#making-mods-general

1 messages · Page 348 of 1

twin wadi
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its hardcoded

half tangle
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yeah, hardcoded as in it's in the C# code

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^

twin wadi
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i think you'd have to either create a new duplicate of the sewer map and change stuff, or make a c# mod

pseudo vault
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I have a question again, I am trying to port and old xnb mod (For personal use.) But i don't exactly understand something... the tutorial says to "Note down the width and height of the sprite (which in most cases in Stardew will be 16 x 16, unless it's a portrait or a character sprite). " in my case it's the hat.png. Is it fine to get the whole Hat row? It would be 20x80.

twin wadi
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not an expert with c# stuff though

twin wadi
half tangle
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you definitely should avoid creating a new Sewer location (and be careful about creating a new Sewer map for the location to use) for compatibility reasons. Editing that warp would require a transpiler using harmony

pseudo vault
twin wadi
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oop yeah, like i said, im not really an expert on these things. it would def be a nightmare with any mod that uses that location

twin wadi
half tangle
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all the sewer map mods I know of very intentionally keep the warp locations in the exact same spots even if they expand the map or add other warps

thin plover
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Of course, I could just move the sewer grate two tiles back to the right on my Town with a little more effort.

pseudo vault
twin wadi
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so like, imagine you're selecting an area of the vanilla tilesheet that you're going to patch in with your own image. so x and y is the top left corner of that selection, and the width and height is the width and height of the selection

half tangle
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you can definitely just add a separate warp, yeah, but if you can align with vanilla tile locations for these more hardcoded locations, that'll make your life simpler

twin wadi
pseudo vault
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the top left would be 20, 0

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Width": 20, "Height": 80

uncut viper
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that Sewer warp is checking the tile index, right? as in, the index of those tiles on that tilesheet png? couldnt you just add another custom sheet to that map with the same ladder tile texture as a map patch, and paint ot overtop the original?

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then it wont be hitting tile index 21 on the "st" sheet anymore

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so you can put your own action on top

twin wadi
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^ that would work, since the hardcoded thing is targeting the tile index, not the tile position

pseudo vault
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Would that be the correct target?

twin wadi
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yup, iirc

pseudo vault
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Thank you all.

twin wadi
pseudo vault
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Yes

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It's a port rather than adding a new hat

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Good to know I did it right...

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Though, this was not everything the mod did

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It has text changes too

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I never edited hat text before.

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I did it for tools though.

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Oh... I missed the fine print... There is a web tool to convert xnb to Content P...

twin wadi
pseudo vault
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Just in case I screw something up.

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I messed up the tools text edit for so long, it got frustrating

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I rather something smarter do it for me haha...

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WAAH! Okay nevermind. It needs a manual touch as well. The converter would just try and replace the hats file with this old one...

twin wadi
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i believe in you, modding gets easier as you practice and go through the frustrasting walls of errors. but im not going to gatekeep & i think the concerting tool is a great resource, and go ahead and use it if you'd like to 🙂

iron ridge
pseudo vault
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I didn't mean that.

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More shocked it doesn't change the dimensions

iron ridge
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again, i don't host the entire content folder

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so it has no idea what it should look like in modern versions

pseudo vault
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Does this look fine?

twin wadi
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hmm why are krobus's sprites' heights 24 instead of the default 32? is it resized somewhere? i cant find it. is it hardcoded?

lucid iron
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check his data/characters entry

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its a field there

uncut viper
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special fella

tender bloom
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he's special yup

twin wadi
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oh okay

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krobus is special SDVkrobusgiggle

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is it the size value?

calm nebula
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Oui

twin wadi
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tanks

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*thanks

calm nebula
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He's a short king

twin wadi
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quick question, just out of curiosity: why is krobus's sprite just entirely resized, instead of leaving whitespace on top?

calm nebula
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That's a question for Mr. Ape

twin wadi
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lol maybe krobus is just special like button said

lucid iron
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24 px all he needs 😌

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i think it might be due to the breathing rect?

idle lantern
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I just realized - if I edit all the fesitvals for Marlon and Marnie to be together, that just opens me up to bug tickets because xyz mod conflicted with my new maps

uncut viper
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publishing a mod opens you up to bug tickets

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they are inevitable

idle lantern
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more* bug tickets

uncut viper
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so id just accept that there will be incompat

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and fix the ones you care about if you do

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or tell people you dont if you dont

idle lantern
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That's true. I felt/feel obligated to try to make all everything work together - and that isn't feasible

lucid iron
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hm i think u can move a vanilla char right

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if u put Marnie in additional chars maybe?

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imo u should offer a config for it Bolb

idle lantern
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sugar and tlit showed me how to find them in the temp maps

lucid iron
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assuming u wanna do

young sluice
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no idea why it happened all of a sudden, but halfway through testing my mod, cjb spawner and lookup anything have entirely stopped working

ocean sailBOT
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Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 11 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

idle lantern
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I saw the additional characters thing, but I wasn't sure if it'd just duplicate her

lucid iron
young sluice
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dled the newest versions of both

lucid iron
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worth a shot

idle lantern
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that's also true

lucid iron
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if u remove Alx's Additions is it still like this

uncut viper
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putting someone in additionalCharacters who already exists in setup will replace them iirc from last time i looked at those functions

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or rather update them to whatever you put in additionalcharacters

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it wont duplicate them

lucid iron
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u are still gonna get the problem of "oop i moved marnie over a mod npc"

uncut viper
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that said i am not 100% sure what happens if you do it after theyve been set up with an advancedmove or something

lucid iron
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bigger separate issue LilyDerp

uncut viper
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i cant remember if it resets the controller

young sluice
lucid iron
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well we are trying to determine the root cause here

young sluice
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I was hoping I was just missing something obvious in the error logs that I've changed recently

uncut viper
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did you patch reload while you had Lookup Anything open to something

lucid iron
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it seems like u did something terror in there and the info mods didnt like it

young sluice
uncut viper
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wait, what does your mod do

young sluice
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I've determined at least what's causing it, and it's my fish.json

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as soon as I removed that, it's working fine again

uncut viper
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yeah i was gonna ask if you were accidentally deleting all of Data/FishPondData or something

young sluice
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oh wait

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yeah that might be it hahaha

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I wanted it to be treated like a legendary fish but may have royally messed it up

uncut viper
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you're missing required fields in your fishponddata

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oh you're editing another one

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(is the id of the other one really start with "id_"?)

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in this case you're accidentally removing required fields

lucid iron
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this seabass is tia's example right

young sluice
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I'm trying to add a new one - it seems I've apparently not done that well 🥲

uncut viper
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using "Entries" means that any field you dont specify will be reset to default values, which may or may not exist

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oh

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okay well same thing

lucid iron
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u gotta change it to match ur stuff

young sluice
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OJ

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OH

uncut viper
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you're not specifying fields so they arent becoming anything

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bc they are required and should be specified

young sluice
uncut viper
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in particular, ProducedItems

cedar turtle
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@lucid iron Dearest chu, please enlighten me SDVpufferheart

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I assume the buildings all work the same way

lucid iron
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ok so lets use nano's cp pack as example here

young sluice
lucid iron
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this bit of data edit means "for every season move the source rectangle 96 px to the right"

uncut viper
lucid iron
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so spring's at 0, summer at 96, fall 192, winter 288

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it match how the coop texture is arranged

uncut viper
lucid iron
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if u wanted to make another coop match this and become another skin to use, you would have to arrange the coop tx same way, and add the skin data

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there's example of how2 add skin in the skins.json file

cedar turtle
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So I'd need to completely revamp the folder structure as they're [[season]]/[[building]]

lucid iron
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after doin all that u should be able to use AT normally to toggle these season skin

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yea gotta merge em

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again i low key regret doing this on someone else's mod kyuuchan_run

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but i felt the advantages are notable enough to go for it

cedar turtle
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Probably

lucid iron
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i wrote guide here (but i didnt do the seasonal part)
https://stardewmodding.wiki.gg/wiki/Tutorial:_Change_Building_Appearances

Stardew Modding Wiki

Stardew Valley 1.6 added a feature to have custom building skins. You can now have multiple appearances on one kind of building just like what Alternative Textures enabled. It can be useful to offer this feature even if you only plan on having 1 skin for each building, since it will allow people to use your building textures in conjunction with ...

cedar turtle
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I see. I'll check it out later, thanks!

young sluice
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error's gone! now i just gotta write the mod page lmao

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that's a tomorrow job though - thankyou so much for all your help again!! ❤️

twin wadi
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hmm what's this code in ShadowShaman.cs doing? it seems like if you have enough friendship points with an npc called "???" they don't do any damage. but why does it say "???"? hoping i can reference this for my mod

urban patrol
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https://smapi.io/json/content-patcher/ed9ecf069347485e9d1927b074bea5e2 for some reason my character's sunday schedule isn't working--she gets stuck immediately after exiting the roof (the roof leads to a custom map, which leads to another custom map, which leads to town), but she doesn't get stuck in the same place any other day of the week. anyone got an idea of what's wrong?

twin wadi
urban patrol
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nope. i can send it anyway but no errors

half tangle
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"???" at a glance looks unused - the character appears in Data/Characters.json though... so maybe? might be easier to just run your own damage code

twin wadi
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yeah

lucid iron
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Fyi there's a few other mods doing story related change to the shadow ppl in the mines

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SVE has a quest that makes em non aggro

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Lurking in the Dark has option that change them to golems

twin wadi
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hmm would that make them conflict? maybe i could have a sve compat toggle or something

calm nebula
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I also think it's unused

twin wadi
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yeah i thought so, maybe ??? is a placeholder of some kind.

unreal robin
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hello! what's up community, hope you are well, I was wondering if anyone has contact with the modder Gweniaczek ;-;

vernal crest
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Lumina (the mod author) has been asked this before and has said no, she would prefer that people not do this.

uncut viper
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i didnt make it, but its probably not the nicest thing to say, least of all in a discord where the author is present

tender bloom
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I’m not always always around, so this isn’t a fully definitive answer

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However, if you’ve asked via nexus DM and gotten no response, unfortunately that might be it

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I assume you’re wanting to ask for permission for something, so if you can’t reach Gwen unfortunately you’ll have to assume you don’t have permission

urban patrol
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when you do a map patch does it also include the TileData, or is that not included, like how map properties aren't included?

lucid mulch
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Tiledata is included

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Tiledata and the tiles being different thing is a tiled concept, in tide which is the format stardew uses under the hood there isn't a distinction

urban patrol
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ooh good to know

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thank you

lucid mulch
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And stuff like tile rotation/flip which isn't a native thing in tide at all gets encoded as tile properties instead which smapi adds rendering logic to handle

urban patrol
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oh interesting

uncut viper
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@ivory plume hello Pathos! after your blessing for it last night and discussing it more after with SinZ, i believe ive an implementation of that "limited tilesheet climbing for maps" stuff we talked about that is safe, backwards compatible, and deterministic so ive opened a pull request for it. its the approach you mentioned tentatively wanting to do, basically, allowing climbing up just one directory to the Content folder.

i know you've been focused on 1.6.16 stuff lately so this aint a call for you to look at it immediately ofc, just wanted to let you know and say that ive no expectations for when it is looked at, but if you did look at it and some point and spotted something that may be wrong or a case i didnt consider, feel free to let me know and i can take another look at it so you don't have to jump to line 200 of your TODO just to fix a faulty PR SDVpuffersquee

karmic gust
ocean sailBOT
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Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Unix 6.5.0.23, with 7 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid mulch
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is this the same day you see the ELEngagement event, or future days?

karmic gust
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I was testing it the same day

inner harbor
lucid mulch
tardy adder
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Is there a way to have an event after buying a ticket from a Central Station added stop?

(Kinda like in vanilla with boarding willy boat or boarding ze bus)

karmic gust
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Oh I see, thank you!

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So it is working as intended and I've been frustrated for way too long lol

ivory plume
lucid mulch
uncut viper
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well, you can put Mines/whatever as your image source and it will not complain about that and will load it fine from that folder

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i think it might be doable if instead of allowing just 1 directory climbing segment like i have currently, i allow up to imageSource segment count - 1 climbing, and make sure theyre consecutive from the start?

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or mayube not - 1 maybe just the count

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so "townInterior" allows 1 directory climbing as it has one segment, but "Mines/volcanoCaldera" has two segments and thus gets allowed 2 climbings

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(i need to sleep on it though, mostly bc i was already getting ready to sleep when pathos replied)

lucid mulch
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I think it would be weird that Editing Maps/mine/120 would need to use Mines/mine_lava to access a tilesheet in its own folder, but then have to do ../../LooseSprites/Cursors go backwards twice to go elsewhere.
due to the fact for backwards compatibility cave should just work being mapped to Maps/cave and volcano_caldera doesn't currently work

drowsy minnow
ocean sailBOT
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Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 9 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
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What sort of file is that meant to be?

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Is it MFM?

drowsy minnow
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yea

vernal crest
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Your MFM mod has to be a separate one from the CP mod

lucid mulch
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looks like your manifest is for content patcher currently

vernal crest
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Also are you sure you need to use MFM?

drowsy minnow
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ohh ok thank uu

vernal crest
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You don't need it just to send an item through the mail at a certain heart level

lucid mulch
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that mail looks fairly easy to do via a trigger action and populate Data/Mail

vernal crest
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Very, yeah

drowsy minnow
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i can give it a try i was mainly referencing from another mod to help

vernal crest
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Was it a mod published after March 2024?

drowsy minnow
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i forgot to check that but no it was published before

inner harbor
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Do any mods add new paths? I need reference

vernal crest
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When you're using mods from before 1.6, it's fairly important to check if there have been any changes to processes before you copy them.

vernal crest
tardy adder
inner harbor
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what sounds does the SInging STone utilize?

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NM, it's crystal

latent mauve
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Friends, I'm running into an odd problem: My patch on LooseSprites/temporary_sprites_1 doesn't seem to be doing what it's supposed to for Leah's painting event. It shows the wrong portrait every time, and if I try to patch export, it shows NONE of my patches on that PNG, even though patch summary shows that it's there.

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(and it is showing one of the new paintings, it's just the wrong one)

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Okay, disregard the wrong portrait thing, apparently I needed a completely new save so that it doesn't try to remember the first option I picked and will actually show the other 2 portrait variants.

half tangle
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Oh, glad you figured it out - I was looking in the source code and, yep, the game gets which painting to show for this save by checking a variable set in the save's world state. Naturally that leads to what you encountered.

latent mauve
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Still not sure why the patch export doesn't update, but I'm gonna chalk that up to weirdness with the temporary sprites sheet.

half tangle
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yeah I was curious about that... don't have an answer there

latent mauve
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(I even tried patch exporting while I had the heart event open, no dice)

inland rain
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Dynamic Map Tiles Extended now lets you create and destroy animated sprites, has a new Load trigger to make tile changes on map load similar to Content Patcher (but more flexible tile matching), and more!
https://www.nexusmods.com/stardewvalley/mods/33900

Nexus Mods :: Stardew Valley

Makes map tiles dynamic - change tile, tile sheet, and properties on-the-fly; tiles can be pushed and blown up; heal or hurt; give items and money; play sounds and change music; show custom events; tr

proud kite
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hi all - need some help creating icons for a CP dog mod, they currently are all offset in Marnie shop, using wiki IconSourceRect | The icon's pixel area within the IconTexture, specified as an object with X, Y, Width, and Height fields. i set the values to
"IconSourceRect": { "X": 16, "Y": 0, "Width": 16, "Height": 16
and they are offset to the left, could someone direct me here? how do i know what size to use (the icon is just grabbed from the spritesheet)

devout otter
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That should be the area you specified with your current IconSourceRect. Starting 16 pixels from the left (X) and 0 pixels from the top (Y), with size 16 pixels x 16 pixels.

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So if you want to properly show the creature's face, you'd need to increase the Y value and decrease the X value.

proud kite
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OH

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i understand it now

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THANK YOU

sand timber
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I was wondering, a mod itself has been updated a lot, but the translation hasn’t been touched in 2 years. I’d like to update it using the old translation as a base — if the original translator never replies, does that mean I just can’t update the translation using theirs as a base?

gentle rose
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what are the permissions on the translation on nexus?

sand timber
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They uploaded the translated .json file directly in the comments.

gentle rose
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is this on nexus?

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if it's in a random comment then usually yeah, you have to assume you don't have permission

sand timber
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ok, thanks

rigid musk
calm nebula
inner harbor
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Festival Positions will be the end of me.

lucid mulch
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I think in a perfect world having everything be correctly relative to where the map makes sense and is how vanilla works, but we have had so long where that's not how smapi worked where moving to that would break

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Only maps that are direct children of the Maps folder wouldn't break, as it's "accidentally" correct

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But I think having one set of rules for same folder and forward paths for backwards compat, and a different set of rules for relative paths would be the worst of both worlds

calm nebula
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Unless pathos todo has an l1 cache

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(I have no opinions on this. )

gentle rose
lucid mulch
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In which case since we have queried the location of which line in the to-do it is, it's already in l1

vernal crest
calm nebula
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(I have no opinions on the map loading. After all, I have not had my third coffee.)

lucid mulch
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My views are if we want to time the change with a modpocalypse anyway, fix it so it's always relative to the asset name, otherwise keep the status quo that all mod provided maps are for the purposes of relative path in the Maps folder.

calm nebula
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Anyway

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I'll go make coffee

lucid mulch
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I think pretending everything is in the Maps folder also makes things easier to think about when it comes to EditMap, as when you are applying an edit to an existing map, your edit still has a source map and doesn't have the identity of what it's editing and all smapi will know is it's actual filesystem path

round dock
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who are you

young sluice
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Howdy folks! I'm struggling with recipes - it all cooks fine but the items needed is throwing up an error icon - it's meant to be just any fruit, but doesn't seem to be working

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I used -79 as the category for fruit, and it works, it just looks a little funky

fossil osprey
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Wasn't there a bug with using a category as an ingredient? I remember a convo about this a while back

dreamy owl
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Where does one find the portrait template?

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Specifically I'm making an HD.

fossil osprey
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What do you mean by template?

dreamy owl
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Like. A file that's the size it needs to be

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Or what size do I make it, and what size do I make the individuals

fossil osprey
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You can just unpack the game files and see how the portraits are arranged
For the size, it depends on you; if you're going for HD, then you'll need to go bigger than vanilla anyway, and there is no real rules on that (but you'll need to use the framework Portraiture)

dreamy owl
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Ok. Can't do it till I get home then kekw SDVpufferwaaah

fossil osprey
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Are you making a portrait for a specific character?

dreamy owl
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All of them

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I'm planning on doing vanilla, expanded, and goblin+Witch

fossil osprey
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Oh, yeah then you'll need to check the sheets for each of them, they aren't ordered the same way x)

dreamy owl
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Like. Aimon's swamp expansion+ the witch expansion

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So yeah I have to wait considering

fossil osprey
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for mods however you can probably just check the files on nexus

coral trout
dreamy owl
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Yeah

lucid iron
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It's a recent and fairly comprehensive pack

idle lantern
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"Action": "Load",
"Target": "data/events/club",
"FromFile": "assets/data/Blank/blank.json",
"When": {
"HasMod |contains=FlashShifter.StardewValleyExpandedCP": false,
"HasMod |contains=HaruNesukts.DesertExpansionCP": false

Will the load action see this as 'load if both are missing' or 'either are missing'?

calm nebula
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Both

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But you're overcomplicated your life

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Just toss a "Priority": "Low" on that

idle lantern
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That'll punch the 'another mod does this D:' error away? heck yeah. ty 🙂

hard fern
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😔 things on my immediate to-do:
furniture

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sigh

lucid iron
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Tbh both of those mods should use Low as well

hard fern
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how do people even make furniture....

rough lintel
lucid iron
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It's just write long awful string

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Did u draw em

rough lintel
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what kinda furniture do you need forsy?

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maybe i can guide u in the right direction

hard fern
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thats the problem: SDVpufferflat i cant draw furniture

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the string is easy

rough lintel
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youre a super competent artist, dont let some squares get you down

hard fern
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actually for what im doing i dont even need the string 😭 since it's interior tilesheets

rough lintel
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what kind of furniture do you need forsy?

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i could potentially give advice

tiny zealot
hard fern
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uhh like, kinda antique looking furniture

rough lintel
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if its plants you’re on your own. but if its like couches tables chairs etc thats ez

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like PC’s old world furniture or like… visual examples plz

gentle rose
hard fern
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ah yeah like PC's furniture but more... gothic?

gentle rose
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it’s not just you lmao

rough lintel
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hmmm if u have visual references that will help u immensely

rough lintel
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i dont think theres anything ornate in vanilla BUT as long as you have a starting point you can experiment with shapes

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i usually pick whatever’s closest to what im trying to do and build off of that if idk what i’m doing

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dimensions wise or design wise

idle lantern
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you could also look at creative commons sprite sheets, see if anything sparks your imagination

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a custom smapi message is a DLL command, not a CP one, I'm guessing?

tiny zealot
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??? when a mod calls SMAPI's log functions, SMAPI puts the name of the mod that logged it in the brackets []

idle lantern
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I wish I could remember the other mod that did it. that one put a big error message that looked like this, in Smapi


You used the wrong mod. Go use my other version. (paraphrased)


calm nebula
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Cauldron

idle lantern
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I don't reocgnize that one but I'll go peek in their code. I'm interested in how it's done!

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I don't see anything in the jsons, but there is a DLL. I'm going to guess it's in there

lucid mulch
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It's a smapi Api to write to the console/log and isn't exposed to content patcher which is a declarative system anyway, so writing to console wouldn't really make sense

idle lantern
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ahhh

royal stump
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pretty simple and still uses EMP's log header at the start, so the convention is just to say "Your Mod Name:" before the message

idle lantern
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ty! I like learning new things, even if it makes me feel / look incredibly foolish

tardy adder
fading walrus
crude plank
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Not much more of a face than before, but a more unique face that's for sureSDVpuffersquee

valid folio
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Hi, how are you? I want to make one of my custom fish behave like a legendary. Is there a parameter that determines that? Because I looked through what I believe is all the documentation related to fish and didn’t find anything that mentions it. I have a vague memory that I saw something about it somewhere, could you give me a hand, please?

lucid iron
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There's a context tag i think?

valid folio
lucid iron
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Take look at the objects perhaps

calm nebula
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It's in data/locations iirc

valid folio
crystal tiger
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would anybody be able to help me modify a mod(for personal use), it replaces the ugly stumps in the main town but issue is one conflicts with the entrance to sunberry village

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ive been trying myself and it hasnt been going well XD

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cant find what section of the code to modify

lucid iron
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Does it Load over the whole town.tmx

crystal tiger
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but im not super familer

lucid iron
#

You might as well make your own version of this mod then

#

The compatible approach is to do editmaps targeting only the stumps

valid folio
#

Another question related to locations: in order to make it possible to fish it on Ginger Island, should the season be set as summer for that location, or should I list all of them?

crystal tiger
lucid iron
#

Supply and demand

twin wadi
#

you could just duplicate the town.tmx file, edit it so you delete the stumps then put a tree spot on the paths layer, then do patches for each section

lucid iron
#

Maybe u can make it real trees

tiny zealot
lucid iron
#

Need rtf/BETAS for existing save install

twin wadi
#

ooh congrats chu on ol slitherlegs

hard fern
#

woah ur rainbow

lucid iron
#

I slither right over grass

twin wadi
lucid iron
#

Well the other problem is that i think town tmx changed

#

So u really should start from new copy of town.tmx from unpack

twin wadi
#

yeah itd be more simple to start from scratch

uncut viper
# ivory plume Thanks! I'll take a look soon. Though one note is that `../` should be relative ...

after some testing both with current release SMAPI and a version with my PR applied just to confirm things, yeah, what SinZ (and a bit of atra) said is correct in that currently SMAPI already does not know how deeply nested the map is. if you're editing Maps/Mines/10.tmx, you currently do actually need to change your image sources to be Mines/mine.png or Mines/volcano_caldera or whatever, otherwise SMAPI will load them from Maps instead, and throw a strange error about converting Map to xTile or whatever. so from SMAPI's perspective, they would still only need one directory climbing segment ../ to get out of Maps and into Content, because they are starting in Maps and have been before this PR too. if you wrote just townInterior as your image source for Maps/Mines/10.tmx it will just work already in both existing SMAPI and post-PR SMAPI. and in testing, none of the three functions FixTilesheetPaths, TryGetTilesheetAssetName and GetContentKeyForTilesheetImageSource ever even know that 10.tmx is in the Mines folder in their current form because none of the variables used (imageSource, relativeMapFolder, relativeMapPath, etc) for relevant checks ever included the Mines/ prefix, as far as i can tell when i Loaded over it

tiny zealot
#

that will be missing on a 2022 vintage town.tmx

lucid iron
#

Aged like milk SDVpufferpensive

ivory plume
uncut viper
#

1.16.16 mine map dehardcoding as an excuse to fix it /j

#

(ive actually run into that issue in the past with editing mine maps too but just assumed it was intentional... oops)

inland rain
#

@ivory plume idk why but for some reason simply getting the value of Character.StandingPixel for the farmer while riding a horse can lead to the farmer being drawn behind the horse when facing down. It happens in a Postfix to Farmer.MovePosition

#

I can work around it, this doesn't cause a problem:

            var bbc = f.GetBoundingBox().Center;
            var tilePos = new Vector2(bbc.X / 64, bbc.Y / 64);
ivory plume
#

@inland rain Are you patching any of the other character methods (e.g. GetBoundingBox or GetSpriteWidthForPositioning) or changing the character position/size? That could happen if the methods are returning the wrong position/size for some reason, which would result in the cached standing pixel being set to the wrong value, which would then affect the layer depth calculation.

twin wadi
#

quick question, for questions in dialogue, is the fallback dialogue said when the player talks to the npc again on the same day, or what the dialogue fallbacks on for the next time the key is applicable?

tiny zealot
#

if it's about $q, the fallback is specific to that instance of the dialogue, so the latter (the next time the key is applicable). typically that's not the same day, since typically NPCs get one daily dialogue and no reloads

twin wadi
#

oh okay, thanks!

twin wadi
#

are there any mods that edit the last floor of the mines? just making sure my map patch wont conflict with any other mods

tender bloom
#

I don't know of any, but I am not particularly into mines mods

#

You can always go with the strategy "see if anyone complains about compat then add it if they do"

modest dagger
#

ah yes the fuck around and find out method

thorny tiger
#

my favourite

sand timber
#

I often see creators list support for other popular mods like RSV or ES, but not SVE. Is there something specific that makes SVE harder to support ?

tiny zealot
#

yes. it edits nearly (or maybe fully) every vanilla asset, often in major ways and frequently without regard to other mods. depending on the nature of your mod, it can mean literally making two versions, one to work with SVE and one to work with vanilla

#

other expansions are, almost without exception, much more self-contained and usually require only minor considerations, if at all

#

(there are also a few mod authors who refuse to offer compatibility with SVE and therefore don't list support for it, but those typically also say that they won't offer it)

sand timber
#

wow, no wonder compatibility is such a pain…

calm nebula
#

Tbh it is fair to handle compat by scream test

#

Ie, I'll fix it if you tell me about it

lucid iron
#

I tend to make a "mods in screenshots" section so ppl don't have to ask separately

hard fern
#

i always think about mod compat as happy accidents. like if it works without intentionally making a compat patch, then cool

tender bloom
#

I'll add compat if it's easy

#

If it's hard I'll think about it

opaque field
#

hewwo! quick question. I want to make a tape player that when you feed it a tape it gives you like, a line or two about the type of music that's on it and then if you interact again it gives you the tape back. Would that be a bigcraftable a regular craftable (like a machine) or something else entirely?

final arch
#

C# def. whether you make it furniture or a craftable doesnt matter ig 🤔

lucid iron
#

You can make a machine i guess

#

Machine with output DROP_IN and load sound (the music) -> emc action on ready -> some kinda action to show text afterwards

#

1st step is vanilla

brittle ledge
opaque field
twin wadi
lament leaf
#

Thinking about getting into modding specifically bc Skull Cavern Elevator is not compatible with current version lol, I have a bit of prior java experience and want to make my own version. Thinking it's relatively simple as im guessing the game has built in variables tracking how deep in the cavern you go and I am hoping I can reuse the functionality of the main elevator. Anyone tell me how feasible this is for a beginner? I don't really have any inclination to code anything else for SV I just really want this mod lol

brittle ledge
twin wadi
#

hmm i actually am patching that spot, so i will stick with the entrance 🙂

brittle ledge
twin wadi
#

yeah im currently using it rn and it works for me, are you using an older version?

lament leaf
#

It hasn't been updated in months, it loads properly and tracks what level you are down to, but the buttons don't work for me, and I have seen several people with the same issues

#

Maybe I am just being silly, I'll check if I missed an update or smn

hard fern
#

I can third that skull cavern elevator works fine. Could use the elevator buttons and everything , even to floor 500 something 🤔

lament leaf
#

Weird, yall get it off of Nexus or Curseforge or smn else?

brittle ledge
#

Oh definitely Nexus.

uncut viper
#

(Stardew itself has also not been updated or changed in any way in months)

hard fern
#

Neck

#

*nexus

brittle ledge
#

I wouldn't use CF unless a mod is exclusively there, I expect a lot of stuff there to be either out of date or pirated.

lament leaf
#

Thats what I figured

#

Guess I shouldve asked about it in the other chat first, didnt mean to go off topic here, sorry guys! Ill mess around with it

royal stump
#

the mod does have a lot of assorted bug reports (mostly duplicates), but it's technically up to date, and closed source so I have no idea what a similar implementation would require SDVpufferthink
aedenthorn's Better Elevator seems like an alternative if needed, though it's much simpler mechanically

uncut viper
#

(that said, it'd be a trivial mod to recreate)

brittle ledge
#

Anyway if you're up to date on all your mods, you might try posting a log in #1272025932932055121 as there might be an easier solution than updating it yourself SDVpufferheart

lament leaf
#

Thank you guys, appreciate it

opaque field
#

when using C# do you use the same type of field and effect language like OutputRules, OnlyCompleteovernight etc? sry if that's a stupid question haha I know there's always a section on the modding page that has extra stuff but I wasn't sure if the above stuff for CP applies to the C# too

calm nebula
twin wadi
#

for my custom npc, lene, they talk a lot about specific facts from books they read, so it might feel jarring or weird when they repeat that dialogue. but i do have specific dialogue for each heart hevel/day of the week, so will repeats not happen much? they also live in a village that you access through the mines, so they're not easily accessible often, since it's not easy to walk all the way there

uncut viper
uncut viper
#

!decompile

ocean sailBOT
twin wadi
calm nebula
#

(It's probably an issue with controllers tbh)

calm nebula
#

Sugar, I wouldn't have noticed. Some of my best friends are they/thems

#

Anyways

#

$1 is useful if you don't want an npc to repeat a line

#

I did a lot of that for Demetrius gifts because I figured you won't want to get long ramblings on biology every time you handed the man something

#

(Don't ask where that project is. All my mods are vapourware)

twin wadi
#

lol

#

that might work! thank you

ornate trellis
#

my quick question isnt taking away friendship points with the choice that should, why...

twin wadi
#

can you send your json?

hard fern
hard fern
ornate trellis
twin wadi
#

hmm idk why that wouldnt work....

#

is everything else working?

ornate trellis
#

yea

#

wait

twin wadi
#

the only thing different for that friendship line is the space right before it but i dont think that would cause anything?

ornate trellis
#

i might know the problem

karmic gust
twin wadi
#

oh okay. i might be overthinking this haha

karmic gust
#

I suppose with mentioning specific facts I could see the concern because it's not generic but I think it'd still be fine

ornate trellis
#

i forgot to turn off no friendship decay in CJB lmao im an idiot

twin wadi
twin wadi
#

happens to everyone, ur not an idiot SDVpufferchickhug

ornate trellis
#

yyou'd be surprised of all the silly things i do

rough lintel
#

does anyone know where SVE sets festival positions if not on the map? because people aren’t standing where they’re supposed to in game and i’m tweaking

#

festival positions json just has advancedmove stuff that isnt relevant to my case

hard fern
twin wadi
#

read the convo around this area from yesterday

twin wadi
hard fern
#

I opened the fall16 json and found stuff that looked like positions

twin wadi
#

it's for advancedmoves, the set up with all the positions are in the tmx

hard fern
#

Really?

#

I scrolled down

#

Like way down

#

Idk ive never set up festival position before

uncut viper
#

that NPC tmx layer stuff is for vanilla NPCs

rough lintel
twin wadi
#

ohhhh ok

rough lintel
#

and thus, i cry

uncut viper
#

oh, well then she may very well be placed via the tmx

twin wadi
#

oh if it's for vanilla it's on the map

#

probably

rough lintel
#

but the tmx doesnt have her in the position she spawns in in game

twin wadi
#

im not sure though

brittle ledge
#

Is it in setup_additionalcharacters like they're modded NPCs?

uncut viper
#

is she in additionalcharacters?

#

additionalCharacters isnt actually just for modded NPCs, you can put anyone in there

#

if they were already added via the tmx or the main setup command, theyll be changed

rough lintel
#

she is currently overlapping with my npc because i thought nobody was standing there, but apparently everyone spawns in totally differently for some reason. let me go check

uncut viper
#

useful for changing people in vanilla who are in the main command without fragile textoperations

twin wadi
#

festival positions are a pain honestly SDVpufferwaaah

hard fern
#

😌 and this is why im avoiding it completely

#

With my npc

brittle ledge
rough lintel
#

yeah im stumped. i dont see anything

#

let me try searching with vsc because this is gonna piss me off

twin wadi
#

honestly i just trigger the festival in game then use debug mode mod for positioning

ornate trellis
#

festival positions are annoying but fine, it only gets horrendous when you gotta think bout doing sve compat tbh

brittle ledge
#

Spirit's Eve SDVpufferyoba

ornate trellis
#

thats why i only send constance to festivals, none of my other npcs gonna go

brittle ledge
#

That's why my spirits eve solution to SVE compat is to turn it off

rough lintel
#

i'm going to explode i think. NOWHERE does he seem to magically move haley OR emily

uncut viper
#

i mean are you certain its SVE thats doing it then

rough lintel
#

people have reported it with sve, and not without sve, so i'm assuming yes

uncut viper
#

do you trust users to pinpoint it so accurately

#

i would still do a patch summary just in case though to see if something else is touching the file

#

failing that, a mod folder wide CTRL F search for Emily

#

(SVE mod folder, that is)

rough lintel
#

i did ctrl f emily, i think ill have people do a patch summary

twin wadi
#

maybe it's the position offset in the festival json files?

rough lintel
#

what should i have them patch summary? patch summary Data/Festivals/winter8? or just. entire game

twin wadi
#

there's quite a big position offset

uncut viper
#

have you not recreated the emily overlap yourself

#

(also i dont actually know. i dont remember the patch summary syntax)

rough lintel
#

ive had other people reproduce it with sve installed, but i will try it myself rq on my small mod loadout

uncut viper
#

i would absolutely never try and debug an error i did not reproduce myself

rough lintel
#

…true

#

im waiting til the festival starts

#

lets see who the real culprit is…

#

just repro'd it. its sve

#

UGH but WHERE does she get set

latent mauve
#

Why am I not surprised it's SVE?

uncut viper
#

well at least now you can patch summary it yourself

rough lintel
#

patch summary'd it, still no clue

uncut viper
#

and your mod list is just your mod and SVE, nothing else?

rough lintel
#

the requirements for sunberry yes

#

is there a way to like, see where festival positions are set when exporting.......... im gonna chew wood

uncut viper
#

well itd be in either the tmx or the winter8.json

#

you could try exporting the map

rough lintel
#

for fucks sake the layer was turned off

#

for the setup bit

#

im so done bro

#

i am just a silly billy it seems

uncut viper
#

everyone is entitled to a number of hours of silly billying per annum

lucid iron
#

What is the number

uncut viper
#

wouldnt you like to know

calm nebula
#

8760

spice cloud
#

silly question, when making an event on the Forest map. the trunk blocking the path to the deep woods, does it appear always? is it never there? or it depends if the player removed it or not?

#

because i'm trying to frame where my character is coming from and like, I don't want her to go through the thing if it's there

hard fern
#

I think it's only there if the player hasn't gotten rid of it

rough lintel
#

ah, finally. it's fixed. yip

twin wadi
#

is the door to the shadow people village ok design wise? also, is it "realistic" that it'd be right next to the minecart trail because when it's in use... you can get run over there (like, if it was to be irl)

lucid iron
#

How would the player go there Bolb

#

I think it's like a service door on irl rail

twin wadi
iron ridge
#

You can also use a chair in vanilla

karmic gust
#

I do like how the door looks but also would they advertise, for lack of a better word, using a shadow person, that that's where you can find them when their enemies are so nearby?

#

I think it's a cool spot to put it though and didn't even think about the minecart track being too close

brittle ledge
#

I think that makes sense kyuuchan_nod2 And also for a door to your NPC, I think the entrance will be easier to access than the bottom floor anyway.

#

You should also be able to have your NPC path out of your location into the mine entrance/into town if you so desire

#

(I'm not positive if you can path out of floor 120 without serious shenanigans but I suspect the answer is "No")

uncut viper
#

floor 120 doesnt even exist if you're not in it, so i wouldnt bet on it

idle lantern
#

"ArtifactSpotChances": {
"AdventurerSummit": 0.02,
"Custom_AdventurerSummit": 0.02,
}

Will adding Mines to this work, to make it diggable?

calm nebula
#

Where is this

idle lantern
#

Object modifiers I snagged from SVE for formatting.

#

I had a custom gem that I made, but I don't currently have it set up to need to be donate-able. But I've gotten a few messages about people wanting to donate it. I don't currently have any way for players to get it, outside of cheats

uncut viper
#

probably not

calm nebula
#

Tbh try it but my guess is no

uncut viper
#

each underground mine location gets created on demand with the name UndergroundMine[Number] or smth like that

#

and on top of that i think it might have its own artifact digging rules? dont remember

#

yeah, i dont think thatll work unless you specify every possible mine number. and its only used for the RANDOM_ARTIFACT_FOR_DIG_SPOT item query
would be easier to add your artifact to the ArtifactSpots list in Data/Locations for UndergroundMine

#

which will encompass every single undergroundmine floor

idle lantern
#

ty guys!

#

Sorry it took so long to reply, I was making dinner.

brave fable
#

aren't you going to share with the class SDVdemetriums

calm nebula
#

Hey I had spicy tomato rice noodle soup for dinner and it was good

#

I can share some with you

tender bloom
#

Hmm I should eat dinner

inland rain
inland cedar
#

how to get the total playtime of the current save?

tiny zealot
#

Farmer.millisecondsPlayed seems to be the value used at the load menu

royal stump
#

somehow I've never noticed that UI bit SDVpuffereyes

lucid mulch
#

(fun reminder that the 'mini save' thats used for the load menu is just the serialized form of Game1.player, so a bunch of random crap is on the farmer object just for the load menu to work)

tiny zealot
#

(that's how i found the field, lol)

#

"this is displayed on the load menu so it must be in savegameinfo/must be saved on Game1.player somewhere"

lucid mulch
#

it causes funny things with split funds enabled in multiplayer where the load menu will say I have 0g, as the other farmhands have all the money

lucid iron
#

Can u have different playtime

tiny zealot
#

it's a netulong, so it syncs

dire kestrel
iron ridge
#

you need to add yourself to the wiki

calm nebula
vernal crest
iron ridge
#

ooh

#

mb

latent mauve
#

Does anyone know off the top of their head if the female LeahEx sprite ever gets used?

devout otter
#

Yeah, if farmer is female.

latent mauve
#

All the event references so far are about "Mr. K" and don't seem to reference a female ex, so I figured I would ask to be sure

devout otter
#

If Farmer is female, then Kel also becomes female. She still uses "Mr. K" as online handle.

latent mauve
#

gotcha

tender bloom
#

HUh I thought it was Ms. K

latent mauve
#

Nope, I'm looking at the internet event and it definitely only mentions Mr. K

#

there's no gender switch

devout otter
#

Yea. That's the reason why the non-binary Kel mod also still uses "Mr. K."

latent mauve
#

I have to edit the event anyway for the rename, so I'll just add the gender switch myself. 🙂

devout otter
#

Oh, are you making a mod that changes Kel? I'm also making a mod that changes that event. Would you mind a DM to discuss compatibility?

latent mauve
#

It's going to be unrelated, most likely! This is for my Legend of Zelda NPC overhaul mod. So the odds of ANYTHING being compatible are pretty low, LOL

#

I'm touching a lot of files to replace all the characters.

devout otter
#

Aa yeah. Well my mod adds a portrait to Kel, so it still could be compatible if you want to give them Zelda-style portrait too...

latent mauve
#

For the sake of my sanity, I am not planning for compatibility with any mods except for purely additive ones, since every NPC name is changing in addition to portraits and sprites.

#

Anytime another character says the old character name, it won't make sense, so I'm not even gonna try to make it cross-compatible with other NPC mods.

#

(if it was easier to use tokenizable strings in events, that would be less of a mess)

tiny zealot
#

thinking once again about pulling j-club-style shenanigans to automatically change plain references to vanilla NPC names

latent mauve
#

That was a very cool thing that got done, but I have 0 C# knowledge, so I can't do it that way, LOL

#

Dolphin, if you want to add gender switches to your own mod, it's pretty easy! Just replace all instances of Mr. K with ${male^female^non-binary}$ options instead.

devout otter
latent mauve
#

I'm not making a Kel or MarILDA portrait, but I did make one for Marcello already. He's a Business Scrub in my mod. xD

#

Kell is becoming Fado in my mod, because the character name is used twice in the Legend of Zelda franchise, once for a female Kokiri in Ocarina of Time, and once for a male Kokiri in Windwaker.

#

So it works out well, especially since Leah is becoming Saria.

devout otter
#

I see! Admittedly I know nothing of Zelda but it's cool you can do fitting reference like that!

latent mauve
#

I still need to make so many map tile NPCs

#

So many random Gerudo and Gorons and Zora in my future.

uncut viper
latent mauve
#

There's a few places where you can't use tokenizable strings (namely anything that uses a direct character name but is already located in the Strings/ folder), so something like using a token for the localized NPC name doesn't work.

#

It'd be nice for consistency with it in things like events, though, but it'd only be useful for modders who want to change the NPC names, so it's unlikely to ever happen in the base files.

brisk wedge
#

is there a policy for taking base game assets and adding them as furniture? like is there a way to tell CP or AT to take sprites from a different sprite sheet?

uncut viper
#

im confused by what you mean with the "anything [...] but already located in Strings" part

latent mauve
#

Stuff that's located in Strings doesn't typically parse tokens. I'm not sure how to properly explain it, but I've run into it before.

uncut viper
#

whether something parses tokenizable strings has nothing to do with what asset its located in, though

latent mauve
#

Like I said, I'm probably not explaining it well

uncut viper
#

and events do run the entire raw script through the tokenizable string parser

#

so using [LocalizedText Strings/NPCNames:Whoever] would work

latent mauve
#

That's why I edited my original comment, to explain that it wasn't just an Events problem.

#

The Events problem is just that you'd have to edit every single event to use the LocalizedText reference because they currently don't

#

It's very possible that I just happened to run into a bunch of JSON files in the Strings folder that did not like my localized text strings.

lucid mulch
latent mauve
#

(I remember the World Map tooltips being frustrating when trying to change the names of residents)

lucid mulch
uncut viper
#

world map tooltips are one of the things that do use the token parser, so they should have worked

latent mauve
#

interesting.

uncut viper
#

but the tokenizable string would need to be in the tooltip

latent mauve
#

Mine definitely just kept popping out unparsed.

uncut viper
#

not replacing whatever it was loading

latent mauve
#

When did the parsing get added to worldmap tooltips? It's possible I tried prior to a change there.

#

This was probably at least a year ago.

urban patrol
#

when do when conditions re-check? my map edit when has read letter isn't applied

lucid mulch
#

daystarted unless you tell it to care about other lifecycle events with the Update field

uncut viper
#

i dont have repo access /shrug but i imagine since 1.6 at the very least

#

since itd be a user-facing string and those were all converted to tokenizable strings

#

but if you were doing EditData on Strings/StringsFromCSFiles itself, that wouldnt work

latent mauve
#

That was definitely one of them.

uncut viper
#

(to replace whatever was in thjere with a token i mean)

latent mauve
#

As well as Strings/1_6_Strings

#

There were quite a few names in there that needed to change.

uncut viper
#

right i just mean like. this one for example:
"Text": "[LocalizedText Strings\\StringsFromCSFiles:MapPage.cs.11119]"
this is a world map tooltip. if you want to change what goes there, you replace the entire line with your own LocalizedText token e,g:
"Text": "[LocalizedText Strings\\MyAsset:SomeKey]"
dont go edit StringsFromCSFiles

latent mauve
#

Ah, I see!

uncut viper
#

the tooltip itself is always going to parse a tokenizable string. always. but if it parses a localizedtext token, it just means its going to grab that key from StringsFromCSFiles

#

its not going to parse what it gets again as another token

urban patrol
uncut viper
#

if you're curious, this is a rough list of every place that tokenizable strings will work in: #making-mods-general message
its not 100% exhaustive (there are 70 places in the decompile that call the string parser) but they are all in places that a player would see the resulting text

#

(notably, mail is not one of them, bc they dont work in mail)

tiny zealot
latent mauve
#

I don't feel like looking up the exact key from the previous attempt, but that was roughly what I was attempting to do

#

I probably just did it wrong somehow though.

uncut viper
#

if i had to guess maybe the formatting of the token or key was wrong or something was improperly escaped or somethin like that. bc tokens for sure do work there. they have to, bc there's no Data/WorldMap.fr-FR.json for example

#

the only way to get translated text in there is via a tokenizable string

#

(pretending content patcher isnt a thing obv)

latent mauve
#

mhm.

#

That reminds me though, since I do intend to try to i18n this mod eventually: Shouldn't be anywhere that won't take an i18n token that we know of, yes?

uncut viper
#

the game wont ever know you used one, so if it doesnt work, itd just be bc whatever text its used for is cached

latent mauve
#

excellent

uncut viper
#

like item descriptions or whatever

#

or names. idk. i never remember whats cached

#

but yeah when it comes to CP tokens, the game has no possible way of knowing you used one. CP replaces them all before they even get to the game

#

they are functionally identical to writing the text directly in your content.json

latent mauve
#

I never Load my entries directly without a blank JSON or an existing one to EditData on for tokens, so hopefully that goes smoothly later then

vernal crest
uncut viper
#

(a good reminder for me to clarify for anyone else reading that what i said doesnt apply to Loads where tokens arent replaced)

latent mauve
#

alright, time to figure out what's left on my list that I can use to procrastinate on trying to to fix the Wolf Link sprite

#

Conversation topics, maybe. Let's see if I can work those out. 😄

vital dew
#

okay forreal i do NOT know why this keeps happening but has anyone else had GMC mod menu in game bug to where it literally will NOT close because it keeps happening in the middle of my days and i can't for the life of me fix it without closing my game and losing my progress or sleeping with half the day left unfinished

latent mauve
#

debug tailor is the current fix last I heard, though I think there was a PR waiting to fix that bug?

tiny zealot
#

yeah, it's a known bug in the latest version. downgrade or debug tailor

vital dew
#

oh my god

#

you are a lifesaver

#

thank you both i can deal with a console command input if it happens again i don't mind i was just distraught abt having to skip days

latent mauve
#

This is also the wrong place for those kinds of questions, in the future. xD (#1272025932932055121 would have sorted you out very quickly)

vital dew
#

OH yeah that's right

#

i'm so used to just being able to ask things here, since the last time i played was a good few years ago and there wasn't a forums channel for mod help back then ^-^; my apologies

light jasper
#

For editing/adding sounds, I'm a bit confusd about the FilePath entries, because the one on the wiki just straight up isn't an absolute file path??
Is there a list of the tokens and what they do? I did a full search on the wiki and that's the only instance of that token

{
            "Action": "EditData",
            "Target": "Data/AudioChanges",
            "Entries": {
                "{{ModId}}_Music": {
                    "ID": "{{ModId}}_Music",
                    "Category": "Music",
                    "FilePaths": [ "{{AbsoluteFilePath: assets/music.ogg}}" ],
                    "StreamedVorbis": true,
                    "Looped": true
                }
            }
        },
brisk wedge
brisk wedge
light jasper
uncut viper
light jasper
#

I might have to edit the page once I get finished with this because it's not very clear lol

light jasper
vernal crest
light jasper
#

it's very content patcher focused

latent mauve
uncut viper
#

the wiki says its an example for a content pack

latent mauve
#

I'd leave it alone.

uncut viper
#

specifically a CP content pack as it links to the CP page

light jasper
#

I mean to add a c# example like there was before the 1.6 changes. there's no such example now

vernal crest
#

I am in favour of C# examples being added to the wiki too. They are helpful for me xD

light jasper
#

yeah for someone like me who isn't super well versed in content patcher it's not always easy finding what I need in the wiki. Just thinking I can make someone else's life easier in the future

rigid oriole
#

There's already a tutorial for editing assets though, no?

#

Via c#

iron ridge
#

there is

#

[[Modding:Modder_Guide/APIs/Content]]

vernal crest
#

(Is the wiki excruciatingly slow for anyone else right now?)

light jasper
#

Doesn't mean it couldn't be more detailed. There's no reference to the type you're supposed to use for audio (which seems to be AudioCueData from digging in the code). Before there was a full example on adding a new sound in c#, now there's just a reference to a content patcher file. Even a link to that other wiki page would be a useful edit

uncut viper
#

that doesnt have an example for audio

#

which is a special case, as it requires an absolute path

rigid oriole
#

Maybe a note about that would be good, but id be hesitant of a full modentry example on the audio page ig

#

Duplicate info just means more maintenance

uncut viper
#

you dont need a full modentry. just explain how to use Path.Combine for it

latent mauve
#

I seriously questioned what new word modentry was for a minute there before realizing there was probably a space or a capital letter intended. /lh

tiny zealot
#

i think the C# example for adding a new sound should probably stay gone, since it detailed a method (adding directly to soundbank) that is no longer recommended now that we have Data/AudioChanges

uncut viper
#

ichor, this is for an example of how to use AudioChanges via C#

tiny zealot
#

oh i thought absorbed said to add a link to the old example

#

my b

light jasper
vernal crest
#

I think they meant a link to the page Pillow linked?

light jasper
#

that and some info about the correct types to use, and the bit I asked Button about re: the correct path

uncut viper
#

i wouldnt say there is a reason to link to the page about editing assets, because the audio page isnt special in that regard

#

but a snippet for how to get the absolute file path would be helpful

calm nebula
#

-# tip: check out the Dataloader class if you want to know what type to use

light jasper
#

I'm confused, why shouldn't it be easier to get around the wiki? imo searching for modding pages isn't the most convenient

uncut viper
#

because that other page is already one of the top links in the modding index

light jasper
uncut viper
#

its the page you see first when you go to the modding namespace, or one of the first

calm nebula
uncut viper
#

and none of the other pages describing data assets have examples like that

iron ridge
uncut viper
#

the only reason Audio does is because it is a special case

rigid oriole
#

I think see also sections should be reserved for stuff that couldn't apply to 12 other pages

uncut viper
#

(when searching on the wiki it also doesnt have the Modding namespace enabled by default either, but you can toggle it)

light jasper
#

I guess I'm comparing it to something like wikipedia or other docs where relevant things are just linked so you can easily jump to them.

light jasper
#

it just lacks any notes about doing the edits

rigid oriole
#

Then just add your tidbit to the section I dont think its super deep lol

gentle rose
rigid oriole
#

If someone doesnt like it they can edit it

urban patrol
gentle rose
#

yup, it's in your preferences for the wiki SDVpuffersquee

mortal fern
#

anyone have any tips for someone getting into mod making?

vernal crest
#

I just do modding::term I'm searching for

vernal crest
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.

mortal fern
#

thank u!

urban patrol
#

needless to say i'm not regenerating stamina when i visit lol

uncut viper
#

these trigger actions dont have a MarkActionApplied field set to false. so they run once and never again

urban patrol
#

ah damn, that got me again! thank you

haughty charm
fierce vault
#

Hey, to any of you working on NON-romanceable npcs, do you have plans for some special, extra, or endgame content? It’s something pretty interesting to think about, though I know adding any of the ideas I’ve had is going to prolong production time by a lot…

I’m interested if anyone else is doing something similar 😄

urban patrol
#

mine are currently non-romanceable! one cool thing i've done is have the 10-heart event reward the player with some kind of item or buff as a token of friendship

#

that's what i'm working on right now as it happens lol when you reach 10 hearts with one of them, she gives you access to a room that regenerates stamina when you're inside it

fierce vault
#

Oh, nice

#

I’m definitely planning on having a lot of events, even though I don’t know what most of them will be yet! I’m also thinking about adding in a special reward for players to unlock, but it’ll take so much time for me to make on top all the regular stuff my mod needs 😅

dire kestrel
urban patrol
#

yeahhhh i planned to have this update out only a little bit after initial release, and here i am two months later because i keep adding things lol

haughty charm
#

Welcome to our newest cheeto @dire kestrel! achoo Enjoy being coated in cheeto dust!

fierce vault
#

I’d love to create a character that people will be interested in, even if they can’t romance the npc.

#

Making a romanceable character is too much work anyway nevermind that the other stuff I want to add to make up for not making a marriage candidate is a ton of work also

haughty charm
#

Not all characters need to be romanceable.

twin wadi
haughty charm
#

I really enjoy the process of befriending and getting to know people - their backstories and their arcs can be just as fulfilling, if not more so.

twin wadi
#

i really love unique non-romanceable characters like jorts and jean haha

#

i wish there was honestly more to the non-romanceable characters in vanilla, but were honestly already spoiled with so much content so im not gonna wish for more lmao

haughty charm
#

That's where I feel like many of the non-romanceable modded characters fill a huge gap.

#

Jorts and Jean are a great example of that.

vernal crest
#

I want more non-romanceable characters! meow_bongoderp

haughty charm
#

Same, Aba, same!!

twin wadi
#

also sliiiiighty off-topic but: is the sdv official forum pretty active & worth beung active on, esp for mod making? just curious

fierce vault
#

I hope my mod can deliver that for the people who want it!

iron ridge
haughty charm
#

The forums are where a lot of unofficial mod updates are posted, too

#

So it's beneficial to know your way around

vernal crest
#

Vanilla bug reports have to go there, so that part is active at least

twin wadi
#

k thank you! good to know. i just saw it in the [[Modding:Community]] page and was curious cuz i didnt know that existed

clear bough
#

I loaded up my game this is what smapi says about the portrait mod. Can't apply image patch "BodybuilderAlex > EditImage Characters/Alex" to Characters/Alex: FromArea size (Width:0, Height:0) doesn't match ToArea size (Width:64, Height:416).

vernal crest
twin wadi
#

um, for my shadow village thing, the best name i have for it is the "Shadow People Village".... which is... not very creative lmao. im having trouble like making krobus-esque names that are in the fictional shadow language

also im hoping to have some of shadow people speak like dwarf before you learn dwarvian, do i need c# for that?

#

speak like dwarf, but different letter combos ig

stark ledge
#

Does anyone know if the mossy, green rain, and mystic variants of trees can be in Alternative Textures? The guide only helps so much before I need to resort to asking someone else.

twin wadi
vernal crest
#

You can fake the language change by doing conditional patches once the player learns the shadow language (I assume you mean that and not that it's actually Dwarfish)

twin wadi
#

yup, that's what i mean - sorry i worded it confusing! but im not really sure how to convert the language to "shadow language" before the player learns dwarvish. i could just directly write gibberish into the dialogue ig, but that's kind of lazy haha

vernal crest
#

No, that's what I am suggesting

#

Use gibberish and then patch to the actual dialogue once the player learns the language (although why would learning the dwarf language help them understand shadow people?)

twin wadi
#

ohhh okay! i mean, it works? and translations can also be just gibberish lol

twin wadi
vernal crest
#

I haven't tested it or anything but I don't know why it wouldn't work. You can't use a fun alphabet or anything, it would just have to be rearranged English (and Korean, Portuguese, etc for the translations) but it's the same principle as any other conditional dialogue patching.

#

But that's the same as vanilla anyway iirc

twin wadi
#

honestly now that i think of it the directly patching idea is actually better, since i can be more flexible about it (e.g. leaving "krobus" the same, since it's from that language itself)

twin wadi
#

thank you SDVpufferheart

visual dirge
#

patching NetInt.Get works btw, i just had to postfix NetFieldBase<int, NetInt>.Get and NetFieldBase<int, NetInt>.Value's getter with

static void postfix(NetFieldBase<int, NetInt> __instance)
{
    if (__instance is NetInt netInt)
    {
        // ...
    }
}
#

interestingly, patching NetInt.Set didn't work (it was inlined in some contexts i care about) but i figured out a workaround using events

urban patrol
vernal crest
#

Try triggering the buff through the console

#

debug action AddBuff {{ModId}}_CrystalVoidRegen (replace {{ModID}} with your actual mod ID - for once!)

urban patrol
#

ooh okay it applied the buff so it must be the trigger action then

vernal crest
#

Next thing to do is check the condition

#

Go to the location and try debug gq LOCATION_NAME Here {{ModId}}_CrystalVoid (again, replace token)

urban patrol
#

i just tried entering the area to remove it and it did remove the buff

vernal crest
#

That's good...I notice the json you just sent still doesn't have MarkActionApplied: false. Does your actual copy have it?

urban patrol
#

oh yes sorry i edited the old link to have the buff without having the markactionapplied, but my copy does have it

#
            "{{ModId}}_CrystalVoidStaminaRegen": {
                "Id": "{{ModId}}_CrystalVoidStaminaRegen",
                "Trigger": "LocationChanged",
                "Condition": "LOCATION_NAME Here {{ModId}}_CrystalVoid",
                "MarkActionApplied": false,
                "Actions": [
                    "AddBuff {{ModId}}_CrystalVoidRegen",
                ],
            },
            
            // crystal void stamina regen - remove
            "{{ModId}}_CrystalVoidStaminaRegen": {
                "Id": "{{ModId}}_CrystalVoidStaminaRegen",
                "Trigger": "LocationChanged",
                "Condition": "LOCATION_NAME Here {{ModId}}_CrystalAndNiko",
                "MarkActionApplied": false,
                "Actions": [
                    "RemoveBuff {{ModId}}_CrystalVoidRegen",
                ],
            },```
vernal crest
#

Ok cool just wanted to rule that out haha

urban patrol
#

yep lol always good to check for stupid mistakes

vernal crest
#

Hum.

#

I have a tiny memory of something about the condition being checked on the location before the one you enter.

#

I don't know if that memory is correct, let me see if I can find why I think that.

urban patrol
#

oh hmm that would be problematic

vernal crest
#

Man, this memory is soooo nebulous

#

It seems like an extremely dumb limitation so I must surely be misremembering

royal stump
#

I think Here is previous loc and Target is next loc for that combo, but I'm too on-phone to check

vernal crest
#

Oooh

urban patrol
#

i'll try changing it to target and test

#

still nothing :(

vernal crest
urban patrol
#

yep this is what i have, x2

                "Id": "{{ModId}}_CrystalVoidStaminaRegen",
                "Trigger": "LocationChanged",
                "Condition": "LOCATION_NAME Target {{ModId}}_CrystalVoid",
                "MarkActionApplied": false,
                "Actions": [
                    "AddBuff {{ModId}}_CrystalVoidRegen",
                ],
            },```
vernal crest
#

When Esca tested it they found it worked and then it worked for Clown.

urban patrol
#

hmmm

#

are there other points of failure for trigger actions?

vernal crest
#

Well, actually...

urban patrol
#

what really gets me is that when i manually apply the buff, it does get removed properly

#

so one works and the other doesn't lol

vernal crest
#

Are you testing this on the same save that you were using before you added MarkActionApplied false?

urban patrol
#

i don't remember, but i might be. let me try a new save, because if that's the issue i'll go bananas

vernal crest
#

You can use debug gqq PLAYER_HAS_RUN_TRIGGER_ACTION <player> <id>+ to check if it's run before

urban patrol
#

player being host?

#

current?

vernal crest
#

Current

urban patrol
#

wait a minute i might be stupid

#

they both have the same ID

#

i forgot to change one after copying

vernal crest
#

Ohhh yeah 🤦

#

Yup that's why

urban patrol
#

explains why one worked and other didn't despite being identical almost lol

vernal crest
#

Yup, only the second one existed

urban patrol
#

does CP (or SMAPI, or whoever handles it) always choose the last patch to apply when there are multiple identical entries? like does it write the first and then overwrite it with the second?

vernal crest
#

Yup (and it's CP)

urban patrol
#

makes sense!

#

thank you for the help

#

and i can confirm it's working now lol

median forum
#

haven't been able to work on my mod for like a month and i worry i forgot how to even code

vernal crest
#

I'm sure it's still lurking in there ready to spring out when you have time.

median forum
#

i'm off on vacation this week but it took me until right now to work up the nerve hahah

#

i did find some mistakes already from the last time i coded so i think the knowledge is still rolling around in my skull

visual dirge
#

am i supposed to add gmcm as a soft dependency when i add support for it to a mod?

hard fern
#

There's no need for it to be a dependency i think

#

As long as you have a config.json it will pop up

visual dirge
#

wdym

vernal crest
#

I think Forsy is thinking of CP mods. But I think you're doing a C# mod?

visual dirge
#

yeah

vernal crest
#

Either way, you don't need it as a dependency in your manifest.

visual dirge
#

oki

vernal crest
#

As long as you've called the API and registered your config fields it will work.

lucid mulch
#

for C# mods, specifying mods in the dependency list is mainly only for not loading your mod if hard dependencies are missing (eg Spacecore)
anything soft dependency is usually easier to do outside the manifest and do in code instead (like gmcm)
and load order isn't nearly as much of a thing in the C# world

gentle rose
#

iirc most of the mod code doesn't even get executed until all mods are loaded, right?

lucid mulch
#

my memory is hazy on the exact order, but iirc the rewriter/validator phase runs over all mods, no mod code is executed at all
then a first pass of initializing the ModEntry class of every mod to shake out the mods that error out doing that
and of the mods that survive that, then they run the Entry method

gentle rose
#

-# I really shouldn't be asking things until I'm properly awake, I ask enough dumb shit as it is

#

that sounds about right though

lucid mulch
#

any logic running after that is mod defined behaviour like listening to events, harmony, etc
but once mod code has executed (even at the constructor tier), the rest has an asterisk because harmony is unlocked and can change things

#

the order of those 3 steps I'm confident in, I just can't remember if any of those sections to multiple steps per mod or not

#

I think no one is allowed mod code while the cecil is happening, otherwise someone would have done a harmony patch to add cecil logic to patch other mods by now

#

(probably me tbh)

gentle rose
#

I thought patching other mods is frowned upon and can earn you a polite 🗞️ from pathos

lucid mulch
#

I've harmony patched other mods (and smapi) more than I've patched stardew

gentle rose
#

probably more about the spirit of things than just doing it, then SDVpuffersquee

lucid mulch
#

I'm a true modder, I just mainly mod other mods

vernal crest
#

Metamodder

gentle rose
#

btw sinz, were you also interested in investigating mod-related memory leaks?

#

or was that just atra SDVpuffersquee

lucid mulch
#

probably atra.
I'd look into it, but I don't have much infrastructure to track it, and isn't a big interest for me due to having 128gb of ram myself

gentle rose
#

your ram is half the size of my ssd SBVLmaoDog

hard fern
#

How

lucid mulch
crisp drift
#

Hello everyone, and thanks for your help earlier. If you want to create a custom tool, is it okay to define its data in a Content Patcher mod and add its functionality (DoFunction) in a C# mod? If yes, what are you supposed to put in "ClassName" in the tool data? I tried putting the class name, or the class name with the namespace, and both times I got a SpaceCore error saying it's unable to find the class.

pine elbow
#

is it a public class?

crisp drift
#

Hi. Yes it is
"[XmlType("Mods_pwet_Placeholdername_ChronoTool")]
public class ChronoTool : Tool" in the namespace Placeholdername

lucid iron
#

Did u try the assembly qualified name

finite ginkgo
#

Can’t remember if it’s a necessity but I believe your Tool subclass needs to be in the StardewValley.Tools namespace

blissful panther
#

It definitely didn't for this WIP that I never continued working on, but I was also just spawning the tool manually and not adding it via CP at this point in testing.

namespace PortableBridges.Tool
{
    [XmlType("Mods_DecidedlyHumanBridgePlacementTool")]
    public class BridgePlacementTool : StardewValley.Tool
    {
private void InputOnButtonPressed(object? sender, ButtonPressedEventArgs e)
{
    if (e.IsDown(SButton.OemCloseBrackets)) Game1.player.addItemByMenuIfNecessary(new BridgePlacementTool());
brave fable
#

it needs to be fully-qualified if not in the Tools namespace, e.g.```json
"ClassName": "MyMod.Objects.Items.ShrubTool, MyMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null"

#

for some ShrubTool class in MyMod with the namespace MyMod.Objects.Items

crisp drift
#

Wow, didn't expect so many answers, thank you everyone 🙂 I hope I'll get better and be able to help people as well

blissful panther
#

And to be clear, you are definitely also registering the type with SpaceCore in GameLaunched?

this.spaceCoreApi.RegisterSerializerType(typeof(BridgePlacementTool));
this.spaceCoreApi.RegisterSerializerType(typeof(Bridge));
crisp drift
blissful panther
#

I mean it's not going to be resilient to errors (like SpaceCore not being installed), but it's good enough for the early prototyping phase.

gentle rose
#

(I mean, if spacecore is a hard dependency, I think it's an expected error SDVpuffersquee)

crisp drift
#

Is all that documented somewhere? I tried reading some Spacecore readme but somehow was unable to find that information, I'm not excluding pebkac though

blissful panther
#

It's more just it's technically best practice to:

  1. Check the mod whose API you need is loaded.
  2. If it is, check the version of it against the versions you need.
  3. Then try to get the API.
  4. Check if you got it successfully. If not, log an error, if you did...
  5. Call whatever method you need on it!
#

But given this will be a hard requirement in your manifest, you could technically skip the first step... it's reallu up to you how far you go with it!

crisp drift
#

You're right, it's just not my number 1 issue at the moment 😄 But I will follow your advice

blissful panther
#

Like I say, yeah, the way you have it now is 100% fine for the phase you're in!

pine elbow
#

Guys, I have a question about map tilesheets created in Tiled. When I use map tilesheets from the vanilla game, I can't/don't need to copy the .png files, because the game will use the vanilla files in Content/Maps, but what about when I use, for example, a .png that belongs to another mod, will those same files be available in Content/Maps? Because when I load a .tmx with the content patcher, I just need to load the .tmx, there's no need to Load the .png to Content/Maps, so I'm in doubt, if I need to copy the .png file that belongs to another mod into the mod as well, or if because that mod has already loaded that png into the game it doesn't need to.

lucid iron
#

Yeah they did the part of Load

#

So u can have the pngs while editing then remove afterwards

pine elbow
#

Even if the png belongs to another mod?

lucid iron
#

Yeah u can look at their content json

#

Basically they did what you would have done if u were making custom tilesheet

crisp drift
#

@lucid iron @brave fable @blissful panther Thank you, it worked 🙂

pine elbow
#

What would happen then if 2 mods use the same name as a .png?
I don't know, mod1 has tile1.png
Mod2 has tile1.png
Mod3 wants to use tile1 from Mod2, and then how will the game know whether to use tile1.png from Mod1 or Mod2?

blissful panther
#

If Mod2 loads after Mod1, then both Mod1 and your mod uses tile1.png from Mod2.

#

Assuming they just do a plain load for the texture.

vernal crest
#

You also aren't likely to come across two tilesheet mods that name their assets exactly the same.

#

I haven't yet and I have almost all of the tilesheet mods there are.

pine elbow
#

When it comes to loading a map, you just need to give the Load command in the .tmx file, right?

#

The .png file is loaded by itself by the .tmx from what I understand

vernal crest
#

If it's a map for a custom location, you need to Load the map and also create the location entry in Data/Locations. If it's a map for an existing location you probably want to use EditMap to only edit part of the existing map itself.

#

No .png files get Loaded into the game unless someone's mod Loads them. A map file can't do that.

pine elbow
#

So, my question is about the png files
I'm helping someone who used .png files from expanded to create her map...
The question is whether or not she needs to remove the .png files from her mod from the final version, which are the same as those from expanded.

blissful panther
#

Definitely remove them for the versions that get uploaded!

#

It won't hurt to have them there, but it would be redistributing things you might not have the rights to.

pine elbow
#

That's exactly my concern... the issue is that the expanded .png files are inside the expanded folder, and not inside Content/Maps/file.png like it is in vanilla, right?

vernal crest
#

I also don't know what the etiquette is for using tilesheets that aren't from tilesheet mods but I imagine it's frowned upon. It's okay for SVE because it has very open perms anyway but for mods without open perms it'd probably be considered rude.

blissful panther
#

In general, it's just a waste of storage space if you're allowed to distribute them.

vernal crest
#

SVE Loads those .png files into vanilla's content anyway so they will be "in the maps folder" the same as vanilla ones.

pine elbow
#

How will the game know that that map is using a png that is inside Mods/Expanded/CP Expanded/assets/...

vernal crest
#

It won't

#

It will just know that the map is using a tilesheet called sve_exampleTilesheet and since there will be a tilesheet in Maps called that, that's what it will use.

blissful panther
#

Yeah, the path of the PNG is irrelevant to the game. It's all about where it's loaded to in the game.

pine elbow
#

This happens with other expansions, or only the expanded one that does this work of loading the pngs for Content/Maps

vernal crest
#

Almost every mod that adds new tilesheets Loads them

#

But that doesn't mean that people automatically can use them. As I said, I imagine it's frowned upon.

blissful panther
#

And (I believe, correct me if I'm wrong Aba), a tilesheet for a map needs to go in Maps for a map to be able to use them. No Maps/SVE/mapTilesheet. Just Maps

#

That's why just the PNG being next to your map is the right choice, and how the game always knows where it find it. Because it's always in there.

pine elbow
#

In vanilla, there is only one folder, which is Mine.

#

That is separated

vernal crest
blissful panther
#

Oh, I did forget about that mod!

vernal crest
#

And its functionality may make its way into SMAPI if Pathos deems it safe enough

blissful panther
#

I think that would be a net positive, personally.

#

Being able to reuse character sprite sheets for map tiles without needing to make a custom tilesheet? Great!

finite ginkgo
vernal crest
#

I do too except for the increase in confusion that we'd get from the uptick of people giving their map assets names like Mods/MyCoolMod/myMapTilesheet.

blissful panther
finite ginkgo
#

Yup! It's anything fully outside of Maps that requires ATA

pine elbow
#

And what about image editing, for example, using an image as a base and editing it, making a different version, does this infringe any copyright?

vernal crest
#

I guess that makes sense. I have never explored it because I don't see the appeal.

vernal crest
#

Unless it's a vanilla one

blissful panther
#

Modifying base game assets is fair game, but for others' content... it depends like Aba says.

vernal crest
#

That is allowed

pine elbow
#

Good thing I only make modifications in vanilla.

vernal crest
#

(SVE is unusual in that its permissions do allow pretty much anything* - most mods do not.)

* except conversions to other games, use in mods for sale, or uploading the mod in its entirety to other sites

pine elbow
#

So that's where the question remains, can you edit the file and put it in another mod? As long as it's only posted on the nexus, is that it?

vernal crest
#

If it's from SVE, yes. You have to credit SVE though.

lucid iron
#

yea this depends on the perms setup

vernal crest
#

I'm surprised we don't see more NPCs that are just minor edits to Sophia tbh

lucid iron
#

sve says you can do whatever but another mod's perms might say nope dont

brave fable
#

eagerly awaiting SVE Expanded

vernal crest
#

Is that compatible with SVE, blueberry?

pine elbow
#

I was looking at the tractor mod, it's much more permissive, it's a MIT license

lucid iron
#

sve contracted

#

i took everything except andy out of sve

brave fable
#

sadly not SDVpufferpensive

vernal crest
#

I think everything of Pathos's is MIT (but don't quote me on that)

brave fable
#

ONLY works in multiplayer (splitscreen specifically)

blissful panther
lucid iron
#

for sve i was speaking of these bits rather than gh licence (i think sve c# is mit too?)

vernal crest
#

My guess is that they saw Tractor Mod is MIT because Pathos relies on the GH licences rather than specifying perms on Nexus.

blissful panther
#

I think Pathos just tends to bypass Nexus's permissions entirely, yeah.

pine elbow
#

I need to get a legal text to this MIT license, because I'm building a library in Python, a framework to create mods using the available frameworks: Content Patcher, Farm type manager, Item Extensions, etc... so I use the MIT license in it.

vernal crest
#

Which I would do except that if anyone ever whitewashed or de-transed any of my characters I want to be able to unleash the fury of a thousand suns upon them.

pine elbow
#

If a mod allows you to use and modify it, but does not allow you to post it on another site, but if it is for private use, can you? For example, if there is a group working, it is necessary to use github in collaboration, with the other people in the group.

lucid iron
lucid iron
#

That's what all those sve based rextures are in a sense

gentle rose
#

hey, does anyone here know how the "loved" and "liked" tags for movie reactions work?

#

the wiki says they refer to the npc's reaction to the mobie, but I'm not sure how a reaction can depend on a reaction...

modest dagger
#

what'chu mean

#

like the priority?

gentle rose
#

no, like you can have a reaction that says "Tag": "like", "Reaction": "dislike"

#

as seen in penny's movie reactions:

vernal crest
#

How odd

modest dagger
#

oooh i think it's bc penny will like a movie if pam is there even if she dislikes it

gentle rose
#

no, that's a different block

modest dagger
#

well all i'm seeing is that tag is in reference to the movie and response is their response i'm just not sure what the tag like, dislike and love involve

#

maybe movies default to a reaction?

#

and in penny's case she likes all movies?

gentle rose
#

that's what I'm asking, wiz

modest dagger
#

sorry

gentle rose
#

I actually think they may be unused, looking at the source code SDVpufferthinkblob

modest dagger
#

i was hoping to find a blank or default block that'd refer to it but i ain't findin shit all

gentle rose
#

wdym?

modest dagger
#

like find a block that was for 'default' character which would be the basic reactions to the movies that the others would refer too y'know

gentle rose
#

oh yeah, that isn't a thing, the default reaction is just a blanket "like"

#

but that still doesn't explain the tag because the code doesn't access them in that way as far as I can tell

modest dagger
#

more stuff CA just forgot to remove then ig

pseudo vault
#

Nevermind... I now realized what I did wrong...

flat sluice
hard fern
#

SDVpuffersweats im worrying a little if the house im making is too large...

lucid iron
#

Bigger

hard fern
#

is 70x42 big enough

calm nebula
#

Farmhouse or npc house

lucid comet
#

totally depends on the context - is it a small home for one person living in the woods or more like a boarding school?

gentle rose
#

what happens if you have a tilesheet climbing error on a spouse patio SDVpufferthinkblob

vernal crest
#

You fix it?

gentle rose
#

does it blow up

#

what if blowing up is the goal, aba

hard fern