#making-mods-general

1 messages · Page 353 of 1

amber loom
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Why worse imo it looks prettygood

torpid sparrow
#

How many mods per author is the smallest slice here

lucid iron
#

Lol aedenthorn is on this chart too what a legend

uncut viper
#

still a 10 mod cut-off for this one

torpid sparrow
#

Damn

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10 mods is a lot already

uncut viper
#

there are 5020 authors in the untrimmed list

torpid sparrow
#

Oh wow

lucid iron
#

Tbh the c# authors pie would also be like this if we remove 2 outliers right

calm nebula
#

Given 30k+ mods

uncut viper
#

that 5020 is only counting mod authors that have at least one content pack out there

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oh this is also nexus only i forgot to mention that too

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but yeah if you're exclusively a C# modder (or xnb modder...) you're not in that 5020

lucid iron
brittle ledge
#

see, these stats are always a surprise, I wouldn't have expected the number one person there SDVpuffersquee

lucid iron
#

Power of sexytimes...

uncut viper
#

just for fun, heres all the people with 5+ XNB mods

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ignore me not bothering to change the chart title on any of these

hard fern
#

I read that as box of shane

uncut viper
#

no shaming! theres a good chance a lot of these are pre-CP

brittle ledge
#

I was actually wondering if you could tell the date on them.

uncut viper
#

theres no time filter on this

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i can

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i just didnt

lucid iron
uncut viper
#

actually, no i cant, i dont think the mod dump (the file im using anyway) has the u ploaded date of a mod

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just specific files

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i guess a rough filter would be checking if the nexus id is larger than CPs

brittle ledge
#

so it has updated date?

uncut viper
#

it has Updated but not Uploaded yeah

brittle ledge
#

updated would work though, I imagine most of them aren't too far off their upload date

royal stump
#

I didn't realize tikamin made so many standalone non-translation packs SDVpufferdizzy they wrote one of my i18ns

uncut viper
#

i think as far as rough heuristics goes, the nexus id comparison is probably a bit more accurate

lucid iron
#

Tikamin makes furniture and buildings

uncut viper
lucid iron
#

Oh and 3sSmolMiku

uncut viper
#

(so LOC translations using its custom translation asset would be counted here. but that is, ofc, a mod, so its fair to count it)

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yeah, discounting xnb mods younger than Content Patcher trimmed it down a lot SDVpuffersquee

calm nebula
#

Now can you scale by size of json?

uncut viper
#

nope!

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data not included

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i could theoretically scale by biggest file available for download, since the size of the nexus download in bytes is included. but, thats more work than i care to do and i dont know how easy itd be to wrangle this chart library to do that would be anyway

lucid iron
#

Occasionally i do wonder about like

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Largest c# dll mod size

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It's a silly thing to think about and the answer is probably spacecore

uncut viper
#

unfortunately there is no good way to get that info

uncut viper
#

i would need Pathos's special nexus API permissions to even attempt it, as id have to automatically download every C# mod to unzip it

brittle ledge
#

(I assume most of these are foreign-language xnb mods where CP docs aren't readily available)

uncut viper
#

CP is nexus ID 1915. an XNB mod whose id is like, 5 IDs higher, id say thatd be fair of them to have done so. plus, CP may have had its ID for a while before actually publishing anyway

royal stump
uncut viper
#

chu wanted the .dll size specifically i assume

royal stump
#

probably, just got me thinking about which other ones would include data files and such

uncut viper
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audio mods would be at the top

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Stardew and Chill for example. adds all its audio via C#

lucid iron
#

Gotta measure sloc or smth

uncut viper
#

the bad ways require special API permissions or me getting my nexus account banned

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either that or limiting to just the C# mods that are open source

uncut viper
ivory plume
uncut viper
#

i shoulda prefaced with "assuming i stick to only needing this wonderfully small 300mb json instead of the 70gb entire thing" SDVpuffersquee

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but i concede it would make it much easier

lucid iron
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Guess ill ask pathos about what the largest dll is kyuuchan_run

uncut viper
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it took me a few hours to download the full dump last time i did so im not even gonna bother starting it now bc by the time it finishes i will no longer be that interested in trying to parse it

lucid iron
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Oh sc is only 600kbish

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Stardewui 1.2mb

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Ok i think stardew druid at 3.2mb won

uncut viper
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i dont think i even know what stardew druid is

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but congrats to stardew druid

ivory plume
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(Fun fact: the full unpacked mod dump is 101 GiB, including some large non-mod files like *.psd which aren't included in the upload.)

lucid iron
#

It's like a expansion mod but the author did everything themselves so

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It presumably includes a module equiv to content patcher and probably ftm and whatever other c# Thing needed

royal stump
#

looking up how to put audio in a dll as base64 strings

uncut viper
#

(honestly, 101gb seems quite small to me if anything)

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(okay maybe not "quite" small but smaller than i wouldve expected before joining the community)

ivory plume
#

(That includes duplicates across mod sites too, so the total size for unique mods would be smaller.)

uncut viper
#

thats part of why it was smaller than id expect! i was factoring in the duplicates

lucid iron
#

Just gotta make Button's Four K Ultra HD Items

uncut viper
#

i just figured some 40k+ mods would be bigger is all

lucid iron
#

To bump the numbers

uncut viper
#

needs abetter acronym first

royal stump
#

remove the 4k part and it's "BUHDI", pronounce buddy

uncut viper
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Button's Ultra Defined Distinct Items

lucid iron
#

Gotta grow that parsnip yourself before photoing it for the .od

red egret
lucid iron
#

It's a joke

red egret
#

I thought it's the raffadax lol

lucid iron
#

Well the proposal of this not to exist mod would probably be

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Change all the 16x16 items to 4096x4096

red egret
#

🤣

lucid iron
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(Never mind that it's all gonna be subpixels)

red egret
#

Giga valley

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Maybe irl

uncut viper
#

give stardew the hd minecraft texture pack treatment

red egret
#

Real size valley

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How many pixels is a rl parsnip?

royal stump
#

only limited by your camera and how much dirt you're willing to get on it

red egret
#

No if you hold a parsnip next to your monitor...

hard fern
#

Well a real life parsnip is kinda like a carrot

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So like maybe about a foot long

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Give or take a few inches depending on the parsnip ofc

ivory plume
#

(I went down a rabbit hole trying to figure out the number of quarks and leptons per parsnip, which would give us the number of pixels per IRL parsnip. The approximate answer is "a lot".)

red egret
#

But less than 4096 on one side?

hard fern
#

Mmmm....

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Lemme count

lucid iron
#

1 irl pixel is 1 planck length^2

hard fern
#

Anyways i think you'd have to do some kind of magic to the parsnip

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To make it keep it's hi def textur

calm nebula
#

.wolfram density of rods in human eye

patent lanceBOT
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No good result found :(

calm nebula
#

.wolfram you're a killjoy

patent lanceBOT
#

No good result found :(

hard fern
#

Lol

calm nebula
#

.wolfram wavelength of violet

patent lanceBOT
#

(380 to 450) nm (nanometers)

normal rain
#

Can someone point me to documentation on how to configure my mod to use GMCM? Right now I have its trigger key hard-coded but I'd like to make it customizable

lucid iron
#

You making a c# mod i assum?

normal rain
#

Yes it's c#

lucid iron
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The usage is documented on the api

round dock
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(disregard SBVPufferSquee)

normal rain
#

Thank you I'll take a look at that

ivory plume
balmy valve
#

Guys, just curious: Is there a way to move the farmhouse? for like a custom farm map?

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And the greenhouse\

lucid iron
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Yeah those r map props now

balmy valve
#

Sweeet

lucid iron
#

You can change where they start and ppl can move em later too

balmy valve
#

Awesome

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Okay I see it- farmhouse entry

normal rain
#

guys it's working

tame surge
lucid iron
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Watch out for GSQ fish

normal rain
#

I still need to test it a bit but then I'll publish it on Nexus

lucid iron
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And item queries that don't use ItemId

normal rain
lucid iron
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Game state query

normal rain
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I'm populating the fish list from Data/Fish, but the locations are hard coded by itemId

tame surge
#

does that mean it’ll work with expansions ?

lucid iron
#

A few months back someone else made a fish mod too and that was the various troubles they ran into

normal rain
#

The available fish list also filters out things like Ginger island fish before you've finished the CC, or the Desert fish before you've repaired the bus

tame surge
#

i’ve seen game locations show up as like ARVhouse etc so maybe they’d show up like that? idk i’m just curious

lucid iron
#

But yeah fish data is more complicated than just Data/Fish

normal rain
tame surge
#

ah i see

lucid iron
#

If you aren't parsing the fish data from location then it probably won't work with mods very well

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Fish Helper UI is the mod name iirc

normal rain
balmy valve
#

I need to patch Data/Buildings in order to move the location of the mailbox

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I did everything else so how do I do that

normal rain
lucid iron
#

The mailbox just move with farmhouse

lucid iron
normal rain
#

I wanted something for myself that's more like "hey it's raining right now, you can go catch this fish you're missing"

balmy valve
lucid iron
#

I support making ur own flavor of this mod either way just warning you that it is probably bad idea to just hardcode it all

normal rain
#

This is my first mod ever so I'm kinda a noob; I thought Fish/Data would be sufficiently authoritative

lucid iron
#

Data/Locations has most of the fish data

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It's strange but some of it is just due to how 1.6 update panned out

uncut viper
pale pecan
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Hi!! Idk if this is off topic (finding mods vs making them) but does anyone know a good mod for modifying the map in response to weather? Like puddles and snowpiles for the day after rain/snow etc.

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(Also lmk if another channel would be better for this!)

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If it doesn't exist I might make it lol

twin wadi
pale pecan
#

OOH I had that collapsed under a category tysm!

twin wadi
#

np!

torpid sparrow
#

i somehow always end up doing more than i planned when making a mod

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didnt plan on coding a new craftable in but guess i am now

twin wadi
torpid sparrow
#

one quest is turning into 3 or 4 different quests

opal oriole
#

Hi! I'm a bit new to modding and had a question about the switchevent command. When I want to switch an event to another one using it, what exactly do I need to do? Do I just create a new entry with the new event ID and then reference it after the switchevent command in the original event? Thanks in advance!

opal oriole
#

oh ok, thx!

grand scaffold
lucid iron
#

You need a Load or internalassetkey to put your png into asset first

urban patrol
#

leah is still broken, right?

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the bot not in game haha

dire kestrel
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yerp

urban patrol
#

rip :(

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i went to go showcase an update i made to my mod and then remembered

dire kestrel
#

she will be missed (until the junis can revive her)

dire kestrel
grand scaffold
hard fern
#

we dunno when she'll be back (leah)

lucid iron
grand scaffold
brave fable
calm nebula
#

Going to spend some time in a museum

wild minnow
#

Hi hello welcome new cheeto @halcyon nest SDVpufferparty

halcyon nest
#

I am officially COOL

visual dirge
#

i'm writing a c# mod and i want to add some information that content patcher packs could access that works exactly like npc friendship. ideally content patcher packs would be able to e.g. add npc events that trigger when the attribute gets high enough and stuff. what's the best way to do this?

lucid iron
#

Your special friendship

gentle rose
#

isn't that already possible via gsq?

lucid iron
#

If u want u could even reflect in and swap out the vanilla GSQ with your's

visual dirge
lucid iron
#

It's just in a string action dict

visual dirge
gentle rose
#

oh, you're making a new type of friendship

lucid iron
#

Eh ur friendship is strictly true for max value so i actually think is okish

visual dirge
#

yeah

lucid iron
#

But yeah if u want intentional integration new GSQ is nice

visual dirge
#

yeah overflow friendship is supposed to be a separate thing from regular friendship (e.g. you can't lose it)

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i should probably also make a mod-provided api for other c# mods to check overflow friendship, right?

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so they don't have to hardcode the moddata key or use the gsq

lucid iron
#

Yeah it is convenient

visual dirge
#

👍

lucid iron
#

But not hard req so u can slack until someone asks PecoSmile

visual dirge
#

ofc loll

lucid iron
#

You can also make traction to add/subtract/set the special friendship

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Also for usage in content mods

visual dirge
grand scaffold
#

how would I have a food give an item (the food container) when eaten? is it possible?

lucid iron
#

spacecore on eat trigger -> add item

vital dew
#

well thats certainly a bug i havent seen before lmao

lucid iron
#

oh u r that support thread person kyuuchan_run

vital dew
lucid iron
#

i forgot to reply but ill do so now

vital dew
#

no def not LMAO

devout otter
#

As an aside I find it funny that this is also the moment my Discord becomes bugged.

lucid iron
#

power

finite willow
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guys

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what function can I use to trigger a key through a mod

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also is there any function to get current map layout?

lucid iron
#

not sure what's meant by key

finite willow
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e.g

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make the player move by pressing

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w

lucid iron
#

for the current location's map you can access Game1.currentLocation.map

finite willow
#

oh kk

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thx

lucid iron
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that's up to you to implement, but there's events for listening to keypress

finite willow
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😭

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any idea on how could I implement it?

brittle pasture
#

is this for a TAS thing

vital dew
finite willow
#

prettymuch yes

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I need it to be performant

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Ill need to get rid of the display too

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or any means to minimize computer load

karmic gust
#

I've been doing map edits and have run into a problem I'm not sure how to solve. When I warp into the map there are tiles showing in-game that aren't showing in the Tiled map that I'm editing. Initially I thought I may have been editing a different copy of the map somehow, so I updated it, saved, and the new changes occurred in the map so I know it's the correct file. Any ideas what's going on?

https://smapi.io/log/7111e5a9773b488887892add756d8481

https://smapi.io/json/none/651a6d59938e4fd19b21477879977467

ocean sailBOT
#

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 iron
#

well if it is TAS then i guess you actually want to control key inputs

finite willow
#

but I need it to run in the background

lucid iron
#

harmony patch StardewValley.InputState i guess

finite willow
#

omg thx

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Ill give it a try

lucid iron
#

maybe u can even replace Game1.input and just lie

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do not @ me about what implications this has

finite willow
#

lol

brittle pasture
#

lying is awesome

karmic gust
#

I figured out my map problem! Somehow I accidentally changed the horizontal and vertical offset on the Buildings object property and the Door property had been showing up in those spots rather than where I had placed them

balmy valve
#

hi chat, problem.

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wtf

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this. why

karmic gust
#

Are the missing tiles on the wrong layer?

balmy valve
#

i want fireplace to be like this

balmy valve
#

It's placing on...half-tiles?

untold oriole
balmy valve
#

I'm using map property FarmHouseFurniture for this

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my current tile coords to place the fireplace are 8 4 1 (1 is the rotation)

karmic gust
balmy valve
#

is he maru's age?

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please?

karmic gust
balmy valve
#

I

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Hmmmm

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Let me check

untold oriole
balmy valve
#

Yes I have grid snapping on

untold oriole
#

Your work is beautiful, I will be eagerly awaiting the release! SDVpufferheart

karmic gust
#

Thank you! SDVpuffersquee

balmy valve
karmic gust
#

I'm not the most familiar with Tiled so I'm trying to look to see what else could cause your problems

halcyon nest
#

Or forward I should say

balmy valve
#

That's what it looks like- but i have no clue since it should be floor

balmy valve
#

i'm gonna try bringing it one forward now

halcyon nest
#

OK WE ARE GETTING SOMEWHERE-

balmy valve
karmic gust
#

Hmm

balmy valve
#

i. is it. the FLOOR

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like where wall meet floor

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Why do you do this to me, game

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I want to love you

#

And again with the half-tile issue!!!

halcyon nest
#

this is really weird ngl

hard fern
#

inch resting 🤔

balmy valve
#

farmer roastin on an open fiiiiire

halcyon nest
#

ok so u can clip through it too WTF

balmy valve
#

exactkly

halcyon nest
#

smapi was hungry and wanted a snack /j

balmy valve
#

heres the thing. NO smapi errors. jsut...this

latent mauve
#

Double check your layer for the bottom of the wall tile

balmy valve
#

i dont have one

halcyon nest
#

is this for a custom farm out of curiosity?

balmy valve
#

thisd is aolla map property

balmy valve
halcyon nest
#

huh

latent mauve
#

Custom farmhouse or no?

halcyon nest
#

Doesnt appear so

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I could be wrong tho

latent mauve
#

Also since the fireplace should be added as an indoor item, try picking it up and placing it back down if you haven't

halcyon nest
balmy valve
#

But I want it to load in right

latent mauve
#

Does it fix when placed manually?

balmy valve
balmy valve
latent mauve
#

Ok, that helps rule out some things

balmy valve
#

I wanted to make a mod in less than a day

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And I'm done with everything else. The rest of it works perfectly.

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But the fireplace.

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The fireplace.

halcyon nest
#

a custom farm sure is a way to do that

balmy valve
#

I do not like the fireplace.

latent mauve
#

It's still broken when leaving and reentering the farmhouse, without attempting to move it?

balmy valve
balmy valve
#

It's still broken i mean

latent mauve
#

Ok

halcyon nest
#

could it be the carpet maybe? Idk none of my farms had a carpet beneath a fireplace

balmy valve
halcyon nest
#

SO REAL

latent mauve
#

Does it also happen with the other fireplace type? I am guessing it would but I am curious as to what we can verify.

balmy valve
latent mauve
#

You could attempt lowering the carpet just to be safe, but do that as a separate test

balmy valve
#

yeap ;c

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ok and now, carpet lowering

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That fixed it

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And the half-tile placement as well

halcyon nest
#

AYYYYYYYYYY

balmy valve
#

So I guess we just keep it like this

latent mauve
#

Ok, that makes sense.

balmy valve
#

welp! thank you everyone for your time!

halcyon nest
#

not a problem! Enjoy ur farm!!!!

latent mauve
#

Glad it's fixed!

balmy valve
#

honorary meme as a little treat

halcyon nest
#

LMAOOOOOO

#

carpet too powerful

balmy valve
#

ok, i upload to nexus mods tomorrow!

halcyon nest
balmy valve
#

How do I get Leah to post it in mod showcase

#

is there a command?

halcyon nest
#

Leah is down

fair depot
#

She's still broken rn

balmy valve
#

Oh noo

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Kel got to her i guess

halcyon nest
balmy valve
#

Or was it an accident with the chisel

halcyon nest
#

maybe it was a bit of both

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Kel with the Chisel in the Cindersap Forest /lh

lucid iron
#

clue

balmy valve
#

i accuse PIERRE in the MOUNTAINS with the FRYING PAN

latent mauve
#

adds Clue LARP event to the backburner of random mod ideas

fair depot
#

I've had an idea for a mod and I just

#

haven't started

lucid iron
#

it was ||ROBIN|| in the ||FOREST|| with the ||LOST AXE||

halcyon nest
fair depot
latent mauve
#

I'm full speed ahead on my Zelda NPC Overhaul mod right now because it is very close to done

tropic basin
#

I just found the funniest bug in my mod. One of the big things it does is that at any time certain characters can go away for a time, so I have to intercept the events asset to add conditions to check if they’re still there.

Because I had no idea what I was doing, I didn’t only do this to events that have conditions. As a result, the first time I walked into Harvey’s clinic, it automatically triggered the PlayerKilled event.

latent mauve
#

Just got a few more sprites to set up and then the bonus content

balmy valve
#

EVERYPONY HANG ON

fair depot
balmy valve
#

DO YOU WANNA HEAR ME RAVE ABOUT AN IDEA FOR A STARDEW COMIC

latent mauve
#

(please stop yelling /lh )

balmy valve
#

No? Too bad i will post it all in one message anyway

balmy valve
fair depot
halcyon nest
lucid iron
#

you can have a thread to yell in if you want

halcyon nest
halcyon nest
#

(And u should totally ping me there too so I can see it /j)

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actually I just realized I was. Pretty calm for most of this convo why tf did I apologize

rigid musk
#

@lucid iron chu chu do you know about building stuff

lucid iron
#

yes let me tell you about Buildings

rigid musk
lucid iron
#

you have to make it not instanced location somehow Bolb

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you also cannot block other kinds of buildings from just, existing

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so yes very jank i wouldnt recommend it

rigid musk
#

I dont want to replace the actual fish pond just add an alternative.. I dont know what instanced location means tbh_seen

lucid iron
#

basically the fish pond is a building

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you may have buildings in non instanced locations, which r just normal

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building interiors are generally instanced though, so you cant building in a building unless u somehow make it unique

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some buildings, like Greenhouse, is special

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they got the "NonInstancedIndoorLocation": "Greenhouse", u see so they can have buildings inside (but only on first copy i believe)

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i go back to wouldnt recommend it Sleepden

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what u could perhaps do instead is to make a regular instanced building but the inside comes with some machines

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and if u put fish into the machine you get roe

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wouldnt get the special pond drops ofc

rigid musk
#

I see I see that makes sense

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Thank you chu - someone asked about an indoor fish pond so I figured I'd see how possible it was

lucid iron
#

i have a greenhouse mod that does just allow u to build ponds inside

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u can also make pif rooms that let u build ponds

balmy valve
#

you can't miss it. it's kinda big

brittle pasture
#

hmm, what if item query for "get pond drop for a hypothetical pond with this fish"
wouldnt work with the 1275182 fish pond patchers however

lucid iron
brittle pasture
#

pls no ptsd

lucid iron
#

I think just doing it from fishponddata is alright tho

#

Maybe i put in peliq (but feel free to just do it pls)

brittle pasture
#

i wont do it u go ahead

#

though maybe good fit for mtf's existing fish queries

lucid iron
#

yea right DokkanStare

brittle pasture
#

indeed, mini fish pond machine time

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hmm the snag is that presumably we want the hypothetical pond machine to keep producing until a new fish is loaded in crystalarium-style, but there's no way to 'remember' what fish is put in if the output is not the exact same as the input

lucid iron
#

yea hmm

tiny zealot
#

what if you also store the input in a secret forbidden location

lucid iron
#

theres no secret forbidden location

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i guess u can do customoutputmethod

brittle pasture
#

actually I have an ingenius idea

  1. one ItemPlacedInMachine rule, produce an EMC holder chest flavored after the input, it will contain FISH_POND_DROP DROP_IN_ID
  2. one OutputCollected rule, produce an EMC holder chest flavored after the input's flavor, it will contain FISH_POND_DROP DROP_IN_PRESERVE
brittle pasture
visual dirge
#

this discussion reminds me
@lucid iron how difficult (possible) do you think it would be to have a third mode in machine control panel that allows disabling rules/inputs for one specific machine?

lucid iron
#

Per machine instance hm

#

While it's pretty simple data wise (toss that onto modData yay) I didn't do it before cus I didn't think of good non annoying UI to deal with this

#

The per location mode was made for the Keg Empire in a Dozen Shed usecase

visual dirge
#

would u be open to a pr

lucid iron
#

Yeah sure PecoWant

visual dirge
#

okiii ill prolly send one soon lol

lucid iron
#

My main requirement is that i really need way to tell i did smth to this one keg in particular

#

But i just never thought of good visual/ux and thus i never did it

visual dirge
#

maybe just a little indicator if a particular machine has its own config, that you can click to delete it?

lucid iron
#

Yeah somehow

visual dirge
#

little warning icon perhaps. or a cog or something

lucid iron
#

Also gotta consider the case where u open from the big selection menu Dokkan

#

But yep PR welcome

#

Im gonna be away for a month soon so i promise to look at it by august at least

visual dirge
lucid iron
#

Yeah prob

lucid iron
#

Or i dunno an overlay like automate blobcatgooglyblep

#

I'm sad the data layers api never went in

#

Or did it

brittle pasture
rigid musk
visual dirge
brittle pasture
rigid musk
lucid iron
#

But yeah i would like to give ppl way to find what machine is non standard

#

Could be menu or location indication i dunno really

visual dirge
#

hmmm i suppose i will look into this

visual dirge
#

or holding down a key

#

more buttons though 😨

lucid iron
#

Yeah u see why I didn't decide on anything monS

visual dirge
#

perhaps a ui button in the global menu

#

to toggle it

lucid iron
#

Mayhaps yes do feel free to experiment and get vibes

visual dirge
#

yea

#

im guessing the best option is gonna be.. a toggle button in the global ui to show warning icons for machines with individual configs, with the option to bind it to a key in the mod config (not bound by default)

lucid iron
#

Sounds good

visual dirge
#

left or right?

flat sluice
# visual dirge left or right?

Right looks better to me, but if all animals should have the +4xSDVemoteheart thingie (and I suspect yes), then I'd say left is better.

spice inlet
#

has anyone tried running heavily modded on a ramdisk?

versed jasper
#

how would i go about editing a modded map?

#

i'm using a farmhouse mod but it adds features that i don't want (a balcony & being able to go onto the roof)

flat sluice
#

However, I know that there are a lot of complications with farmhouses, but I think the simpliest way would be just removing warps to these locations.

#

In that case, you'll need to edit a .json file.

#

(that would probably be content.json)

flat sluice
#

OK, that didn't work

#

!unpack

ocean sailBOT
#

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

flat sluice
#

!tiled

ocean sailBOT
#

If you want to make mods that add or edit maps:

  1. Use Tiled to edit .tmx or .tbin files.

  2. Refer to the Maps wiki page for details on how maps work in Stardew Valley.

  3. Content Patcher allows you to create custom locations through editing Data/Locations

  4. Vanilla Maps can be edited via Content Patcher as well: EditMap

versed jasper
#

thankyou very very much :]

#

ill see how far i get and ill com back

#

there are some things i want to change visually too bc theres a ladder & "godrays" that indicate where the balcony is

#

anyway brb

versed jasper
#

okay so theres a chance this is because i didnt unpack the game's content files

#

but i went and dug through the mod's folders and found the missing tilesheets within the files

#

but

#

the map isnt displaying correctly

#

it's not showing any errors & its not asking for any more tilesheets but . yeeah

#

this isnt correct :(

#

buildings was hidden but that doesnt unhide the floor/wall tiles

#

nvm i fixed it

latent mauve
#

Friends, what's the best way to get my custom Woods extension map to have the same level of darkness as the normal Woods map? I tried copying the ambient light amount but it's still way too bright.

urban patrol
spice inlet
# spice inlet has anyone tried running heavily modded on a ramdisk?

Just gave it a try with a sample size of 177 mods and 451MB of mods folder size.
Simply copied the stardew folder to a RamDisk and ran SMAPI from there.
I guess if you run it multiple times the OS cache hits and balances it out.
It really seems worth running modded stardew entirely in RAM tbh.
There's barely any cost and tons to gain

spice inlet
#

(probably more accurate results after restarting the pc to negate the caching)

slow basin
#

sorry if this isnt the channel for this, but are there any modding art guides on how to achieve a more stardew valley matching look when it comes to making art for mods, or is it all a bit try and see?

blissful panther
spice inlet
blissful panther
#

Ouch, they need to fix their SSL certificate!

spice inlet
#

the guide seems down altogether tbh

blissful panther
#

Oh no, the link's dead, t-

#

Yeah.

spice inlet
#

updated the link

#

really not comfortable with the amount of typos I do on mobile SDVpuffersquee

blissful panther
#

People can not make typos on mobile?

spice inlet
#

I have auto correct always turned off tbh

#

probably would help

versed jasper
#

i managed to make the visual edits i wanted

#

but im not sure what decides player collision and what doesnt

#

i figured that the object tiledatas do that, but there's a section where there's collision despite not having tiledata there setting that .

#

so... i'm confused

flat sluice
#

(It probably is possible to have unpassable tiles at other layers by using proper tile propherty, but I have never done that)

lucid iron
#

105 135 205

wind basalt
#

Hello

#

Still stuck on my enchants mod 😔

#

Oop gotta repost context

delicate blaze
#

Hey! I’m making a perfume mod and I’d like perfumes to be unique gifts — some NPCs really like them, others feel neutral. It works fine for vanilla characters, but I’m not sure how to handle NPCs from East Scarp, Stardew Valley Expanded, and Zuzu City. Content Patcher keeps saying that my PerfumeGifttastes.json tries to edit Data/NPCGiftTastes for NPCs who don’t have a record yet, so it can’t apply the patch. I’d love to fix this — can anyone point me in the right direction?

gentle rose
#

do you have a HasMod condition for the mods they come from?

halcyon nest
hallow prism
#

you may need to have your patch with a priority late

halcyon nest
#

It’s called Passable and it works for both layers to do as mentioned

vast flicker
#

Gm

#

Grrr I’m mad that I can’t make heart events with my character 😡 /j

gentle rose
#

why can’t you?

nimble pendant
#

Hi guys, I'm quiet new on modding for Stardew, but am a experience developer.

I'm having a issue here.... am trying to change the entry from BusStop map to Farm when FarmType is FourCorners.

Can someone help?
I was reading that through JSON was possible, because of ContentPatcher.... but even so, not working

My "content.json" file:

{
"Format": "1.18.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/Farm_FourCorners",
"FromFile": "Content/Farm_Multiplayer.tbin",
"When": {
"FarmType": "FourCorners",
"Type": "{{Type}}"
}
}
,{
"Action": "EditMap",
"Target": "Maps/BusStop",
"MapProperties": { "Warp": "44 22 Town 0 54 44 23 Town 0 54 44 24 Town 0 54 44 25 Town 0 54 65 22 Town 0 54 65 23 Town 0 54 65 24 Town 0 54 65 25 Town 0 54 1 21 Farm 157 15 1 22 Farm 157 16 1 23 Farm 157 17 1 24 Farm 157 18 11 6 Backwoods 49 30 11 7 Backwoods 49 30 11 8 Backwoods 49 30 11 9 Backwoods 49 30" },
"When":
{
"FarmType": "FourCorners"
}
}
]
}

hallow prism
#

i believe that bus to farm is handle by possibly a map property

halcyon nest
#

It is indeed a map property, you’d probably have to jnto tiled itself and edit it through there

ornate trellis
#

Format: 1.18.0 🤨

gentle rose
#

but also why do you need to change the warp at all if you’re overwriting the map anyway

rough lintel
gentle rose
#

and what is Type: {{Type}}

nimble pendant
#

Yes, I'm actually trying to avoid change the original map.
Also I saw in another mod that they used a similar json file.

nimble pendant
hallow prism
#

you may want to explain your goal so people can suggest best approach

#

old mods may do things in a way that is no longer relevant

gentle rose
#

but you are overwriting the original map, that’s your top patch

nimble pendant
gentle rose
ornate trellis
#

also after staring at my way too big cliffs and going crazy to make them at least seamless enough to not look horrid i decided i gonna add more cliff deco to hide my atrocities lol

#

i realized CA didnt meant to have 10 tile high cliffs so....

nimble pendant
gentle rose
#

what mod are you using as reference for this btw?

halcyon nest
gentle rose
#

because this could and should just be a new farm type

nimble pendant
halcyon nest
#

yeah replacing farms is. So 1.5

gentle rose
#

that mod is from 2019

halcyon nest
#

/lh

gentle rose
#

modding has changed a little a lot in the past 6 years

nimble pendant
gentle rose
#

what? no it does work

halcyon nest
#

I’ve done it thrice and it’s both easy and fun imo!

#

And I don’t even have programming experience unlike u ^^

#

[[Modding:Farm_Data]]

#

aw damn it doesn’t work one second

#

Data is lowercase bro

nimble pendant
halcyon nest
#

AH YEAH FAIR

#

JSON and C# are definitely two different animals

nimble pendant
lucid mulch
#

As someone that lives pretty much entirely in the C# space and doesn't do content, If something can be done in content it will arguably be easier done that way.
Doing it in C# is doing it in content anyway but without the QoL tools that CP gives

gentle rose
#

I think they meant alt farm type vs replacer

lucid mulch
#

its when stuff isn't neatly exposed in the asset pipeline that C# becomes easier

halcyon nest
#

Oooooooh

nimble pendant
#

Immersive Farm 2 Remastered I saw use a similar JSON that I'm trying to do either... Ok, so in the way I tried do not work.

lucid mulch
#

Alt farm types are trivial in content, which the Farm data page talks about with the entry in Data/AdditionalFarms

#

which the 1.6 farm uses (though does augment it in C# for the custom starter quest and building/animal spawns)

gentle rose
#

ngl the way you’re trying WOULD work it’s just not the best way to do things any more

halcyon nest
lucid mulch
#

most farms that are replacers either predate stardew 1.5.5 which added it, or simply didn't know it was a thing due to copying from those older maps, and that it was poorly documented and was pretty much exclusively in the migration page

#

there also were some bugs with tv spawns and stuff, though afaik 1.6 fixed them

halcyon nest
#

Yup! I haven’t had a single issue with tv spawns

gentle rose
#

gotta love tv dressers

#

back in 1.5 I made myself a tv fixer in c# SDVpuffersquee

halcyon nest
gentle rose
#

(and like everything else I made back in 1.5, never posted it)

lucid mulch
#

there was a 1.5 mod that did the tv fixer

gentle rose
#

yeah, I remember that too now

lucid mulch
#

theres also the Custom Farm Loader mod which does augment the vanilla system but exposes more of the functionality that you might have used C# to do

nimble pendant
#

Hi, thanks to you all, I just found the bug on my code and my json worked

{
"Format": "1.18.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/Farm_FourCorners",
"FromFile": "assets/Farm_Multiplayer.tmx",
"When": {
"FarmType": "FourCorners"
}
}
,{
"Action": "EditMap",
"Target": "Maps/BusStop",
"MapProperties": { "Warp": "44 22 Town 0 54 44 23 Town 0 54 44 24 Town 0 54 44 25 Town 0 54 65 22 Town 0 54 65 23 Town 0 54 65 24 Town 0 54 65 25 Town 0 54 9 22 Farm 157 17 9 23 Farm 157 17 9 24 Farm 157 17 9 25 Farm 157 17 -1 22 Farm 157 17 -1 23 Farm 157 17 -1 24 Farm 157 17 -1 25 Farm 157 17 -1 26 Farm 157 17 11 6 Backwoods 49 30 11 7 Backwoods 49 30 11 8 Backwoods 49 30 11 9 Backwoods 49 30" },
"When":
{
"FarmType": "FourCorners"
}
}
]
}

#

thnaks 😉

halcyon nest
#

WAHOO!!!!!!!

#

I’m glad that you finally got it to work out for you!!!!!!

nimble pendant
#

I just used JSON, didn't need to alter the tbin file

lucid iron
#

Format 1.18.0...

nimble pendant
# lucid iron Format 1.18.0...

Why the ick on the format? It is still on going, this is a small and quite irrelevant detail for now... I needed to start from some point, the references I got were with this format, what is the bigg issue?

Advise, dont mock, you know, be respectful

lucid iron
#

So basically Format is how CP knows if it has to apply rewriters for older content packs

#

Currently, CP is on 2.7.0

#

While i don't think it particularly matters for a farm replacer it is good practice to write the format of CP that you used while developing your mod

nimble pendant
#

Yes, I understand that, but let we think like machines, if other mods works with this and you are starting, whay change right at front?

lucid iron
#

So that future CP version can apply the right rewriters

#

This is the official recommendation in CP documentation too PecoWant

lucid iron
nimble pendant
#

I will, I am just trying and learning, this isn't anything official

hallow prism
#

i mean, i get why you think it's a small detail and let's focus on the big pieces now, the reason people are letting you know is that the outdated format can cause issues that aren't obvious

#

it's also pretty quick to change and if it causes issue, pretty quick to revert

nimble pendant
#

Thanks, but thar was all

thorny tiger
#

what did I miss it looks like Chu said "Format 1.18.0..." and drakon took it as a personal attack on their character

hallow prism
#

not everyone complained and mocked

#

no, there was another comment earlier

#

not from chu

round timber
#

i dont think its productive to assume so much about chu's intentions

lucid iron
#

I'm also pretty confused tbh, there's no malice from my end and i wasn't even planning on nerding about it since as far as i can tell they don't need any new features

blissful panther
#

They also appear to have left, so... time to move on, I guess.

hallow prism
#

you are a victim of context chu

#

anyway

thorny tiger
#

that's so odd

hallow prism
#

trying to find something to move on

lucid iron
#

Yes mods amirite

hallow prism
#

maybe i'll move on getting more chocolate

thorny tiger
#

woo modding

#

map making am I right

hard fern
#

sigh out of the 50 things i have yet to finish

lucid mulch
#

Mixing modern knowledge with older formats is increased risk.
Cp is fairly good at making sure you can't use modern cp features in the formats that didn't have them, but doesn't save you from interacting with changes in stardew itself, particularly with the format bump at 2.0 to go along with sdv 1.6

hard fern
#

.choose update pizza, find something else to update

patent lanceBOT
#

Choose result: update pizza

hard fern
#

alrighty

thorny tiger
#

now hold on

#

that seems pretty rigged

hard fern
#

SDVpuffersweats ugh i have to install my own mod off of nexus

thorny tiger
#

LOL

ornate trellis
#

god, i accidentally slammed my hand onto the keyboard and mustce pressed some button cuz now i cannot place several selected tiles at once wth

sweet wharf
#

Does anyone know how and where to put the events for a heart event in my mod? I'm trying to make heart events for a custom NPC and I couldn't find a .json file I was supposed to make or where I put my heart events.

fading walrus
#

Used to be that it would be in the content.json but you can do everything in an events.json and add them to your content.json as an include imo

#

(And now I scoot because there are more knowledgeable people to help SDVpuffersquee)

lucid iron
#

I think the misunderstanding might be "naming jsons specific way is how to load thing to specific part of game" which isn't the case

#

The Target in an EditData is the source of truth for that

round timber
#

yeah it can be called schmingledingus.json and itll still work, just as long as it gets Included somewhere SDVpuffersquee

fading walrus
#

Ye

karmic gust
#

Can I get feedback on an idea? I want to add the NPCs I've paired up to have kids once the player reaches 9 hearts with them, but I also want them to have housing upgrades first. I'm thinking about making events at 8.5 hearts that add story quests for the house upgrades because I want there to be some time between that and their marriage (at 8 hearts).

My slight concern is that unless the player has UI info suite (or something similar that shows half hearts) they won't really know if they've reached the prerequisite. I kind of like the degree of randomness, and not quite knowing when the event will happen but I can also see that being frustrating.

lucid iron
round timber
#

you could make it based on CT expiration rather than hearts maybe?

karmic gust
#

Hmm yeah that's true

ornate trellis
#

i figured out what i pressed in tiled for my issue to happen....it was random mode

round dock
lucid iron
#

I think so, cus SC is mine floor 121 and on

round dock
#

danke chu bb_birdscoot

tropic basin
#

Apparently it’s a known thing that can happen, but I’m perplexed by the game replacing my clothes with the default outfit whenever I close the game and reopen after a save. At first I thought it was a problem with the custom clothes I was working on, but it happened with a non-default starting outfit as well. I even double checked the save data in a text editor and my shirt and pants are set to the correct values, but they’re wrong even in the save file selection screen!

lucid iron
#

Did u check the mini save

#

SaveGameInfo iirc

tropic basin
#

yeah it’s the correct values there too

#

both SaveGameInfo and <farmername>_<numbers>

#

my guess is it’s saving in a different format than it’s expected to load from for some reason, but since that bug could be happening either during the saving or the loading process, it’s gonna be tedious to pin down

calm nebula
#

Unlikely

#

The save is the entire game shoved into xml

#

My suspicions are

  1. Possible interference from save repair system (if statics are involved.)
  2. Improper migration of sorts
  3. Mod added item does not exist sufficiently soon
  4. The override clothing system
tropic basin
#

it’s happening with normal outfits too so I can rule out 3

lucid iron
#

I never ran into this particular issue tbh

#

Maybe some mod is poking the farmer renderer

calm nebula
#

I remember a past issue with my pants dying themselves

tropic basin
#

it could be 4, I do invoke the override clothing system and I have heard vaguely that that can cause this error, but I want to do some more testing

#

if anyone’s run into this specific issue themselves I’d love to hear about it

#

well, the good news is I commented out the part of the code where I invoke the clothing override system and the bug stopped happening, so I know what was causing this

#

time to work out a fix or replacement

calm nebula
#

What are you using clothing override for anyways?

violet grotto
#

I got a question regarding Content Patcher. Trying to help out another user by writing the necessary .content file for a portrait replacer for the Wizard.
Is there anything I should be aware of when creating the content file?

#

Would it theoretically be enough to just load the new portraits over that of the base-game portraits and have it be compatible with mods like SVE or RRRR (Romanceable Rasmodius Redux Revamped)?

lucid iron
#

Those mods all add new portraits, so it's not that simple

brittle pasture
#

likely not

#

those mods- what chu said

lucid iron
#

I'd separate it into a few EditImage like one targeting the 4 vanilla portraits, one targeting SVE/rrrr, and so on

small anchor
#

hey i was wondering if there's anyone here who wouldnt mind helping me out making a mod? i just have a few noobie questions to ask maybe over dms if possible!!

lucid iron
#

Ask here and whoever knows will answer Dokkan

small anchor
#

its a bit of a silly question but i followed the tutorial on the wiki for c#, and now i wanna start making my npc. how would i go about that? i saw stuff to do with content patcher but idk if thats a sperate thing

violet grotto
ocean sailBOT
#
Creating a Custom NPC

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

fading walrus
calm nebula
#

You absolutely do not need c# for an npc

fading walrus
#

-what the command said

small anchor
#

omg thank you i had no idea!

violet grotto
#

Wait, what would happen if a user has both RRRR and SVE? Would the EditImage actions conflict with each other?

small anchor
#

thats a relief c# looked too scary for me lol.. thanks again

lucid iron
#

I believe RRRR requires SVE

violet grotto
#

Right

#

It does

lucid iron
#

There's a different smooch the wizard mod that is not SVE

#

Up to portrait mod to decide what to support

violet grotto
#

The user I'm trying to help only mentioned compatibility regarding SVE.

#

Hmm, I should probably ask about whether they want RRRR compatibility. I think I'm getting ahead of myself.

#

But if I get that right, then this should only require one image to pull the portraits from, right?

lucid iron
#

yea u can have fromarea and toarea

#

so its fine if it is just 1 source img

violet grotto
#

Cool

lucid iron
#

also remember to add false dependencies in the manifest

violet grotto
#

False dependencies?

#

I think I'm not sure whate exactly that means, sorry.

lucid iron
#
"Dependencies": [
  {
    "UniqueID": "spacechase0.GenericModConfigMenu",
    "MinimumVersion": "1.14.1",
    "IsRequired": false
  }
],
violet grotto
#

Oh!

#

Now I see

lucid iron
#

"IsRequired": false is what make it false dependency

#

optional dep etc

violet grotto
#

Like a optional requiremnt

#

Wait

#

That sounds dumb

brittle pasture
#

it's so that your mod loads after theirs

lucid iron
#

yea

#

the MinimumVersion is optional but u can put it anyways

violet grotto
#

But I think I understand iit now!

lucid iron
#

note to self when u last updated

urban patrol
#

whoa! am i cool now mom?

lucid iron
#

yes

thorny tiger
lucid iron
young sluice
halcyon nest
#

You are VERY COOL now congrats!!!!!

twin wadi
#

quick question... what's the benefit of using at over cp? what's different?

#

does at keep the original textures?

ivory plume
#

There's a bit of overlap, but they serve different purposes. Content Patcher lets you change any data/texture/map assets in the game, while Alternative Textures lets players change textures for specific instances. So for example, you'd use Content Patcher to add a new building, and Alternative Textures to add barn skins that can be applied to individual barns.

twin wadi
#

ohhhh so at lets the player choose which variation to use for each individual thing?

brittle pasture
#

though CP can also do barn skins now

ivory plume
#

Yep. The player uses a custom tool in-game to change the texture for each thing individually. It works for a bunch of different things (not just buildings).

twin wadi
#

i get it now, thank you so much! SDVpufferheart

brittle pasture
#

AT is for the remaining entities in the game that doesnt support a skin system like big craftables

small anchor
#

hey guys I'm back again with another question.. I need help knowing how to make the dialogue sprites for my character. the tutorial I'm following says to use 64 x 64 pixels but it's kinda hard to make a character look.. good. with that size. anyone know what to do? I have clipstudio paint if that's any help

brittle pasture
small anchor
uncut viper
#

you must use 64x64 pixels unless you want to rely on an HD framework

small anchor
#

ahh okay I see, I'm sure I can make it work. thank you :3

vital dew
#

hi hi owoWave
what's the easiest way to find the coordinates (the "FromArea and ToArea) for an object i'm trying to make a CP for?

round timber
#

have you already unpacked the game files?

vital dew
#

yeah! and i have the sprite i want to use as the replacement done too

brittle pasture
#

what I do is open the file in an image editor, set a 16x16 grid and check the coords in there

round timber
#

alright so this will depend on the art program youre using, but in most of them there should be a spot somewhere on the screen that shows you the coordinates on the canvas that your cursor is currently at. find the top left corner of the thing you want to edit and get the coordinates that way

ornate trellis
#

or open tiled and slap the sheet in there(tho that needs prior Tiled knowledge)

vital dew
#

i use paint tool sai for my spritework :o i'm unsure if it shows the coords but i'm checking

#

i have a bit of tiled knowledge so maybe i can try that if sai doesn't work

ornate trellis
#

been years since i last used sai, not sure if they have coords but i think they do got a grid option at least

latent mauve
#

Krita doesn't show coordinates of your cursor either, so a trick I have learned is to make a box selection that has one corner at your desired cursor position and has the opposite corner at the top left of the spritesheet. The resulting width and height of that box (give or take 1 pixel, depending on the index and any grid snapping) align to your pixel coordinates

ornate trellis
#

most art programs actually dont have coords, i think thats mainly a thing for asesprite and the likes

latent mauve
#

Most programs, even if they lack realtime cursor coordinates, do provide information about the size of your selection

ornate trellis
#

since lumi showed me to do it in tiled i only do that now lol

latent mauve
#

Well, tile coordinates and pixel coordinates are different, so just make sure you are using the correct one in Tiled if you go that route

vital dew
#

when i googled up sai showed coordinates i found pixspy which seems pretty neat for finding them quickly and easily

#

is it top left corner of the 16x16 i need, yeah?

round timber
#

and yes its the top left corner

lucid iron
#

i think they all secretly have coords

latent mauve
#

Photoshop displays realtime pixel coordinates

lucid iron
#

but not always show em

latent mauve
#

Krita doesn't because of performance impact

#

SAI might follow the same reasoning

lucid iron
#

still if you use the select tool

#

they will usually show coords of the select rectangle

latent mauve
#

Yep, as per my earlier comment 🙂

brittle ledge
#

I think there's a portrait template that you can use as a layer so you can have a bounding box visible SDVpufferthinkblob

hard fern
#

i use firealpaca for the most part and 🤔 surprisingly it has coords

round timber
#

i think CSP does too which i also used for a time

brittle ledge
#

(the sad and unique are swapped but this is technically a template SBVLmaoDog )

#

actually that's angry, not sad so it's also in the wrong spot SBVLmaoDog it should be neutral, happy, sad, unique, blushing, angry

#

(it doesn't really matter unless you're using the letter portrait commands like $a, which will point at the sixth portrait)

ivory plume
#

Monthly mod stats time!

Milestones

  • This is the eight-year anniversary of these stats! They started on 19 June 2017, when we had a grand total of 257 C# mods (compared to 3,169 today). Overall compatibility rose from 65.4% to 76.8% over that period, despite major releases like SMAPI 2.0–4.0 and Stardew Valley 1.3–1.6.
  • The Stardew Valley 1.6.16 pre-alpha is now available!

Mod compatibility

76.8% of SMAPI (C#) mods are compatible or have a workaround, up from 76.6% last month.

Unique mods by type

We have 283 more mods this month. That includes:

  • +156 Content Patcher;
  • +45 SMAPI;
  • +44 Fashion Sense;
  • +28 Alternative Textures;
  • +9 Farm Type Manager;
  • +1 Mail Framework Mod;
  • +1 XNB;
  • 0 Custom Furniture;
  • 0 Custom Music;
  • 0 Dynamic Game Assets;
  • 0 TMXL;
  • -1 Shop Tile Framework;
  • -3 Producer Framework Mod;
  • -5 Better Artisan Good Icons;
  • -5 Json Assets;
  • and +13 for frameworks with <100 content packs.

Content Patcher packs

We have 11,359 Content Patcher packs.

The top five Format versions remain...

  • 2.0 (3,414 ↗ 3,461), 2.3 (802 ↗ 811), and 2.4 (586 ↗ 590) for Stardew Valley 1.6;
  • 1.19 (565 ↘ 560) for Stardew Valley 1.4;
  • and 1.3 (475 ↗ 482) in old unofficial guides.

Open source

  • We have 3,458 tracked C# mods, of which
  • 2,229 mods (64%) have a source code repo, with
  • 1,186 (53%) in a multi-mod repo and 1,043 (47%) in a single-mod repo.

Web costs

And finally, web hosting costs for the SMAPI.io site, update-check server, and API rose a bit to US$247/month mainly due to higher bandwidth usage. (The graph is always a bit behind due to billing cycles.)

See also

And that's it for this month!

brittle pasture
#

+1 xnb jumpscare

calm nebula
#

Eight year anniversary!!!!

brittle pasture
#

wow... eight years ago I was eight years younger

hard fern
#

i too, was 8 years younger

uncut viper
#

i wasnt. skill issue im afraid

rigid musk
#

The XNB truly is a Jumpscare huh

urban patrol
rigid musk
#

Button are you stuck at an age eternally forever

uncut viper
#

i dont have to be stuck, i could simply be a number of years older that is not 8

round dock
violet grotto
#

I need a few extra pairs of eyes to examine this content file. The first edit should replace the vanilla portraits of the wizard, while the second edits the base image to full spritesheet for the Wizard with Stardew Valley Expanded installed.
If I read that right, then the second edit should take place after the first.

lucid iron
#

+1 XNB
nature is fading SDVpufferpensive

uncut viper
violet grotto
#

Okay, that's good.

#

I think

latent mauve
violet grotto
#

I kinda feel like I misplaced the "When" thing.

#

Though maybe I'm just doubting that a little too much.

uncut viper
#

oh you did yes. i got distracted by the prioroty order question

calm nebula
#

Tbh it's also not necessary imo

violet grotto
#

damn

uncut viper
#

it should go directly beneath the FromFile

calm nebula
#

If only sve calls those portraits

#

Hacing them hanging off the end is harmless

#

Bigger problem is that wiz has like

lucid iron
#

theres multiple wizard smooch mods

calm nebula
#

Three non overlapping sets

violet grotto
#

I see. So I could just use the second edit and leave it at that.

lucid iron
#

if u dont care about the other wizard smooching mods yep

violet grotto
#

For now, only SVE.

calm nebula
#

Yeah works fine for that!!!

lucid iron
#

but setting things up in a way that handles the diff versions is nice Dokkan

brittle ledge
#

wh

and 1.3 (475 ↗ 482) in old unofficial guides.

who is putting out CP 1.3 mods in the year of our luigi 2025

lucid iron
#

recently i got send some llm cp json ( SDVpufferpensive ) that had Format 1.3 on it

rough lintel
#

my guess

brittle ledge
#

oh god chu, that would explain it

lucid iron
#

so yes the robots ate the outdated guides and its doomed probably

rough lintel
#

what is llm

uncut viper
#

i think Content Patcher should explicitly ban migrating from 1.3 and 1.3 only /j

brittle ledge
#

chatGPT poisoning the well

uncut viper
#

language learning model

#

ChatGPT et al

rough lintel
#

oh icky

uncut viper
#

or large language model

#

one of the two

lucid iron
#

B

rough lintel
#

pathos is an llm though

#

he said that 🤨

uncut viper
#

lovable lstardew modder

ivory plume
#

(Possibly a Large Modding Model.)

lucid iron
#

well idk about large, but he is capable of language and is perhaps a model

gray bear
#

lucky loving man??

rough lintel
gray bear
#

smm,,,

haughty charm
#
poll_question_text

Should we make these changes?

victor_answer_votes

16

total_votes

16

victor_answer_id

1

victor_answer_text

Yes

victor_answer_emoji_name

💯

brittle pasture
lucid iron
#

power

rough lintel
#

Type: Horse
Edibility: Tool

gray bear
#

who told the ai a horse was a tool

uncut viper
#

unanimous.... the people have spoken

gray bear
#

or did it just do the true and untested "sure why not, i have no info to back this up but i can deduce it could be so"

#

source: trust me bro

visual dirge
brittle pasture
#

(it was flashback to very real LLM code that thought pathos' tractor inherits from Tool)

gray bear
#

leave the horse alone

#

why would,,, why would it inherit from tool

patent lanceBOT
lucid iron
#

see u know Tractor is a Horse cus institution knowledge

gray bear
#

i know it bc it used to be appear on my animal tab

lucid iron
#

llm r not usually trained on sdv stuff so they r bad at it

uncut viper
#

intelligence is knowing that a tractor is a horse. wisdom is knowing not to put a tractor in your fruit salad

lucid iron
#

oh wow

#

we are getting close!

gray bear
#

wait does this imply u put horse in the fruit salad

rough lintel
#

because it uses the tools

#

to do the thing

#

why does my service go out when i need it. 🤔

calm nebula
#

We're getting close to 6480

rough lintel
#

haha

#

i get it

uncut viper
calm nebula
#

Remember guys

#

6480 needs to be a 6480 quote

uncut viper
brittle pasture
rough lintel
uncut viper
#

(it just came in presumably super late bc of your service going down SDVpuffersquee)

rough lintel
#

oh my god

#

my baka chungus life

sleek flint
#

Hello! Does anyone know how to pick a random item from the Travelling Merchant's pool AND make it compatible with any mods that add items to that pool (eg. Cornucopia)? It that AND that is making me not know what to do.

latent mauve
uncut viper
#

are you using C# or CP?

sleek flint
#

C# offcourse

uncut viper
#

you can just pull the Data/Shops entry then and look in its Items list

sleek flint
#

I remember trying that, but it was not working. I don't remember why, though I haven't worked on it in a while. I will try it again and see what comes up.

lucid iron
#

I think u can get the shop menu and iterate inventory perhaps

gaunt orbit
#

Remember that stock is nested inside of a data model inside the main dictionary

#

Although there is Utility.GetShopStock which is probably more convenient

#

Game1.random.Choose(Utility.GetShopStock("traveling_merchant_id"));

#

That should work, but use the actual traveling merchant shop id. (I don't know it offhand)

uncut viper
#

i dont see a Utility.GetShopStock

#

i do see ShopBuilder.GetShopStock

gaunt orbit
#

Ah that's it

#

I forgot shopbuilder was a thing

uncut viper
#

that will however like, actually parse the stock

#

which may be desired or may not be

#

e.g. if theres one shop entry that is an ALL_ITEMS query it will turn that into a singular item, and you wont know it was an item query

#

and will be the same every time you call it that day

gaunt orbit
#

That is true, but it seems to serve the specific goal here, and means you don't have to handle all the condition and item query stuff yourself

uncut viper
#

it also does something with SynchronizedShopStock.UpdateLocalStockWithSyncedQuantities() but idk exactly what that does but its a side effect that may or may not matter

#

if the function works for the goal then it works i just wanted to make sure it was known SDVpufferthumbsup

worn oar
#

how difficult would it be to combine parts of two existing modded maps? Basically this one but I wanted to change the location of grandpa's shrine to be where it is on the tiny garden farm (so off in the forest as a separate little thing) Ive never made a map before

https://www.nexusmods.com/stardewvalley/mods/24680?tab=description

Nexus Mods :: Stardew Valley

Changes the look of vanilla Foraging Farm to more tidy map with some tweaks, additions and qql changes.

gaunt orbit
#

Not terribly hard, as long as you're careful about tilesheets and don't mind some manual stitching of seams

#

You will definitely want to read [[Modding:Maps]] first if you haven't already

gaunt orbit
#

You will also need to unpack your game files for the vanilla tilesheets if you haven't already

#

!unpack

ocean sailBOT
#

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

gaunt orbit
#

You'll want to put both tmx files and all of the tilesheet pngs from both maps into the same folder, and then you should mostly be able to just copy and paste the chunks you want so long as you have all of the layers selected at once.

You may need to adjust the positions in some map properties depending on if and how you move stuff around

worn oar
#

okay thank you!!

sleek flint
sleek flint
valid folio
#

Hi, has anyone made fish mods? I’m having trouble getting the game to recognize the fish sprite in the aquarium. Depending on how I write the code, three things can happen: it uses a base game sprite (for example, if I set the sprite index to 0, I get the pufferfish), or I get a sprite error, or I get a red SMAPI error which I think is called a FormatException. Looking at other mods that add fish to aquariums, each one does it differently, which makes it even more confusing, and checking the wiki doesn’t really help either because there’s no example of how the code should look.

The good thing is that whether it shows the pufferfish sprite or a funny error icon swimming around, both behave exactly as they should. They swim just like I want them to!

sleek flint
#

I would have looked for you, but my Visual Studio will take about 5 more mins to finish.

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

valid folio
valid folio
valid folio
# sleek flint Maybe this would help?

As I mentioned before, I read it and it didn’t help me — the information is confusing for me. It might be very clear, but without a concrete example I don’t really understand it well. I’m not familiar with writing code.

valid folio
brittle pasture
#

you only specified the first two fields of the data

valid folio
valid folio
brittle pasture
#

your problem is that your texture ID contains slashes

#

and this is a slash-delimited string asset so instead of your texture being Mods/{{ModId}}/AquariumFishSprites/Celacanto it thinks the texture's name is Mods, with {{ModId}}, AquariumFishSprites and Celacanto being extra fields

#

change it to Mods\\{{ModId}}\\AquariumFishSprites\\Celacanto

valid folio
brittle pasture
#

they're using \\

#

you're using /

#

for the vast majority of the game's data structures / and \\ are interchangeable, but not in this case; / must separate the data fields, while \\ must be used within that field

valid folio
brittle pasture
#

they're clearly using backslashes in their texture field

#

LASV\\AquariumFish

valid folio
#

Honestly, I don’t understand and I don’t think I’m writing the code correctly, but let’s see what happens. The only thing I need to understand it is a written example of the code so I can look at it and analyze it like I did with everything I’ve added to my mod. Without that, I feel completely in the dark.

brittle pasture
#

did you also load the texture

#

oh wait you did just saw that entry lol

#

pls post what you have again

valid folio
brittle pasture
valid folio
twin wadi
#

anyone know what this is for? im not sure if that's a scarecrow.

#

there's already a scarecrow that looks like this

brittle pasture
#

see the missing Mods\\ prefix

lucid iron
#

one of the unused BCs

twin wadi
#

oh thank you!

valid folio
# brittle pasture you missed `Mods\\` before the texture in the aquarium data

{
"Changes": [
// --- Carga de Texturas para Acuario ---
{
"LogName": "Load - Aquarium - Celacanto Texture",
"Action": "Load",
"Target": "Mods/{{ModId}}/assets/Fishes/Celacanto/Celacanto2",
"FromFile": "assets/Fishes/Celacanto/Celacanto2.png"
},
// --- Definición de Peces para Acuario ---
{
"Action": "EditData",
"Target": "Data/AquariumFish",
"Entries": {
"{{ModId}}_Celacanto": "0/crawl"
}
}
]
}

twin wadi
#

hmm where's the texture data for bigcraftables? is it hardcoded?

valid folio
brittle pasture
#

what you have before is mostly correct
change 0/crawl/////{{ModId}}\\AquariumFishSprites\\Celacanto to 0/crawl/////Mods\\{{ModId}}\\AquariumFishSprites\\Celacanto

torpid sparrow
#

is there any way to make a text bubble appear above the farmer during an event?

twin wadi
#

might be wrong though

valid folio
torpid sparrow
#

ill make do with message then

twin wadi
#

yeah that's what i did last time :/

valid folio
brittle pasture
#

was that not understandable or did you just miss the msg

valid folio
# brittle pasture was that not understandable or did you just miss the msg

I was able to fix the other fish too — now they’re both swimming. What I don’t understand is why in my case it needs that prefix, but in other mods it doesn’t.

Do you think it’s better to have all the fish in one sprite sheet and all the fish in a single JSON file, or is it better to make one file for each fish?

brittle pasture
#

they didn't need the prefix because when they Loaded the texture they didn't use the prefix

#

if you load into Mods/UniqueName you use Mods/UniqueName, you can't use just UniqueName

#

the other mod loaded into UniqueName so they only need UniqueName

#

(using other mods as a reference is a good idea, but you should develop some of your own understanding instead of just taking everything they do as gospel, because then the moment you need to do something differently than what they did you'd have no idea how)

valid folio
brittle pasture
valid folio
valid folio
valid folio
worn oar
#

I combined them visually but Im not sure what these tile data things are for around the edge and if I need to change them at all? Sorry if this is a dumb question im very new to this SDVpuffershy

brittle ledge
torpid sparrow
#

it's supposed to only work for NPC i think

lucid iron
brittle ledge
#

SDVpufferthinkblob huh, that's weird

lucid iron
#

it looks like you moved the origin too so uh gotta account for that

brittle ledge
#

most of the event commands take farmer as well as NPCs so I dunno why that one wouldn't

lucid iron
#

farmer doesn't have the textabovehead impl

#

a workaround is a invisible temp actor

brittle ledge
#

CA why are you like this

worn oar
worn oar
lucid iron
#

0,0 is the top left of a map