#making-mods-general

1 messages Β· Page 342 of 1

trim sand
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but fine gimme a sec to extract relavent code.

lucid iron
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Why r u like this monS

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Would you like me to divine what ever is written in ur actual mod to help you based on a guess

trim sand
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again my goal was only to determine if there was an actual error or not. listed when blocks.

            "When":{
                "FarmType":"Silver.VerdantGladeFarm/VerdantGladeFarm",
                "Spiderbuttons.CMCT/Config: Atelier.Cauldron, WildFood": true,
                "HasMod":"Wildflour.AtelierGoods"
            },
            "When":{
                "FarmType":"Silver.VerdantGladeFarm/VerdantGladeFarm",
                "Spiderbuttons.CMCT/Config: Cornucopia.MoreCrops, Enable Extended Trees Pack": true,
                "HasMod":"Cornucopia.MoreCrops"
            },
            "When":{
                "FarmType":"Silver.VerdantGladeFarm/VerdantGladeFarm",
                "Spiderbuttons.CMCT/Config: Cornucopia.MoreCrops, Enable Herbs Pack": true,
                "HasMod":"Cornucopia.MoreCrops"
            },
uncut viper
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you cant use a CMCT token checking another mod if that mod isnt loaded. so you cant check that mods config before you even check if the mod exists

trim sand
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so harmless error.

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can't be applied anyway because mod isn't loaded.

lucid iron
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Hm do you need to require CMCT in this patch too

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I also wonder if u can just use cornucopia's mailflags instead

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It'll perhaps be more straightforward

trim sand
lucid iron
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PecoWant ok sure

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It's just the thing in cp docs about usage of mod provided tokens i was wondering about

uncut viper
trim sand
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the has mod check immediately follows the CMCT check. and i somehow doubt order matters.

lucid iron
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Would the warning go away if u refactor these patches into HasMod cornucopia first and then the cmct tokens inside?

uncut viper
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its not the order, its the fact that you're trying to do the CMCT check at all in that same condition

lucid iron
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Yeah refactor into a include i mean

uncut viper
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the HasMod check for Atelier must be in a more "outer" check, like on an Include that includes this patch that then checks CMCT

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(the "Mod or pack not found." text is from CMCT itself btw not CP)

balmy valve
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POSITION OFFSET STILL NO WORK!!!

manic shoal
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I'm having some difficulty with Local Tokens. I've gotten the following error:
System.InvalidOperationException: Error parsing '{{FestivalName}}' as a tokenizable string
I think it's unhappy about at least one of the places I've used this token in the file I'm including, but I'm not sure which places.
This is the Json I'm including: https://smapi.io/json/content-patcher/f9e197dd8e14460db7a4d0d889876fe1

trim sand
#

it hardly seems necessary to fix an otherwise harmless warning.

uncut viper
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you cant use tokens in LogName

manic shoal
lucid iron
lucid iron
manic shoal
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Yeah, I actually hit enter too soon and was going to. GImme 2 seconds

#
        "LogName": "Include {{ModID}} EggFestival Appearances",
        "Action": "Include",
        "FromFile": "Data/FestivalCode.json",
        "When":{
            "HasFile:Assets/Portraits/{{Portrait_Mode}}/{{FestivalName}}.png": true,
            "config_{{FestivalName}}": true
        },
        "LocalTokens": {
            "FestivalName": "EggFestival",
            "FestivalID": "festival_spring13"
        }
    },```
balmy valve
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AAAAAAAAAAAAA

manic shoal
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So I've got the same problem in the log name here too, but it didn't flag that, I think.

formal crown
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SDVpufferlurk Hi all

uncut viper
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(im actually not sure if LocalTokens can be used in When conditions? im not saying they cant, just that my uncertainty means i cannot provide help here anymore bc idk)

formal crown
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(iirc yes? but I'm not super sure either)

lucid iron
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You can definitely use the tokens from outer scope

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I dunno of u can immediately use FestivalName like in here

uncut viper
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yeah sorry i shoulda clarified thats what i meant, in the same block

lucid iron
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Since u wrote it anyways try just changing to EggFestival?

manic shoal
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Kk, I'm rewriting that and I'll try it

formal crown
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Do y'all know if DeLiXx is okay with pings? For context I've got a bug report that occurs only with VPP and a PIF pack together, I've read PIF's code but couldn't find the reason

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I'd appreciate extra eyes on the issue though

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I'd like to ask them in case they would have any ideas

uncut viper
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if you post the error/describe the issue you might nerdsnipe a C#er to look

crude plank
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What be the bug reported

lucid iron
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Im willing to ping on ur behalf but yeah toss out the error first so we can all πŸ‘οΈ it

formal crown
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Ugh, nexus is bugging out once again

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But basically the issue is when you get the Vast Domain talent, fishing in PIF rooms suddenly become trash only

manic shoal
formal crown
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The pack was named Enchanted Garden iirc

uncut viper
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(i wonder if thats intended..)

crude plank
formal crown
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Nope, Vast Domain's not supposed to affect anything besides legendary fish

uncut viper
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(sorry, that was for the localtokens thing)

lucid iron
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I wanna say yes? cus LocalTokens do work on the actual edit entry pathos specifically took away it's ability to affect target

crude plank
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But wait no, it couldn't have been nvm

manic shoal
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I also double checked with and without having the token in the LogName inside the Included file. That doesn't throw any errors.
Based on the log names in my error, it just reads the tokens as the literal text they are. Is that was was meant earlier by saying it just doesn't parse?

lucid iron
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Hm kedi do u mind trying this pif room too

crude plank
lucid iron
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I used the special item query to get ocean fish inside

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Instead of specifying my own fish list

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Which would presumably fetch crimsonfish?

formal crown
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Sure, I'll try

lucid iron
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I dunno if that's what enchanted garden did so just trying to find similarities here

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This mod also come as greenhouse replacement so u can try n determine if it's a pif thing or not

formal crown
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Well, I haven't got a save with a greenhouse iirc

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Time to throw in a pinch of cheats :lmao

lucid iron
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Cjb Dokkan

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Sometimes i just debug warp greenhouse lol it works

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Tho not for this one bc i setup the entry tile wrong oops

formal crown
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Yup, same thing repeats with that room too

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I'll try the greenhouse one now

idle lantern
drowsy minnow
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just looking for a small opinion on intensive requirements for my foraging mod,
like if i had certain items hidden behind heavily specific conditions like if i made an item for winter but that the weather needed to be rain therefore requiring the player to use a rain totem to be able to get it?
(ofc if i did something that intense of a requirement I'd likely make a mini handbook/guide)

idle lantern
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Some people are for them! What would you want if you were downloading this?

lucid iron
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I think that's very srs bsns and if u make this happen remember to let people toggle required for shipping to off

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Not against having it in general as long as there's some guidance towards it tho

drowsy minnow
idle lantern
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Maybe a Mail on Winter 1, like a riddle from Mr Qi. "How does one get rain in winter?" or something

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and maybe gift a single rain totem

drowsy minnow
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i love that idea SDVpufferwow
ill give it a try

drowsy minnow
idle lantern
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I don't understand

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I figured out my schedule issue. I had it directed at data/schedules, and not characters/schedules

formal crown
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@lucid iron PIF rooms get affected, but greenhouse doesn't

lucid iron
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Good to confirm then no clue why tho blobcatgooglyblep

rough lintel
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question: i’m in fall, but my game keeps trying to load spring tilesheets onto my map. this wasn’t an issue before. wtf is happening.

lucid iron
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Probably should ping lix with logs and perhaps patch export Data/Locations

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PIF fills a data location entry based on it's custom asset basically

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And i wonder if vpp is doing it too early or too late, therefore bonking stuff pif does

formal crown
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The changes are made through CP, fwiw

lucid iron
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Oh yeah what if u change the special item query for beach fish into ordinary fish data

brittle pasture
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I know LOCATION_FISH won't forward twice, I have no idea if that's actually related tho

lucid iron
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For the pif room i gave u can just delete it and then bump the seaweed entry to 100%

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Just 4 test

formal crown
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Okay this is weird

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I can still see some fish in the greenhouse

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But I'll sleep one more day to make sure

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I'll try a save reload

rough lintel
ocean sailBOT
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Log Info: SMAPI 4.2.2-unofficial-sinz-2+3 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 19 C# mods and 14 content packs.

formal crown
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Wait my fault

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Of course it has fish because I edited the PIF not Greenhouse

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PIF room has no seaweed though

rough lintel
balmy valve
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How do I add temporary furniture that only shows up in the event? i want a few bunches of flowers

uncut viper
formal crown
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@lucid iron Anything else you'd like me to try?

rough lintel
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just that section, or the entire json?

uncut viper
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whole json

half tangle
uncut viper
#

your load targets for your tilesheets start with z_

rough lintel
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yes, because they are named that in the tilesheet

uncut viper
#

hence, it cannot find spring_[tilesheetname] because it doesnt exist

rough lintel
uncut viper
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z_spring_[tilesheetname] does

rough lintel
#

this exact thing worked like a day ago so i'm not sure why it magically changed

uncut viper
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the name of the tileset doesnt matter

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did you have your tilesheets in your mod folder yesterday?

rough lintel
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yeah

uncut viper
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thats why

rough lintel
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?? what is why

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theyre supposed to be there though?

uncut viper
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are they still there?

rough lintel
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yeah? lol

uncut viper
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im confused why you are loading them then at all

rough lintel
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because you... have to

uncut viper
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but to the wrong name

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i dont see a tmx in that folder

rough lintel
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i thought you had to name it whatever you named it in tiled, not the name of the source image

uncut viper
#

okay lemme back up for a sec

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the name of the tileset in tiled doesnt matter. the image source matters

rough lintel
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okay, that is news to me. thank you

uncut viper
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the image source is what the game tries to load

rough lintel
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let me fix that rn

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thats so stupid

uncut viper
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i should have asked if the tilesheets were in the same folder as your tmx, not your mod folder, which is my bad

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bc if they are present alongside your tmx, smapi will load those first

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so your Loads wouldnt be used

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if the name of the tileset mattered then there would be untitled tile sheet.png in the unpacked content

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bc CA didnt name like half the sheets

rough lintel
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point taken

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let me try this

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THAT WAS IT

uncut viper
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i got confused about the load bc i assumed when you said the tilesheets were in your mod folder that they were alongside your tmx (bc i asked wrong) in which case if they were the loads are unnecessary

rough lintel
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i swear to god this isnt documented

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well. thank you for solving the mystery. i have no clue what happened lol

formal crown
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Well, goodnight to y'all, tomorrow I'll get a proper log and ping lix SDVpufferheart

balmy valve
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IT IS DONE.

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I AM DONE!

iron ridge
balmy valve
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Nvm i am NOT done

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bro needs festival placement. 😭

uncut viper
balmy valve
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time to load up every single festival. yippee.

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Guys

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Quick question

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If I want to add another NPC in a different spot to the same festival, do I need to copy and paste this whole thing again or can I just add like, a brace and make it an array

uncut viper
#

you can add it to your Value

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you can just write like "Value": "thing one/thing two/thing three"

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(assuming the correct delimiter is a slash, as it is in this case)

balmy valve
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Okay!

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It's giving me an error

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saying i should use a comma

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Should I disregard it?

rough lintel
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if its erroring because you are missing a comma, perhaps you need a comma

uncut viper
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no, you should never disregard an error. post a log. that said I'm on mobile and a bit busy so someone else may need to help

balmy valve
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okay

pseudo vault
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What... But the verifier said everything was fine...

balmy valve
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FIGURED IT OUT!

pseudo vault
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What did I do wrong?

uncut viper
# pseudo vault What did I do wrong?

the validator only checks syntax when not in Content Patcher mode (i.e. does your json follow json's grammar rules). when its in CP mode it checks some content patcher specific syntax. but it does not verify that whatever you're trying to write matches the data you're trying to edit, bc it doesnt know what the game data should look like.

Season is just a string. not an array of strings.

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"Season": "Spring"

pseudo vault
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So do I remove the Brackets around the word spring?

uncut viper
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yes. the brackets are what make something an array/list

pseudo vault
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Okay thank you

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Oh no. is the Mountain not the right map name?

uncut viper
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LOCATION_NAME Here Mountain

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the first argument of that game state query is a "target location"

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which is either Here, Target, or a location ID

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"Here" meaning wherever the player is when the GSQ is checked, Target being sometimes somerthing specific

calm nebula
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(Although at that point why not edit the Mountain entry)

uncut viper
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(like where a machine is, thatd be target)

pseudo vault
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I was trying to add new forageables and some of them either only spawn at a certain season (or seasons) and others only spawn at a certain location

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I thought Area names count as IDs...

uncut viper
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you cannot skip a required argument

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so writing LOCATION_Name Mountain is giving the first argument but not the second

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you can use Mountain as a location ID for the target, but theres no point

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you'd have to write LOCATION_NAME Mountain Mountain which checks if "Mountain" is called "Mountain"

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which is obviously pointless

pseudo vault
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What do I need to write to correct it? I apologize in advance, but written tutorials don't help me much.

uncut viper
pseudo vault
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OH. I misread it

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Thank you

uncut viper
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though, it may need to be Target instead of Here

pseudo vault
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I will test them both

uncut viper
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there is also the chance that LOCATION_NAME might not be applicable to forage anyway and you will have to do as atra suggests and edit the Mountain entry directly

pseudo vault
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I don't really know how to do that...

uncut viper
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you're already doing it. you just are doing it for Default instead of Mountain

pseudo vault
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wait what

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It can't be TargetField

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Others said that is for the Collection

uncut viper
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right now you are using TargetField to edit the forage in the "Default" location

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you can just edit the "Mountain" location instead

pseudo vault
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"well yes, that's how you add a new entry to the Forage list in the Woods entry"

uncut viper
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im not sure why you're quoting that

pseudo vault
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I thought showing it would help explain why I did it.

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I've never been good at this

uncut viper
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that was someone telling you that what you wrote just before that quote was correct for adding Forage to the Woods location

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so if you change the word "Woods" to "Mountain" then you'd be adding forage to the Mountain location

pseudo vault
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Wait so it wasn't Forage list as in collection forage list?

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It was the Forage spawn Table?

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I completely misunderstood it

uncut viper
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yes. its the same exact thing you're doing right now but with "Default" instead of "Woods"

pseudo vault
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That fixed the error messages thank you again

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I do have a different issue caused by a different mod that I would like to try and fix.

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For some reason this window is flickering violently

uncut viper
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is it an incompatibility with your mod that you'd like to fix in your mod, or is it simply an issue with another mod you play with?

pseudo vault
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Probably caused by the tilesheet for the Mountain area

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So not from an incompatibility with one of my mods

uncut viper
calm nebula
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My understanding is that sve makes that tile animated and not every recolor accounts for it

pseudo vault
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I am not using Expanded

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I am more of a vanilla person. I use smaller mods

lucid iron
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I thought that tile is animated in vanilla too (if it is the science house window)

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No one knows why it's animated tho

idle lantern
calm nebula
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Did you use additional layers

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They may not be supported

idle lantern
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Most of the front layer is working, except for the bottom row of tiles

lucid iron
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Can u try patch export on the spouse room asset just in case

calm nebula
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Does it work if you put those on alwaysfront

idle lantern
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Yes. The books are on always front. They look fine on Tiled, but in game they're overlapping the walls

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[Content Patcher] Couldn't load asset 'RahielSpouseRoom.tmx' using a likely type (tried: System.Object). Try either specifying the type, or waiting until the game loads it before exporting it. See the SMAPI log for details.

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Not sure I did the export correctly

lucid iron
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Did u load to Maps/RaheilSpouseRoom

brave fable
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spouserooms have some unique layering behaviour to work around, I'd just use AlwaysFront if it works

idle lantern
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that worked. let me get the code ty!

brave fable
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only the lower most tiles of course, the rest will layer badly on alwaysfront

idle lantern
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Going to try reseting the game, patch reloading and sleeping aren't changing the room

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there we go!

calm nebula
idle lantern
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Maybe I just need to live with the overlap

calm nebula
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Shits and giggles try Front-1

brave fable
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ah.

idle lantern
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Rename the front layer?

brave fable
#

nono, a new layer named Front-1, as in minus 1

idle lantern
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Okie doke πŸ™‚

brave fable
#

arbitrarily named layers aren't used by the game, but you can use layers with the same name as typical layers with +/- to add visual-only layers drawn before or after the target

idle lantern
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ah!

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I saw in one of CA's maps he had an AlwaysBack, but I have successfully used it

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haven't*

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thank you!

brave fable
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in what map?

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Back is generally always back haha

idle lantern
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Um, let me see if I can find. I only saw it once

calm nebula
brave fable
#

don't make me reapply SDVdemetriums

calm nebula
#

Hmmm

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I'll take it

lucid iron
#

We keep atra around for morale support

calm nebula
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Green blueberry is worth it

rough lintel
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stay free of the green..... stay porpl.......

gaunt orbit
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The atra is our mascot

idle lantern
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I'm not seeing it. I'm going to bet I saw this and my brain processed it incorrectly

calm nebula
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Bluebs why aren't you orange

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Or green

pseudo vault
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it works! I am so tired... Making forages work is hell...

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I don't understand what I did wrong...

rough lintel
lucid iron
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Hm try giving it vanilla edibility still?

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Might just be draw bug

idle lantern
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Do I need to do anything else special to get lighting to work?

idle lantern
idle lantern
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aha!

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Love it πŸ™‚

pseudo vault
fading walrus
pseudo vault
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Yeah uh... I think I need to fix that.

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How do I make it so they do not appear on the beach?

rough lintel
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is this query right..... i hate mixing text values and numbers i just never know. "When": { "Query: ( '{{Relationship:{{Cotton}} }}' = 'Friendly': true ) AND ( {{Hearts:{{Cotton}} }} >= 4 )" }

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or is it better to just "When": { "Relationship:{{Cotton}}": "Friendly", "Query: {{Hearts:{{Cotton}} }} >= 4": true }

uncut viper
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iirc queries are a bit computationally expensive relatively so id just avoid it if its possible to

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and less confusing to

rough lintel
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ok but is it right is my question

uncut viper
#

you can also just do "Hearts:{{Cotton}} |contains=0,1,2,3": false

rough lintel
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i suppose yeah

uncut viper
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i dont know if its right because i dont know query syntax

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which is another reason i avoid it

rough lintel
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i see

uncut viper
#

(also your question was actually also "or is it better to do x")

rough lintel
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tbh i did say that.

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ok. touche.

languid matrix
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

languid matrix
#

Why does it feel like a ghost town in here?

idle lantern
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People were talking 5 minutes ago.

pseudo vault
#

Okay, Spacecore can only show one negative effect as well.

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I found red grass which hurts both stamina and health, it only showed stamina loss

idle lantern
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boo

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is there a way to i18n the effects, and then use the Random feature within the actual script?

pseudo vault
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I see words but only understood the i18 part... sorry.

idle lantern
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"Gifts.Loved": "{{i18n:Gifts.Loved_{{random:0,1,2}}}}",

At least for dialogue, that I know of, you can do this

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and then in the i18n, you have like Gifts.Loved_0 etc

pseudo vault
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I did add that it does recover health atleast

idle lantern
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Could you define those as Dynamic thingies, list them in the i18n, and then use random effect? You won't get both negatives at once, but both would happen

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100% guessing

pseudo vault
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Sorry I was bad at saying what I meant

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Red grass did hurt stamina and health

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and yellow grass even though it didn't show in the numbers, recovers

idle lantern
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ah!

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@urban patrol , can I pick your brain about map lighting, if you have the time?

balmy valve
#

Guys....

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I did it

pseudo vault
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Though, the x multiplier does not work with spacecore EatenHealthRestoredOverride and EatenStaminaRestoredOverride...

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This is gold quality

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(Indigo grass is really overpowered in HMDS...)

lucid iron
#

@idle lantern answering u in the proper channel

idle lantern
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ty sorry to make you move

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I've got this on the spouse map, as well that the light bulb from paths on the paths layer

lucid iron
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yes pls just post in right place in the future

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im not sure if spouse room can have lights actually

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they are Weirdβ„’

idle lantern
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ohh

lucid iron
#

what i rec is to not worry about the lighting and let player deal with it

idle lantern
#

I can do that

lucid iron
#

place furniture (or not)

idle lantern
#

The lighting on my lamp map just crashed the game. Odd

golden basin
#

Use paths sheet light tile and do the force paths map property it'll work

urban patrol
golden basin
#

But you have to remove you lighting map property

elfin kindle
#

Hi! Sorry to jump in but I've been fighting Tiled for like 3 days and im ALMOST there, I just gotta make everything work without sending the vanilla tilesets with my mod. All of them are fine EXCEPT furniture.png. I've edited the map .tmx in a textfile to source "furniture" and not "furniture.png" but it keeps complaining about "Invalid tilesheet path 'furniture.png'. The tilesheet couldn't be found relative to either the map file or the game's content folder". And it's seriously just the furniture one, all the others which i've done the same with work totally fine when removing the vanilla tilesheets in the mod map... I've been comparing them in both tiled and text yet i can't see what would be different

uncut viper
lucid iron
#

you can also look into modded tilesheets

pseudo vault
#

Remember everyone, always double check if you wrote the small text correctly...

elfin kindle
lucid iron
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hxw tilesheets has their greenhouse furniture

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and they are loaded to Maps for ease of use

idle lantern
#

thank you guys!

idle lantern
calm nebula
#

Try the path layer version

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If that doesn't work try your own c #

idle lantern
#

I got the lights to work on the other maps, but not in the Spouse Room. I think I'm going to go full lazy and let the player put a light in. I appreciate yours' help! πŸ™‚

pseudo vault
#

I can't find the page with the location_name information anymore. There are so many pages for modding I am confused.

idle lantern
#

What are you trying to find?

pseudo vault
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I looked through all of these.

idle lantern
#

specific map names?

pseudo vault
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I think I saw a command for excluding maps before

lucid iron
#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

lucid iron
#

did u do this yet

pseudo vault
#

I know which location it is Beach

uncut viper
#

LOCATION_NAME is a game state query so it would be on that page, but an actual list of location IDs would be in the unpack

pseudo vault
#

But not how to exclude

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I am so bad with words...

elfin kindle
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I... I could apparently not understand what was happening. Im able to use vanilla tilesheets for everything else, i use towninterior no prob but furniture doesn't want to at all

idle lantern
#

You're trying to make it so that your forage doesn't go on the beach?

latent mauve
#

Furniture is not located in Maps

uncut viper
idle lantern
elfin kindle
pseudo vault
#

bamboo Shoots on the Beach does not make sense

uncut viper
#

furniture is from TileSheets

idle lantern
elfin kindle
#

omg im dumb, okay- i had been just searching for the vanilla tilesheets in the content and grabbing the png, holy shit okay im just silly lmao thank ya'll!

latent mauve
#

So you cannot use it as a tilesheet reference without either
a) Loading it to Maps which breaks recolors
or b) setting the Arbitrary Tilesheet Access mod as a dependency and running it at the same time

idle lantern
# pseudo vault Yeah.

I wonder if you have to do it the pain in the ass way, and just Target specific locations versus exclude

idle lantern
elfin kindle
idle lantern
#

Shame about the recolor resist, but

latent mauve
#

This is exactly why the Arbitrary Tilesheet Access mod was made.

#

It happens to us all.

elfin kindle
#

Luckily ive only used a handful of plants from furniture so i think i can just use towninterior instead since that ones plays nice or make my own, ive already made a tilesheet for the place so a couple more plants is fine

latent mauve
#

The documentation for mod authors in the mod description makes it pretty clear how you can use it. πŸ™‚

#

(and if you get stuck, Button is literally here and has been trying to help you out. πŸ˜› )

uncut viper
#

(im always surprised by just how many downloads it has considering it has literally nothing requiring/using it)

#

(not that 238 is a whole lot or anything, but considering theres 0 people who need it...)

brittle pasture
#

25/75 mod authors/mod users downloading frameworks ahead of time

elfin kindle
#

Button was very quick and i do appreciate it, I am simply dumb and had totally missed that furniture wasnt in maps so i was incredibly confused, nothing against Buttons efficient help 😭

uncut viper
#

it happens!

brittle pasture
#

my framework with 0 users is sitting at 111 UDL lol

tender bloom
#

What’s the framework? πŸ‘€

brittle pasture
#

still no "Leah builds shed for you" mod

calm nebula
lucid iron
#

say selph

uncut viper
#

selph

lucid iron
#

thank you ButtonBot

#

hm

#

oh right i was gonna ask what is the interaction between mmap's show construct and this show construct blobcatgooglyblep

#

i think the mmap one is significantly more lax and recently when i did the redfox rainfrog convert i just slapped Builder: ModId in there to achieve a building catalogue lol

brittle pasture
#

both actions from mmap and cc are calling the same vanilla menu
it's the harmony patches that handles the day teleport NPC update + other niceties like custom costs depending on the builder

#

so theoretically you can use MMAP's action right in place just fine

lucid iron
#

if the builder is not an npc at all what does custom builder do

languid matrix
brittle pasture
#

Game1.DrawDialogue(Game1.getCharacterFromName(__instance.Builder),

brittle pasture
# languid matrix Wdym?

as in your code that adds fish to location data? assuming that's what you're trying to debug

uncut viper
#

DrawDialogue handles null speakers doesnt it?

brittle pasture
#

oh yeah it does, I was looking at the wrong place, crisis averted

uncut viper
#

switch it to Game1.RequireCharacter

#

now you can have your NRE

#

or KNFE i guess

lucid iron
brittle pasture
#

but yeah, dialogue will have no portraits, the building spot will also be blank, I think everything's fine

lucid iron
#

perhaps fun to fetch portraits for not real npcs DokkanStare

#

like just attempt load from Portraits/character or smth

#

i aint gonna scope creep u when i have no usecase for this tho

brittle pasture
#

too lazy, just add a two line antisocial NPC entry plx

rigid oriole
#

This game... has... so many cutscenes....

#

I am watching every cutscene in this game for this mod

#

a lot of these cutscenes r actually so cute. I never would have seen a lot of them otherwise

calm nebula
#

During 1.6 alpha I watched every cutscene

#

Multiple times

#

In different languages

rigid oriole
#

did you help with translations?

calm nebula
#

It takes hours btw and also i didn't watch then in full

#

No. Pathos was refactoring event commands

rigid oriole
#

ah

#

i have figured out the part where it takes hours yes πŸ’€

#

I think I have 14 locations left. some have only 1 or 2 events tho

calm nebula
#

I turned on thr event autoplayer the left it to run on mg laptop lol

#

Different languages b/c game has separate event scripts per language

#

And sometimes those would have subtle mistakes

#

Anyways.

#

Let's knit

rigid oriole
#

atra knit mod when

calm nebula
#

Never I'm very retired

tawny ore
#

How about modding your knitting?

calm nebula
#

I mean, always

#

I also mod pcbs

urban patrol
#

probably dumb question: i had assumed modders had to add ATA as a dependency to use it. is that true?

rigid oriole
#

ata?

urban patrol
#

alternative tilesheets access

calm nebula
uncut viper
#

do you actually think itll be a 1.7

uncut viper
#

also yes its true

urban patrol
#

oops yes arbitrary

uncut viper
#

technically if ATA loads before their mod, they dont sstrictly have to

#

but thats true of any dependency

urban patrol
#

ah gotcha. i expected downloads to be way higher then (not knocking you, it just seems so useful)

lucid mulch
#

its almost 3 hours for all events

uncut viper
#

90% of the time someone asks "how can i use tilesheets from other folders?" and i/someone else tells them about ATA, they say something to the effect of "ah ok. ill just deal with so i dont have an extra dependency"

rigid oriole
uncut viper
#

at one point chu asked Pathos about stealing ATA for SMAPI itself and he said it was on his TODO.txt but honestly i couldnt tell if he was joking or not

rigid oriole
#

fully unrelated: custom bush works on top of the vanilla tea bush functionality right?

lucid iron
lucid iron
rigid oriole
#

neato thanks

fierce vault
#

Hi. I'm working on my map again, and unfortunately I've forgotten how to mass move a bunch of layers. I used ctrl to select multiple layers in the layers pane at once, but now I can't seem to move them anywhere. I also don't really understand what rectangular select is for if it doesn't help with that. Anyone able to help?

rigid oriole
#

umm.... emily?

#

surely i broke this by tabbing out to edit json right

brave fable
fierce vault
#

Oh, what I meant was mass copying all the layers actually

brave fable
#

you likely need to copy all tiles in each layer with the Stamp tool, clear the layer, and Stamp them in again where you need them

fierce vault
#

So that I can past them over the old

golden oar
#

Having some issues with a CP mod I'm making.

I have some "custom" versions of maps that are used for events to change sprites. I have done similar ones for Pierres shop, Haley's house, ect, but now I'm trying to make one for the forest.

I did the same thing I always do (make a copy of the map from the unpacked game files, rename it, place it in my events folder, and edit my content file that loads the maps. But now I get this message:

[game] Couldn't create the 'Custom_Forest' location. Is its data in Data/Locations invalid?
Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
---> FileNotFoundException: Could not find file 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Maps\Custom_Forest.xnb'.
File name: 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Maps\Custom_Forest.xnb'

I am 99% sure I did everything the exact same way I did before. What could be causing the issue?

fierce vault
golden oar
#

my content file looks like this:

{ 
  "Action": "Load",
  "Target": "Maps/Custom_SeedShop, Maps/Custom_LeahHouse, Maps/Custom_Sunroom, Maps/Custom_HaleyHouse, Custom_Forest",
  "FromFile": "assets/Jsons/Events/{{TargetWithoutPath}}.tmx"
},
{
  "Action": "EditData",
  "Target": "Data/Locations",
  "Entries": {
    "Custom_SeedShop": {
      "CreateOnLoad": { "MapPath": "Maps/Custom_SeedShop" }
      },
    "Custom_LeahHouse": {
      "CreateOnLoad": { "MapPath": "Maps/Custom_LeahHouse" }
      },
    "Custom_HaleyHouse": {
      "CreateOnLoad": { "MapPath": "Maps/Custom_HaleyHouse" }
      },
    "Custom_Forest": {
      "CreateOnLoad": { "MapPath": "Maps/Custom_Forest" }
      },
    "Custom_Sunroom": {
      "CreateOnLoad": { "MapPath": "Maps/Custom_Sunroom" }
      }
  }
},
uncut viper
golden oar
#

Only the forest one doesnt work

calm nebula
#

Is pathos todo.txt a stack or a queue

ivory plume
#

It's a random access cache.

lucid mulch
#

one day I will actually write down my todo list, but thats on my todo list

calm nebula
brave fable
#

you'd only have one line in your todo if it were a slash-delimited string 😌

uncut viper
#

gotta BOGO sort your TODO.txt until one you feel like doing ends up first

lucid mulch
#

but the slash delimited strings can be newline seperated /s

calm nebula
woeful lintel
#

I always end up doing the thing that is most enjoyable to implement on the todo list over the thing peopel actually ask for

soft granite
#

Is there any mod that assigns kissing to, like, a button? I’m using hugs and kisses continued and while i want to be able to kiss a spouse multiple times i don’t want to keep accidentally doing it multiple times ina row when im just trying to talk to them

calm nebula
#

That's a very easy mod

uncut viper
calm nebula
#

Be the change

brave fable
#

@uncut viper assigned kisser πŸ’

soft granite
#

I guess i’m willing to do it, but if it already exists id rather do that lol

woeful lintel
#

FF i18n integration has been on my TODO list for so long now...

calm nebula
#

It'll take twenty minutes

rigid oriole
#

Gotta do i18n from the start. Mistake I only made once lol

calm nebula
#

Tbh it's so easy I would Just Do It if i wasn't on the stairmaster

#

Unfortunately

soft granite
#

Alright, i’ll try it

woeful lintel
calm nebula
#

Stairmaster does not lend to coding

woeful lintel
#

Currently in custom data model hell because of whatever the hell I did to parse Furniture Packs...

calm nebula
#

I would say trade you but I like the stairmaster

soft granite
#

I actually already tried looking at Hugs and Kisses to see if i could borrow some code from it, but I don't actually know how to read a .dll

woeful lintel
#

Check if the source code is available

lucid iron
#

hugs and kisses is open source

#

what are you trying to do tho?

lucid iron
#

oh i see

#

ok sadly it's not as easy as changing a keybind

#

however, it should be fairly easy to add a modifier key you have to hold down

#

slap it here

uncut viper
#

checkaction skipping prefix my beloathed

soft granite
#

oh! I didn't think about just looking at github. I normally just look at the content patcher files

lucid iron
#

A dll is a compiled C# mod so if there's source (e.g. collection of cs files) u should look at it

#

Next step is getting it to build with your changes

balmy valve
#

Nuh uh

#

A dll is dat shit that they put on a pickle

fierce vault
# fierce vault Hi. I'm working on my map again, and unfortunately I've forgotten how to mass mo...

Oh, I figured it out (again...)

I selected all the layers by right. clicking and choosing the option while on the stamp brush, and then it let me right click and adjust a box over every layer I wanted to stamp. Maybe my tiled was glitching out, or I really wasn't trying it exactly the way I was supposed to, but it's working now!

I also easily cleared the all layers after selecting everything with my stamp tool, so I'm very relieved that I can continue adjusting my map in massive ways.

worldly sundial
#

@lucid iron @balmy venture I missed your messages last week asking about Stardio, the conveyor belts are animated by switching to the next index on the sprite sheet every ~100ms.

I think the website that says open source or not doesn't show it as available but it is https://github.com/jokthefoo/StardewMods/tree/main/Stardio
The drawing is very messy, doing something like junimos carrying the items would be hard since the belts are animated individually, and animate whether or not there is an item

GitHub

Contribute to jokthefoo/StardewMods development by creating an account on GitHub.

left nova
crisp galleon
#

I hope I’m not intruding on anything. Please point me in the right direction if this is the wrong chat. I was just wondering where a good place to go would be for commissioning somebody to make a mod for me?

uncut viper
#

!commissions

ocean sailBOT
uncut viper
#

however its also a good idea to say what your idea is to see if it just alreeady exists first

crisp galleon
#

Ohh thank you

uncut viper
#

(though truthfully im not sure if talking about it for commissions is better here or in #modded-stardew)

crisp galleon
#

Yeah I was looking for it but I haven’t been able to find it. It is just editing the marriage dialogue to remove whenever the spouse is angry at you for having a messy home. It makes me very sad so I want it gone.

woeful lintel
#

Pretty easy to avoid as a player imo

uncut viper
#

it would also probably be a pretty easy first time mod too, if you felt like giving it a shot yourself

crisp galleon
#

Hmm maybe. Tho I don’t know anything about coding

uncut viper
#

i think the hardest part would just be finding where the string is in the files, though that becomes very easy if you know what the spouse says

crisp galleon
#

I know the dialogue starts with β€œYou could’ve cleaned up in here while I was gone.” Or something ever similar.

lucid iron
uncut viper
#

i think you get that if the spouse is unable to find a path to the spot they like to stand in the kitchen

hard fern
#

Ah yeah

uncut viper
#

but, either way, that dialogue doesnt actually affect friendship or anything, so itd be very very easy to just replace it with some nicer text

lucid iron
#

Ty for replying tho and it is about why i imagined

uncut viper
crisp galleon
#

Something softer with more of a smile expression. I think the romanceable rasmodius mod already has something like that where he suggests teaching you some magic to help with cleaning or something.

uncut viper
#

thats it, thats the mod

uncut viper
#

just gotta put it in a content patcher json

crisp galleon
#

Ohh ok. I dunno how to do that. Is there a guide somewhere.

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.

uncut viper
#

the wiki tutorial for content patcher linked in the first bullet point should get you there

crisp galleon
#

Thank u!

uncut viper
#

it has an example under the "Content format" section and you can basically replace those two "Action" blocks with what i sent and you're good to go

#

that + a manifest.json, described here, though you can just copy from another content patcher mod probably and change the details inside

crisp galleon
#

I’m going to bed now, so I will sit down and put it together tomorrow. I might come back here if I run into any issues.

uncut viper
#

feel free, theres almost always someone here to help out SDVpuffersalute

crisp galleon
#

Thank u for your help

balmy venture
lucid iron
#

oh yea it looks like thetextures aren't loaded

#

so u can only do png replace atm

golden oar
idle lantern
#

I'm so close!

pseudo timber
#

hi guys :3 uhm im like extremely new to this but i wanna try to make a mod that adds in some custom NPCs, anyone got any tips/advice?

tiny zealot
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

tiny zealot
#

enjoy the journey! making an npc isn't especially difficult per se, but there is a lot to do, so be prepared for it to take some time

vernal crest
#

And if you use an existing NPC as an example, make sure it's a recent one so you don't accidentally learn outdated or unhelpful practices!

past knot
#

Yall, I have a question. I'm trying to make an npc that changes appearace after year 2 for good. this would be done through the appearance system..right?

lucid iron
#

if u wanna just load a different tx when year >= 2 that works too

idle lantern
#

I think I'm done just about done. I have my events, my dialogue, my marriage stuff, movie stuff. Schedules are done, and working. I need to do the resort stuff, and Config manager stuff for alternate portraits, but that's extra

pseudo vault
#

Question, would this work without a dependency mod?

#

I heard someone say the new Content patcher allows wider sprites

past knot
#

also, is there an updated map making tutorial..I just realized the one I was using is SEVERELY outdated..

lucid iron
#

does depend on what you want them to do tho

pseudo vault
#

Well, I wanted to replace Lewis with Thomas

pseudo vault
#

And yeah, a few sprites are... improvised you could say

lucid iron
#

so the issue with bigger than usual npc is the collision

#

although you can make them more big they get stuck on things

pseudo vault
lucid iron
#

yea

#

jankβ„’

pseudo vault
#

I really hoped I was able to get Thomas in...

#

I miss the dude

#

and then I was going to do Gourmet

lucid iron
#

theres a framework that fixes the collision, poohcore

#

so yea you can do it just not with content patcher alone

pseudo vault
#

So is "SpritesInDetail" unnecessary?

lucid iron
#

That mod does something different but it could also work for this

#

It's more about getting hd sprites

pseudo vault
#

It's kinda like cheating, made for HD but could technically be used for sprites that are bigger than base SV

lucid iron
#

Sv doesn't have a fixed pixel size anyway

#

Sometimes things are 3x for reasons

pseudo vault
#

Do you know if poohcore needs everyone to have the mod installed? Or in other words what if player 1 does not want to use a sprite replacement but Player 2 wants to?

lucid iron
#

!mpmods

ocean sailBOT
#

You can mod your multiplayer games, but to avoid any hiccups, all players' mod lists need to match. If players have mismatched mods, you will experience bugs in your game - even if the mods were working fine earlier, there is no guarantee that they will stay that way, and strange things may start occurring.

There are few exceptions to this. The main mod page often includes information on whether or not they work in multiplayer.

See the wiki page for more details on how mods work in multiplayer!

Multiplayer Mod Checker is an easy way to determine if host/farmhand mods match.

pseudo vault
#

I'll try and understand this. thanks.

lucid iron
#

this is just advice saying "don't mismatch mods"

pseudo vault
#

Yeah, we're always using the same mods that adds stuff. But visual wise, we use very different ones. Because we have different tastes, I love the custom Mr Ginger portrait which makes him look anime, but my buddy dislikes that one.

pseudo vault
#

Looks like poohcore can't handle bigger than 64x64 for portraits...

devout otter
#

PoohCore is for bigger overworld sprite, not bigger portraits.

pseudo vault
#

Oh...

#

I was wondering because the example had portraits

devout otter
#

That's because all NPC needs a portrait, so Pooh needed to include portrait files to load the NPC for the example.

pseudo vault
#

I didn't know. Thanks for explaining.

lucid iron
#

You can crop him a lil to fit right

pseudo vault
#

The content json is confusing me as well

pseudo vault
devout otter
#

(in any case, typically people would just crop the portraits to make them fit. Like in vanilla, Demetrius's shoulders also don't fit.)

pseudo vault
#

I don't think it would look good if the Hat is cut off

#

HM DS sprites really are big

lucid iron
#

He's not at a even multiple of 64x64 tho

#

Unless u want them all to be 128x128 with bunch of whitespace

pseudo vault
#

wait 96 does not work?

lucid iron
#

You might get weird half pixels

#

I realize im weird for being bothered by this but it's not ideal

pseudo vault
#

No it's normal. I didn't know portraiture would do mixels if it's not 64 128 and so on

#

64x64 sadly would not work

lucid iron
#

It's not really portraiture problem

#

Most of the game draws at 4x

#

Some random stuff gets 3, and ofc there's zoom in/out effects that gotta be mixels

pseudo vault
#

This stuff is so complicated

lucid iron
#

Perhaps u can do 86? It'd be 64 * 4 / 3

pseudo vault
#

Yolo

#

But first I need to figure out how to edit the content json from the example to only edit the sprites and not make a new NPC

#

Deleting the new npc stuff has resulted in the json to be invalid

devout otter
#

There should be an "Editing a vanilla NPC" example in the PoohCore documentation.

pseudo vault
#

I must have missed that. Thank you

#

Oh! It's not a zip. It's in the readme

past knot
#

For spouse floors, does it have to be put in as (FL)#?

idle lantern
#

the spouse room after getting married?

gentle rose
past knot
#

the random floors an npc can put around the farmhouse

latent mauve
#

(Optional) The floors and wallpapers which the NPC may randomly apply to the farmhouse when married to the player. If omitted or empty, the NPC will randomly choose a base floor (0–39) or wallpaper (0–111).

#

That ^

#

I'm not at my computer, but you could probably look at one of the vanilla character files to see how the IDs are used. I think Penny redecorates?

idle lantern
#

I can't get my NPC's marriage dialogue or schedules to load. Not sure what I'm doing incorrectly.

Character: https://smapi.io/json/content-patcher/2cc5e1f57ea0465caf7ae72ca61f269d
MarriageDialogueNPC: https://smapi.io/json/content-patcher/cb18ec19a26e47449723dd45851a829e
schedules: https://smapi.io/json/content-patcher/35540fac62944a6c991166d3de4c2ce8
content: https://smapi.io/json/content-patcher/c9ce0e73422343cdba28ac60844dc1fc

Smapi: https://smapi.io/log/3c0c1e6c35a542feaeaa74bfd4d37b9e

The dialogue was working before - like when he was on the patio or in the spouse room.

formal crown
#

Hello @spice inlet! I've got a bug report pointing at a small issue when you use VPP's Vast Domain talent and PIF rooms together. The bug is basically all catchable fish in PIF rooms suddenly become trash once you enable Vast Domain and sleep. Do you have any idea on why or how?

(Some extra detail in case its helpful - Vast Domain's edits are done through CP, and its supposed to affect only legendary fish in Beach, Mountain and PT. )

https://smapi.io/log/2401a436e674474bab22298e7ff24f0d (I'd ignore the outdated mods and SMAPI - back in time the user reproduced it with only 8 mods)
(Attached my log, Data/Locations and DLX.PIF_Farms assets, and my .json for Vast Domain's edits - it's at the very bottom of the file)

These mods were used to reproduce the bug (I tried using the greenhouse version of Krikos island per Chu's suggestion, but the greenhouse was unaffected)
https://www.nexusmods.com/stardewvalley/mods/28346
https://www.nexusmods.com/stardewvalley/mods/29586

Nexus Mods :: Stardew Valley

An enchanted garden PIF, an outside but where if you want it will always be spring.

Nexus Mods :: Stardew Valley

Tropical greenhouse & PIF room with seasonal appearance, ocean fish, and ability to have buildings.

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home Single Language, with 38 C# mods and 21 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it

spice inlet
#

Hello! I'll take a look after work ^^

latent mauve
idle lantern
#

the log is saying the room can't be found, but when I load the game up, it's there

urban patrol
#

it's talking about a dialogue key, not the room itself

idle lantern
#

Ah

#

I don't know what I did, but he's using his spouse dialogue now, at least in the spouse room. He isn't following the schedule

latent mauve
#

Did you by chance sleep?

idle lantern
#

I may have, I don't remember at this point. I've been closing the game down and reopening it

latent mauve
#

Schedules do take an extra day to update if you have changed the code recently (patch reload doesn't remove the need to sleep).

idle lantern
#

it looks like I did. I can't test his star drop line any more

latent mauve
#

NPC pathfinding is set the night before, so a lot of times "my npc isn't following their new schedule" is because you need to sleep to let it pathfind again.

idle lantern
#

ah, ty!

#

Ah, found it. "Target": "Character/Schedules/{{ModId}}_Rahiel",

#

needs to be Characters

latent mauve
#

Good catch!

past knot
#

Screw it, but does anyone know if any expansions happen to modify this area behind clints???

#

i don't particularly play any major expansions to know :''D

ashen urchin
#

Can someone send me the Crops.json data file?

vernal crest
pseudo vault
pseudo vault
#

Anyone know what this means? "Load TerrainFeatures/spring_tree_palm: the When field is invalid: invalid input arguments (Beach), token MapsToIgnore doesn't allow input."

pseudo vault
#

welp, nevermind that. I tried porting an old (for personal use) mod and I think I broke something...

elder hornet
#

Hi! I can't work out the right format for tiledata for a custom shop. Im not sure what should go in what part of the 2 sections and should the name not be in quotation marks?

inner harbor
#

how does one use TriggerActions to repeat events pls? Anyone got an example in their mod?

#

I was using EventLookup but just realized it doesn't seem to be working...

lucid iron
elder hornet
#

When I tested it like this, nothing happened when I clicked the tiles. No error, nothing. Reloaded and started a new game to reload the map

lucid iron
#

Hm ok so you will want to prefix rhat with your mod is (ModId_Kuchels) but besides that it is right

#

What's the full OpenShop string?

elder hornet
#

I only have this right now, since I figured I would find out if it work before adding opening hours and such

#

But this was the full draft

lucid iron
#

Yeah so u definitely dont need [ ]

lucid iron
elder hornet
#

Okay, I will retry without the brackets

#

leave the quoters or delete them too to be sure?

#

Do I need any other actions in the tiledata?

lucid iron
elder hornet
#

Thank you for your help, gonna test again now πŸ™‚

inner harbor
#

I think so but I didn't have the triggeractions set to be repeated!

#

hopefully I didn't delete the code...

#
            "Action": "EditData",
            "Target": "Data/TriggerActions",
            "Entries": {
                "Lemurkat.Jasper_PlayDateReset": {
                    "ID": "mail.Lemurkat.Jasper_PlayDateReset",
                    "Trigger": "DayEnding",
                    "Condition": "ANY \"PLAYER_HAS_SEEN_EVENT Current 15749301\" \"PLAYER_HAS_SEEN_EVENT Current 15749302\" ",
                    "MarkActionApplied": false,
                    "Actions": [
                        "RemoveMail Current playDateYes.1 Now",
                        "RemoveMail Current playDateYes.2 Now",
                        "RemoveMail Current playDateYes Now",
                        "MarkEventSeen Current 15749302 false",
                        "MarkEventSeen Current 15749301 false"
                    ]
                },
           ```
lucid iron
#

Oh i think u need MarkActionApplied false

#

As in a field on this trigger action

#

If u don't have it it'll only run once

inner harbor
#

yeh just figuring that out now! Added it in above

#

will test tomorrow.

lucid iron
#

Since it probably already got marked remember to do debug action MarkActionApplied blah blah

inner harbor
#

it shouldn't matter if not all of those actions are true, should it? Like if the mail doens't exist, it won't break if it can't find it?

finite ginkgo
#

Yeah it’ll be fine

inner harbor
#

haha thanks for that - I'd absolutely forget - but I can also rename it anyway.

lucid iron
#

It would not explode but maybe warning?

#

Dunno off hand

finite ginkgo
#

If it doesn’t exist it just won’t do anything since there’s nothing to remove, no warning given

inner harbor
#

that's good because there are multiple combinations and I don't want to try and write it out for all of them!

#

(actually I only did it for the playdate ones, but couldn't get it to work so haven't written reset code for the other events yet). Has DateNight been updated? Are they still using EventRepeater?

finite ginkgo
#

The 1.6 date night has been around for a while and I don’t remember them needing event repeater, no

inner harbor
#

yeh they don't so they must've switched to TriggerActions

lucid iron
#

Date night redux ye

inner harbor
#

AgentLyoko is really clued up on the code side of things

#

downloaded it πŸ™‚ I could do with some Jasper dates anyway.

#

(I think I still have my personal use edits somewhere - I HOPE I do!)

pseudo vault
#

New question, is it possible to make something like this? In HM DS one has to use Mushroom Seeds on Stumps, which then slowly grow into bigger mushrooms. Some more info
"After the mushroom takes its initial growth time, picking it will return it to small size. Then you just have to water each day and after 3 days, you can harvest it at small size again. If you leave it alone, the mushroom will grow to medium size and if unharvested, grow to a large size."
Not sure if the size changes can be simulated. Maybe that could be just the Quality instead?

#

I am asking because I haven't seen a Mushroom mod like that yet.

lucid iron
#

These r some specific mechanics

#

I believe the easiest approximation is a mushroom crop that has a giant crop

pseudo vault
#

Yeah HM DS really has weird crops...

ocean sailBOT
#

@pseudo vault You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

pseudo vault
#

I guess something like this could work within the SV limits...

#

Kinda weird when you think about it. A DS game has more complex crops than a PC game.

tiny zealot
#

i don't think it's that weird. different developers make different decisions

pseudo vault
#

Fair

lucid iron
#

Perhaps u can make a custom bush

#

Then it will persist all year like tea bush

pseudo vault
#

Is it possible to make them not shake?

lucid iron
#

They shake when u harvest but maybe u can set the sound

pseudo vault
#

Oh boy! Who is hyped to wait for 59 days just to get a Mushroom?

#

Ancient Seeds step aside! There's a new crop in town!

lucid iron
#

It better be worth more than sweet gem berry

pseudo vault
#

Price is based on the Large variant

#

And to make it even better. They cost 3000

#

"She sells Shiitake spores in her shop for 3000 G per bag"

calm quiver
pseudo vault
#

Harvest Moon DS

calm quiver
#

Ah

pseudo vault
#

I have no idea what the devs were thinking

#

But I'm staying as faithful as possible

lucid iron
#

I think u should make this crop survive winter

tiny zealot
pseudo vault
#

Wish there was a way to limit it to the Greenhouse...

#

But I think the long growing time is a good enough hint

lucid iron
#

You can set planting conditions i think

pseudo vault
#

Wait there was something like that?

#

Uhhh... Is it PlantableLocationRules?

#

I don't really understand them

#

They don't exactly explain how to set the area

brittle pasture
#

look at the vanilla cactus for an example

pseudo vault
#

Doesn't that one only grow in a Garden Pot?

brittle pasture
#

no, it's indoors or ginger island

pseudo vault
#

Oh...

#

I misunderstood how it works

#

Looks to be this one?

#

But I am a bit confused about why it uses Location is outdoors and not Indoors

brittle pasture
#

it's a Deny rule

#

also are you not using the recommended xnb unpacker

pseudo vault
#

Well... uh... I am not confident in my PC storage

brittle pasture
#

this is what it should look like

pseudo vault
#

So I kinda want to avoid files I don't need...

brittle pasture
#

pls just use it

#

it's not that much space

tiny zealot
#

(broadly, you do need StardewXNBHack for dealing with 1.6's content files. it knows how to handle stardew's data formats correctly, and other unpackers do not)

pseudo vault
#

I wished there was a way to choose specific files... I know I sound crazy, but I feel like my storage gets smaller and smaller, even after cleaning out stuff I no longer need.

#

even after almost removing every Game, My HDD is at 543/940GB

#

I am afraid.

brittle pasture
#

....I thought you were like 127/128 on a potato or smth

#

that's nothing lmao

#

just unpack everything

pseudo vault
#

If it's okay to ask, can I use "Greenhouse" as a Location Context?

brittle pasture
#

Location Name, not Context

pseudo vault
#

So I rename the context to Location name?

brittle pasture
#

LOCATION_NAME Here Greenhouse

pseudo vault
#

Okay, I think I did it right

#

Thanks for all the help again

brittle pasture
#

(this does mean the crop can only grow in the vanilla greenhouse, not any of the modded ones)

pseudo vault
#

Does that count even making the Greenhouse bigger?

rough lintel
#

no

pseudo vault
#

That's good.

lucid iron
#

Is there a gsq for checking the greenhousiness

rough lintel
#

shrug

pseudo vault
#

gsq?

brittle pasture
#

the closest thing is "is indoors"

#

like what the cactus use

rough lintel
brittle pasture
#

if you wanna ban them from indoor pots that's possible too

#

but eh I'd just use is indoors

balmy valve
#

Hw do I make a conditional EditMap?

#

I also tried it with a When: content patcher condition but it didn't work

tiny zealot
#

When is how you make any content patcher patch conditional

balmy valve
#

so when hasreadletter

tiny zealot
#

the game has its own method for doing its conditional map patches (abigail's monster grave, the map shortcuts, etc.), but it's not exposed to mods as a data asset or anything else. if it were, you would theoretically use GSQ to set them up

left nova
left nova
#

IIRC.

tiny zealot
#

typically you use HasFlag, yeah, since HasReadLetter only counts for entries in data/mail that were displayed to the player

balmy valve
#

it is a letter tho

tiny zealot
#

oh in that case it should be fine

calm nebula
#

HasReadLetter I thought worked for all mail

balmy valve
#

or do i use a when?

calm nebula
#

In data/mail or not

left nova
balmy valve
#

ok!!

tiny zealot
balmy valve
tiny zealot
#

HasReadLetter
The letter IDs opened by the current or specified player. A letter is considered 'opened' if the letter UI was shown.

left nova
#

You should format like this:

}```
balmy valve
#

Same issue again. Conditional warp simply not workin'

#

Should I have kept the warp in Tiled?

#

Hmmmm

tiny zealot
#

sounds like a job for patch summary and/or patch export

#

also make sure you are applying your patches in the correct order

balmy valve
#

tHere's an ORDER?

tiny zealot
#

yes. patches are applied in order of priority. if it's tied (e.g. unspecified), they apply in the order they are listed in your content.json

#

generally better not to specify unless you have to (compatibility with other mods). you control the order of your files so you can just rearrange

balmy valve
#

Okay, patch summary says tokens not ready:HasFlag

tiny zealot
#

if you are using Include then imagine the entire contents of the included file gets dumped in that spot when evaluating order

balmy valve
#

what does tokens not ready mean

latent mauve
#

It means you are defining your tokens AFTER the code that uses your tokens has run, so you need to reorder your content edits

balmy valve
#

okay!

#

so i should put the when condition BEFORE the action: editmap

latent mauve
#

What is your when condition calling?

balmy valve
#

to a letter

#

it's like. checking if the playe read a letter

#

I reloaded the game and the flag went away

latent mauve
#

(each action block is one content edit, make sure you are moving the entire block to reorder things and not the contents of the block itself)

balmy valve
#

IT works in this save file

#

So

#

Im gonna load up a new one with no flags and see if it still works

#

NOOOOOOOOOOOOOOOOOOO

#

its not working

#

I want the cellar warp (and zero) to only exist after the player has read the mail

latent mauve
#

How are you applying the flag? I think we need more of your JSON file + the SMAPI log to help at this point

balmy valve
#

okay

#

Smapi log shows no errors is the thing

latent mauve
#

Okay, your Data/Mail entry with the letter is way after your EditMap in the edit order

balmy valve
#

So I need to put that EditMap at the bottom

#

Or below the mail

#

No wait

#

Mail at the top

#

Because of the character also relying on the mail

#

I am going to test that and see if it works

latent mauve
#

Ok

balmy valve
#

My content.json is a mess ngl

#

HANG ON A SECOND

#

I HAVE AN EVENTS FOLDER

#

WHY AM I NOT USING IT?!

#

ehhh too much work

#

damn. still doesn't work

#

the character is still there

latent mauve
#

The validator is also fussing about your warp format, so the log would tell us if that patch is failing in game too. (Minor nitpick: you used Mod_ID instead of Mod_Id in that EditMap patch)

balmy valve
#

o

latent mauve
#

Please upload your error log

#

Even if you don't see red, there might be something in the Trace that helps

balmy valve
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

latent mauve
#

When you say "the character is still there", are you trying to disable the character before the flag is set? Or is there a schedule change that is supposed to happen?

balmy valve
#

Disable the character

latent mauve
#

I didn't see any Condition set on your Data/Characters file

#

So it's by default set to always be true

balmy valve
#

ough

latent mauve
#

The When argument is different than the Condition GSQ

past knot
#

Could someone explain how the condition for location would work? This is specifically for an appearance that needs to change in only one specific custom location

latent mauve
#

I do see the When condition

balmy valve
#

this correct??

balmy valve
past knot
#

Like this?

latent mauve
#

(it is probably worth noting that vanilla sets a -100(?) precedence for winter appearances, so that it is checked before the default)

#

I think

#

Let me get to a computer and double check

#

Otherwise, reordering it so that your default appearance is at the bottom fixes most issues, but remember, appearances don't update until the character moves locations

past knot
#

Got it! I think Avi's tutorial says that vanilla outfit changes' precedence is usually -1000, so ill try that

latent mauve
#

(also keep in mind, the UnlockCondition won't take the character out of the world if they already exist, so you'll need a fresh save to test that change)

#

Next step would be to do a patch summary in the console to see if your patches are being applied or not

balmy valve
#

Wait

past knot
#

HUH???

balmy valve
#

Y'all I'm stupid

#

Avi is NOT a common name

spice inlet
ornate trellis
balmy valve
#

NO

#

THERE CAN ONLY BE ONE

#

NOW I HAVE TO CHANGE MY NAME >:(

ornate trellis
#

gotta commit now, change it to spice

balmy valve
#

They are on break. i am safe for now

#

Don't tell them...

ornate trellis
#

bad news theyre still active in the discord lol

balmy valve
#

shhhhh

#

it's okay

#

i'm only active in this channel so NOBODY TELL THEM I EXIST

ornate trellis
latent mauve
#

anyway

#

Back on topic

balmy valve
#

YAY patch works!

latent mauve
#

Okay, good. πŸ™‚

balmy valve
#

now i need to check the schedule dialogue which SHOULD work and i really hope it does because I've got some funny as f lines in there

#

Um

#

Since things inside a json are loaded top to bottom

#

Is there a way to change schedule priorities?

#

Like can I make "friday" come before "rain"?

latent mauve
#

schedule entries follow a set algorithm for which keys are checked first.

#

Rain will always be checked first.

balmy valve
#

Noooooo

#

ah well

#

thats ok

latent mauve
#

I gave a suggestion earlier (like a day or so ago) that you change your "rain" schedule to point to your Friday schedule on Fridays instead.

balmy valve
#

wait sorry i did not see that

#

I was just curious anyway

latent mauve
#

Using "When" conditions to change it only on that weekday is the workaround for the rain thing. πŸ™‚

#

But you do still have to be using the "rain" key since that's what it checks. You just change the value that key uses on Friday.

balmy valve
#

okk

latent mauve
#

You can even make it super simple with GOTO

balmy valve
#

mfw schedule dialogue don't work T-T

latent mauve
#
"Target":"Characters/schedules/{{ModId}}_DelKior",
"Entries": {
    "rain": "GOTO Fri"
},
"When": {
    "DayOfWeek": "Friday"
}
}```
something like that
balmy valve
#

forgot to load it πŸ’€

latent mauve
#

LOL

#

GOTO Fri literally tells the game "hey, stop running the rain schedule and run the Fri schedule instead", so it's pretty straight-forward

balmy valve
#

loaded schedule dialogue

#

OH NO

#

MANY RED TEXT

latent mauve
#

Did you load your schedule dialogue file as a blank.json first?

#

If you're using "Action":"Load" for a file that has tokens in it (like {{ModId}}) it gets very angry xD

balmy valve
#

the schedule works, just the dialogue doesn't

#

okay so this should be loading from a blank.json

#

and then getting edited right?

latent mauve
#

Yep, and then your actual schedule dialogue patch should be EditData

balmy valve
#

Ok!

#

this?

latent mauve
#

You can't EditData with a FromFile in the same block, you would instead do an Include, and inside your included JSON, use "Action":"EditData" instead of "Action":"Load"

balmy valve
#

wuh

#

no thats

#

thats not right

latent mauve
#

so, your SPScheduleDialogue.json is where you need to make sure it's "Action":EditData"

balmy valve
#

ok

latent mauve
#

Nope, include doesn't use a target.

#

It just tells content patcher "Hey, drop the contents of this JSON file right here in this file"

balmy valve
#

so here i need to add an action editdata

latent mauve
#

You can't define a target for an Include, because the target is the JSON file you're currently in. πŸ™‚

#

Correct you need to turn that into an "Action":"EditData" block, and make your current block the "Entries" list inside that

#

I don't see any tokens in there though, unless they've been cut off

balmy valve
#

yea thats just the schedule dialogue

#

um

latent mauve
#

If it's still red errors, post the log please

balmy valve
#

Is this correct?

latent mauve
#

You need to define a target in there

balmy valve
#

forgot changes whoops

latent mauve
#

Target should be your Strings/schedules/{{ModId}}_SantosPerez based on what I saw from the blank load

balmy valve
#

i am learnin'!!

#

I figured it out right before i saw ur message

latent mauve
#

Woohoo!

balmy valve
#

Same error :(

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

latent mauve
#

FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Strings\schedules\{{ModId}}_SantosPerez.xnb'. okay this usually means that it wasn't loaded properly, but I am more concerned about the fact that it doesn't look like that {{ModId}} token parsed

balmy valve
#

Nah that's what it always looks like

uncut viper
#

(it shouldn't)

balmy valve
#

oh

#

in that case i may be misremembering

balmy valve
latent mauve
#

Is your Changes field fully enclosing the action block in your include, by the way?

balmy valve
#

yes

latent mauve
#

Okay, just wanted to be sure

balmy valve
#

Gave me an error when it didn't

latent mauve
#

That's DelKior's dialogue, and SantoPerez is the one failing

balmy valve
#

yes

#

they are formatted the exact same

uncut viper
#

if they are, they're both formatted wrong

uncut viper
#

your delkor one has action and entries inside your entries

latent mauve
#

Yes, you have an extra Action in there

balmy valve
#

o crap

#

fixed that

latent mauve
#

Next question: is your action:include block AFTER the load block for the blank.json?

#

This probably matters less, because Load should always operate first in priority anyway

balmy valve
#

Yes it is, for both

latent mauve
#

I need to find lunch

balmy valve
#

go eat

latent mauve
#

If nobody else has jumped in to help by the time I am back, I will take a closer look at your code, but right now I lack the fuel to diagnose that unparsed token

balmy valve
#

that's ok

light bramble
#

Working on a personal AT content pack, and I am a bit confused on something. One of the require fields is Type But I don't know if it just needs Craftable or something else. The item I want to have AT textures is a torch...

latent mauve
#

okay, back from my lunch. FallSpice, do you have an updated content JSON for me to look at with all the SantosPerez patches?

latent mauve
#

In this case, it does look like it would be Craftable