#making-mods-general

1 messages · Page 363 of 1

vernal crest
#

I'm not actually sure how running a patch summary would help in this situation SDVpufferthinkblob

tribal ember
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i thought for getting the correct target asset name at least

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i had that wrong

brave fable
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(ideally it'd show the asset name loaded by SVE for you to target)

vernal crest
#

Yeah that's the part I don't know it would help about

brittle pasture
#

or run patch export Data/Buildings to see what exactly the texture name you should patch if you don't feel like digging through SVE's files

vernal crest
#

What would you run the patch summary on though? And do patch summaries show the Texture field?

vernal crest
tribal ember
#

i usually just look in the files for the asset names and file paths

vernal crest
#

I guess if you just did patch summary full FlashShifter.StardewValleyExpandedCP it would show you the Load patch for it.

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(That is how you do patch summary by the way Bog.)

tribal ember
#

yeah this will be something i look to for troubleshooting in the future

NEW KNOWLEDGE

vernal crest
#

Ah I forgot about that section, yes that's pretty easy to see

tribal ember
#

thank you for your help<3

toxic fulcrum
#

My current project involves making lots of complex events. So I bult this UI event editor for myself to make it a little easier.

tribal ember
#

well thats just so freaking cool

vernal crest
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Fancy!

#

The preview is very cool

blissful panther
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Well that was on my list of things to do... thanks for potentially saving me the effort! SDVkrobusgiggle

toxic fulcrum
# vernal crest The preview is very cool

Yeah, it's nice. You can click in the grid and the clicked tile's coordinates get set as current commands x,y coordinates.
Saves a lot of time.
Only downside is that (currently) the preview images are pregenerated manually.

blissful panther
#

And I imagine modded characters are graphically currently not a thing?

vernal crest
#

I actually really like writing event commands by hand but I could see this tool appealing to a lot of people!

blissful panther
#

Aba, what. SDVpufferfear

vernal crest
#

What? They're not hard!

toxic fulcrum
toxic fulcrum
brittle pasture
#

since whatever cursed JSON syntax Content Patcher/Newtonsoft uses support newlines writing events manually isn't that painful

blissful panther
brittle pasture
#

but yeah this could be useful

opaque field
#

question, i keep getting this message when I try to compile my eggbuff The best overload for 'Method' does not have a parameter named 'prefix' ?

brittle pasture
#

you're misplacing a ) somewhere

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prefix is a field on Patch, not the Method you're passing to it

opaque field
#

ahhh okay

blissful panther
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(Which is very easy to do in the nest of parentheses you end up with manually patching with Harmony.)

opaque field
#

It's definitely something in my harmony patch

#
                Harmony harmony = new(ModManifest.UniqueID);
                harmony.Patch(
                  original: AccessTools.Method(typeof(NPC), nameof(NPC.grantConversationFriendship)),
                  prefix: new HarmonyMethod(typeof(ModEntry), nameof(NPC.grantConversationFriendship_Prefix))
                  )
                  );


            }```
brittle pasture
#

yep, what I said

opaque field
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so it should like the edited version?

brittle pasture
#

now I think you have one too many ) at the end, but yes

opaque field
#

sweet, now it just says 'NPC' does not contain a definition for 'grantConversationFriendship_Prefix' and that's the only errror left (am so close I can taste the strawberrycremeegg that this goes to)

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ty!

brittle pasture
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second nameof is wrong

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for future reference error messages usually point to the line number, and if you're using an actual IDE it should already be highlighted directly while you edit

opaque field
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ahh, okay. I'm using VSCode, this has been the crashiest of crash courses haha so it shouldn't be nameof(NPC.grantConversationFriendship_Prefix)) should it just be NPC.grantConversationFriendship?

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yes!

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YESSSS

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ok it's happy with me now

brittle pasture
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that's also wrong

opaque field
#

ooh okay, what am I missing? I've got the wiki for harmony patching open

brittle pasture
#

also Visual Studio is the recommended C# IDE, not VSCode

brittle pasture
#

the latter of which you presumably defined somewhere in your ModEntry

opaque field
#

I did! okay, I think that did it

brittle pasture
opaque field
#

ooh, okay I'll check that out. I

brave fable
#

VS Code is perfectly good to use for your JSON edits still, but very few people choose to use it over VS Community for C# since it's not built to the task at all

#

likewise vice versa

opaque field
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and this is my first time using it for something other than ContentPatcher lol so I'll go do some aquiring

ivory plume
harsh bobcat
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oh yeah I forgot to do that when doing that huh

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fixed

dusk terrace
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level 44... almost there SDVpufferowo

vernal crest
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I wonder if I should do that. Nearly able to at level 641...

brittle pasture
#

repo access is nice, if only because ILspy on Linux keeps failing to detect internal variable names

vernal crest
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@ivory plume Can I get access too pls? My GitHub is on the list.

brittle pasture
#

yes I'll have a for (int num8 = num7; num8 < num9; num8++) <- statement dreamt up by the utterly deraneged

dusk terrace
#

does the repo also have code for android?

brittle pasture
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there's an Android repo, but it's still on 1.5

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last I heard Khloe's working to update it in a PR

dusk terrace
#

that'd be a huge plus

ivory plume
#

@vernal crest @harsh bobcat Invite sent! See the repo readme for more info when you accept the invite. Feel free to ask if anything is unclear.

harsh bobcat
#

Thanks!

vital lotus
tiny zealot
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if there is a benefit to doing so, it's so small that no one will notice unless at staggering scale

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(and if you got to that scale, other concerns would dominate anyway, so i doubt anyone would care even then)

vast flicker
#

Kiki is renamed to Alan, he’s a roommate npc as personally I don’t see him being in a relationship, I think he would be more of a friend that lives with you, he’s more of a shy person, reluctant to make friends but you’ll help him become more open, most of his heart events is you encouraging him to talk to others, his 8 heart event is the most important one

toxic fulcrum
#

@blissful panther again on topic of the graphical event editor... I was thinking a little bit

I think I would be down to release a version of the software/code for the editor. I just have to remove some of the more custom stuff, but it's not too much work for me.

But I think I would need some support on the packaging and support side of things. To make it installable, usable, etc. All these little things that tend to pile up.

I'm quite new to SDV modding scene so I would appreciate some help with finding volunteers / people who really would benefit from event editor like this.

light bramble
#

Ok, looking into the silo for a mod...Does changing the amount of hay it can hold require C# mods or could I do it with content patcher?

calm nebula
#

Content patcher

light bramble
#

👍

brittle pasture
#

lots of silo capacity mods you can reference

light bramble
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Can you use variables like this in content patcher mods?

     "Action": "EditData",
     "Target": "Data/Buildings",
     "Fields": {
       "Silo": {"HayCapacity": "Capacity"}
     }
   }```
In where the the Capacity is defined in the config?
tiny zealot
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if your configschema entry is called Capacity, then use "{{Capacity}}"

brittle pasture
light bramble
#

Ok

#

thank you

tiny zealot
#

what selph said. pathos's docs are good

jaunty shuttle
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I'd offer to help but I severely doubt I have the knowledge to do anything lol

eternal hemlock
#

is it possible to retexture stardew NPCs into a different sprite size than 16x32? or is it hardcoded to be that

round timber
#

i think Sprites in Detail will be what you want?

eternal hemlock
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oh interesting

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I'm specifically looking for a way to keep the same resolution/size, but in a bigger canvas per sprite

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Sprites in Detail seems to work for that? 🧐

toxic fulcrum
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But I think I need to reach lvl 5 on the server before I can do that, lol

jaunty shuttle
#

Oh yeah for sure, i'd be down to help in that case SDVpufferthumbsup

eternal hemlock
tribal ore
#

I've noticed that some TriggerActions that are supposed to run on DayStart don't trigger when I first load the game if I'm including them one level deep. If I put them directly into content.json they work, but if I include code.json from content.json (and code.json has the trigger actions in it), then the trigger actions exist (I checked with patch export) but aren't actually run

#

Not run until the next day, that is

gaunt orbit
#

Patches are re-evaluated on day start, so it's most likely an artifact of how Include works. I bet you anything that if you put variable tokens in the trigger action, it would always use the previous day's value.

Probably worth reporting on github if you can make a minimal reproduction project

tribal ore
pine elbow
#

Hi, in Data/WildTrees the items: ShakeItems, TapItems and GrowsMoss do not appear as optional, are they really mandatory, or did they forget to put them in the wiki?

tribal ore
#

Hm. I added a "WEATHER Here Sun Wind" check to the trigger action but still no letter without going to sleep another day

brittle pasture
torpid sparrow
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hm it appears my mod is actually technically compatible with SVE just the map is a bit wonky and the town events have characters clipping with objects but all in all...compatible and not game-breaking

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ugh now i feel lazy to actually fix that stuff since its so minor

round timber
#

if it functions (like events are finishing and stuff) then just put it as a low priority item on the to-do list imo

tribal ore
#

You can always do an SVE patch later, if it bothers you

round timber
#

maybe wait for some other bug/compatibility fixes to pile up too

maiden wigeon
#

good morning folks

pine elbow
maiden wigeon
#

i was today years old when i learned vscode is not the same as visual studio

brittle pasture
#

hmm I think SeedItemId is optional, the codebase just doesnt use nullable

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coconut trees dont have it

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actually nvm (as in coconut trees not having it, they do)

half tangle
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Is "FieldNameForInt": "42" or "FieldNameForInt": 42 preferred? This is almost entirely academic since the parsing time is not gonna matter, but I'm curious

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(in a CP pack)

calm nebula
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I do the later

tiny zealot
pine elbow
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Strange, it doesn't have what the other options have.

rain solar
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If anyone has the time, maybe someone could tutor me in the art of mod making in DMs?

brittle pasture
# pine elbow

yeah, but the code in Tree.cs checks that SeedItemId isn't null
it's a weird convention, but it is what it is

tiny zealot
#

my memory is telling me you might need quoted ints for indexes in TargetFields? but maybe i made that up, or it's a 1.5-era thing

rain solar
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I’d love to learn 💜

brittle pasture
#

1.7 moving the codebase to using nullable pls

half tangle
#

Cool, appreciated - I'm kinda leaning toward all quotes all the time for consistency

pine elbow
half tangle
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.

pine elbow
#

In the content patcher you don't need to set a value for it, it will work

tribal ore
rain solar
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Ah. Okay okay

#

Hmm

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Start small eh?

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Okay. I wanna learn how to change one of the villagers to look like Zelda from Skyward Sword. And also change the name and a LITTLE text changes

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Is that small enough? 😅

tiny zealot
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:

calm nebula
#

(It is legitimately easier to put in your own npc than to make a replacer)

#

There is even a tutorial on it

pine elbow
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is their a tutorial for how to decompile or look through the game files

torpid sparrow
#

!unpack

ocean sailBOT
#

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

torpid sparrow
#

?

calm nebula
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!decompile too

ocean sailBOT
rain solar
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Thas a lot

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OKAY OKAY where should I start tho

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Like from the top, no expirence

round timber
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familiarizing yourself with content patcher

rain solar
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Cause I’ve downloaded MANY mods before

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Now I wanna make some

tiny zealot
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pick a trivial-sounding mod and implement it with content patcher. say, "change one line of NPC dialogue", or "add a vanilla item to pierre's shop stock that he normally doesn't sell"

uncut viper
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.

twin wadi
#

yup that

rain solar
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Okay so

#

!contentpacks

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nope lol

tiny zealot
light bramble
#

^

twin wadi
#
Stardew Modding Wiki

Welcome to creating your first Content Patcher Pack. I wanted a quick and easy way someone could copy, paste, and run their first content patch to prove to themselves everything's working as expected. I always find that creating my first, simple, working code gave me the confidence that I could tinker with things slightly and watch as my code gr...

rain solar
#

Ima forward these to my alt

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For later

light bramble
#

Kim, what is it you wanna make? (I know my first mod was a greenhouse mod...)

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It was...a slight disaster...but it worked

rain solar
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Which means I gotta learn pixel art lol

twin wadi
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!pixelart

ocean sailBOT
#

Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.

To start, you'll want an art program. See a list of recommended programs in the !software command.

Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab

To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.

Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396

SDV has a few quirks to remember too:

  • Colour limits: Limit the number of shades you use - stick to six including the outline.
  • Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
  • Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
    Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
torpid sparrow
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Does the spaceCore setDating npc [true/false] essentially let you do the uhh reverse proposal

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or reverse asking out

twin wadi
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i should learn spacecore functions sometime

torpid sparrow
#

im looking at the github and it looks like a lot of fun

uncut viper
#

do you mean like, the NPC asking you to date?

torpid sparrow
#

yes

uncut viper
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yeah it should as long as you put it behind a question

light bramble
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And each one is different lengths XD

rain solar
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Ah okay

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🙂‍↕️

iron ridge
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is this gus? (vanilla festival character sheet)

torpid sparrow
#

oh

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bald gus

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it looks like his shirt kinda

light bramble
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Do we have a command that shares who does art commissions?

torpid sparrow
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!comms

ocean sailBOT
iron ridge
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!commissions

ocean sailBOT
rain solar
#

Ooh thanks. I’ll save that for later, but imma try to do it on my own

light bramble
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My reasononing for asking is because I cannot make scharacter sprites to save my life....

pine elbow
#

thank you

sterile dirge
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Omw to look rn

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Love bald sebby

whole raptor
#

I'm kinda tempted to add myself to event commissions SDVpufferthinkblob (Since I'm doing one rn)

keen seal
#

what would cause an NPC’s schedule not to load? Trying to test a full schedule for my NPC since her home is done now and I don’t have any errors showing up, the validator says my json is all good, but she’s not going anywhere and Lookup Anything is telling me there’s no schedule loaded

urban patrol
#

did you Include the file?

keen seal
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Yeah

whole raptor
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You need to sleep for a day or two for schedule to set in (I think..)

keen seal
#

Oh!!

urban patrol
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yeah sleep for one day and if it still doesn’t load then we’ll keep troubleshooting

keen seal
#

Sounds good, I’ll be back XD

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AH, started a proper test save file and warped over there, and LA is registering her schedule now!

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Thanks yall

urban patrol
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yay!

serene moat
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Hello! Does anyone know I can get my eventprop here on top of Linus' campfire? I have tried to remove tiles from the map with /removeTile, tried /removeObject and /removeSprite as well

urban patrol
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what command are you using to add your pot? if it's TAS, then you can set the layer it's on

serene moat
#

I'm using /addTemporaryActor Hange_cookingsprite 16 32 29 9 2 false Character

urban patrol
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i think temporary actors are usually for living things, like the animals in the petting zoo at the fair

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try using a temporary animated sprite instead, or if it's an object you could try addObject

whole raptor
#

Is it possible to animate... positionOffset on farmer?

torpid sparrow
#

yes

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i think so i swear ive used it

whole raptor
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Oh? SDVpuffereyes As in the offset is looping, while the dialogues go on

torpid sparrow
#

ohh

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not sure

light bramble
#

small question for i18n-ifying my mods...is it frowned upon to use google translate?

whole raptor
#

Okay.. maybe I can do it without offset... but how do frames work when it comes to animate farmer... is it something like this?

whole raptor
torpid sparrow
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i would say probably?

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there are plenty of people out here who can translate

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who are native speakers

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so seeking them out is probably best cause google translate can make mistakes

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or can't really capture what you mean to say in the way you wanna in a diff language

uncut viper
#

i think Nomori might've just meant there's a distinction between internationalization and translation. they aren't equal
also yes it's generally frowned upon, if someone wanted a bad Google translate into their language they could do it themselves

torpid sparrow
#

as long as you have i18n support people will ask if they can translate SDVpufferthumbsup

whole raptor
#

If you don't know the language then yeah... I'd say it's not the greatest idea
If you know the language and can fix the mistakes machine translations do, then I don't see why it can't be used

torpid sparrow
#

i mean they will also ask if you don't have i18n support but you get it

light bramble
#

Well time to wait lol

urban patrol
#

i would think that using it to supplement already-existing knowledge of a language would be fine (e.g., what was the word for dog again? oh yeah, that's right), but it frequently chokes when it runs into long texts or culturally-specific knowledge

uncut viper
#

also, supposedly Google translate's AI sometimes just hallucinates things now

torpid sparrow
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love that /s

urban patrol
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this is true, it's gotten notably worse

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DeepL is a bit better but everything with AI is some level of enshittified these days

light bramble
#

I just wanted to do something to help, but I might try to do stuff for spanish at least...I know a bit of spanish, and I use word reference for simple words

whole raptor
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(Well... 3, since localization was there too)

uncut viper
#

I would've mentioned globalization too but I didn't feel like counting the letters bc I forgor

light bramble
#

Imma just wait longer then XD I know some spanish, but other langagues are....lacking

whole raptor
#

Oh yeah, that too

uncut viper
#

suddenly it makes a lot more sense why you were the one to make the i18nifier though

final arch
#

@blissful panther is Hot Reload with Rider still working for you?
I swear it used to work for me, but now it only works in Release mode. When Im in Debug mode, hot reload fails again iht the "Could not found output assembly". I have <DebugType>pdbonly</DebugType>
in my csproj in the first PropertyGroup

whole raptor
light bramble
#

And since I DO NOT use doulingo anymore (I got tired of them pushing their primum on me on mobile after EVERY LESSON and they went "AI first") I'm unable to find a place to learn 😭

whole raptor
blissful panther
uncut viper
#

(I use hot reload with Rider just fine)

thorn hinge
#

Hello, folks! I have a question.
Is there a mod that Sebastian or Elliott are playable, like the mod "playable Abigail"? Is it hard to make it?

urban patrol
#

is it just a retexture, or do you mean you want to remove sebastian or elliott from the game

brittle pasture
#

to summarize the modded-farmers talk: all that mod does is retexture the farmer into Abigail, so what you can make is something like a Fashion Sense cosmetic pack

thorn hinge
#

This mods allows you to play as Abigail.

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I'd like to know if there are mods for other villagers.

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I've checked this mod and it works well.

torpid sparrow
#

that's so funny

brittle pasture
thorn hinge
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hmmm...i see

winged crow
#

Does anyone know what are these 8 tiles for? I see it in many farm maps, they're untillable and cannot place furniture on top, but I never understood the reason for these tiles, are they necessary?

urban patrol
#

i believe they're used for some spouse activities

brittle pasture
#

spouse patio

winged crow
#

oh I see, if I'm in coop, what would happen if both me and the farmhand marry an NPC?

brittle pasture
#

only the host's spouse has the privilege to use the area

winged crow
#

nvm just read it

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to change where it would be, it's this propertie, right?

brittle pasture
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yep

winged crow
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awesome thanks!

final arch
#

any special setting you use besides that line in the csproj? 🤔

uncut viper
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i dont have the line in the csproj

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it Just Works™

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i cant remember if i had to change any settings

final arch
#

mhh damn

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ty tho 😄

uncut viper
# final arch mhh damn

i do have these ones turned on actually. are they still enabled for you or did Rider reset them with an update or somethin

calm nebula
#

Sheku why rider

final arch
#

Im using Intellij at work (because Im a Java dev) and Rider is very similar

calm nebula
#

Oh

final arch
#

I tried getting VSC to be closer with ReSharper etc but was only partly successful

calm nebula
#

I forgot

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You have my condolences

final arch
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xD

uncut viper
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(whats wrong with Rider)

calm nebula
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Not rider

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Java

uncut viper
#

oh

final arch
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guess its just an honest question why Rider over VS?

calm nebula
#

Rider over VS is an honest question

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Java though

final arch
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Just more Java jobs than C#

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also I didnt care that much and didnt look that hard xD

calm nebula
#

I mean you could easily pick on me for....well

final arch
calm nebula
#

Everything

final arch
calm nebula
#

Yeah

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I remember you once bullying me into becoming orange 😛

final arch
#

I have no memory of that :p

calm nebula
#

It was years ago

brittle pasture
calm nebula
#

You can see I'm no longer orange

patent lanceBOT
final arch
#

yeah

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I want the cool af local legend thing too SDVpufferpensive

calm nebula
#

It just shows i don't actually have a life

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Also, you're modding again o.I

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Can I look forward to a fun new sheku mod

pine elbow
#

What did I do????

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here's the code check

hard fern
#

Oh you might have forgot a bracket somewhere

final arch
uncut viper
final arch
#

I still have my half-finished updates lying around

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

pine elbow
#

AH!

final arch
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maybe one day

pine elbow
#

Yeah it was a bracket

hard fern
pine elbow
keen seal
#

does anyone know which tilesheet these pieces from harvey's clinic are in? i'm not seeing them in the townInterior sheets (tho i could just be missing them)

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(the sink and the trash can, i have the poster)

urban patrol
#

maybe town interior 2?

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i know i've used them for my maps

hard fern
#

The trash can is just in town interior the normal one

keen seal
#

AH

hard fern
#

Ill find the exact spot

keen seal
#

i had checked 2 but my eyes did indeed miss the sink XD

hard fern
#

trash can is by the couches

keen seal
#

thank you!

pine elbow
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Unix 6.8.0.63, with 5 C# mods and 1 content packs.

hard fern
#

missing another }

#

at the end of {{ModId}

pine elbow
#

OEGHHHH

#

That code was written at 3 am and it SHOWS

calm nebula
whole raptor
#

Doing code mod commissions is kinda fun SDVpufferthinkblob

finite willow
#

has anyone implemented rpc for stardew valley before'

#

as in the protocol for remote code execution

brittle pasture
#

what's the use case SDVpufferchickbig2

urban patrol
#

does anyone know the speed of move commands? like how many ms per 1 tile walked?

brittle pasture
#

like if you just need clients to communicate with each other in an MP game that's already a thing

finite willow
#

I got it running using http

#

but It is wacky

brittle pasture
#

in that case it's definitely possible (see the Discord rich presence mod)

devout otter
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home Single Language, with 79 C# mods and 96 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
#

Why do you need to use python tho blobcatgooglyblep

#

You'd have to write all the "do stuff" commands in C# anyways no?

lucid iron
ivory plume
devout otter
#

Yar, so basically there's a mod add there that maybe add two copies of vanilla villagers?

ivory plume
#

Yep, it creates extra copies of NPCs and appends · to their name to make them unique. (I wish that mod used a unique ID though, those NPCs often cause confusion when troubleshooting.)

devout otter
devout otter
toxic fulcrum
#

I added the ability to freely move the viewport position around the map to my custom event editor.

whole raptor
urban patrol
finite willow
#

thought it would be something else

brittle pasture
#

well I mean remote network interfaces in general

#

though I believe discord uses rpc too

brittle pasture
lucid mulch
#

RPC (remote procedure calls) and the (remote code execution) are very different things

#

RPC is asking existing code on the other side to run according to the network API contract.

RCE is execute this code I've sent over the wire

#

RPC is the term for most network protocols, while rce is a category of security vulnerabilities

keen seal
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 53 C# mods and 68 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

keen seal
#

the tilesheet it's having issues with is working on two other map so idk why its causing issues for the new one

uncut viper
#

your tilesheets arent embedded and it seems like it cannot find your tsx

keen seal
#

oh i see what's going on. that is. bizarre

#

the path it's trying to take is the path in my mods folder and the path to the version i have saved in my documents folder smushed together

#

figured out how to embed them 🫡

vital dew
#

bumping this inquiry from yesterday if that's okay pleads
debugging didnt work so im not sure how to bypass this besides setting the day back --> using sun totem --> resting and hoping

outer verge
#

help 😭

#

even when he was previously normal he never faced the direction i wanted to even tho i changed the values in his schedule, if anyone could help with that lol

brave fable
#

so why is it that the bus is parked on the left side of the road in the BusStop map, when the intro clearly shows they drive on the right in stardew valley

#

boy i hope someone got fired for that blunder

tiny zealot
#

nah, the road there is one-way, so left park is fine

balmy valve
#

Waah

#

I am

#

So confused rn

#

So my mod, CtrlAltZero, needs tilesheets to load

#

but someone told me in nexus mods that i didn't need the tilesheets inside the mod folder and that keeping them in there would overwrite any tile mods that other players had

#

so i said okie dokie and deleted them

#

BUT NOW THERES A GAZILLION SMAPI ERRORs

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

balmy valve
#

AND FOR SOME REASON- "HasSeenEvent" is no longer working???

slow basin
#

was it a custom tilesheet?

balmy valve
#

NOOO

#

THE NORMAL ASS TOWN SHEETS

slow basin
#

it looks like the path might be trying to find the old path from within the mod

balmy valve
#

Should I share my screen? I feel like this may be an issue with the way my maps are setup in Tiled

slow basin
#

instead of using the assets from the game

#

someone else will have more knowledge on this but i think your issue might be your pathing

#

idk how to fix it off the top of my head though its been a very long time since i last used tiled

brave fable
#

pretty sure the issue here is that you've deleted your TSX file as well as the PNG files that you don't need

balmy valve
#

AH

#

jeezusd

#

Keep the TSX not the PNG got it

brave fable
#

with a non-TSX tileset, the tileset data is baked into the map, so it knows what assets to ask the game to load (your PNGs), but since you've exported that tileset data to a file and then deleted it, it's clueless

balmy valve
#

ok 😭

balmy valve
hard fern
#

Yeah because the map thinks they're missing

brave fable
#

is "it" Tiled or SDV?

balmy valve
#

Smapi

brave fable
#

gonna need a smapi log then chief SDVpuffercowboy

balmy valve
#

tf is this

#

it's

#

whu

#

?????

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

balmy valve
#

here ya go

#

replicated the conditions (removed all vanilla tilesheets from my sheets folder within the mod)

vernal crest
#

!tilesheetclimbing

ocean sailBOT
#

When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.

If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

vernal crest
#

You must have all the tilesheets in the same folder as the map while editing, not in other folders.

balmy valve
#

I do

#

But this is not while I'm editing, this is the actual game loading

brave fable
#

⤴️ while not a tilesheet climbing issue, you've got them in a sheets subfolder, which won't work

vernal crest
#

That log is pointing to a sheets folder

balmy valve
#

Okay so I just gotta. Take em out??

brave fable
#

yep!

balmy valve
#

Like put the vanilla tilesheets into the Maps folder?

#

Like the pngs??

#

Because the PNGs are all that I removed

brave fable
#

take them out of the sheets folder

#

and place them in the same folder as the tmx file

balmy valve
#

ok

#

But that doesn't solve the other issue??

vernal crest
#

That's only step one

brave fable
#

once you've saved your working copy, you can move the map file without the tilesheet image files to the mod copy

balmy valve
#

wha

#

That's what I did

vernal crest
#

You need them back in the map folder so you can open your map in Tiled and redirect it to the tilesheets that are in the same folder as your map

#

And then you delete the tilesheets/move the map (depending on whether the map is already in your mod's map folder or not - if it is, you move the tilesheets, otherwise you move the map).

balmy valve
#

I delete the tilesheet PNGs?

brave fable
#

consider this: the game is prepared to load townInteriors.png image when a map has a tileset with the path townInteriors, but your map has a tileset with the path sheets/townInteriors, so the game won't load the image

balmy valve
#

okay wait i think i get it!!

#

So because of the sheets subfolder

#

The game is blocked from loading tilesheets from the content folder

#

Right?

#

Can I keep my custom tilesheet pngs in the sheets folder?

brave fable
#

it's not blocked, it's just that the name doesn't match SDVpufferthumbsup it's no different to using cat-haha.png instead of townInterior.png, it's looking for an exact match

#

i think you can, but for simplicity's sake it's best you keep them in the same folder

vernal crest
#

Unless you want them to be able to be edited by other mods, because keeping them in the same folder as the map will block that

#

Tilesheets in the map folder will always be used over tilesheets in the game's content

#

Which is why shipping vanilla tilesheets in your map folder prevents recolours from working

balmy valve
#

Okay

#

So now I have opened Tiled and directed every single tilesheet to the ones in my mod's map folder

#

Now I can delete the tilesheet PNGs from my mod's map fodler, corrent?

uncut viper
#

(unless you prefix them with a . if you want)

#

(helpful for working on a mod, not so much for shipping it tho, still should ideally remove em)

balmy valve
#

Alright

#

Here goes nothin'

#

YEs everything still works

#

Except

#

What is this

#

Why is it saying that

#

That's where my custom tilesheets are. Why is it counting as a mod?

ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

balmy valve
#

Here's the log

brave fable
#

what folder is your manifest file in?

balmy valve
#

just the- the mod folder

brave fable
#

that's a different mod folder SDVpufferthinkblob

#

the error is looking at FallSpice.AltagraciaMod, this is FallSpice.CtrlAltZero

balmy valve
#

i forgot to change the name in that instance

#

Ok lemme check my content folder

#

o

#

silly me

#

i had an old folder just...sitting with the rest of my mods fsrt

#

fsr*

#

Thank you for your help 😭

brave fable
#

no problem SDVpufferthumbsup silly mistakes with simple solutions

balmy valve
#

Aaaand updated!

#

I also added update keys

#

Because

#

I am God

#

And God taketh care of their sobjects

#

subjects*

#

god no make typo, it's intentional

#

I should really have mod problems more often.

#

I'm trying to get to level 25 so I can request modmaker roles, but I don't want to spam

brave fable
#

don't forget you do still need the mod to get the mod author role SDVdemetriums

balmy valve
#

I know

#

I have the mod

#

I've made the mod

#

I've published it too

#

Hey, how do you guys test dialogue for NPC mods? Are there debug commands for it? There's a lot of dialogue I need to check (schedule! green rain! etc!) and i simply don't know how to do it all, especially more random ones like resort dialogue.

brittle pasture
#

the commands at least will let you know if they're properly formatted

vernal crest
#

debug loaddialogue <NpcInternalName> Characters/Dialogue/<NpcInternalName>:<key>

tiny zealot
#

debug speech yourNPC "the literal text you want to test"
debug loaddialogue yourNPC "your/dialogue/asset:dialogueKey"

vernal crest
#

Are there any functional differences between schedule dialogue and schedule animation dialogue? They seem to work the same way in my quick testing.

calm nebula
#

Not really iirc

tiny zealot
#

i didn't know those were different things, so i think not?

slow basin
#

is there a way to load up different possible dialogues for the same day? like spring 1: "dialogue" but then have a chance for them to say something else instead just so it feels less stifled and more dfynamic

calm nebula
#

(BTW, EventTester has a go-through-all-of-an-npc's dialogue command)

vernal crest
slow basin
#

Oh! ok thank you!

torpid sparrow
slow basin
#

because I want to pack a lot of stuff into this character to make her interesting to talk to

slow basin
#

ty ty

#

🫶

tiny zealot
slow basin
#

true 🙂‍↕️

#

I should find a good balance then 🤔

vernal crest
#

Ignore ichor, ignore him!

balmy valve
#

What is EventTester?

vernal crest
#

Put all the dialogue!

slow basin
#

XD

brittle pasture
#

dialogue randomization does help greatly to give your NPC more lines without filling out the entire calendar

balmy valve
#

The way that I'm currently making sure it works is by copying exact keys from Abigail's dialogue.json

vernal crest
torpid sparrow
#

28 * 4 * 7 heart levels at least 784 lines ou

vernal crest
slow basin
#

thats kinda what i wanna do

vernal crest
#

Of course this approach relies on wanting to write lots of lines for a character because bucketloads of tired, generic dialogue is no more interesting than limited dialogue anyway.

calm nebula
#

After chatting aboit it in #modded-stardew I kinda want to explore marniexlewis

slow basin
#

i want the player to learn more about my character and her little story on realizing she doesnt need to strive to impress anyone or ;'be the best' and that she can be content with herself

calm nebula
#

Will i? No

slow basin
#

but i also want her to feel less like a standard character and be more than just her struggles

tiny zealot
torpid sparrow
#

marniexlewis 500k angst fwb to lovers

vernal crest
#

You should make amigurumi of them Atra!

slow basin
#

current thought processe:

  • granduaghter of the witch from hansel and gretal,

  • doesnt want to do a lot of magic because she's very clumsy with it and accidentally made a gummy bear come to life,

  • ran away and joined the circus at one point

  • ??? maybe have her already know the wizard, like maybe he was old mentor of hers before she decided magic wasnt for her and decided to move away from the valley to join the circus but has recently moved home to inherit her grandmothers house and items,

  • its been a few years since she moved away and she's more emotionally mature now and patient and figured out that although she doesnt have a talent for magic she does for magical sweets and things,

  • she sells these to the player and as you gain more hearts with her she gives you recipes for them

vernal crest
tiny zealot
slow basin
#

can you have more than justt he standard number of heart events

hard fern
#

yes

slow basin
#

🙂‍↕️

#

cool

hard fern
#

you can also have less. you can have none

tiny zealot
#

you can have as many or as few events as you want

vernal crest
#

I definitely want to make an NPC with zero heart events

torpid sparrow
#

youre not limited to the even numbers either

#

as is the convention i think for vanilla

slow basin
#

i dont wanna shove it full but i want it to feel more like your learning more before learn like a lot

brave fable
#

zero dialogue. zero heart events. just standing there menacingly

vernal crest
#

But yeah you could have millions of events for an NPC if you wanted to

tiny zealot
#

thinking about an NPC with procedurally generated heart events

slow basin
#

i dont want it to be like heart even 2 she doesnt wanna tell you anything and then heart event 4 you know her whole life story

pine elbow
brave fable
#

gil moment.

slow basin
#

i have a gummy bear character that almost ended up like that just because i made him grumpy and shy

tiny zealot
#

if i sits, i knits

pine elbow
#

Take this with a grain of salt because I haven't even completed my NPC events yet: Methinks having a solid 2, 4, 6 format for story beats is a good principle to start with, then add more in between as needed/wanted

slow basin
#

but now i think ill have a thing where he gets to know the player and opens up more

#

his creator ran away from home an ddidnt take him with her

vernal crest
# pine elbow This intrigues me. How did you go about doing this?

Complexly lol. I have split Hiria's heart levels into sections (stranger 0-1 hearts, acquaintance 1-3, friend 3-5, close friend 5-7, etc) and the player can't go above the current section's max heart level until the specified events, dialogue, and mail have been seen. To do that, I use a trigger action to set Hiria's friendship level back to its section max every night.

#

It involves a ridiculous number of trigger actions, CTs, and mail flags.

hard fern
#

the angle im thinking of for the heart events i have not started started is like. for my npcs to already have lives and stuff, and that the player can't change them. the player is just an observer, and plays a different role for everyone in their stories. i want to focus more on the relationships between npcs compared to the relationships between the npc and the player 😅 i dunno if that makes any sense. i definitely want some of my npcs to care more about the player than others

vernal crest
#

Would not recommend to others, especially because of the number of users who will go "her heart level isn't going up! She's broken!!!!"

slow basin
#

Oo fair

tiny zealot
#

aba, you have been learning the dark arts (C#), right? implementing that system with less... overhead might be a good project!

vernal crest
pine elbow
tiny zealot
slow basin
#

I kinda wanna make my character feel like she's lived in the valley before like i want characters to mention her after he first heart event when she first moves back but idk how to go about doing that or if its possible with content patcher

slow basin
#

like the day after or of the characters being like "can you believe it? X finally moived back i remember when she was just a little girl"

pine elbow
#

It's definitely possible with patches, yeah

slow basin
#

OO ok!!

#

yay!

hard fern
#

my main reason for wanting to leave the player out ngl is mostly because i just don't like writing a blank self insert MC, since like. idk...sometimes i think the player is lame...

tiny zealot
pine elbow
slow basin
#

awesome sauce :3 excited to do it then!!!

pine elbow
#

I'm more excited to edit existing NPC dialogue and schedules than I am to do my own NPC's....ha

vernal crest
brave fable
#

really makes you empathise with haley doesn't it

hard fern
pine elbow
visual dirge
pine elbow
vernal crest
pine elbow
vital lotus
visual dirge
#

sorry im used to the difference between "library" and "framework" being a matter of scale instead of functionality

pine elbow
balmy valve
#

Can non-dateable NPCs react to the dumped events?

tiny zealot
#

yeah, anybody with the correct key will comment on it

vernal crest
#

Yup they can use the CTs

balmy valve
#

ok!

pine elbow
#

How it feels to procrastinate on modding by chatting in modding channels: SDVpuffermlem 🍭

balmy valve
#

Please that'

#

That's so real

#

me when sausage finger press enter before i type mesage

#

Alta's reactions to the farmer getting dumped are so so funny. because she instantly goes from this mild-mannered, polite young lady into full Mama bear mode

#

"You. Maru's been crying. What have you done?"
"Harvey told me everything. You deplorable worm. Go play Black and White if you want to catch them all."

visual dirge
vernal crest
#

Fractional hearts mod?

visual dirge
#

the one that makes the hearts gradually fill up w red as you gain friendship

#

dunno what its called

vernal crest
#

This is the first I am hearing of it

visual dirge
#

i see it a lot in screenshots 😅

balmy valve
#

can you erase non-dateable NPC memories with the shrine of memory?

uncut viper
#

the hearts already gradually gain red

vernal crest
#

Ah, erinthe's partial hearts

#

(Aedenthorn)

balmy valve
uncut viper
#

guess i should figure out what in my mod list does it then bc i dont have erinthes

pine elbow
#

The color of water in a fish pond is supposed to be editable, right?

pine elbow
#

Does it take the color name options or just the number values? I’m trying to get it to be golden but it isn’t cooperating

devout otter
uncut viper
#

ah, thatd be it then

#

i forgot i had that installed

visual dirge
#

oh gosh that mod

pine elbow
#

What's wrong with Ui suite? /gen

uncut viper
visual dirge
#

i hope compat with it wouldn't be too difficult

pine elbow
grizzled crescent
#

Can someone explain what this person is specifically asking me to do?

brittle pasture
#

does your mod use i18n

torpid sparrow
#

im assuming not if theyre looking for the default.json

grizzled crescent
torpid sparrow
#

but yeah theyre asking you to provide i18n support

#

it allows people to translate all the dialogue and names and descriptions to other languages

grizzled crescent
#

How do I go about doing that?

brittle pasture
#

yeah, what you need to do is pull every user-visible strings into a separate i18n file

torpid sparrow
brittle pasture
torpid sparrow
#

is there a step-by-step tutorial

#

i just figured it out but i cannot communicate that in a helpful way lol unless i too write it out step by step

#

of course pathos has one

grizzled crescent
#

Thank you guys so much! I was super lost

vernal crest
pine elbow
#

Alrighty will do, thx

brittle pasture
pine elbow
#

yes

#

I tested a few colors, including one from unpacked vanilla fishpond data and none worked, so it shouldn't be the color

#

It couldn't be because I named it "JellyTime" in the "Id", could it?

brittle pasture
#

oh wait a second

#

I believe I see the issue

#

"Condition": "null"
this is always false

uncut viper
#

the classic null != "null"

pine elbow
#

So I should just remove that line?

brittle pasture
#

or "Condition": null

#

but yes yeet it

devout otter
#

Need math assurances (it's modding related, I swear.) If A is default. And B has 1/2 chance of appearing instead of A. And C has 1/3 chance of appearing instead of A or B... The chance of each of them appearing is equal, right?

brittle pasture
#

assuming that C is checked first, then B, then A, yes

devout otter
#

Great! Thank you.

pine elbow
#

That was it

#

Smh, I was just copying the vanilla data

uncut viper
# pine elbow Smh, I was just copying the vanilla data

just in case it was unclear, the issue was less having the condition at all and entirely bc of the quotes you put around it. vanilla does not have the quotes around it, which is why its fine and why selph said you could do that too. but putting it in quotes makes it a different Type and not actually null
this will be true if you ever try and write "null" anywhere else too so good to keep in mind

pine elbow
#

Oooooohhh I see

#

Thanks for explaining!

slow basin
#

im gonna ask so many questions about replacing my skeletal structure with i18n when the time comes >.>

torpid sparrow
#

its not too bad! nomori has an i18n converter that makes things much easier

slow basin
#

OOO yippeee!!

visual dirge
#

thoughts on making an npc who's unaffected by the dark shrine of memory and just comments on you using it?

#

(perhaps with different dialogue for if they were the only divorced spouse that would have had their memory erased vs if there were others too)

hard fern
#

i think that would be funny

visual dirge
#

magically proficient npc like "I KNOW WHAT YOU TRIED its not gonna work i still hate you" lmao

#

would be especially funny if divorcing said magically proficient npc had like, very minor negative effects that sometmes come up

#

like once a year they curse you for a day or something

#

i think im cooking with this idea this is so funny

fallow tartan
#

Hello everyone, does anyone know how to develop mods? I can pay, and I can pay you via Alipay. The mod's functions are very simple. Please, could you experts help me?

torpid sparrow
#

people do commissions although im not sure if many people accept alipay

brittle pasture
#

!commissions

ocean sailBOT
fallow tartan
#

!commissions

ocean sailBOT
visual dirge
fallow tartan
#

okok thanks

visual dirge
#

use the wiki link to find people, don't trust people who dm you

fallow tartan
#

I am Chinese, and currently, there are very few experts in China who develop Stardew Valley mods.

torpid sparrow
#

that is unfortunate; i think my mom told me alipay is only used by people with some sort of chinese ID?

#

(im chinese)

#

if there aren't that many people you've found in china that make mods im not sure it'll be easier here tbh

outer verge
#

i've never used c++ before, whats the rule behind when to use a comma to close and when to not?

visual dirge
#

do you mean c#?

outer verge
#

yeah oops

visual dirge
#

wdym by "comma to close"?

#

like a trailing comma?

outer verge
#

yeah

#

beacsue some statments have em and others don't and i cant figure out the patterns lol

visual dirge
#

c# tends to not allow trailing commas in older syntax constructs but allows them in newer ones

#

e.g. method arguments don't allow trailing commas but array initializers do

outer verge
clear bough
#

Would I need an entire sprite sheet for the tourist?

visual dirge
outer verge
#

😭

#

sorry, ive never used json or c#, only java

#

but i was curious why the top fromfile had a comma, but the second one doesn't (not my code, just using it to study/reference)

iron ridge
#

its at the end so a comma is optional

visual dirge
# outer verge

official standards-compliant json doesn't allow trailing commas ever, but stardew valley uses a modified version of json that allows many things outside the standards. trailing commas are never necessary

outer verge
#

,,,ah

#

LOL ty

visual dirge
#

if you're planning on ever committing your code to line-based version control like git, it may be beneficial to use trailing commas whenever the object or array is split across multiple lines

outer verge
#

good for organizing then

visual dirge
ivory plume
visual dirge
fallow tartan
#

Folks, actually, my need is really simple but I just can’t get it to work. I want to make it so that after launching Stardew Valley, it automatically jumps to the hostcoop page and clicks on the first save file. So far, I’ve managed to get it to jump to the hostcoop page successfully, but I still have no idea how to make it click on the first save file. Could you guys give me some advice? Thanks a lot.

visual dirge
# outer verge i see, ty

to summarize..

  • within { ... } and [...], you need commas to separate items
  • the last comma before the final } or ] is a trailing comma
    • trailing commas are against the official json spec but optionally allowed for stardew valley modding
    • you probably want to use trailing commas if they're at the end of a line, but if it's all on the same line there's no need to
fallow tartan
#

👀

visual dirge
#

i would write this without a trailing comma

{ "a": "b", "c": "d" }
```but i would write this with a trailing comma
```json
{
    "a": "b",
    "c": "d",
}
```because that's what works best for line-based version control (git)
outer verge
#

oooh

#

sorry for the bother, but do you perhaps have any idea why my npc is doing , uh, that

iron ridge
#

is it possible to run the game from the decompile repo?

urban patrol
#

i have an idea for a handheld mirror that teleports you to the NPC's room. would it be better to make it a tool, like the return scepter, or an object? does it matter?

hard fern
outer verge
torpid sparrow
#

That's happened to me before

#

cannot remember what happened though

outer verge
#

i dont think its an issue with that because it did something similar earlier, fixed it, and then it went back to this agian lol

torpid sparrow
#

ah, there it is

gentle rose
outer verge
iron ridge
torpid sparrow
lucid iron
#

Nah khloe does the needed stuff to make it compilable

#

Technically u can do it urself

brittle pasture
lucid iron
#

But y'know someone's done it already

brittle pasture
#

(ca pls why horse flute not tool)

hard fern
urban patrol
hard fern
#

SDVpuffersweats i dont know how to fix it

brittle pasture
#

sounds like you wanted a warp totem? in which case objects are gud

outer verge
#

phainon please,,,

brittle pasture
#

I was thinking from a standpoint of a reusable tool

urban patrol
brittle pasture
#

you asked if it should be a tool which makes me think you're in C# land?

urban patrol
#

nope, CP

brittle pasture
#

ok then you don't have a choice

urban patrol
#

i just searched in files for what the return scepter was

#

oh are tools not exposed or something

keen seal
#

I just did this the other day, it’s ContentPatcher and with SpaceCore (which you need for the warp function anyway) you can set it as non-consumable!

brittle pasture
#

tools are exposed, but any functionality must be C#

urban patrol
#

gotcha

brittle pasture
#

spacecore can handle object functionality yes

keen seal
#

Here

urban patrol
#

object + spacecore it is

urban patrol
keen seal
#

just add “ConsumedOnUse”: “false” after position and/or color

brittle pasture
#

if it were up to me though it'd be a tool

urban patrol
#

the shadow of C# looms heavy over me but it does not yet beckon

clear bough
lucid iron
#

Yeah as long as your mod's dependent on that too

sleek flint
#

Can someone help me?

  1. How do I add a new asset to the game which CP mods can use in the texture field, using SMAPI.
  2. If I want that texture to change every hour, will the game actually change it every hour, or will it only load it once when the game is launched and not actually change it?
lucid iron
#
  1. You can just do a Load, and then put the Target in string
  2. Need more context on this usecase
lucid mulch
sleek flint
#

I am making a shopping channel which will get a random item from the travelling merchant's stock. And the icon's sprite will need to be displayed on the screen, but because the item changes every set amount of time, the sprite that is going to get displayed will also need to be changed.

lucid iron
#

you should just use the item's sprite then

#

do the extra draw call it's ok

sleek flint
#

I can't decide what to do 😭 .

#

I am too tired rn so I will decide later.

#

But for now thanks chu and SinZ

lucid iron
#

well i would usually choose the option that requires least amount of new assets

#

unless you think it's actually important

lucid mulch
#

also with the asset requested method, make sure you are returning a "new" texture2d instance and not recycling it from somewhere else, otherwise you will cause dispose explosions in places

sleek flint
lucid iron
#

oh my suggestion was that you don't let other mods directly control the texture of featured item

#

instead you just take the actual item texture and drawInMenu it

sleek flint
#

I will prob still do that though cuz it will prob won't take much time. And it is a very useful thing for other modders to have.

lucid iron
#

ig i also question the gameplay side here, would you actually want people to stay in front of tv all day to see the shopping channel roll something good bolbthinking

#

if i was doing a thing like this i'd just have it refresh daily

sleek flint
#

I haven't decided on a specific time yet, but I won't do it daily. I am currently thinking of making it sell 3 items per day (not at the same time).

#

But off course any suggestions are welcome.

lucid iron
#

well if you do want multiple textures for whatever reason

#

you would just require multiple Texture fields for cp mods to put their target in

#

maybe a list Bolb

sleek flint
#

Nah, now that I think about it, I have decided I will edit my framework to allow for channel detection.

lucid iron
#

GSQ and cp tokens r both good for this

delicate smelt
#

hello everyone,i met problem again,im making a function of "season transtiting",when the game is autumn 1-3,26-28,and winter 1-3,26-28,the game scene will looks like transtition period of two seasons,but i dont know how to write the code

lucid iron
#

are you trying to make something like Changing Seasons

#

or Soft Slow Seasons

delicate smelt
lucid iron
#

you sure you want to do it in C#?

#

it's not required and neither mods i named do it there Bolb

delicate smelt
lucid iron
#

i literally named 2 mods that do this but in content patcher, but i suppose you may be imagining a different thing

delicate smelt
lucid iron
#

Changing Seasons and Soft Slow Seasons both work by doing conditional EditImage on the spring/summer/fall/winter tilesheets

#

and various other textures ofc

delicate smelt
#

this just like soft slow seasons

ashen urchin
#

Hi guys, I'm having a problem. I'm trying to make a shed mod to enlarge it. When I run it, why can't the character pass through the room like there's a transparent wall? I'm sure I've placed the layers correctly. And I'm also sure I didn't set any properties for the tile object.

delicate smelt
lucid iron
#

Content patcher rechecks When on day changed (or more frequently) and redo edits as required

#

You don't need it any more frequently than that yea?

lucid iron
ashen urchin
lucid iron
#

well try confirming that it is the case first, you can use lookup anything with tile lookups on to do that

#

afterwards just eraser that area in tiled

#

u can confirm with wand select too i think? havent used in a while so im not sure

ashen urchin
#

just Back Layer

lucid iron
#

but you can see the whole shed map even beyond the invisible wall right

ashen urchin
#

i dont get it 😦

ashen urchin
#

I understand now and I've tried it and it works!!! Thank you very much

delicate smelt
lucid iron
#

well if you want to do the same thing in C# you can

#

if you wish to do the "transition" appearance as special tilesheets then you need to do the invalidate and editimage bits on your own basically

#

but again, are you sure you don't wanna just use content patcher?

delicate smelt
lucid iron
#

It's fine to keep some things in c# and some in cp

#

I guess the Q is what kinda mod are you making really

#

Content patcher not that hard i promise

delicate smelt
#

and my old c# codes can still work?

quaint coyote
#

Does anyone know how to check how much of an item has ever been shipped? I know the collections page tracks it but I'm struggling to pull the number.

gleaming matrix
#

Hello friends,
I'm working on a material that I've been working on for about 7 months. I'm going to paste it with Content Patcher, but my JSON and PNG files and all my team's 7 months of hard work can be stolen, is it possible to lock the files with AES and give the extracted files to Content Patcher when loading in-memory?

lucid iron
#

any number really

gleaming matrix
slow basin
#

is there a limit to how big you can make a building or is it like fine to have a biiiiiig building

lucid iron
#

u can have a biiiiiig building but people may not have the space

slow basin
#

true hmm

#

ig ill mess with it a bit

lucid iron
#

just be reasonable like

#

make sure all the vanilla farms can fit it or something

slow basin
#

i want the big top to feel big but not be giagantic

#

its gonna be a txs building like marnies ranch for a location

lucid iron
#

u can cheat a bit and make the texture bigger than the footprint

#

oh if its the map then u can do whatever you want lol

slow basin
#

oo ok

#

🙂‍↕️

lucid iron
#

presumably u r make map in a way that fits all the tiles that are the "building"

#

but game doesn't really consider it a single entity

slow basin
#

🙂‍↕️

#

manive never made a whole building before and here i am making a map that others can hopefully use as well XD

#

Im creating a carnie city or at least a home for people in the entertainment biz

half tangle
spice inlet
#

great! I'll look over it during the weekend

warped sorrel
#

Hi folks, I've been playing stardew for a while but just now starting to get interested in modding. Is there a way to redirect the SMAPI console output to a regular terminal so I can fiddle with the font size? I't far too small on my laptop for me to read anything it's trying to tell me 😄

#

(this is on Linux btw)

rocky chasm
#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

rocky chasm
#

Not quite the right text, but you can look at the SMAPI output there

royal stump
#

(that said, it may be incompatible with certain terminals and just won't launch)

lucid iron
vivid cedar
#

can someone help me understand why my mod isn't working? i was just making a hat and it doesnt seem to be showing up in game at all. smapi is saying it's loading, and i'm not seeing an error in appdata

vernal crest
#

!log Can you please share your log (and tell us the name of your mod) and also your json? Both via the smapi.io website please rather than uploaded here or screenshots

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

vivid cedar
#

sure, one moment

#

th emod name is Applejack's Stetson

#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

vivid cedar
ocean sailBOT
#

Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 16 C# mods and 23 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
#

!json Here's the link to the json validator btw

ocean sailBOT
#

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

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

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

vernal crest
#

Oh this is a JA mod. Is there a reason you're making it with JA?

vivid cedar
#

i was following a tutorial. should i not have?

vernal crest
#

It's a deprecated framework because CP is the recommended approach now

vivid cedar
#

any suggestions?

vernal crest
#

I don't think we have any tutorials for adding clothing via CP, but I'll go check

vivid cedar
#

if i have to use the fashion sense instead that's fine. wanted to have an in game item but if that's too big a start for me i'll switch to whatever works better

vernal crest
calm nebula
#

I have an example!

vivid cedar
#

thanks, ooh boy this'll be fun to parse out

calm nebula
#

Hats are easy. Boots are easy

vivid cedar
calm nebula
#

Shirts are annoying

#

Pants are a lot of art

vivid cedar
#

which mod is cp by the way?

calm nebula
#

!cp

ocean sailBOT
vivid cedar
#

oh, ok! lol. total 'whoosh over the head" moment. i've got that one

buoyant solstice
#

hi every1 btw

toxic fulcrum
#

how do you usually run events when you are developing/debugging them?

Do you use the test_event.txt system? Or just load them in your mod and run with the event id console command? Or something else

calm nebula
#

I use debug ebi

opaque field
#

debug ebi is my friend (personally)

calm nebula
#

Tbh the test event system probably would work better with my flow

opaque field
#

what's the difference? I've ever only known debug ebi haha

warped sorrel
toxic fulcrum
#

It sounds kind of nice in theory but has some drawbacks.

vital lotus
#

What's the advantage over debug ebi tho?

toxic fulcrum
#

I guess not needing to reload you mod files.

#

Between making changes. Idk if content patcher has hot reloading

calm nebula
#

It's more because I use version control with an automatic deploy system

#

So the version in the mod folder is a copy and isn't the copy meant to be edited

vital lotus
vital lotus
calm nebula
#

Yup

toxic fulcrum
#

Internally it has it's own json event format

#

That's actually mostly for the custom stuff that my mod expects. It could be argued that the public release should just edit event script language directly

vernal crest
#

Ichor likes to use the separate text file but I find that it's so fast to hit forward slash, up arrow, and enter twice to reload my mod and then restart my event that I don't see the appeal in using a file that uses different syntax just to skip the patch reload.

toxic fulcrum
#

Yeah, the syntax differences make it little weird to use for sure

slow basin
#

if i make a town with empty basic houses people can move their npcs into and i give permissions for this in nexus would people be able to edit MY maps in tiled for their own custom houses 🤔

#

like so they can edit it

#

to makepretty houses themselves

#

is that possible

devout otter
#

That's very possible. The hard part I think is to spread the words and entice people to actually use it.

hard fern
# slow basin is that possible

Yeah, it's possible, but instead of editing your mod itself, it wouldn't be too hard to just patch the maps/assets, since i can see the part where they edit your maps to cause some possible compatibility issues

slow basin
#

🙂‍↕️

#

hopefully my little project can provide a home to at least a few NPCS X3

#

I might make a handful of NPCS for the player to interact with so it isnt a completely empty expansion though and then proivide some empty houses

wide relic
#

hii, new here so sorry! but does anyone have a guide on map making (as in art and such) in stardew? I've been looking for one and maybe i skipped over one 😳

torpid sparrow
#

!maps

#

nope not a command ill get the wiki page

torpid sparrow
#

because usually people make a new map by using the game's existing assets

wide relic
#

new map, but im super new at modding lol

hallow prism
#

first step is

#

!unpack

ocean sailBOT
#

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

hallow prism
#

install tiled

vernal crest
#

Following the start of the maps page of the wiki is enough to guide you through how to make a map combined with close inspection of the vanilla maps

hallow prism
#

enable tbin

wide relic
#

ah ty ty so much!

torpid sparrow
wide relic
#

thank you!!

#

knowing how to make things helps a lot with making a roadmap imo so 😳

torpid sparrow
#

i love and hate tiled i hope you have fun SDVpuffersquee

vernal crest
#

Maps were the first thing I ever started modding

#

I'd edited some dialogue inside other mods before but my first own mod was a map

wide relic
#

oooh

#

i'm kind of planning to make some older bachelors/bachelorettes first because its kind of...awkward with so many youngsters lol and hopefully focus on another storyline

vernal crest
#

Yay more older characters!

wide relic
#

lol im also older so trying to date a 22 year old ingame feels so wrooong

#

looking at an age range between 30-60

hard fern
#

Thats a really big range lol

vernal crest
#

That's a huge range haha

#

In that case Hiria counts as older! She's 34

#

(Making an NPC my own age, tch, it's like I'm 14 again lol)

hard fern
#

I think my npc'a ages are all over the place

#

Youngest is like... 14?

fallow tartan
#

The existing SkipIntro mod already allows automatically skipping to the "Host Co-op" screen when the game starts. However, it doesn't automatically select a save file. I'd like it to automatically select the topmost save file (simulating a click) after reaching the Host Co-op page. Is this difficult to implement? It would be similar to the existing Auto Load mod, but instead of loading a save, it should automatically host a co-op game.
Does anyone know how to code this functionality or assist me? Any help would be greatly appreciated!

sweet wharf
#

I'm trying to make my own NPC sprite without having to edit already in game NPCs and I wanted to know how many pixels my character needs to be to be functional

torpid sparrow
#

i do not understand the question

hard fern
#

You could slap a blank sprite sheet in there and make your npc entirely invisible

torpid sparrow
#

ur sprite can be however tall or short you want

#

and however wide or slim

hard fern
#

Just be aware each sprite has to fit in a 16x32 area

vernal crest
#

Well, within the 16x32 limit

sweet wharf
#

Okay, so it doesn't matter how many pixels my character is, it just has to be in that limit

torpid sparrow
#

yes

hard fern
#

Yeah

sweet wharf
#

Okay, thanks

fallow tartan
#

!

hard fern
#

?

vernal crest
fallow tartan
#

Okay, okay. Could you tell me if there are any channels to get in touch with relevant experts? Thank you.

#

🥹

hard fern
torpid sparrow
#

its just here lol if someone is available they'll come

vernal crest
#

This is the right channel, they're just not online right now haha

fallow tartan
#

🥹 Okay, okay, then I'll come back another time.

vernal crest
#

They should be around in a few hours, that's when they usually come out of their burrows

fallow tartan
#

oh ok