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wat
though for that method, if you just want the who.changeFriendship(amount, this) to do something different, I'd just do a postfix that does what you want that takes into account the original amount already being added
(Or prefix and ref the amount and change it there.)
Nobody is expecting you to already know how to do anything. Go find SpaceCore on Nexus, find a link to its documentation, and then search that for "stable". See if that gives you any results.
Iirc the fishing minigame is BobberBar
I want it to slightly increase it (to like 80 instead of 60) when you do be chatting with someone
But yeah dw about all that get ur dev environment setup first
oh yeah ref prefix could do it too, I wasn't fully paying attention and didn't see it be input params
Ooh okay. I’ve got the nuget for pathos and harmony set up
Ie
private static void Prefx(ref int amount) { amount =Game1.player.HasBuff("MyFancyBuff") ? amount * 2: amount;}
doesn't harmony get upset with private
Typed that on my phone with no access to anything so it might be very wrong
I think chu's message about getting the dev environment set up was to pitt
Nah harmony is fine with private
I swear I got errors every time I did private, but ah well
I've always done private methods
You are right there is no result without effort. I will try to learn it, at least I can give it 30 hours.
might be different for attribute vs .Patch()
Yeah i always do private methods too
And i do manual patching
HarmonyMethod just reflects anyways so it shouldn't care
I don't know what I'm misremembering then
as I have to correct vs every time it generates the method to make harmony be happy
Do I put that right into the csproj?
I think i mainly need to correct the signature?
Like make it ret void or bool and put the right args
No that's for cs
hello again, I'm still editing the frontier farm map, from SVE, everything works until this point, I just did one last edit, I moved grandpa's shed a few tiles back, managed to edit the warp to go in, but I cannot edit the warp to go out, from the shed to the farm, I edited the warp in the map properties of the shed, both ruined and repaired, but I still get warped to the original coords, since gradpa's shed can be used in different farms of SVE, I feel that it's not that simple... any ideas? I just need to warp about 3 tiles back 
ok so, for my issue with events and token not being ready, what are my options? if i do a trigger action using the same tokens it'll create the same issue, right?
or will it works fine if it's an end of day trigger action because at this point the tokens will be set?
My guess, lumi, it becomes ready at day2
yeah but that isn't really consistent
like, if a player plays one day at a time pretty regularly for whatever reason, they can spend some weeks without having stuff working properly?
(by which I mean draw your own from scratch obviously, not trace existing ones)
great!
rabid foaming just uh… gonna go… do that now lmao
(There's an entire expansion with characters from another game, after all.)
That is an extremely good point
nintendo has not (yet!) gone after all the pokemon mods. if nintendo's lawyers have not attacked, you are unlikely to see action from any others
Oh Nintendo. The king of “maybe nintendont”
Is there a way to add “this NPC likes all things that are yellow?” Like a context tag?
sure, most items have a color tag like color_yellow
Kinda like how penny likes artifacts?
(Lani SBV actually loves, or loved, all yellow things so you can gift her sap lol)
sure
Yay! My NPC Iggy also loves all things yellow :p ty
Okay so im trying to figure out how to add Aquarium Sprites for my fish. Ik they need a lil asset.png for that and I've looked at some other mods info on it but was wondering if there was a breakdown/tutorial anyone know of for how the code works for it specifically?
what category would the new appearance style modding for outfits be under? I dum dum and can bring no gum gum
There's info here about Data/AquariumFish, if you're already familiar enough with CP to add an entry to it: https://stardewvalleywiki.com/Modding:Fish_data#Aquarium_fish
So each entry is formatted like this:
"Your fish's item ID": "sprite index/fish type/idle animation/darting around animation/your loaded sprite's Target/hat position",
ooh ok ok yes that makes sense
i was trying to figure out what each point of data was lol
sometimes I forget a bunch of assets are still unlabeled text strings like that 
Game1.clientBounds is just XNA conversion for Game1.viewport, it all makes sense now 
can anyone tell me the context of why gil made that face? pic on right
Something to do with the eggs you get in the SC challenge during the festival
Is this how to do appearance modding or have I misunderstood the wiki? Would I change "Indoors" to "weather"?
{ "Action": "EditData", "Target": "Data/Characters", "Entries": { "TL13.SeasonalPenny": { "Appearance": [ { "Id": "Outdoors", "Indoors": false, "Portrait": "Portraits/Penny_{{Season}}_{{Random:Sun, Sun_2, Sun_3}}", "Sprite": "Characters/Penny_{{Season}}_{{Random:Sun, Sun_2, Sun_3}}" }, { "Id": "Default", "Portrait": "Portraits/Penny_{{Season}}_{{Random:Rain, Rain_2, Rain_3}}", "Sprite": "Characters/Penny_{{Season}}_{{Random:Rain, Rain_2, Rain_3}}"" } ] } } },
I mean how is he reacting, is he shocked or did something fall on him? Im trying to make a mod for him
Ah, shocked with the amount of eggs you collected, I believe
okay thank you :3
okay thanks. I just went off of how the wiki formatted it to see if easy enough to change from what I was currently using. Is there a more indepth article on how to work the appearance modding more than the short blurb in "Modding:NPC data"?
This is what I currently have which I was told is the old way to do the seasonal outfits
@hallow prism: actually do that uber pls (5h ago)
thanks
can SMAPI's reflection API handle methods/fields that only exist in the android assembly?
I imagine the value would be null for PC..?
should I be concerned over performance cost if it's in a draw call?
I think smapi reflection is cached?
it would probably help to store the reflection object somewhere, but it's hard to say whether it'll matter without testing
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Reflection#Fields_and_properties
also yeah, the objects are just null if the target doesn't exist* unless you set required to true when getting them for a field/etc
I am thinking of making CP video tutorials do we like this idea?
I've been streaming while I do modwork and husband just kinda suggested that I should share my streams/recordings to help people learn
I think a lot of people like to learn things from videos, but they're really hard to keep updated
hmm I guess it wouldn't hurt to keep references to fields of objects that never get destroyed/created...
thanks 
So if something changes, the info is outdated
hm, valid. maybe I'll just keep to streaming my modwork then haha
Is this the proper way to handle appearance modding? Also, to check my comprehension. These two test outfits would have a 50/50 chance of applying as they have the same weight and only appear during the season spring and weather conditions I laid out correct?
https://smapi.io/json/none/da35ee73f1574d35842bd2db7339e1c4
do i need to add new crabpot fish to the Locations.json or are they good because they have the correct like, ocean/freshwater tag?
That looks good but do test in game
should be fine (crab pots only read from Data/Fish)
Smapi itself caches it but I tend to go all the way of creating a delegate
can the hideShadow event command not take farmer? it's telling me no actor found with name 'farmer'
correct. decompile says it only works on NPCs
bummer :(
oh well probably only i notice it because i'm the mod author, i bet most people won't care
so, my mod splits into 3 different adventure 'paths' based on acumulated 'bratpoints' is there a way to make that into a dynamic token or something so if I need a vanilla event to run a specific way I could say When: "Bratpath" or etc
or should I just do it via PLAYER_HAS_STAT
Well the previous suggest was to lock it in as a mailflag
So that u can use it in When as well as gsq
right but I'm trying to integrate the vanilla events storyline with mine T.T
Then use player has stat whenever able
okie
hm maybe once on a certain path I can also create "Blush" and "Wolf" points to track each path separately too
how hard would it be to make monsters be able to talk after you meet a certain condition (with c# obv)? like, when you click on them, a dialogue box appears, with randomized dialogue
it would mean having to do a lot of reading the decompile yourself
and probably some harmony patching, since I don’t think monsters are npcs?
I've considered that but never actually tested it, since yeah, monsters are a subclass of NPC and just don't react to interactions normally
getting them to care about a dialogue asset might be weird, though
ah, that makes it a little bit easier but not by much
almost certainly some harmony crimes involved
assuming you still want them to act as monsters. If you want them to just turn into normal npcs then you can probably do that with content patcher ngl
(and a little bit of something to get rid of the original version of the monster)
(in particular, adding interactions to an NPC usually involves skip prefixing on checkAction, which is a crime but also sometimes necessary)
if you don't mind the base game monsters not talking, you could spawn a talking subclass with FTM 
how do I commission someone to make him into an npc... Marriageable npc.
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
so the thing im thinking for my case is making the monster "spawn" in the mines randomly like normal monsters, wander a bit, and no longer chase you, OR chase you still but no longer attack
just a specific monster, not all monsters
changing the monster’s pathfinding code will also require harmony crimes
...maybe i could just leave them as chasing you but not attacking?
i think Sen (lurking in the dark) does some shenanigans wrt non-hostile shadow people so you can maybe check out how that was done
look pretty much any way you slice it you're likely gonna need harmony
I think rather than talking via dialogue box it's easier to have s pool of textoverhead
It sounds funny maybe i toss into monster variety 4 u 
for context, in the mod ideas repo, harmony earns you an immediate “Hard” difficulty rating. This has been debated a little bit but it is generally considered to be on the more difficult end of C# mods
oh right guys, we were thinking about C# and content patcher but forgot about the third mechanism for making stardew mods
nerd sniping a framework author
This wouldn't need harmony cus all u do is pick a random monster every 5s or something and fetch a random line for them
i could work with that, that might make more sense too
naturally if you nerf your original idea enough eventually it will become easy (and also not really what you wanted) /lh
I need the slimes in the mines to greet me good morning even while my blade is cutting them in half
New quote added by irocendar as #6485 (https://discordapp.com/channels/137344473976799233/156109690059751424/1392205231449702511)
I’m just glad quote 6480 is by 6480
that said chu them talking won't solve the hurting you part don't forget
Yeah if i make this it just becomes they say Hi >:((( and then still bonk u
So perhaps just make the c# for this specially
yeah im open to learning c# for sure, but harmony sounds... terrifying from what i've read in the wiki
the wiki somewhat exaggerrates
Hullo, I’ve got a question regarding two ideas for an NPC and how hard they’d be to implement on a scale of “very easy” to “… just don’t”
The first one is an irregular schedule after marriage, as in NPC spouse spawns in their old house between a couple of days to a week per season.
for further context on harmony, I don't think the repo is right to instantly label it hard, because sometimes it's also like the easiest mods to make
Second is overworld dialogue/reaction changes dependent on if the player has a weapon selected or not when speaking to said NPC (they’re scared of weapons for… reasons)
Noob terms preferred, I haven’t started with anything .json related yet, just planning
like, a skipping prefix that returns false on some condition is dead easy, but it is harmony
pretty famously hard, I can’t remember if anyone even does it right now
depends but probably easy with BETAS
so basically SOME harmony is really tough and some is really easy, so don't feel too intimidated by it
I think the harmony solutions are often the more obvious answer to things, the problem is when it comes to compatibility, it's the easiest to do irresponsibly in a way that negatively impacts other mods
BETAS can check if the player is currently wielding a weapon but changing EVERY dialogue to put a condition at the front of it would be annoying
And impossible without c#
well impossible if you want it to work for other NPCs I mean
I figured they just have a set dialogue for if you have a weapon? but I may have misunderstood
yes, but how do you swap to it?
fair
Once again what if it's just text over head
I feared as much. The only instance I can think of is Elliot's book promo tour in vanilla. Would it be easier to make it a regular thing and just set the spawn point there for set days?
$query
there's a whole ongoing thing about marriage zero schedules, if memory serves. part of the problem is that marriageDuties says "lol no" and teleports them back to the farmhouse afterward
annoying but possible...? (Edit: yeah I saw the post above, you'd have to modify every line)
Yes, pretty much
Elliott tour just makes him invisible
avi did some betas dialogue swapping crimes to do with their random dialogue
BETAS can react to talking to them but by then it's too late to change the dialogue
I guess u can make ur spouse invisible?
oh I see what you mean now
works for elliott
(i don't remember if Custom Schedule Keys overrides marriage schedules or not)
do custom npcs get to have job schedules / fun schedules after marriage?
Meaning, they would just be gone for the day in general? 🤔
yup
i don't think you can use job. maybe fun (does it default to monday? i forget). but you can definitely just use weekdays or days of the year or whatever
functionally equivalent, afaik
can you set them to whatever you want? because we may be overcomplicating their question now that I think about it
You can set them to whatever you want
there are some restrictions, but yeah. the big problem is you can't zero schedule to spawn somewhere else
Whether or not the npc goes there is a question
ah, I see what you mean now
so the schedule has to start in the farmhouse and has to leave (and return) through the bus stop
...what if you start in the farmhouse on a special hidden NPC only warp
the "starting in the farmhouse" is determined by marriageDuties so you don't have a given starting point
they do standard spouse milling about until departure time
hmmm so i added a new crab pot critter into the game but they're not on the fish collections tab- they're in the "Farm & Forage" tab actually
i think i put them in the wrong category-
sounds like it
...what if you make the ENTIRE farmhouse an NPC only warp but only on that day 
questionable poly compat, but...
oh i didnt realize things like "Lobster Bait" existed in game 😂 i had them in "Fish" but like then i saw them as a cooked option and i have the original as inedible i dont want smoked sea bunny
Quick q does TileData only work for the buildings layer
TileData only works if theres something on the actual texture layer below it
Okay, I get it. No sleeping somewhere else, maybe set departure time to 6:10 and hope it works LOL
right okay perf
i.e. if you use it on Buildings there might be a tile texture painted on the other Buildings layer. same for Back, Front, etc.
must be* not might be
so apparently you can smoke clams and cockles even tho the originals are inedibility
which i GUESS makes sense and i guess if people wanna be twisted they can eat the sea bunny 
You can ban stuff from the smoker if u need
i havent had t he best of luck editing the Machines data yet. i couldnt even get my rose quartz to be able to be turned into refined quartz xD
Well do u want it to be a special rose refined quartz or just refined quartz?
Machines is a lot of TargetFields but usually u can just copy a rule and change ids lil bit
no just a refined quartz
but like i wanted to be able for it to become that since its in the quartz family
tbh part of the fun is having smoked snail, pumpkin juice and hot pepper wine be possible
Yeah then u can drill down to the quartz rule and add a new trigger
my favourite part is that animated fish stay animated after smoking
Isn't pumpkin juice normal
Is this a surprise quiz
okay, broccoli juice then
i think i'll leave the sea bunny smoker thing alone xD but id love to figure out how to add in the quartz recipe 🤔
... lemme see if i just fixed my code i think i had a word wrong
(one of these days I should make a "machines tutorial that's actually a TargetField and MoveEntries tutorial in disguise")
Did u look at cp edit data docs in target fields
do it lol
(tbh the vast majority of machine editing comes from needing to utilize those two concepts extensively)
(that ones on my tutorials todo list too but if you do it before me i wont complain i hate machines—)
i'd copied the original quartz data in the unpacked SDV files and did what i'd done with like a "EditData" and added a new entry under "OutputRules" for the furnace
but i had an ID in there wrong for my new item
so imma see if this fixes it
that should work, post your code if you need help
nice
dont forget the heavy furnace
just in case make sure the vanilla quartz rules still work
i added it as an additional entry into things that could be smelted in the furance so it shouldnt have impacted that but i will check
yep! it does 
what's the name of this cat? 
seems like itd be easier to just go use Lookup Anything on the cat?
also it's not an NPC, but a MEEP roaming farm animal
aw dang that might be why 
Hey, I've an odd bug with a map not updating in-game. (I've deleted the old Tmx and replaced it with the new one, which has the same name and everything, but it won't update. My other maps updated just fine with the same copy and paste.)
Tiled vs in game. there is no smapi errors
random idea what if i replace shadow brutes with a meep animal equivalent
would that even work? since its in the mines?
depends if MEEP allows spawning in instanced mine locations
this is an adorable map what's it for? (sorry i dont have advice on how to fix it xD)
Kapusgrave Island, an island home to monster/non-human npc's
i'm fearing there's something just Borked internally in the tmx 
verify the name of layers just in case?
i got got by the "building" instead of "buildings" in the past
ok so, about my tokens not ready for my UB issue earlier, what can i do as an alternative to UB tokens as event conditions?
my approach would be a trigger action to set a mail but i'm afraid the issue would be the same since the token wouldn't exist
ok!
I'm so sorry munchie boi... 
i think it's some sort of internal data issue in the TMX. I've had to manually update tilesheet names because the internal data was still the old tilesheet name and didn't update?
he speaks the truth of this world's cursed existence
it's a fresh save eveytime as well, i do not know why it will not update
i have a stupid question, but are you a thousand percent sure you’re updating the correct file and in the correct place?
thinking about a mod that makes all NPCs speak zalgo text, but it would sort of require implementing unicode and that seems not fun
If you have seasonal variations, have you replaced the file for all of them?
I mean you could just patch the dialogue box and draw a bunch of text over itself
The number of times I realized I wasn't seeing a change because I had only replaced the spring version of my tmx and it was summer in game, I swear
Not a stupid question what with things being very easy to miss. I am certain, the warps are even working on it and the beach that leads to it updated. only the TMX were edited the code is still the same there is no hidden second grove TMX
{ "LogName": "Load Grove", "Action": "Load", "Target": "Maps/{{ModId}}_Grove, Maps/{{ModId}}_SkellyShack", "FromFile": "Assets/NewMaps/Grove/{{TargetWithoutPath}}.tmx" },
of course i mean proper, idiomatic zalgo /lh
or images even
DDFC would already support that 
DDFC?
Dialogue Display Framework
oh I was confused by the C on the end
Continued 
Is your Data/Locations entry posted somewhere for that area, LavenderSkelly?
when I was doing the fancy text thing in hhd I was very tempted to write a general-purpose utility method for doing text with effects but I think the effort would not be worth the amount of use it would get
I do all of my map making in content unpacked maps folder then copy paste them to the mod folder, the only seasonal that is a custom is the house and it is spring in game
and you most recently modified it june 17, is that correct?
}, /////Grove "{{ModId}}_Grove": { "DisplayName": "Kapusgrave Grove", "CreateOnLoad": { "MapPath": "Maps/{{ModId}}_Grove" }, "DefaultArrivalTile": { "X": 24, "Y": 30 }, "ExcludeFromNpcPathfinding": false, "CustomFields": {} },
CreateOnLoad prevents your changes to the tmx from showing until you have reloaded your save (apparently whatever causes this for me is unrelated, but it has always resulted in that for me if I didn't use an EditMap after), but if you are indeed making a new save every time, that shouldn't matter
for text with icons the game uses BMFont to get character data and manually place characters, and it would not actually be too complicated to rip out the core logic and modify it to simply output source/dest arrays for the text character sprites so you can do the drawing yourself and do custom text effects.
CreateOnLoad doesnt prevent changes from appearing
It always has for me, Button, unless it's an unrelated quirk
unrelated quirk then
I use EditMap patches after to keep it from being an issue
lav are you doing any EditMap patches to your map? any overlays or anything
hit me up if you ever decide to go for it and I'll make sure it works with DDFC 
the dates don't line up... hmmm
and it should yesterday date???
in your working folder, send a screenshot of that map’s name and info?
if that’s the version that’s meant to be showing, then maybe try renaming it to something different and then copying that over
the grey is from the working folder
even deleting the folder and copy pasteing keeps it as the same date....
i'll try a differnt name
what's the easiest way to check for a mail being received so i don't have to do a patch summary full?
thanks
you can also patch parse {{HasFlag}} (id prefer the debug gq though)
(though ig the patch parse one would be a day behind)
debug gq PLAYER_HAS_MAIL Current <MailId> Received
thanks
changed the name from "Grove" to "Woods" ...still borked

do you have some sort of file manager or cloud service like one drive that could be interfering?
no I don't think so
hi guys 
i'm back because i was editing my farmhouse map again and i'm having some issues with warp tiles :c
there are 2, one of them is the "going upstairs" warp tile is still where the original would have it, but i moved it over a bit
and second, entering the farmhouse puts me in the same place as the cellar LOL
but i checked the content.json and the only thing i see there is the warp to the cellar? so i'm not sure if its a warp tile in Tiled or of it's something i need to edit/add to the .json
ok so somone else opened the tmx with their tiled and it's the old verison that is showing up in game
but when i open it it looks like this!
wtf is going on? 
verify the path yet again (and again and... )
no idea
you said you tried saving the file with a different name already?
Witchcraft
(that's a very pretty map btw)
can you try intentionally making ur map error
by deleting the tmx (back it up tho)
ok doing a "save as" rather than a normal save in tiled finally updated it!!!!!!!!!!!!!
AAAAAAAAA
it's buggy but it there!
congrats, progress is progress
it makes no sense why this happened, i'm writing this bug down
and laying down for a rest, my poor coding duck has been yeeted in catharsis
Ok so I have this mod in my head that'd add a portal to a shadow people town with explorable areas, npc's, etc... kind of like Shadow Cove does with junimos. But would anyone actually be interested in that?? I've been playing with this little world idea for so long now and I've wanted to make it real, but I don't want to start something that goes nowhere
Yes
I think people are always interested in new mods, but you could probably ask in #modded-stardew about it too
Someone is making a mod similar to this rn but as always
!twocakes
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
ive seen a good level of interest for it as well so go for it
the problem is never "would people want it" and more "do I the author want it"
I love more monster npcs!
it's why i'm making Kapusgrave, it was a very "Fine, i'll do it myself" decision. I'm being the change I wanna see 
I the author want this bug fixed 
are you venturing into android mordor
I've got some monster npc mods in progress too :D glad there's going to be so many of them between us all in the future
more shadow people!!! 
Was getting tired of all the humans being crammed into pelican town 
Is there a GSQ for player health or stamina? Or more generally, is that value accessible to a CP mod?
not yet, instead I'm in the strange laminar space that is dialogue being passed over to dialogue boxes and breaking with MEEP
(I'm looking at the GSQ page and not seeing it at first glance/search)

secrit passage
LMAO, that would be cool
but i can't for the life of meeeee figure out how to move the warp
i dont think i saw it in the json unless im blind
and there's nothing for it in tiled (unless im blind)
I mean I guess I can just make those GSQs myself...
no, but BETAS has it
(as GSQs, not tokens)
there was no tile data for warps (which, there isnt for front entry either, so i assumed it wouldnt be in tiled)
i think i might have broken my mod with my latest update.. i reorganized my files because the way i had them in folders and stuff was driving me nuts, but i just got a report that someone has an error item for their crop currently growing. did i break it by moving around files (i checked that all the file paths worked)? if so, is there a way for me to fix that for players who have error items on long-growing crops?
Check map properties
good to know - I figure that in this case I'll just make my own GSQs since this is a framework mod so it doesn't make sense to have dependencies to have this little feature available
Omg they are? I’ve been stalking nexus since I started playing in 1.2 and haven’t been able to find any lol
i think if u just expose a Condition ppl can do anything right
whether it is use betas or ur own
i think if the mod in question has like specific reason to deal with health or stamina it makes sense to package your own GSQs for it though if not I would just leave it open
@spice inlet hi, i have an issue with trying to have condition of some bundles being completed as tokens in events/trigger actions : since the tokens aren't ready early enough this isn't working on first day loaded on a save. is there a way to check for that so i can use it as a condition in GSQ?
though either way if it accepts a GSQ it will accept one from any mod unless you specifically prevent it from doing so
like, does a GSQ exists for bundle completion? if no, would it be complicated to have one? alternatively, is there a mail flag set by default for bundles when they are completed?
Hi Lumina
is that with the purchased token?
I swear it worked before 
it should be doable to make it ready earlier
for now you could try checking for the mail flag
i was also under the impression it worked before, but either it changed, or i was just testing it after a couple of in game day
Interesting... I think I'll actually rethink making my own here with those GSQ thoughts in mind since it's not specfically relevant to the mod as a framework
is the mail flag always set? I don't believe i set one myself on those bundles
If you changed the location of the files but updated your target from, but didn't change where you were patching to or the item name, in theory it should be fine 
It’s a wip so it’s not uploaded anywhere! I’m sure your interpretations will be different through
More shadow people!
(I would make sure the user deleted the mod and installed the update fresh instead of overwriting)
let me ask about this 👍
a mail flag is always being set. you can get the mail flag using the ub mailkey <bundleId> command
thanks, wonderful
ok i'll do something else for a bit then move to mails, appreciate the help and quick answer
I'll fix it for the next version so it should be fine either way 
CP can be a bit tricky to work around
the flag is pretty nice for GSQ
iirc I use it in kustenheide
to be fair we content pack authors are sometimes doing niche stuff
It's probably good to use gsq event preconditions anyways
For info mods to have better info
but my tokens!! (yes i agree overall, there's a few things when tokens are hard to avoid)
Yeah i mean if u had another ub purchased token usage that cant gsq
the main case i use GSQ outside of this one is for hasmod
so with the move to use flag for UB i should have most of my niche stuff covered
here's a gsq from kustenheide for reference: "Condition": "PLAYER_HAS_MAIL Any DLX.Bundles.Kustenheide.MC.Backwoods"
with Kustenheide.MC.Backwoods being the bundle id
for those curious, the user had to update CP itself
it's working now!
(if you wanted you could even replace the HasMod token with the BETAS HAS_MOD GSQ
)
((This is not a serious suggestion))
What’s the general consensus on naming npc mods? Cause the ones that are just “[NPC] NpcName” are great for clarity, but the ones with fun titles like “Lurking in the Dark” or “Always Raining in the Valley” are, well fun
I don't really think there's a general consensus or anything, people just come up with names as they see fit tbh
i'm guessing the glow on glow rings is hardcoded? it says they have no buffs associated with them
Okay cool, that’s good to know
I suppose I’m most worried that there’s like, a specific group that has those fun names, like only Eastscarp npc’s or smth, and I don’t want to confuse anyone by unintentionally using a naming motif with a specific association
Ahhhh i'm so excited, i'll just see what they make then. Thank you!! 
do you recall the name?
Is there a way to show a
Game1.drawObjectDialogue
without destroying the active menu? Or a similar one?
Dialogue is a menu. your only options are to overwrite the current active menu or make the dialogue a submenu of the currently active menu
Is there a way to display a message without it being a menu?
Or how can I create submenus?
what kind of message?
well you can always draw whatever you want to the screen manually
if you want to entirely reimplement the drawing
and then also handling inputs like clicks and whatnot
and dont forget to account for screen sizes
or controllers
The second one. Was looking for a base option, but if I have to reimplement it then I will just play a sound and good luck
anyway, IClickableMenu has SetChildMenu(IClickableMenu)
Will check it, thanks
Are there any common dialogue variables for the player name and item if it is a gift? I'm just trying to translate the mod into my main language and I'm seeing things like (!@) and #$1 keyname#. Is there some kind of text guide to figure this out?
new skill menu (of some sort?)
if it is your menu anyways you can just draw the text wherever
[[Modding:Dialogue]] ?
the former is a dialogue replacer command, the latter seems like its just an internal key the mod uses and not meant to be seen by the user? it really depends on the mod and context in which something is used.
seems less friction than child menu
i wonder if the $1 keyname is the command to set a flag in a dialogue so it's only seen once
Yes
Can you make it so that appearance modding overwrite the actual NPC character sheet in base game such as the file penny.png in the characters folder?
I wonder if that was the way I went back to the old style because it changed how their sprites looked in the calendar and the sprite of them when you clicked on them in the social tab.
that would just be going back to the old style of EditImage instead of using Appearances at all, which is worse for performance
It's true that calendar mug doesn't use appearances
i believe changing the TextureName field in the Character data would change it, but that might be similarly worse for performance to change that every time too
it certainly wouldnt be better
That is indeed very annoying
Did it actually used to
I don't think so
And then got removed for special anims
Not the calender no
i mean appearances were only added in 1.6
.15?
Does search not work in threads
you cant search in a thread specifically
Look, button, I knew it was between .13 and .17
I think the most recent is 1.6.15 officially
im not sure you did
What's the basis for this range
the most recent is .15 unofficially too! its literally the version we're on
Btw... does anyone know if there are any "usual" rates on event scripting commissions?
I'm kinda curious...
im not sure how its relevant to appearances tho
Oh right .16 is only in testing isn't it
its not even confirmed to be 1.6.16
The usual tip is at least ur min wage
I would be incredibly sad if 1.6.16 isn't the actual number
why
13^2 is a nice number ill admit
i think 1.7 should be skipped in favour of 1.8 at least
i dont like the number 7
:( i like the number 7
Win 7 was great tho do u really wanna go right into win 8(.1)
was win 7 great
So, using appearance modding through the provided Json, here's what it seems to change and what it doesn't
Changes: Social tab image, map icon, character sprite, portrait
Doesn't change: Gift log sprite, calendar
Json file: https://smapi.io/json/none/f917472046754a788f78ec1cc5cb891e
SMAPI Log: https://smapi.io/log/65f3095152cb415aa9b5e661406b277f
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 39 C# mods and 49 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
Yes (sincere)
im not sure why you're sending logs or jsons or anything. this isnt a bug or an error. its just how those things work.
Yeah it just be like that
I think if ur appearance is merely seasonal then doing a editimage just for having it work on social page and calendar is not so bad 
I always try to have them as a backup because sometimes, I can just be being extra stupid that day and screwed up a line somewhere. That way if someone's suspicions were raised, they can check what I coded and go "oh, you dolt, you forgot to do X:
Speaking of appearances
You can leave more frequently changing appearances as they are
It affecting the social menu was what was pulled in 1.6.9 due to animation issues
Do appearances have specialfields
Customfields
if i wanted to back up my save to test somethin by resting, it's this folder to copy and re-paste here, right? i forgot
Yeah the pjffle got almost no sleep and thus is pretty dumb
!saves
Use this guide if you want to find your save file or transfer it between platforms:
https://stardewvalleywiki.com/Saves.
That folder is smapi save backups
S&p500
Are you doing ok atra

It's just the spread between buy and sell orders
Is it fine to just do an edit on locationchange if im making an npc change into their work uniform once they go to work... Or like am i gonna cause the game to explode
well locationchanged only happens if the player changes locations
Yeah it's just unreliable
but also, what you describe is like, prime use case for Appearances
just add an appearance
😔 i guess i have no choice then
you pensive as if thats a bad thing but an Appearance is like 100x better here
well you have no choice but you do have a perfect bespoke solution served on a plate
So just keep appearances as is and have just one file overwrite the original Penny file for the calendar sprite and gift log section? That would allow appearances to work and have all things change as I want while still being less process heavy correct?
id daresay call it a golden platter
this world is a prison
Technically you have a choice
You can choose your own c#
Or touching grass
Or fingernail biting to the s&p500
I have allergies 😔
Don't recommend the last one
The idea is that editimage on the default day update rate is not so bad
What is the last one anyways
So it's alright to do editimage solution for that i feel
worrying abouty your retirement index fund on the stock market

However you wouldn't want to do this for npc beach outfits cus
There's no actual way for you to update just as npc reaches beach
Same with uniform outfits
Does that make sense 
I think it makes sense
So, currently, all I have is 3 outfits per season, sun and rain variant and one beach outfit. They only update each day or when they are on location for beach (made one sense base game has one titled that)? So I assume it shouldn't be process heavy, but if things are moving towards appearance modding, I would like to future proof and start converting. Only other outfits planned to maybe add eventually would be for festivals.
My current plan (Please tell me if it is dumb) now is to write up all the appearances and to get the calendar to work (have two hair color options), I choose just one file to overwrite the base game one and it would never change so it shouldn't waste computing resources
well it will change every time the season and weather changes
if you want the calendar and social tab and etc to update though, you need to use EditImage for the seasonal and weather variants yes
you dont want to EditImage for the beach outfit
the Beach outfit should be set up as an Appearance, which will not change the social tab or calendar or whatever, but those will show the base (that you've used to overwrite with in EditImage) instead
however things arent moving towards Appearance modding. they already have, with 1.6 last year
the season and weather variants will not be "Appearance" modding
Use the right tool that fit for ur case 
Gotta remember that base game uses appearances for winter because mr ape is not using content patcher
eh, calendar and social tab can stay as Penny_Summer_Sun_2 file. My main reason for wanting those to be one of my files was so that the hair color/eye color overlays could apply to them.
I may as well just do it how base game does and use appearances then.
you need to use both EditImage and appearances to do what you want. not one or the other.
if you only use Appearances, then you cannot change the calendar or social tab at all. it will not be "Penny_Summer_Sun_2" it will just be the normal vanilla Penny texture
Thanks, I think I should have clarified that I would use edit image for only that one so it never has to change. Calendar sprite wouldn't change with outfits, but works enough for what I need
Like this: which seems to work as intended now: https://smapi.io/json/none/9cab4cb72dd04a3daf2b4b6e45b44e5f
is there a way to bypass "stormy" dialogue to get a specific day's dialogue for an npc? maybe just debugging the weather to clear? or
is it allowed to commission someone for a mod here?
like to look for someone (who makes mods)
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
Do note if someone cold DMs you [it may be a scam](#making-mods-general message)
I like messing around with those
alright but if it's a specific list it's gonna be a bit occupied no?
Wdym?
I mean people who put their name on there are willing to work, and willing to let people know they're willing to work
chances are if you resume asking in this channel you'd run into them anyway
Better to look on a specific comms list than to take your chances hoping someone responds out of the blue imo
just in case I want to reiterate that anyone who reach out to you in DMs first are most assuredly scammers
finding people on that list and DMing them first instead is much safer
What type of mod do you want anyways
I just finished my first mod (Content Pack) in 5 years! Is there a best time to post to Nexus to maximize exposure?
After the day change isn't a bad time. Makes sure it stays in "new files" all day
I would normally say Fridays
But I don't think it's relevant in summer
(It feels like a large population of users are students of some sort)
If anyone's interested in the details, this was the one where an old JojaCorp coworker sends you letters.
Do you know what time zone?
Trying to figure that out, one sec
heck I'm bad at numbers, I wish I could remember them better. Honestly, I think it's around now. I know it's earlier than I'd expected
chat what do i do if someone who i did a commission for owes me money and they’re airing me 💀💀💀
I always forget the time and just wait for a mod to show in the next day on New Recently and post then.
Good advice! Thank you!
I think it IS now, just looked at the earliest mod "today" and it says posted at 7, and it's 7 here
I'll get my post ready!
Do you have any contract
not a literal one but there’s multiple message records of payment agreement and everything
they paid most of it (we agreed they could pay as and when they can as long as it was paid in a reasonable time) but now have had “an emergency” and totally ducking me
If they just never get back in touch they probably don't plan on paying u at all tbh
takes the piss tho, you try to be helpful to people by letting them pay when they can and cheapskate scum take advantage and don’t fucking pay you
sorry that happened to you harvz
that's such an awful thing to do
😭 i just want my money im fkn broke 🤣🤣
aha I am correct, it is now
And that sucks. Unfortunately the best you can really do is make sure nobody else falls for that trap
omg sorry my foster cat walked over the keyboard 
Cat moment
My idea (no idea if it's good) would be tell them that you'll report them on every place/forum/server that's relevant here, wait about 2 days for an answer, then report them. The hope is that they wouldn't want to be banned from these places.
I love foster cats. Had ours for 5 years now, and not planning on returning them to the shelter lol
The reason my mother says she could never foster: shed just end up adopting them all
Letters From Cameron is officially up!
My grandma did that recently, she was always saying "never again" after her last cat died, but she couldn't help but adopt the first cat she fostered
Awww
I've fostered kittens for a couple years and adopted 2 of my babies that way :3
🥺 kitties are just so cute how can you not want to keep every one of them
Ours were semi-feral fosters. We got them to like us, but they still hide from any other humans, so we can't send them back.
I knoooow, but we already have 4 cats and 2 dogs 
I can only keep so many
we got reeeally close last foster. this time the pair is absolutely terrified of my gentle 7lb dog (understandably so, but my dog means nothing but good
) so idk. the last one just slept with my dog 
My best friend fostered quite a variety of cats before adopting the one she has now, and I've seen some cats I would not adopt. Thinking about that shithead kitten that would piss on the bed anytime a man would enter the appartment...
Omg lol
How do I post in #mod-showcase ?
you need the mod author role
only Leah can post in there. you'll have to ask her about it
Ahh, I'll figure out when I can get that then.
when you hit server level 25 (farmer) and have at least one published mod, you ask the staff to give it to you
You can have someone post on your behalf if you've made a mod and would like it posted
I don't know anyone here well enough for that yet lol
Unless ichortower was feeling generous
Plenty of modders are willing to post on behalf of someone
(I mean, even i can do it)
Knowing people isn't really a requirement...
its not, but showcasing for someone is kind of like a soft vouch, sometimes.
Would you please? It's my first mod in years, and I'd like people to see it.
You can look over the mod first of course
Yeah, sure, do you have some kind of message you want to go with it, or? (And what is the mod link?)
https://www.nexusmods.com/stardewvalley/mods/35474
Not really a message, I wouldn't know what to write
🤔 if i put it in #modded-stardew , more people might see it right away, is that okay?

Hi, I was wondering if I could get some pointers and tips on a mod idea. I've never made a mod before, but there's an idea that's been swimming around my head all afternoon based off the fanfiction I write and I wanna try to make it a reality, but it may be way more to handle for a first ever mod..
!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:
Tiakall has a great tutorial on making a custom NPC for 1.6.
NPCs no longer use dispositions, check the wiki page for the new NPC data.
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Hi inferno 
Hi Wem!☺️
i would've imagined if someone's posting in #modded-stardew they probably also have #mod-showcase visible
but really who knows
Feel free to ask!
From fanfixtion I'm guessing npc
it's probably easier for people to chat about it after the fact tho since they're already in the user chat channel
Npc isn't hard just tedious
true, i didn't think of that i dont have the showcase channel visible
(i also dont have it visible)
I have it visible!
Visible gang here
the fruits of my labour. hidden.
when did you last post fruit
love of cooking had a watermelon for a while...
Multiple NPCs actually. I was wanting to basically add a whole new town for the player to explore.
See, I write fics for HTTYD, so I was wanting to add Berk and some of its residents that yhe player can interact with.
But I also wanna add a feature that's special to the Night Fury lore I created. 😅
but i cant post it in the showcase. i'm not a mod author 
How do you hide that channel without hiding the whole mod section anyways?
right-click/long-tap -> mute until i change my mind
server options -> hide muted channels
or go into the visible channels window somehow
channels & roles -> browse channels
but don't hide the showcase. it's very good
i need only mmg
lies, I saw you post in programming-off-topic
Ah I didn't even know that was possible, interesting. Thanks!
if 95% of my posts in this server are in this channel, im allowed to round up
somewhere a stats grad just sneezed
something something p-value
unable to reject the null or something
That sounds really cool! But also a lot of work, I would definitely suggest starting something smaller as a first mod. That said, whatever you choose to do there are lots of great people here who can help guide you in the right direction 😅
Yeah, I had a feeling it would be..
I think like, starting with one NPC, and slowly working your way up might be better 🤔
just a single new NPC is one of the most common beginner mod ideas but its also one of the ones that takes the most effort to make
you have to interface with a lot of systems and its a lot of moving parts required to get it all working. for just one NPC
that said, none of it is actually technically challenging work, as far as mods go
its just a lot of it
Yeah... not trying to discourage you at all, but just wanted to say that upfront
so if you're able to self motivate, it'll still be lots of fun
just dont get discouraged if it feels like pushing a boulder up a hill
If you're a fanfiction writer a lot of work should be normal
I motivate myself my thinking about NPC lore and then starting at my json for 30 minutes
Signed, you don't want to know how long my HP fanfictions were
Ive read like 300k word fics before and i know those aren't even the longest ones out there
I don't think you understand how much effort I put into understanding 1965 computers for Harry Potter fanfiction

For sure, and if you're curious on how long my pieces are just look me up on AO3, same user InfernoIronWings. I gots a lot up. But yeah, I'll keep all of that in mind and slowly work my way up. Maybe making a Hiccup NPC as my first one would be a good entry point.
itd be a good companion to the Toothless pet mod recently released. though, im assuming you're already aware of it
I fear you
Yeth, I've played through all the cutscenes for it already.
🤝 shakes your hand in modding newbie doing something VERY ambitious off the bat
New quote added by pneuma163 as #6486 (https://discordapp.com/channels/137344473976799233/156109690059751424/1392318668481757194)
lmao this is very true
teehee teehee
i was doing some hiccup walk animation sprites for fun
i dont know if im gonna tackle a berk expansion until much later
I’m also a fic writer and I’m working on a very ambitious fic at the same time I’m tackling an expansion mod idea XD
always worth mentioning that while i've made a few big mods since starting in 2019, my first mods still aren't finished because the idea was too ambitious
I tip me hat to chu Wem, an amazing mod. And yea? That would be perdy cool
so like, just make an egg or a sandwich for your first one or something
Or an egg sandwich
if you want to make a chicken or a villager to lay the egg then do that later as an amazing 1.1.0 update
I recently decided to chop down a big mod i was working on, not necessarily because it was overambitious, but because i just did not want to do that much work....
no. i made that already. patented
Like, technically i could but i like avoiding work
possible with Poop Framework
or i guess i could tackle all the sprites for my berk expansion but i'd certainly not do any coding
art, maps, and then the likely headache-inducing code
P- poop framework???
That's fair, coding takes a whileeee
There is a list of people who do commissions for stardew mod coding, maps, art, etc
That would be awesome!!
so much modding to do and never enough time
i'd love to see your take on berk but yeah like everyone said it would be a looot of work
Wait, really???
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
whew that was the right one
Trueeee
Also, Inferno, the way I’ve been coming at this from, for the record, is doing one of each different aspect (item, NPC, map, event, etc) to practice and prove I Can
I’ve found it’s a good way of testing the waters
Makes sense
my first mod was npc with events and custom items and custom map and mail so yur very doable if you take it bit by bit
😓 my first mod was just retexturing bread
Is definitely gonna have to be a long term project for sure
But, not the first time for me.😂
i'm always thinking about a vanilla food retexture mod but there's enough choice already
!twocakes
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
surely only so many ways you can draw a plate of vegetables
50 cakes!
we're past two cakes. this is a whole bakery
Call it a bread factory
i love content patcher i can let my imagination run wild and most things are possible
Multitude of flavorsss
Exacyyy
my first mod is a C# mod
My condolences
my first mod was also a C# mod, and a harmony one at that. before i knew how to write C# or what harmony was
New quote added by atravita as #6487 (https://discordapp.com/channels/137344473976799233/156109690059751424/1392323022219903026)
i learned c# by writing harmony at the tail end of a degree using cpp/java
why am i not surprised something like that exists?
my first code was Extremely Bad
the only reason I didn't add it to the frameworks page is because it's 1.5 only
once it is updated, no one is safe
as someone who has never picked the most "Popular" recolor mod (cause im very picky with what i pick for retextures) you WILL find someone who likes your vibes and if nothing else you will like your vibes!
I learned c# by believing in myself
I have never learned C#
thats impressive
I learned C# because I know Java, and C#'s basically purple Java
i am attempting to learn c#, but my brain cannot handle that information 
I feel like 8th grade physics is more impressive
when are you graduating middle school atra
they just went from 7th to 8th they're working on it
Ugh, fuck. Mass 1 times mass 2 times gravity constant divided by distance squared
thank you
dodges comically large anvil just in time

selph its actually cat + gravity + cup of water = cup of water on floor
Cat + gravity = catastrophe
CATastrophe
I think I actually know a great first mod I could do now that I've thought a little more! I could make Hiccup's flaming sword Inferno!
Damn, I have some stuff to catch up to in this series, I've only watched 1 and ½ installments
I played the shit out of the wii game though
Did I format something wrong with this or why does it still use her vanilla winter character/portrait but the other seasons work fine?
https://smapi.io/json/none/2e694645fb1f4e188e5a1b7a85365d3f
Heck yeah! Cheering you on!
okay I spent a good chunk of today dedicated to C# and here is my (probably very bad and wrong) block o code for the magiceggbuff https://smapi.io/json/none/5612521f363d45378b7b1bfe4191167f#code.1
Yee! Shouldn't be too hard. I hope. Just making a sword sprite and image for inventory with stats, then taking the sword animations that already exist, right??
thank you.
Noice
side qustion, why is higher precedence a lower number? Are we playing golf?
programmers like to sort low to high
ah, I guess that can make sense then. Thank you
Hello! I am new to modding, I was wondering if anyone knows any good arabic food mods or a good guide to start modding on stardew. I want to add recipes of my own culture
you might want to ask in #modded-stardew first for finding good arabic food mods
but for getting starting modding,
!startmodding
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.
Oh my god thank you!
I thought modded farmers was just a show off of mods
Also if there's a mod I found on xhs, and I'm not too sure what it's called, could I ask it here?
#modded-stardew is also more likely to be familiar with finding a mod
it's where people use and discuss mods and modded playthroughs! #mod-showcase is where people showcase their mods
what cam said, #modded-stardew is better for questions on using mods. this channel is more for making mods itself
Is modding same as sim modding/cc?
(I am very new to this and i would rather learn by asking)
(also i'm going to dl some of your mods)
Nope, not at all
OH SHUCKS
(i love ur pfp)
its a totally different game, but there's a lot of guides on how!
I find Stardew modding easier tham Sims 4 modding personally
also w nexus mods (unless this is too political) there was something w the idf (if i can ask)
stardew is really good for modding 
I'll try!
am I thinking of something different?
I'm not sure what you're trying to ask, but discussion about political mods is probably not allowed here
Trying to decide if I can get my brain corralled enough to do any mod work at all in a mere 30 minutes
yes
would be fun to have a dragon eye although i guess it would be pretty useless in pelican town xd
oh man that’d be awesome
No kiddimg🤣
but yeah, idk what it’d do XD
Decorationnnn
Too many ideas, so little timeee😂
I guess I could investigate whether LocalTokens will make adding a photo for every animal in game any less tedious
me when i import the entirety of school of dragons into stardew
Well lads I found out my family would be leaving for vacation not on Friday but for TOMORROW aka i have less than 24 hours to get to work on my jinu portrait mod for @devout otter's casino jinu
Wish me luck o7
Good luck! But don't forget to pack!
Good pack!
Ugh N++ is not automatically generating closing brackets and quote marks, what is this laziness
how do I tell the game to not call Func`1 getScreenId
That would be so cool, but a pain in the buttttt😩🤣
Thank youu
I do this for you (and for myself mostly ngl)
this is one of those times where i must ask Why
whew! okay I have my ModEntry.cs and my HarmonyPatch which I called NPCPatch.cs for the magicpinkegg
One of my old roomates has really been enjoying my 'come mod with me' streams and I was like 'ppspssssssssst can I throw some code at you?"
He was extremely patient with me
ok so is this the correct structure for the project AND the patch?
MagicPinkEggMod/
├── MagicPinkEggMod.csproj
├── manifest.json
├── assets/
│ └── heartstrings.png
├── ModEntry.cs
├── Patches/
│ └── GrantFriendshipPatch.cs
I don't think it matters where your .png or .cs files are as long as they're somewhere in the project folder
eggcelent
(I recommend making your capitalised of folders more consistent though. Right now you have lowercase assets and capitalised Patches)
heard
I personally would've put the Harmony patch inside the ModEntry.cs but I don't like to start splitting files until things get unmanageable for me so it's a personal preference.
i capitalize like this all the time in my c# mods 
for some reason C# folders get caps, but docs, i18n, and assets get the lowercase treatment
I like this. I don't like the file splitting
yaaaaaay
i think i stole this convention from pathos
You certainly can, but given how often people run into issues because of little things like capitalisation errors or they're sloppy with their capitalisation when making a mod on Windows and then it cries on Linux, I bring it up in case it's not an intentional difference.
it was not intentional/permanent for sure I just wanted it to exist first haha
New quote added by atravita as #6488 (https://discordapp.com/channels/137344473976799233/156109690059751424/1392345670811127879)
I wonder how many teensy c# programmers stole their idea of "standard c#" from pathos
Me? I..uh...borrowed his .editorconfig
The convention of mod folder name being UpperCamelCase but then assets being lowercase makes me cry and cry and cry. Why can't they be consistent 😭
pathos github is how i learned i can put a readme in the docs folder in a multi-mod repo and everything can have its own readme
and thus i gained implicit trust of folder naming
Okay either I am using N++ wrong or it is really bad at indentation and error checking on top of not closing my brackets
is ur file really big or something?
does N++ normally close its brackets for you? i always have to do mine manually
Had to manually indent so many parts, was missing the closing bracket for my patch and N++ didn't even twitch
I don't normally use N++. I use VSC and it auto-closes them and auto-indents properly
ah i see
And I wasn't sure if I am just doing something wrong or if N++ is actually just like this
have you already saved it as json? mine won't auto indent until i save it
Yep first thing I did
so it just hates you personally then :(
It's doing some auto-indenting, but it's doing some of it wrong
Like when I made the object, it put the fields inside the object at the same indentation level as the object ID
yuck
Not a problem for me because I know what I want it to be like, but I'm wondering how many newbies are using N++ and experiencing their indentation going kind of wonky because of it
Wait, I use N++ for all my modding. Are you saying there's a better way? Please impart me your knowledge, oh wise one!
visual studio code
i’m a 75/25 notepad++ and visual studio code flopper bc im too used to n++’s jankness to leave it behind
Ahh, I shouldn't have said all. I use VSC for toml files and .logs
wait okay question about the public override void Entry(IModHelper modHelper) { Harmony harmony = new(ModManifest.UniqueID); harmony.Patch( original: AccessTools.Method(typeof(NPC), nameof(NPC.tryToReceiveActiveObject)), prefix: new HarmonyMethod(typeof(ModEntry), nameof(tryToReceiveActiveObject_Prefix)) ); } part here from the wiki example. so mine would be something about NPC.grantConversationFriendship?
quickkkk question, where can I find tiles for a lit fireplace? Haven’t been able to spot it in any of the vanilla tilesheets
I don’t necessarily want to do more day/night tiling but it would look nice so XD
cursors has the fire sprites
but you'd have to put them in the fireplace (and animate them) yourself
oh yeah there they are
augh. I will consider doing that tomorrow lmao
I may just leave it, this set of maps is basically done
if you're trying to patch NPC::grantConversationFriendship, then that's the name of the original, yes
the point of using typeof and nameof is so that if that method disappears in a future game update, you'll know right away because your code will stop compiling
yes! making a buff that temporarily increases the friendship points aquired
also if ur using the tutorial on the modding wiki, let me know if anything is unclear so i can update it :)
I am! So far it has been incredibly helpful - speaking as someone who is a super bby at C# in general this has been great
I hope someone can help. I'm reviewing the Pathoschild guide for tourists, and I have the assets for the new tourists. However, I'm confused about what step 2 is telling me. Additionally, can I use Visual Studio Code?
ok so something like this? public override void Entry(IModHelper modHelper) { Harmony harmony = new(ModManifest.UniqueID); harmony.Patch( original: grantConversationFriendship.Method(typeof(NPC), nameof(NPC.grantConversationFriendship)), prefix: new HarmonyMethod(typeof(ModEntry), nameof(grantConversationFriendship_Prefix)) ); }
I think you want AccessTools.Method instead of grantConversationFriendship.Method but otherwise this portion seems ok to me
Hi! That step assumes you have a Content Patcher content pack; do you have one already? (And yep, you can use Visual Studio Code for this.)
Hi, and yes, I do have that.
now I'm hitting The type or namespace name 'HarmonyLib' could not be found (are you missing a using directive or an assembly reference?) but I have the package referenced
You can copy the code below that step into your content.json file (in the Changes section), then just edit it to match your map and tourists. Then in theory the tourist should appear in Central Station.
(The tourists are randomized each day, but you can run debug day <number> and then patch reload Pathoschild.CentralStation.Content in the SMAPI console window to reset the tourists for each day while you're in the station until it appears.)
wait do I not need to say using HarmonyLib because SMAPI comes with it?
Extra question with dialogue as Child Menu. I have this:
Game1.afterDialogues = () => this.SetChildMenu(null);```
it works perfectly with mouse, but with controller, when it comes back the game stops drawing the cursor for some reason... How can I force the cursor to show again?
The NuGet package doesn't add Harmony by default; see Harmony on the wiki for how to enable it (and some caveats to be aware of first).
ok it's working now I just had it in the wrong place
friends does anyone have any idea why, when i launch split-screen co-op, the Warped event fires twice for player 2 on warp? i walked both characters through the same door, one after another. Chell is player one
it seems like player 2 is getting the event raised for the old and the new location
i'm about to acquire some more verbose logging
Can you log both e.NewLocation and e.OldLocation
My vague exhausted too old impression is that that event does fire twice on farmhands, but e.NewLocation is null the first time and e.OldLocation is null the second
Ie
In host: fires once. e.OldLocation is the old location. e.NewLocation is the new location
Can you try a normal ie non volcano map
Tbh iirc it is possible to warp from one map to the same map
(Ie, using a farm totem on farm)
So you'll see a lot of my mods do a quick little reference equals
And bail if it was a same map warp
yeah it does the double warp outside the volcano
i'm about to hit a quick little reference equals too i think lol
if (!e.IsLocalPlayer || ReferenceEquals(e.NewLocation, e.OldLocation))
Don't ask me why i do some things but I do this
i trust ur 8th grade physics knowledge
Please don't I'm. Very dumb
do we think this is intended behavior
ok that was bad timing for my messaage
i mean the warps
No idea but I think pathos is lurking so you might as well ask him
the wiki says "Currently these events are only raised for the current player. That will likely change in a future version, so make sure to check e.IsLocalPlayer if you only want to handle the current player."
So I'm guessing that change may have happened at least in part?
Hey @ivory plume I'm using the Warped SMAPI event in split-screen co-op. Here's a quick logging method I'm using:
private static void OnWarped(object? sender, WarpedEventArgs e)
{
_staticMonitor.Log("Warp event for " + e.Player.Name + " from " + e.OldLocation.Name + " to " + e.NewLocation.Name, LogLevel.Debug);
}
Warps from player 1 log as expected, but warps from player 2 seem to fire twice. If player 2 warps from A to B, I get a log printed that says they warped from A to A and then from A to B. Is this expected behavior due to a vanilla quirk?
I am checking for local player is the thing. If i just warp player 1, the popup message only shows on player 1's screen as intended. If I just warp player 2, the message only shows on player 2's screen. But they get 2 messages from their old and their new location
suresiess
ah, yeah, so it might be a split screen thing
i would simply ignore split screen if i didn't play it more thana singleplayer lol
One of my current projects is specifically to learn multiplayer and split screen compatibility like networking and tracking per screen stuff when it's specifically relevant... it'll release eventually
there's a Game1.game1.screen.Name (?)
the second one is real
ok please hold
screen ID seems to be fine? (Chell player 1, qq player 2)
Nope, that's not a known issue. It could be due to the way split-screen data gets synced which causes the location to change twice somehow; I would need to look into it.
Does this happen for non split screen multiplayer
is it possible to test that with only one steam account?
(I have no idea what happens in remote multiplayer)

truly never occurred to me that there could be more than one instance of stardew valley open on my pc at once
(You can also just leave the IP box blank, it defaults to localhost.)
Do you mean like this?
You're missing a comma on line 21, but otherwise that looks fine (assuming the indexes are correct).
player 2's smapi console output
so i think yes it happens even when not splitscreen
(player 1 is still normal)
dang now i have no excuse to not test all the multiplayer types in future mods
For the indexes, I wasn't sure. I don't want either of the guys to overlap with the existing tourists.
The indexes are just their position in your map file; it won't affect how the tourists are placed in the station or anything.
Next you have to inject latency and dropped packefs
hey now, the fun part of hobby coding is getting to ignore those details sometimes 
What can I use for a map asset? I think I misunderstood that step.
You'll need to create your own .tmx map file (see Modding:Maps) which has the tiles to treat as tourists. Each tourist is just a 1x2 tile area which gets patched into the station (including any tile animations if applicable).
I put up my mod 3 days ago and have almost 300 unique downloads - ty times a million for all the help in this server and incredible patience I didn't think the response would be anywhere near this positive
PlayerTracker.GetcurrentLocation will return this.LastValidLocation when this.Player.currentLocation is null (i.e. during a warp request), and in multiplayer for non-active locations it would be a fresh version of a location every time
though I would have somewhat expected comparing the previous value with the cached 'LastValidLocation' to be equal and thus not trigger the change event
if im making a sprite sheet and is it ok to have the dance sprites and the wedding sprites be on different sprite locations then the regular ones because i need more room on my sprite sheet >.>
I believe those are hard coded?
You can just put them on other empty spots though
hm ok lol ig ill ahve to cut my sprites into different sections then XD
darn
this is my first time doing awhole sprite sheet last time i messed with trying to add a character i only did walking anims XD
My next step is to do the walking animation for my NPCs, then finish their map (or just one fourth of it i guess.)
Hi, in Data/Weapons.json there is no example of using Projectiles, does anyone have an example of how to use it?
In making an event, is there a command that can make an NPC walk together with, let's say farmer, next to each other at the same time?
I'm not familiar with any mods that use it, but the format info is here:
https://stardewvalleywiki.com/Modding:Weapons#Advanced
So instead of "Projectiles": null, in your weapon data, it should be something like this:
"Projectiles": {
"Id": "{{ModId}}_Projectile1",
"Damage": 10,
"Explodes": false,
/* etc */
},```
advanced move is used for this kind of thing but still requires you to set the moves
Does it work with two actors doing it at the same time? Assuming the moves is already set
@royal stump I have doubts about the following variables: FireSound, Bounce Sound, Collision Sound, MinAngleOffset, MaxAngleOffset, SpriteIndex, Item
What are the types of these variables?
FireSound is str?
SpriteIndex is int or str?
MinAngleOffset and MaxAngleOffset What are they?
Does the item have all the types present in common fields? Is the item a dictionary? Or a list of dictionaries?
"Changes":[
{
"Action": "Load",
"Priority": "Medium",
"Target": "Portraits/DolphINaF.Jinu",
"FromFile": "assets/portraits/{{TargetWithoutPath}}.png"
},
{
"Action": "EditData",
"Target": "{{Platonymous.ScaleUp/Assets}}",
"Entries": {
"{{ModId}}.Jinu": {
"Asset": "Mods/Zylis.talkohJinu/Jinu",
"Scale": 4
}```
no clue if any of these is correct but
fuck it we ball
idek if im gonna stick with a scale up vers bc i heard it drops fps fsr but idk if thats fixed now so
TileSheets/Projectiles; they go in order like this, with the default being 11, for exampleItem would override the sprite and be an object with all the fields in that "item spawn fields" link, though most of them probably aren't helpful, e.g.
"Item": {
"ItemId": "(O)16"
}```
yes, it is the recommanded approach for simultaneous move
@royal stump Thanks
Is No Data/WildTrees ShakeItems a dictionary or a list of dictionaries?
it's a list of item entries, the same as ChopItems, TapItems, and SeedDropItems 
not exactly the same, since those have some unique fields available, but the same format at least
is anyone here familiar with the anime "Made in Abyss"? I had an idea to add the city of Orth and then maybe set up some kind of 'mines' structure to replicate the different levels of said abyss - on a scale of 1-10 how hard would that be?
i'll be perfectly open in saying that adding a city is about the most work you could conceivably do
consider that stardew valley is 3 things: farming, some kind of 'mines', and a small town
you'd be tasked with making that, but shifting all the workload from farming to the town haha
My aquaphonics lab believes
Ok so I will put it on the “when you have more how to do knowledge “ list 😂😂
Today is making an event and event trigger list and also how to make a dll for my magiceggbuff mod
alright lads ive just spent the past nearly two hours packing for my trip and zero progress on patching up expressions with spacecore so how do i do that
does someone see why this content patcher code isnt working
im struggling
the targets seem a bit odd
Are you sure those are the right Targets? It looks to me that SVE Loads their Premium Barn as "Target": "Buildings/SVE_PremiumBarn" for example, not what you have.
totally could be the wrong targets!
im not....... good at code LOL
let me try what yall are saying
You have to make your Target the same as what is in SVE's Buildings.json file Targets.
should i still include the "Mods\FlashShifter.StardewValleyExpandedCP"
Because you're trying to edit the thing that is in the game already, not the thing that is in SVE's mod folder.
in the target?
No, it literally has to be exactly as I had it.
If you want to check your understanding you could try to fix the Target for the coop and I can check it for you
i'd start by building a premium barn and then running a patch summary to find the actual loaded target asset name
sending a screenshot of a json doesn't help a lot without a summary, log, or json parser link
I just looked in SVE's files
{
"Action": "EditImage",
"Priority": "Late",
"Target": "Buildings/PremiumBarn",
"FromFile": "assets/{{season}}_PremiumBarn.png",
"PatchMode": "Replace",
"When": {
"HasMod: |contains=FlashShifter.StardewValleyExpandedCP": true
}
},
Nope
oh gosh im so sorry
Exactly as it is in my message
{
"Action": "EditImage",
"Priority": "Late",
"Target": "Buildings/SVE_PremiumBarn",
"FromFile": "assets/{{season}}_PremiumBarn.png",
"PatchMode": "Replace",
"When": {
"HasMod: |contains=FlashShifter.StardewValleyExpandedCP": true
}
},
trying now thank you so much everyone
@ivory plume I just hit lvl 50 can I have repo access 
(In future, I agree with blueberry that it's most helpful to send a link to your log and json rather than sending screenshots. In this situation it was easy enough to spot that the Targets were wrong but it's not always that easy xD)
totally understand @brave fable how do i run a patch summary so i can avoid making this mistake again in the future?
IT WORKED
AHHH THANK YOU