#making-mods-general

1 messages · Page 362 of 1

ocean sailBOT
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wat

lucid mulch
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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

calm nebula
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(Or prefix and ref the amount and change it there.)

vernal crest
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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.

lucid iron
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Iirc the fishing minigame is BobberBar

opaque field
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I want it to slightly increase it (to like 80 instead of 60) when you do be chatting with someone

lucid iron
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But yeah dw about all that get ur dev environment setup first

lucid mulch
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oh yeah ref prefix could do it too, I wasn't fully paying attention and didn't see it be input params

opaque field
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Ooh okay. I’ve got the nuget for pathos and harmony set up

calm nebula
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Ie
private static void Prefx(ref int amount) { amount =Game1.player.HasBuff("MyFancyBuff") ? amount * 2: amount;}

lucid mulch
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doesn't harmony get upset with private

calm nebula
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Typed that on my phone with no access to anything so it might be very wrong

vernal crest
calm nebula
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Nah harmony is fine with private

lucid mulch
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I swear I got errors every time I did private, but ah well

calm nebula
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I've always done private methods

sudden lantern
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You are right there is no result without effort. I will try to learn it, at least I can give it 30 hours.

lucid mulch
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might be different for attribute vs .Patch()

calm nebula
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(Thank you Patbos for making this one 100% obsolete)

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It's not any different

lucid iron
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Yeah i always do private methods too

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And i do manual patching

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HarmonyMethod just reflects anyways so it shouldn't care

lucid mulch
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I don't know what I'm misremembering then

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as I have to correct vs every time it generates the method to make harmony be happy

opaque field
lucid iron
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I think i mainly need to correct the signature?

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Like make it ret void or bool and put the right args

lucid iron
winged crow
#

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 SDVpufferwaaah

hallow prism
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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?

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or will it works fine if it's an end of day trigger action because at this point the tokens will be set?

calm nebula
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My guess, lumi, it becomes ready at day2

hallow prism
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yeah but that isn't really consistent

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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?

opaque field
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Ok ok NPC idea : Axel from Kingdom Hearts?

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How hard will I get sued

gentle rose
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likely won’t?

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especially if you redraw the assets

opaque field
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Perf

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I definitely plan to draw the assets

gentle rose
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(by which I mean draw your own from scratch obviously, not trace existing ones)

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great!

opaque field
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rabid foaming just uh… gonna go… do that now lmao

devout otter
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(There's an entire expansion with characters from another game, after all.)

opaque field
#

That is an extremely good point

tiny zealot
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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

opaque field
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Oh Nintendo. The king of “maybe nintendont”

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Is there a way to add “this NPC likes all things that are yellow?” Like a context tag?

brittle pasture
opaque field
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Kinda like how penny likes artifacts?

brittle pasture
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(Lani SBV actually loves, or loved, all yellow things so you can gift her sap lol)

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sure

opaque field
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Yay! My NPC Iggy also loves all things yellow :p ty

quartz arrow
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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?

opaque cobalt
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what category would the new appearance style modding for outfits be under? I dum dum and can bring no gum gum

royal stump
quartz arrow
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ooh ok ok yes that makes sense

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i was trying to figure out what each point of data was lol

royal stump
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sometimes I forget a bunch of assets are still unlabeled text strings like that SDVkrobusgiggle

dusk terrace
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Game1.clientBounds is just XNA conversion for Game1.viewport, it all makes sense now SDVpetcatsad

carmine moat
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can anyone tell me the context of why gil made that face? pic on right

round dock
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Something to do with the eggs you get in the SC challenge during the festival

opaque cobalt
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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}}""
                    }
                ]
            }
        }
    },
carmine moat
round dock
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Ah, shocked with the amount of eggs you collected, I believe

carmine moat
brittle pasture
# opaque cobalt Is this how to do appearance modding or have I misunderstood the wiki? Would I c...
  1. The character name is Penny, not TL3.SeasonalPenny. You're editing an existing NPC's data.
  2. You want to use TargetField to put entries into Appearance, right now you're wiping all of Appearance (and every other field in NPC data) with your own
  3. You need a condition field for your season/weather condition
  4. Related to 4, you shouldn't need tokens and can just list them out directly. Tokens would still work but then there's little difference to replacing portraits directly since you're still asking CP to reload the asset every time the token changes. This is not important though
  5. Pls use either the json parser or put your code between triple backticks, discord formatting is messing it up
opaque cobalt
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This is what I currently have which I was told is the old way to do the seasonal outfits

patent lanceBOT
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@hallow prism: actually do that uber pls (5h ago)

opaque cobalt
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thanks

dusk terrace
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can SMAPI's reflection API handle methods/fields that only exist in the android assembly?

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I imagine the value would be null for PC..?

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should I be concerned over performance cost if it's in a draw call?

rigid oriole
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I think smapi reflection is cached?

royal stump
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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

opaque field
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I am thinking of making CP video tutorials do we like this idea?

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I've been streaming while I do modwork and husband just kinda suggested that I should share my streams/recordings to help people learn

rigid oriole
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I think a lot of people like to learn things from videos, but they're really hard to keep updated

dusk terrace
rigid oriole
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So if something changes, the info is outdated

opaque field
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hm, valid. maybe I'll just keep to streaming my modwork then haha

opaque cobalt
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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

quartz arrow
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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?

brittle pasture
brittle pasture
calm nebula
urban patrol
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can the hideShadow event command not take farmer? it's telling me no actor found with name 'farmer'

tiny zealot
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correct. decompile says it only works on NPCs

urban patrol
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bummer :(

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oh well probably only i notice it because i'm the mod author, i bet most people won't care

opaque field
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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

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or should I just do it via PLAYER_HAS_STAT

lucid iron
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Well the previous suggest was to lock it in as a mailflag

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So that u can use it in When as well as gsq

opaque field
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right but I'm trying to integrate the vanilla events storyline with mine T.T

lucid iron
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Then use player has stat whenever able

opaque field
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okie

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hm maybe once on a certain path I can also create "Blush" and "Wolf" points to track each path separately too

twin wadi
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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

gentle rose
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it would mean having to do a lot of reading the decompile yourself

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and probably some harmony patching, since I don’t think monsters are npcs?

royal stump
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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

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getting them to care about a dialogue asset might be weird, though

gentle rose
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ah, that makes it a little bit easier but not by much

tiny zealot
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almost certainly some harmony crimes involved

gentle rose
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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

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(and a little bit of something to get rid of the original version of the monster)

tiny zealot
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(in particular, adding interactions to an NPC usually involves skip prefixing on checkAction, which is a crime but also sometimes necessary)

royal stump
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if you don't mind the base game monsters not talking, you could spawn a talking subclass with FTM SDVkrobusgiggle

gritty sandal
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Puppyeyes how do I commission someone to make him into an npc... Marriageable npc.

gentle rose
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!commissions

ocean sailBOT
twin wadi
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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

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just a specific monster, not all monsters

gentle rose
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changing the monster’s pathfinding code will also require harmony crimes

twin wadi
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...maybe i could just leave them as chasing you but not attacking?

tiny zealot
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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

uncut viper
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look pretty much any way you slice it you're likely gonna need harmony

lucid iron
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I think rather than talking via dialogue box it's easier to have s pool of textoverhead

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It sounds funny maybe i toss into monster variety 4 u Dokkan

gentle rose
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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

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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

lucid iron
twin wadi
uncut viper
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naturally if you nerf your original idea enough eventually it will become easy (and also not really what you wanted) /lh

brittle pasture
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I need the slimes in the mines to greet me good morning even while my blade is cutting them in half

patent lanceBOT
gentle rose
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I’m just glad quote 6480 is by 6480

uncut viper
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that said chu them talking won't solve the hurting you part don't forget

lucid iron
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Yeah if i make this it just becomes they say Hi >:((( and then still bonk u

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So perhaps just make the c# for this specially

twin wadi
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yeah im open to learning c# for sure, but harmony sounds... terrifying from what i've read in the wiki

gentle rose
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the wiki somewhat exaggerrates

rocky chasm
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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”

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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.

uncut viper
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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

rocky chasm
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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)

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Noob terms preferred, I haven’t started with anything .json related yet, just planning

uncut viper
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like, a skipping prefix that returns false on some condition is dead easy, but it is harmony

gentle rose
gentle rose
uncut viper
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so basically SOME harmony is really tough and some is really easy, so don't feel too intimidated by it

tawny ore
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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

uncut viper
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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

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And impossible without c#

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well impossible if you want it to work for other NPCs I mean

gentle rose
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I figured they just have a set dialogue for if you have a weapon? but I may have misunderstood

uncut viper
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yes, but how do you swap to it?

gentle rose
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fair

lucid iron
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Once again what if it's just text over head

rocky chasm
brittle pasture
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$query

tiny zealot
brittle pasture
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annoying but possible...? (Edit: yeah I saw the post above, you'd have to modify every line)

lucid iron
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Elliott tour just makes him invisible

gentle rose
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avi did some betas dialogue swapping crimes to do with their random dialogue

uncut viper
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BETAS can react to talking to them but by then it's too late to change the dialogue

lucid iron
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I guess u can make ur spouse invisible?

tiny zealot
uncut viper
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(i don't remember if Custom Schedule Keys overrides marriage schedules or not)

gentle rose
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do custom npcs get to have job schedules / fun schedules after marriage?

rocky chasm
gentle rose
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yup

tiny zealot
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functionally equivalent, afaik

gentle rose
calm nebula
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You can set them to whatever you want

tiny zealot
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there are some restrictions, but yeah. the big problem is you can't zero schedule to spawn somewhere else

calm nebula
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Whether or not the npc goes there is a question

gentle rose
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ah, I see what you mean now

tiny zealot
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so the schedule has to start in the farmhouse and has to leave (and return) through the bus stop

gentle rose
tiny zealot
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the "starting in the farmhouse" is determined by marriageDuties so you don't have a given starting point

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they do standard spouse milling about until departure time

quartz arrow
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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

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i think i put them in the wrong category-

tiny zealot
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sounds like it

gentle rose
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questionable poly compat, but...

quartz arrow
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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

torpid sparrow
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Quick q does TileData only work for the buildings layer

lucid iron
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Baits r just flavored item

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Weedses Bait

uncut viper
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TileData only works if theres something on the actual texture layer below it

rocky chasm
uncut viper
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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.

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must be* not might be

lucid iron
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Also needs to actually do stuff there

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Passable on Front doesn't do anything afaik

quartz arrow
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so apparently you can smoke clams and cockles even tho the originals are inedibility

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which i GUESS makes sense and i guess if people wanna be twisted they can eat the sea bunny b_giveup_sob

lucid iron
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You can ban stuff from the smoker if u need

quartz arrow
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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

lucid iron
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Well do u want it to be a special rose refined quartz or just refined quartz?

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Machines is a lot of TargetFields but usually u can just copy a rule and change ids lil bit

quartz arrow
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no just a refined quartz

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but like i wanted to be able for it to become that since its in the quartz family

brittle pasture
lucid iron
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Yeah then u can drill down to the quartz rule and add a new trigger

gentle rose
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my favourite part is that animated fish stay animated after smoking

lucid iron
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Is this a surprise quiz

brittle pasture
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okay, broccoli juice then

quartz arrow
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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 🤔

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... lemme see if i just fixed my code i think i had a word wrong

brittle pasture
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(one of these days I should make a "machines tutorial that's actually a TargetField and MoveEntries tutorial in disguise")

lucid iron
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Did u look at cp edit data docs in target fields

brittle pasture
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(tbh the vast majority of machine editing comes from needing to utilize those two concepts extensively)

uncut viper
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(that ones on my tutorials todo list too but if you do it before me i wont complain i hate machines—)

quartz arrow
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but i had an ID in there wrong for my new item

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so imma see if this fixes it

brittle pasture
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that should work, post your code if you need help

quartz arrow
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IT WORKED

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WOOO

brittle pasture
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nice
dont forget the heavy furnace

quartz arrow
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shit

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time to find the tag for the heavy furnace xD

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fingers crossed

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WOOOO

brittle pasture
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just in case make sure the vanilla quartz rules still work

quartz arrow
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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

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yep! it does yippee

dusk terrace
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what's the name of this cat? SDVsobastian

uncut viper
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seems like itd be easier to just go use Lookup Anything on the cat?

brittle pasture
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also it's not an NPC, but a MEEP roaming farm animal

dusk terrace
primal cypress
#

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

twin wadi
#

random idea what if i replace shadow brutes with a meep animal equivalent SDVkrobusgiggle would that even work? since its in the mines?

brittle pasture
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depends if MEEP allows spawning in instanced mine locations

quartz arrow
primal cypress
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i'm fearing there's something just Borked internally in the tmx SDVpufferwaaah

hallow prism
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verify the name of layers just in case?

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i got got by the "building" instead of "buildings" in the past

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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?

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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

primal cypress
hallow prism
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ok!

dusk terrace
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I'm so sorry munchie boi... SDVpetcatsad

primal cypress
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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?

brittle pasture
primal cypress
urban patrol
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i have a stupid question, but are you a thousand percent sure you’re updating the correct file and in the correct place?

tiny zealot
latent mauve
gaunt orbit
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I mean you could just patch the dialogue box and draw a bunch of text over itself

latent mauve
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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

primal cypress
# urban patrol i have a stupid question, but are you a thousand percent sure you’re updating th...

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" },

tiny zealot
dusk terrace
#

DDFC would already support that SDVkrobushappy

gaunt orbit
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DDFC?

dusk terrace
#

Dialogue Display Framework

gaunt orbit
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oh I was confused by the C on the end

dusk terrace
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Continued SDVkrobushappy

latent mauve
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Is your Data/Locations entry posted somewhere for that area, LavenderSkelly?

gaunt orbit
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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

primal cypress
urban patrol
primal cypress
latent mauve
#

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

gaunt orbit
#

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.

uncut viper
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CreateOnLoad doesnt prevent changes from appearing

latent mauve
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It always has for me, Button, unless it's an unrelated quirk

uncut viper
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unrelated quirk then

latent mauve
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I use EditMap patches after to keep it from being an issue

urban patrol
#

lav are you doing any EditMap patches to your map? any overlays or anything

dusk terrace
primal cypress
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and it should yesterday date???

urban patrol
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in your working folder, send a screenshot of that map’s name and info?

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if that’s the version that’s meant to be showing, then maybe try renaming it to something different and then copying that over

primal cypress
#

the grey is from the working folder

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even deleting the folder and copy pasteing keeps it as the same date.... SDVpufferangery i'll try a differnt name

hallow prism
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what's the easiest way to check for a mail being received so i don't have to do a patch summary full?

gaunt orbit
#

I think there's a debug command for gsqs that you could use

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yeah gq

hallow prism
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thanks

uncut viper
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you can also patch parse {{HasFlag}} (id prefer the debug gq though)

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(though ig the patch parse one would be a day behind)

gaunt orbit
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debug gq PLAYER_HAS_MAIL Current <MailId> Received

hallow prism
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thanks

primal cypress
urban patrol
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do you have some sort of file manager or cloud service like one drive that could be interfering?

primal cypress
#

no I don't think so

vital dew
#

hi guys owoWave
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

primal cypress
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ok so somone else opened the tmx with their tiled and it's the old verison that is showing up in game

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but when i open it it looks like this!

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wtf is going on? SDVpufferyoba

hallow prism
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verify the path yet again (and again and... )

#

no idea

#

you said you tried saving the file with a different name already?

jaunty shuttle
urban patrol
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(that's a very pretty map btw)

lucid iron
#

by deleting the tmx (back it up tho)

primal cypress
#

ok doing a "save as" rather than a normal save in tiled finally updated it!!!!!!!!!!!!!

#

AAAAAAAAA

#

it's buggy but it there!

hallow prism
#

congrats, progress is progress

primal cypress
#

it makes no sense why this happened, i'm writing this bug down

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and laying down for a rest, my poor coding duck has been yeeted in catharsis

jaunty shuttle
#

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

hard fern
torpid sparrow
#

!twocakes

ocean sailBOT
#

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.

torpid sparrow
#

ive seen a good level of interest for it as well so go for it

lucid iron
#

the problem is never "would people want it" and more "do I the author want it"

primal cypress
#

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 SDVpuffersquee

dusk terrace
#

I the author want this bug fixed SDVpetcatsad

lucid iron
#

are you venturing into android mordor

proven spindle
#

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

proven spindle
#

Was getting tired of all the humans being crammed into pelican town SDVkrobusgiggle

half tangle
#

Is there a GSQ for player health or stamina? Or more generally, is that value accessible to a CP mod?

dusk terrace
half tangle
#

(I'm looking at the GSQ page and not seeing it at first glance/search)

dusk terrace
#

secrit passage

vital dew
#

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)

half tangle
#

I mean I guess I can just make those GSQs myself...

uncut viper
#

(as GSQs, not tokens)

vital dew
urban patrol
#

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?

half tangle
# uncut viper no, but BETAS has it

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

jaunty shuttle
lucid iron
#

i think if u just expose a Condition ppl can do anything right

#

whether it is use betas or ur own

uncut viper
#

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

hallow prism
#

@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?

uncut viper
#

though either way if it accepts a GSQ it will accept one from any mod unless you specifically prevent it from doing so

hallow prism
#

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?

spice inlet
#

Hi Lumina

#

is that with the purchased token?

#

I swear it worked before SDVpufferpleading

#

it should be doable to make it ready earlier

#

for now you could try checking for the mail flag

hallow prism
#

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

half tangle
#

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

hallow prism
#

is the mail flag always set? I don't believe i set one myself on those bundles

brittle ledge
torpid sparrow
#

More shadow people!

brittle ledge
#

(I would make sure the user deleted the mod and installed the update fresh instead of overwriting)

spice inlet
hallow prism
#

thanks, wonderful

#

ok i'll do something else for a bit then move to mails, appreciate the help and quick answer

spice inlet
#

I'll fix it for the next version so it should be fine either way SDVpufferthinkblob

#

CP can be a bit tricky to work around

#

the flag is pretty nice for GSQ

#

iirc I use it in kustenheide

hallow prism
#

to be fair we content pack authors are sometimes doing niche stuff

lucid iron
#

It's probably good to use gsq event preconditions anyways

#

For info mods to have better info

hallow prism
#

but my tokens!! (yes i agree overall, there's a few things when tokens are hard to avoid)

lucid iron
#

You could use hasflag i suppose

#

If it came down to it

hallow prism
#

in this case the flag should be good in token

#

in GSQ i mean

lucid iron
#

Yeah i mean if u had another ub purchased token usage that cant gsq

hallow prism
#

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

spice inlet
#

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

urban patrol
uncut viper
pine elbow
#

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

hard fern
urban patrol
#

i'm guessing the glow on glow rings is hardcoded? it says they have no buffs associated with them

brittle pasture
#

yes

#

there's a mod for glow buffs if you need them

#

on food, custom rings, etc.

pine elbow
#

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

jaunty shuttle
urban patrol
midnight sand
#

Is there a way to show a
Game1.drawObjectDialogue
without destroying the active menu? Or a similar one?

brittle pasture
uncut viper
midnight sand
#

Is there a way to display a message without it being a menu?

#

Or how can I create submenus?

spice inlet
#

what kind of message?

uncut viper
#

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

midnight sand
#

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

uncut viper
#

anyway, IClickableMenu has SetChildMenu(IClickableMenu)

midnight sand
night ore
#

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?

lucid iron
#

DokkanStare new skill menu (of some sort?)

#

if it is your menu anyways you can just draw the text wherever

calm nebula
#

[[Modding:Dialogue]] ?

uncut viper
lucid iron
#

seems less friction than child menu

hallow prism
#

i wonder if the $1 keyname is the command to set a flag in a dialogue so it's only seen once

calm nebula
#

Yes

opaque cobalt
#

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.

uncut viper
#

that would just be going back to the old style of EditImage instead of using Appearances at all, which is worse for performance

lucid iron
#

It's true that calendar mug doesn't use appearances

uncut viper
#

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

whole raptor
lucid iron
#

Did it actually used to

whole raptor
#

I don't think so

lucid iron
#

And then got removed for special anims

calm nebula
#

Not the calender no

uncut viper
#

i mean appearances were only added in 1.6

calm nebula
#

Isn't stardew on 1.6.smth

#

I can't find the post from pathos anymore

uncut viper
#

.15?

calm nebula
#

Does search not work in threads

uncut viper
#

you cant search in a thread specifically

calm nebula
#

Look, button, I knew it was between .13 and .17

hard fern
#

I think the most recent is 1.6.15 officially

uncut viper
#

im not sure you did

lucid iron
#

What's the basis for this range

uncut viper
#

the most recent is .15 unofficially too! its literally the version we're on

whole raptor
#

Btw... does anyone know if there are any "usual" rates on event scripting commissions? SDVpufferthink I'm kinda curious...

uncut viper
#

im not sure how its relevant to appearances tho

hard fern
#

Oh right .16 is only in testing isn't it

uncut viper
#

its not even confirmed to be 1.6.16

lucid iron
lucid iron
uncut viper
#

why

lucid iron
#

I was already quite sad when 1.6.9 didn't stick

#

Aesthetics

uncut viper
#

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

hard fern
#

:( i like the number 7

lucid iron
#

Win 7 was great tho do u really wanna go right into win 8(.1)

uncut viper
#

was win 7 great

opaque cobalt
ocean sailBOT
#

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

lucid iron
#

Yes (sincere)

uncut viper
lucid iron
#

Yeah it just be like that

calm nebula
lucid iron
#

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 Dokkan

opaque cobalt
hard fern
#

Speaking of appearances

lucid iron
#

You can leave more frequently changing appearances as they are

calm nebula
#

It affecting the social menu was what was pulled in 1.6.9 due to animation issues

#

Do appearances have specialfields

#

Customfields

uncut viper
#

customfields?

#

they dont

vital dew
#

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

calm nebula
#

Yeah the pjffle got almost no sleep and thus is pretty dumb

lucid iron
#

!saves

ocean sailBOT
lucid iron
#

That folder is smapi save backups

calm nebula
lucid iron
#

Are you doing ok atra

vital dew
calm nebula
#

It's just the spread between buy and sell orders

hard fern
#

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

uncut viper
#

well locationchanged only happens if the player changes locations

lucid iron
#

Yeah it's just unreliable

uncut viper
#

but also, what you describe is like, prime use case for Appearances

#

just add an appearance

hard fern
#

😔 i guess i have no choice then

uncut viper
#

you pensive as if thats a bad thing but an Appearance is like 100x better here

brave fable
#

well you have no choice but you do have a perfect bespoke solution served on a plate

opaque cobalt
uncut viper
#

id daresay call it a golden platter

brave fable
#

this world is a prison

calm nebula
#

Technically you have a choice

#

You can choose your own c#

#

Or touching grass

#

Or fingernail biting to the s&p500

hard fern
#

I have allergies 😔

calm nebula
#

Don't recommend the last one

lucid iron
hard fern
#

What is the last one anyways

lucid iron
#

So it's alright to do editimage solution for that i feel

uncut viper
#

worrying abouty your retirement index fund on the stock market

hard fern
lucid iron
#

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 Bolb

opaque cobalt
#

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

uncut viper
#

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

lucid iron
#

Use the right tool that fit for ur case Dokkan

#

Gotta remember that base game uses appearances for winter because mr ape is not using content patcher

opaque cobalt
#

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.

uncut viper
#

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

opaque cobalt
#

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

vital dew
#

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

torpid sparrow
#

nvm figured it out

#

it was a typo i knew it was gonna be something dumb

wind basalt
#

is it allowed to commission someone for a mod here?

#

like to look for someone (who makes mods)

calm nebula
#

!comms

ocean sailBOT
calm nebula
dusk terrace
#

I like messing around with those

wind basalt
# ocean sail

alright but if it's a specific list it's gonna be a bit occupied no?

calm nebula
#

Wdym?

brittle pasture
#

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

hard fern
#

Better to look on a specific comms list than to take your chances hoping someone responds out of the blue imo

brittle pasture
#

finding people on that list and DMing them first instead is much safer

calm nebula
#

What type of mod do you want anyways

floral stratus
#

I just finished my first mod (Content Pack) in 5 years! Is there a best time to post to Nexus to maximize exposure?

ornate locust
#

After the day change isn't a bad time. Makes sure it stays in "new files" all day

calm nebula
#

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)

floral stratus
#

If anyone's interested in the details, this was the one where an old JojaCorp coworker sends you letters.

ornate locust
#

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

astral prism
#

chat what do i do if someone who i did a commission for owes me money and they’re airing me 💀💀💀

ornate locust
#

I always forget the time and just wait for a mod to show in the next day on New Recently and post then.

floral stratus
#

Good advice! Thank you!

ornate locust
#

I think it IS now, just looked at the earliest mod "today" and it says posted at 7, and it's 7 here

floral stratus
#

I'll get my post ready!

astral prism
#

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

lucid iron
#

I dunno if there's anything you can do besides publically posting about it

hard fern
#

If they just never get back in touch they probably don't plan on paying u at all tbh

astral prism
#

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

twin wadi
#

sorry that happened to you harvz SDVpufferpensive that's such an awful thing to do

astral prism
#

😭 i just want my money im fkn broke 🤣🤣

ornate locust
#

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

twin wadi
#

omg sorry my foster cat walked over the keyboard SDVpufferchicksweatsip

hard fern
#

Cat moment

woeful lintel
#

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.

floral stratus
hard fern
#

The reason my mother says she could never foster: shed just end up adopting them all

floral stratus
#

Letters From Cameron is officially up!

woeful lintel
floral stratus
#

Awww

jaunty shuttle
#

I've fostered kittens for a couple years and adopted 2 of my babies that way :3

hard fern
#

🥺 kitties are just so cute how can you not want to keep every one of them

floral stratus
#

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.

jaunty shuttle
#

I can only keep so many

twin wadi
woeful lintel
#

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...

jaunty shuttle
#

Omg lol

woeful lintel
#

She would also eat sponges

#

The kitten, not my friend

floral stratus
tiny zealot
#

you need the mod author role

brave fable
#

only Leah can post in there. you'll have to ask her about it

floral stratus
#

Ahh, I'll figure out when I can get that then.

tiny zealot
#

when you hit server level 25 (farmer) and have at least one published mod, you ask the staff to give it to you

jaunty shuttle
#

You can have someone post on your behalf if you've made a mod and would like it posted

floral stratus
#

I don't know anyone here well enough for that yet lol

#

Unless ichortower was feeling generous

hard fern
#

Plenty of modders are willing to post on behalf of someone
(I mean, even i can do it)

woeful lintel
#

Knowing people isn't really a requirement...

uncut viper
#

its not, but showcasing for someone is kind of like a soft vouch, sometimes.

floral stratus
#

You can look over the mod first of course

hard fern
floral stratus
hard fern
#

🤔 if i put it in #modded-stardew , more people might see it right away, is that okay?

floral stratus
#

That would be fine. Thank you

#

You're awesome!

hard fern
jaunty shuttle
#

Yayyy new mod drop

floral stratus
#

MFM Content Pack, but yeah

#

(Mail Framework Mod, not Male for Male) lol

wide widget
#

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..

calm nebula
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

torpid sparrow
#

Hi inferno SDVpuffersquee

wide widget
#

Hi Wem!☺️

brave fable
#

but really who knows

calm nebula
#

From fanfixtion I'm guessing npc

brave fable
#

it's probably easier for people to chat about it after the fact tho since they're already in the user chat channel

calm nebula
#

Npc isn't hard just tedious

hard fern
#

SDVpuffersweats true, i didn't think of that i dont have the showcase channel visible

uncut viper
#

(i also dont have it visible)

calm nebula
#

I have it visible!

jaunty shuttle
#

Visible gang here

brave fable
#

the fruits of my labour. hidden.

uncut viper
#

when did you last post fruit

brave fable
#

love of cooking had a watermelon for a while...

wide widget
#

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. 😅

brave fable
#

but i cant post it in the showcase. i'm not a mod author SDVpufferpensive

jaunty shuttle
#

How do you hide that channel without hiding the whole mod section anyways?

brave fable
#

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

uncut viper
#

i need only mmg

brittle pasture
#

lies, I saw you post in programming-off-topic

jaunty shuttle
uncut viper
#

if 95% of my posts in this server are in this channel, im allowed to round up

brittle pasture
#

somewhere a stats grad just sneezed

uncut viper
#

something something p-value

torpid sparrow
#

unable to reject the null or something

jaunty shuttle
wide widget
#

Yeah, I had a feeling it would be..SDVkrobussad

hard fern
#

I think like, starting with one NPC, and slowly working your way up might be better 🤔

uncut viper
#

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

jaunty shuttle
#

Yeah... not trying to discourage you at all, but just wanted to say that upfront

uncut viper
#

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

calm nebula
#

If you're a fanfiction writer a lot of work should be normal

hard fern
#

I motivate myself my thinking about NPC lore and then starting at my json for 30 minutes

calm nebula
#

Signed, you don't want to know how long my HP fanfictions were

hard fern
#

Ive read like 300k word fics before and i know those aren't even the longest ones out there

calm nebula
#

I don't think you understand how much effort I put into understanding 1965 computers for Harry Potter fanfiction

hard fern
wide widget
#

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.

uncut viper
#

itd be a good companion to the Toothless pet mod recently released. though, im assuming you're already aware of it

wide widget
keen seal
keen seal
torpid sparrow
#

i was doing some hiccup walk animation sprites for fun

#

i dont know if im gonna tackle a berk expansion until much later

keen seal
#

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

brave fable
#

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

wide widget
brave fable
#

so like, just make an egg or a sandwich for your first one or something

jaunty shuttle
#

Or an egg sandwich

brave fable
#

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

hard fern
#

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....

brave fable
#

no. i made that already. patented

torpid sparrow
#

the villager lays the egg?

hard fern
brittle pasture
torpid sparrow
#

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

hard fern
#

P- poop framework???

wide widget
torpid sparrow
#

you know what

#

maybe i'll do the Edge instead

jaunty shuttle
#

There is a list of people who do commissions for stardew mod coding, maps, art, etc

torpid sparrow
#

at least before berk

#

that is much more palatable

wide widget
torpid sparrow
#

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

torpid sparrow
#

!comms

ocean sailBOT
torpid sparrow
#

whew that was the right one

keen seal
#

I’ve found it’s a good way of testing the waters

wide widget
#

Makes senseSDVpufferthumbsup

torpid sparrow
#

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

hard fern
#

😓 my first mod was just retexturing bread

wide widget
#

Is definitely gonna have to be a long term project for sure

#

But, not the first time for me.😂

brave fable
#

i'm always thinking about a vanilla food retexture mod but there's enough choice already

torpid sparrow
#

!twocakes

ocean sailBOT
#

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.

brave fable
#

surely only so many ways you can draw a plate of vegetables

torpid sparrow
#

50 cakes!

brave fable
#

we're past two cakes. this is a whole bakery

hard fern
#

Call it a bread factory

torpid sparrow
#

i love content patcher i can let my imagination run wild and most things are possible

wide widget
#

Multitude of flavorsss

brittle pasture
#

my first mod is a C# mod

jaunty shuttle
#

My condolences

uncut viper
#

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

patent lanceBOT
brave fable
#

i learned c# by writing harmony at the tail end of a degree using cpp/java

twin wadi
brave fable
#

my first code was Extremely Bad

brittle pasture
#

once it is updated, no one is safe

quartz arrow
calm nebula
hard fern
#

I have never learned C#

quartz arrow
brittle pasture
#

I learned C# because I know Java, and C#'s basically purple Java

twin wadi
#

i am attempting to learn c#, but my brain cannot handle that information SDVkrobussad

quartz arrow
#

BIG same

#

my brain just starts to go bzzzzzzzzzzzzzzzzz

calm nebula
#

I feel like 8th grade physics is more impressive

twin wadi
#

when are you graduating middle school atra

quartz arrow
#

they just went from 7th to 8th they're working on it

brittle pasture
#

quick, what's the formula for Newton's law of gravitation

#

this is urgent

calm nebula
#

Ugh, fuck. Mass 1 times mass 2 times gravity constant divided by distance squared

brittle pasture
#

thank you
dodges comically large anvil just in time

hard fern
twin wadi
#

selph its actually cat + gravity + cup of water = cup of water on floor

jaunty shuttle
#

Cat + gravity = catastrophe

woeful lintel
#

CATastrophe

wide widget
woeful lintel
#

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

opaque cobalt
calm nebula
#

Precedenxe

#

I think the vanilla winter are -100

opaque field
wide widget
# keen seal Heck yeah! Cheering you on!

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??

keen seal
#

I’d assume so? I haven’t gotten to weapons yet, personally

#

on the list though!

opaque cobalt
wide widget
#

Noice

opaque cobalt
#

side qustion, why is higher precedence a lower number? Are we playing golf?

rigid oriole
#

programmers like to sort low to high

opaque cobalt
#

ah, I guess that can make sense then. Thank you

fresh sigil
#

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

twin wadi
#

you might want to ask in #modded-stardew first for finding good arabic food mods

#

but for getting starting modding,

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

fresh sigil
#

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?

half tangle
twin wadi
twin wadi
fresh sigil
#

Is modding same as sim modding/cc?

#

(I am very new to this and i would rather learn by asking)

fresh sigil
vernal crest
#

Nope, not at all

fresh sigil
#

OH SHUCKS

fresh sigil
twin wadi
vernal crest
#

I find Stardew modding easier tham Sims 4 modding personally

fresh sigil
#

also w nexus mods (unless this is too political) there was something w the idf (if i can ask)

twin wadi
#

stardew is really good for modding SDVpuffersquee

fresh sigil
vernal crest
#

I'm not sure what you're trying to ask, but discussion about political mods is probably not allowed here

fresh sigil
#

All g

#

Oh nvm it was curseforge

#

SORRY Y'ALL

vernal crest
#

Trying to decide if I can get my brain corralled enough to do any mod work at all in a mere 30 minutes

fresh sigil
#

yes

torpid sparrow
keen seal
#

oh man that’d be awesome

wide widget
#

No kiddimg🤣

keen seal
#

but yeah, idk what it’d do XD

wide widget
#

Decorationnnn

torpid sparrow
#

questline...finding dragon eye lenses...

#

ohhhh

#

i need to turn my brain off

wide widget
#

Too many ideas, so little timeee😂

vernal crest
#

I guess I could investigate whether LocalTokens will make adding a photo for every animal in game any less tedious

torpid sparrow
#

me when i import the entirety of school of dragons into stardew

undone kelp
#

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

vernal crest
#

Good luck! But don't forget to pack!

devout otter
#

Good pack!

vernal crest
#

Ugh N++ is not automatically generating closing brackets and quote marks, what is this laziness

finite willow
#

how do I tell the game to not call Func`1 getScreenId

wide widget
undone kelp
undone kelp
brave fable
opaque field
#

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

vernal crest
#

I don't think it matters where your .png or .cs files are as long as they're somewhere in the project folder

opaque field
#

eggcelent

vernal crest
#

(I recommend making your capitalised of folders more consistent though. Right now you have lowercase assets and capitalised Patches)

vernal crest
#

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.

rigid oriole
#

i capitalize like this all the time in my c# mods SDVpufferlurk

#

for some reason C# folders get caps, but docs, i18n, and assets get the lowercase treatment

opaque field
#

yaaaaaay

rigid oriole
#

i think i stole this convention from pathos

vernal crest
opaque field
#

it was not intentional/permanent for sure I just wanted it to exist first haha

patent lanceBOT
calm nebula
#

I wonder how many teensy c# programmers stole their idea of "standard c#" from pathos

#

Me? I..uh...borrowed his .editorconfig

vernal crest
#

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 😭

rigid oriole
#

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

vernal crest
#

Okay either I am using N++ wrong or it is really bad at indentation and error checking on top of not closing my brackets

rigid oriole
#

is ur file really big or something?

vernal crest
#

It

#

's 31 lines

#

One patch written entirely from scratch

urban patrol
#

does N++ normally close its brackets for you? i always have to do mine manually

vernal crest
#

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

urban patrol
#

ah i see

vernal crest
#

And I wasn't sure if I am just doing something wrong or if N++ is actually just like this

urban patrol
#

have you already saved it as json? mine won't auto indent until i save it

vernal crest
#

Yep first thing I did

urban patrol
#

so it just hates you personally then :(

vernal crest
#

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

urban patrol
#

yuck

vernal crest
#

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

floral stratus
vernal crest
rough lintel
#

i’m a 75/25 notepad++ and visual studio code flopper bc im too used to n++’s jankness to leave it behind

floral stratus
#

Ahh, I shouldn't have said all. I use VSC for toml files and .logs

vernal crest
#

Or VSCodium if you want it without the Microsoft telemetry

opaque field
#

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?

keen seal
#

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

urban patrol
#

but you'd have to put them in the fireplace (and animate them) yourself

keen seal
#

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

rigid oriole
#

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

opaque field
#

yes! making a buff that temporarily increases the friendship points aquired

rigid oriole
#

also if ur using the tutorial on the modding wiki, let me know if anything is unclear so i can update it :)

opaque field
#

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

clear bough
#

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?

opaque field
#

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)) ); }

rigid oriole
#

I think you want AccessTools.Method instead of grantConversationFriendship.Method but otherwise this portion seems ok to me

ivory plume
opaque field
#

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

ivory plume
# clear bough Hi, and yes, I do have that.

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.)

opaque field
#

wait do I not need to say using HarmonyLib because SMAPI comes with it?

midnight sand
#

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?
ivory plume
opaque field
#

ok it's working now I just had it in the wrong place

rigid oriole
#

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

calm nebula
#

Just to confirm

#

You're logging e.NewLocation on both

rigid oriole
#

i'm about to acquire some more verbose logging

calm nebula
#

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

rigid oriole
#

i guess i just check if old and new location are the same and ignore?

calm nebula
#

Can you try a normal ie non volcano map

rigid oriole
#

yeah

#

i'm fighting cjb cheats menu on controller with my life rn

calm nebula
#

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

rigid oriole
#

yeah it does the double warp outside the volcano

calm nebula
#

Interesting!!!!

#

Nice to know

rigid oriole
#

i'm about to hit a quick little reference equals too i think lol

calm nebula
#

if (!e.IsLocalPlayer || ReferenceEquals(e.NewLocation, e.OldLocation))

#

Don't ask me why i do some things but I do this

rigid oriole
#

i trust ur 8th grade physics knowledge

calm nebula
#

Please don't I'm. Very dumb

rigid oriole
#

do we think this is intended behavior

#

ok that was bad timing for my messaage

#

i mean the warps

calm nebula
#

No idea but I think pathos is lurking so you might as well ask him

half tangle
#

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?

rigid oriole
# rigid oriole yeah it does the double warp outside the volcano

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?

rigid oriole
calm nebula
#

Hang on can you quickly log game1.game1.screenid

#

Or smth like that

rigid oriole
#

suresiess

half tangle
#

ah, yeah, so it might be a split screen thing

rigid oriole
#

i would simply ignore split screen if i didn't play it more thana singleplayer lol

half tangle
#

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

rigid oriole
calm nebula
#

There should be an instance id or index or something

#

Or maybe Context.ScreenID

rigid oriole
#

the second one is real

#

ok please hold

#

screen ID seems to be fine? (Chell player 1, qq player 2)

ivory plume
#

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.

calm nebula
#

Does this happen for non split screen multiplayer

rigid oriole
#

is it possible to test that with only one steam account?

#

(I have no idea what happens in remote multiplayer)

calm nebula
#

Yeah

#

Launch game twice. Use lan

#

Use "localhost" as your ip

rigid oriole
#

truly never occurred to me that there could be more than one instance of stardew valley open on my pc at once

ivory plume
#

(You can also just leave the IP box blank, it defaults to localhost.)

ivory plume
#

You're missing a comma on line 21, but otherwise that looks fine (assuming the indexes are correct).

rigid oriole
#

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

clear bough
ivory plume
#

The indexes are just their position in your map file; it won't affect how the tourists are placed in the station or anything.

calm nebula
rigid oriole
#

hey now, the fun part of hobby coding is getting to ignore those details sometimes SDVpuffersquee

clear bough
ivory plume
#

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).

opaque field
#

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

lucid mulch
slow basin
#

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 >.>

hard fern
#

You can just put them on other empty spots though

slow basin
#

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

hard fern
#

My next step is to do the walking animation for my NPCs, then finish their map (or just one fourth of it i guess.)

pine elbow
#

Hi, in Data/Weapons.json there is no example of using Projectiles, does anyone have an example of how to use it?

latent cape
#

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?

royal stump
hallow prism
#

advanced move is used for this kind of thing but still requires you to set the moves

latent cape
pine elbow
#

@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?

undone kelp
#
  "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

royal stump
# pine elbow <@125370989780533248> I have doubts about the following variables: FireSound, B...
  • the sounds are strings, the names of each sound effect listed here:
    https://www.stardewvalleywiki.com/Modding:Audio#Sound
  • the angle offsets are int (numbers), and they're the degrees (as in 0-360) by which each projectile can randomly change direction
  • sprite index is an int (number) for the sprite's position inside its image, which is TileSheets/Projectiles; they go in order like this, with the default being 11, for example
#

Item 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"
}```
hallow prism
pine elbow
#

@royal stump Thanks

pine elbow
#

Is No Data/WildTrees ShakeItems a dictionary or a list of dictionaries?

brave fable
#

it's a list of item entries, the same as ChopItems, TapItems, and SeedDropItems SDVpufferthumbsup

#

not exactly the same, since those have some unique fields available, but the same format at least

opaque field
#

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?

brave fable
#

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

calm nebula
#

My aquaphonics lab believes

opaque field
#

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

undone kelp
#

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

tribal ember
#

does someone see why this content patcher code isnt working
im struggling

spice inlet
#

the targets seem a bit odd

vernal crest
tribal ember
#

totally could be the wrong targets!

#

im not....... good at code LOL

#

let me try what yall are saying

vernal crest
#

You have to make your Target the same as what is in SVE's Buildings.json file Targets.

tribal ember
#

should i still include the "Mods\FlashShifter.StardewValleyExpandedCP"

vernal crest
#

Because you're trying to edit the thing that is in the game already, not the thing that is in SVE's mod folder.

tribal ember
#

in the target?

vernal crest
#

No, it literally has to be exactly as I had it.

tribal ember
#

ohhhhh

#

OHHHHH

vernal crest
#

If you want to check your understanding you could try to fix the Target for the coop and I can check it for you

brave fable
#

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

vernal crest
#

I just looked in SVE's files

tribal ember
#

{
"Action": "EditImage",
"Priority": "Late",
"Target": "Buildings/PremiumBarn",
"FromFile": "assets/{{season}}_PremiumBarn.png",
"PatchMode": "Replace",
"When": {
"HasMod: |contains=FlashShifter.StardewValleyExpandedCP": true
}
},

vernal crest
#

Nope

tribal ember
#

oh gosh im so sorry

vernal crest
#

Exactly as it is in my message

tribal ember
#

{
"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

harsh bobcat
#

@ivory plume I just hit lvl 50 can I have repo access biblical_pleading

vernal crest
#

(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)

tribal ember
#

IT WORKED

#

AHHH THANK YOU