
#

yep! (although that's animate, not temporaryAnimatedSprite)

nocturne pumice
#

is there a way to know the location of the ladder when it is used to warp/ last player position before ladder is used

tiny zealot
nocturne pumice
#

C#

#

wanted to log where ladders are used by player

idle lantern
#

temporaryAnimatedSprite assets/sprites/{{Mod}}_Rahiel.png 3000 23 24 100 9 7 ?

nocturne pumice
#

@tiny zealot making a mod to log player actions in game all round (dunno if such a mod exists but would really help me)

urban patrol
idle lantern
#

Ah yes

urban patrol
#

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)

uncut viper
#

if you just want a general good enough log

tiny zealot
#

oh, does it have position? i thought it was just the GameLocation

nocturne pumice
#

yeah even i thought so

uncut viper
#

I thought it did

#

I might be misremembering

idle lantern
tiny zealot
# uncut viper I thought it did

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

urban patrol
tiny zealot
#

(using UpdateTicked for this is an example of something unsavory, in my book)

urban patrol
#

ugh \\

brave fable
#

unsavoury can still be sweet 😌

uncut viper
#

can also just detect when a player clicks in a Mine and check if the click is on a ladder

idle lantern
#

I don't see where to adjust the layer for this

brave fable
#

if you specifically want to check for ladder usages you'll likely need to do that anyway

urban patrol
idle lantern
#

AH wait

#

I see it. It says tile Y position. I assumed depth would be Z

nocturne pumice
#

@uncut viper I see the event captures oldLocation but not its coordinates

idle lantern
#

I really appreciate all of your help!

urban patrol
#

no problem! it's difficult for me to tell how it will look in game but if you have issues with it lmk

idle lantern
#

I'll send a screenshot. I think I'm going to test it once tonight and then retire for the night, like an old

nocturne pumice
#

is there a way to extract coordinates from the oldLocation @uncut viper

brave fable
#

you may actually need to use 4 instead of 1 there to match the usual character scale

idle lantern
#

a few too many 2 or 3 am nights, working on this, recently

urban patrol
brave fable
#

i'm not sure if the event script version TAS command accounts for usual zoom

#

ah

idle lantern
#

I have a 4 in there right now. We'll see if he's a monster

urban patrol
#

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

ivory plume
urban patrol
#

thank you so much!

idle lantern
#

there's been a happening

#

it's like a fever nightmare

#

hooray! And night!

urban patrol
#

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}}",

vernal crest
tiny zealot
#

nic i am guessing CP expects a single =

urban patrol
#

ah ok

#

do spaces matter? should it be {{DailyLuck}}=0 ?

tiny zealot
#

i doubt spaces matter

vernal crest
#

Lots of spaces in the CP docs examples

floral stratus
#

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.

brittle pasture
urban patrol
#

%farm

#

oop

lucid iron
#

[FarmName]

#

tokenized text

#

lotta ways basically 3sSmolMiku

brittle pasture
#

(I admit I usually use {{FarmName}} because Iunno if the context I"m using supports %farm or the token)

lucid iron
#

if its daily dialogue i think all 3 options are fine right NotteThink

ivory plume
lucid iron
#

yay DokkanStare

#

now give monsters a state machine like pets

brittle pasture
#

even slime color drops? that's be great

lucid iron
#

what about the various semi hardcoded drops

#

like dangerous

ivory plume
#

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.

lucid iron
#

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
ivory plume
#

(There's quite a few more.)

lucid iron
#

my head can only fit like 2 slimes

brittle pasture
#

I know pure white slimes drop diamonds from that one slime ranching video

floral stratus
#

Still testing, but thank you for your replies!

brittle pasture
#

the amount of effort required to get white slimes is amazing lmao, they have to turn their farm into a giant segmented slime ranch

lucid iron
#

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

lucid mulch
#

the prismatic jelly is less the drop and more the spawn of the monster in the first place iirc

uncut viper
#

also easier access to event context ofc

floral stratus
#

Okay, so of the 3 [FarmName] was the only one that worked for me. You guys are awesome

uncut viper
#

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

lucid iron
#

maybe if u were doing a Load?

#

so no tokens work

lucid mulch
#

or had it in i18n

lucid iron
#

i can just make 2 trigger actions but i wonder if event command has stuff to automatically push a matching command to end

tiny zealot
#

if memory serves, you can add stuff to endBehaviors or whatever it's called if you're in the event code

lucid iron
#

Bolb that is good thing about it being event command then

#

tho i feel like i should also just make the 2 trigger actions anyways

tiny zealot
#

i remember it being finicky but it's been a while

uncut viper
#

if the behaviour is highly event specific i would prefer an event command myself

tiny zealot
#

i have at least two tractions that i call from event commands (they behave differently if an event is running)

lucid mulch
#

there is the skip actions, but don't think there is a built in mechanism to run stuff when event gracefully ends

lucid iron
#

its not that specific

uncut viper
#

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

lucid iron
#

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

pine elbow
#

hi yall

lucid iron
#

@ivory plume is giving wildtrees a DisplayName in scope

humble oxide
#

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?

uncut viper
#

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

ivory plume
lucid iron
pine elbow
#

im making a taco mod

lucid mulch
urban patrol
ocean sailBOT
#

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

calm nebula
#

(O){{ModId}}_CrystalRing

#

In the buffs.json

lucid mulch
#

the entry key for WearableData needs to be explicitly qualified (L13)

urban patrol
#

qualified item IDs will be the death of me. thank you guys for spotting that

#

it's working now! a health regen ring <3

lucid mulch
#

easier to remember the exceptions that can't be qualified vs other way around, and so always use qualified

urban patrol
#

that's smart

brisk wedge
#

is there a debug command that lists all items matching a specific context tag?

clear bough
#

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.

vernal crest
#

I don't think you should need to do anything to update a portrait mod for 1.6. What part is not working?

drowsy pewter
#

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

merry rampart
#

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
ocean sailBOT
#

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.

drowsy pewter
lucid mulch
#

include doesn't participate in the asset pipeline so it has no concept of priority

merry rampart
#

it is edit data...

so what I'd need to do is make a has mod condition instead...

vernal crest
#

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?

merry rampart
#

could it be from the blank.json?

vernal crest
#

Yes, you should not be loading a blank for an existing schedule.

merry rampart
#

alright

latent mauve
#

Loading a blank JSON is typically reserved for files for your own new custom NPC or location.

merry rampart
#

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

vernal crest
#

(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.)

lucid mulch
#

blank json is a bad candidate for an exclusive priority load in general (though it is the default and only option pre-1.6)

merry rampart
#

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

clear bough
drowsy pewter
#

the manifest being old doesnt automatically mean its broken

clear bough
#

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.

stark ledge
#

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

drowsy pewter
#

i dont think you can

vernal crest
#

Nope you can't, they're part of the map.

stark ledge
merry rampart
#

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

vernal crest
#

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?

merry rampart
#

i can never remember how to do that

#

ok now my event is triggering. i can't explain why exactly but it works....

brave fable
merry rampart
#

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

urban lotus
#

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?

gentle rose
#

iirc you can change its position using a map property or tile property

urban lotus
gentle rose
#

you're missing all the object layers for some reason

urban lotus
vernal crest
#

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.

gentle rose
#

(ty aba! ig I've never seen this layout of tiled before)

vernal crest
#

If you go up to Maps and then Map Properties it will open the map properties box

gentle rose
#

I half remembered it being a tile prop but I'm not surprised I was wrong SDVpuffersquee

vernal crest
#

'Tis not a map property though.

#

(I actually don't remember this at all. What is this ground note?)

gentle rose
#

(I think it's the shrine note)

urban lotus
#

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)

vernal crest
#

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?

urban lotus
vernal crest
#

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

gentle rose
#

(nvm no it isn't lmao that's the grandpa's farm text. how did I do this last time?)

vernal crest
#

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

urban lotus
#

Ok, I'll try to fix it and see if it works, thanks in advance

sand timber
#

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?

woeful lintel
#

yup

sand timber
#

Thanks a lot! I’ll dig into the docsβ€”really cool that FF supports this directly. πŸ™Œ

woeful lintel
#

Is there a way to use IModContentHelper.Load<MyDataType>(string relativePath) with an empty MyDataType instance to populate?

urban lotus
#

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

vernal crest
woeful lintel
#

this looks a lot like something that was multiplied by 16...

calm nebula
#

Without the comma. Divide by 16

#

Also my gut instinct says this is a map property

#

Not a tile property

blissful panther
#

...nobody saw that right now, I'm sure. SDVbouncerstare

vernal crest
#

Oh yes I didn't even notice that. Yes it's a map property.

balmy valve
#

how add event to custom location?

#

this what i got so far

tiny zealot
#

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)

balmy valve
#

ok!

#

so

#

load data/events/modid_altahouse?

tiny zealot
#

yes. use "FromFile": "blank.json", (modify path as needed for your assets structure)

balmy valve
#

i don't have a blank.json

tiny zealot
#

where that blank.json just contains this text (literal):
{}
(create this file)

balmy valve
#

ok

tiny zealot
#

then you'll leave your EditData as it is, to actually add the events to the (new) blank asset

balmy valve
#

Alright!! Thank you so much!

#

Just to confirm

#

This correct?

tiny zealot
#

yep!

balmy valve
#

Yippee! thank you!

dusky marsh
#

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 (?)

tiny zealot
#

you almost certainly have the wrong update key in one of the manifests

dusky marsh
#

omg my dumbass forgot about the updatekeys, i just copy pasted the manifest and changed the names/ids

ivory plume
rough lintel
#

the new owner? me

blissful panther
#

(Oh, where was it said that it was sold? I assumed he just stepped down.)

tiny zealot
#

"the ownership has changed hands" is a bit ambiguous for my taste

ivory plume
#

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".

rough lintel
#

^ true

#

i just read the post too

#

supposedly not much will change on our end

tiny zealot
#

further down he does mention two specific people "who’ve come on board to lead this next chapter", fwiw

blissful panther
#

It actually does seem like it might just be two people as opposed to a company.

tawny ore
#

As long as it's not Overwolf...

rough lintel
#

GOD please not overwolf lmao

tiny zealot
#

(naively not knowing who/what overwolf is) surely i won't regret looking this up! /lh

ivory plume
#

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.

blissful panther
#

That's a very polite term for what's in my head.

rough lintel
#

bro even linked to the wikipedia article thats crazy

#

(i did read it)

#

tbh is anyone in here rich enough to buy nexus πŸ₯Έ

tiny zealot
blissful panther
#

(That is the term in my head. SDVkrobusgiggle)

rigid oriole
#

I was like "oh pathos used a nice word for it" but then the Wikipedia article is just a redirect πŸ’€

rough lintel
#

Oh my god i didnt even see the title of the article

rigid oriole
#

The platform HAS to get markdown before it decays

rough lintel
#

LMAOOOOO

rigid oriole
#

Trust

#

Markdown will come first

tiny zealot
rough lintel
#

pathos got jokes….

rigid oriole
#

Trust!!!!

#

Look we dont have to panic yet

tawny ore
daring skiff
#

Kind of quoting Dark on this one, but enshittification happened years ago.

daring skiff
rigid oriole
daring skiff
#

I trust Dark. He managed to keep the website independent for this long.

tawny ore
#

The problem with publicly owned companies is that the owners only job is to maximize shareholder value

daring skiff
#

The site definitely makes money. They have no outside investors or plans to.

rigid oriole
#

I think the current level of monetization is actually fine but I know ppl are worried it gets worse

tawny ore
#

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

daring skiff
#

Yeah, makes sense. Every gaming site is kind of shit right now.

tiny zealot
ivory plume
# daring skiff Kind of quoting Dark on this one, but enshittification happened years ago.

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.

rigid oriole
#

I think duolingo is a good example lol

tawny ore
#

Like every publicly traded company trying to jump on the AI bandwagon

ivory plume
#

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).

daring skiff
#

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.

tawny ore
ivory plume
#

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.

daring skiff
#

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.

blissful panther
#

The issue is that it'll be difficult to determine whether:

  1. It is a company and not just two people.
  2. The status of the company if we never actually learn the name.
daring skiff
#

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.

tiny zealot
#

communication issues? on nexus? couldn't be /j

rigid oriole
#

My hope is maybe tmw the new leadership posts or something?

daring skiff
#

Real.

#

Maybe the DP payouts will actually come out on time now that Dark isn't doing them himself.

rigid oriole
#

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

drowsy minnow
#

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

daring skiff
#

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.

rigid oriole
drowsy minnow
royal stump
#

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

iron ridge
iron ridge
rigid oriole
#

the usernames don't land any hits on other platforms that I can see

blissful panther
iron ridge
#

I don't mind!

rigid oriole
#

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

lucid iron
#

Barley u should do that anyways SDVpufferpensive

rigid oriole
#

I only just started version-tagging my commits

ivory plume
#

(Found one answer in the comments, currently on page 16. No info on who they are though.)

rigid oriole
#

i didn't think I would make so many mods so I didn't do so many good software practices at the start 😭

lucid iron
#

I don't use tags actually

#

Aside from the gh release tags

rigid oriole
#

I don't upload zips to the releases so i started tagging

daring skiff
#

I should update all of my files to have readmes too. I used to do this, but stopped.

lucid iron
#

But I used to have a mod's entire doc in readme and then turn it into the mod page bbcode

daring skiff
#

I think that's my problem, I work backwards.

#

I do the bbcode first and then have to unfuck it.

lucid iron
#

Well u can use pillow userscript for md in browser

rigid oriole
lucid iron
#

But i just started including a readme in my repo template so

daring skiff
#

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.

iron ridge
lucid iron
#

I'm sorry to disappoint but i am only a promoter

#

I need all the vsc things blobcatgooglyblep

iron ridge
#

Oh

balmy valve
#

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

tiny zealot
#

did you know you can change the music during an event with playMusic

balmy valve
#

Shane: so tell me farmer, why shouldn't i jump off this cliff right now?
bg music: dansa med oss, klappa era hΓ€nder

balmy valve
#

It's meant to be a placeholder anyway, I plan on making my own songs

tiny zealot
#

ah, a fellow "clap and eat a handbag" enjoyer

balmy valve
#

oh that's the best version of misheard lyrics i've heard

tiny zealot
#

i simply adore mondegreens

balmy valve
#

cat fluffy paws, clap and eat a handbag
yours only yours, i wanna see you dancing

balmy valve
#

although as a sebastian enjoyer the latter makes sense

#

and the former is simply so....perfect

tribal ore
#

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?

balmy valve
#

Can I hear the rain version?

tribal ore
#

The rain version is Seb's theme (Echos)

balmy valve
#

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?

tribal ore
#

Mmmmmm. I could try some custom music, but I was hoping for this mod not to take longer than it already has xD

blissful panther
#

You could commission a track! I know Dodo takes (or used to) take them.

balmy valve
tribal ore
rough lintel
#

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

tiny zealot
#

(i have considered taking music commissions, but i do not have my shit together)

fathom hound
#

(same)

rough lintel
#

or rather, you can… do the music thing? LOL

calm nebula
#

How shit together do you need to be to take commission

rough lintel
#

so pretty shit together

fathom hound
#

-# I don't have my at home music studio fully set up yet

tribal ore
#

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

rough lintel
#

i took commissions once. took 3 and then never again lol

tiny zealot
rough lintel
#

art is a fickle muse for me so thats why

#

omg yo

#

thats so cool i didnt even know that

tiny zealot
#

i don't really advertise it

rough lintel
#

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

rough lintel
#

monetizing a muse is the beginning of the death of said muse lol

tiny zealot
#

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

daring skiff
#

Most paid work tends to be the least creatively fulfilling tbh. So you have to manage that.

rough lintel
#

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

tribal ore
#

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

tiny zealot
#

i dunno i don't currently take commissions lol

rough lintel
#

β€œso this guy that makes primarily fast paced techno beats… lets comm him for a classical piece” LMAO

rigid oriole
#

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

rough lintel
#

thats when u hit em with the β€œNo” πŸ™‚β€β†•οΈ

daring skiff
#

I've been doing music commissions full time for the last, like, four years.

rough lintel
#

wait YOU TOO?

daring skiff
#

It took me, like, two years to say no to shit.

rough lintel
#

how many musicians do we have in here oh my god

daring skiff
#

Ya.

tribal ore
#

xD

daring skiff
#

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.

tribal ore
#

I've found that people who code often do music, too

rigid oriole
#

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

tribal ore
#

It's a pretty big overlap

rigid oriole
#

i'm home for a bit rn and i have piano access for a bit, i wonder if i should mess around

rough lintel
daring skiff
#

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.

blissful panther
tribal ore
#

I was going to ask you actually how much you normally charge

rough lintel
#

ive actually never seen the commissions list include music makers

#

does it? did i miss the section?

tiny zealot
#

dodo is the only active one i was aware of

rough lintel
#

is that list even relevant OR updated regularly? lol

daring skiff
#

Music comms are hard because writing and producing music is, like, the hardest thing in the world. (totally not biased)

rough lintel
#

no i believe that

uncut viper
#

i recall it having a section for music makers, so if it's not there anymore, it must've been updated at some point

tribal ore
#

Small point: where is the comms list, exactly?

blissful panther
#

It's there as of earlier today!

rough lintel
#

music is so subjective to everyone i imagine its difficult to produce stuff

rough lintel
ocean sailBOT
tiny zealot
#

(What You Do Is Easy, What I Do Is Hard)

uncut viper
#

(i recall this because I wanted to commission some at some point too)

tribal ore
#

Thank you!

daring skiff
#

It's at the bottom, but it's just one person. lol

#

Real...

rough lintel
#

LOL

tribal ore
rough lintel
#

thinking fondly of tobert fox and his music rn… how do people do it …

#

like how do you even start a song

blissful panther
#

I'll have myself on that list at some point...

rough lintel
#

the drum section? or i guess whatever instrument keeps beat?

tribal ore
#

Chord progression for me

rough lintel
#

my brain provides me w the main melody first whenever i concoct stuff in my soup cauldron

tiny zealot
tribal ore
#

It definitely helps to listen to stuff similar to what you're trying to make

rough lintel
#

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

tiny zealot
#

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

daring skiff
rough lintel
#

just take a beethoven beat and make it go hard yall thats music making πŸ™πŸ™πŸ™

#

i forget sometimes you can just sample old stuff like that because its public domain lol

tiny zealot
#

be careful where you get the samples from

tribal ore
#

There is also literally the free music archive

daring skiff
#

Pretty much the best way to make music tho is to make, like, 100 ideas and find one of the good ones.

tribal ore
daring skiff
#

Try looking at Bandcamp too, Kantrip. You can search by license.

rough lintel
#

well not sample as in a music file but …. replicate a progression from a beethoven sheet kinda thing

daring skiff
#

Plenty of people are also 100% happy to let you use their music if you just ask.

rough lintel
#

i dont know the fancy music terms

daring skiff
#

People forget that, like, most people don't actually need some monetary exchange. We're all just making shit.

tiny zealot
#

oh, taking from old PD sheet music absolutely fine. but sampling is a whole other can of worms (performance and mechanical rights)

rough lintel
#

ahh okay

#

yeah i was thinking about sawtowne using beethoven’s 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

tiny zealot
#

pathetique 2 reappears with some frequency

daring skiff
#

If you were looking for the word.

rough lintel
#

OOH!

daring skiff
#

You rerecord a melody. Sometimes it requires licensing, but for something like that it's probably good.

rough lintel
#

neato

coarse dune
#

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?

calm nebula
#

The Name field is for internal use only

devout otter
#

Seeing so many musicians here makes me self-conscious about the music I wrote for Abigail's flute. >_>

calm nebula
#

And should never be shown

#

Edit the Strings/Objecrs

coarse dune
#

got it, thanks so much! that saves me from doing twice as much as i thought i'd need to do emoteLoveBig

#

that was meant to be a laughing emote but the heart works too

balmy valve
#

You can add custom music with a content pack right?

tender bloom
balmy valve
#

I don't need c#?