#making-mods-general

1 messages · Page 371 of 1

hallow prism
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it is worth testing

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sometimes, alas, wiki is wrong

reef siren
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Ill try it

hallow prism
#

remember you will need to be on the proper day for it to trigger

reef siren
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Maybe I should change the Start of day to end of day maybe too???

urban patrol
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does your mail have titles in i18n?

hallow prism
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shouldn't matter to have day ending or starting

reef siren
#

[#] Title", Like this

hallow prism
#

title shouldn't be mandatory

reef siren
hallow prism
#

i would say

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!patchsummary yourmodid

ocean sailBOT
#

Can you do these steps to provide more info?

  1. Load your save and view the content that should be patched.
  2. Type patch summary directly into the SMAPI window and press enter.
  3. Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
  4. Post the log link here.
hallow prism
#

to see if the mail is send but not in mailbox, or not sent at all

urban patrol
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have you slept? as lumi said they show up tomorrow

hallow prism
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ah

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just let me check something

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ok no all good

reef siren
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I started a new save and then sleep til Spring 2 and then check mail

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Omg

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wait

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Ill sleep til spring 3 and see if its just late

hallow prism
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it is not late, it default to tomorrow

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so if it triggers on day 2 you will receive it on day 3, unless you use "now" in the action

urban patrol
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if you want it to show up spring 2, set your trigger action to happen day 1, or set the time to now

hallow prism
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when i asked if none worked it was to check that

reef siren
#

It did show up day 3 omg yes I am so silly

urban patrol
#

yay!

reef siren
#

Okay thank you two so much haha! glad my mail works!!!!

harsh radish
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Is there something that makes an event answer appear only if the player has a certain friendship level with an NPC , like in a mod or in the game code?

tiny zealot
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it's definitely doable but i'm not sure it's fully-supported-by-the-game-engine doable

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meaning: you might be relying on CP tokens or, e.g., alternate versions of the same event id, rather than the question box having dynamic contents

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if i were doing it (with content patcher) i would probably define dynamic tokens to cover some or all of the question event code

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and have those pieces change according to the friendship level. that way i'd get to have just one copy of the event and only change the relevant part

calm nebula
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(Or localized text)

tiny zealot
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or that! but putting pieces of event code in there feels a bit yucky

uncut viper
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feels less yucky than dynamic tokens to me personally. plus, leaves it editable for others

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itll be easier doable in 1.6.16 at least

stark spindle
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what change makes it easier out of interest?

whole raptor
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I can't wait for choose/gotos so I can yeet all the quickQuestion stuff from the i18nifier SDVpufferblob

stark spindle
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o neat

urban patrol
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i was scared of losing question stuff because it’s so familiar to me now but GOTO is going to be so much more versatile

latent cape
#

Does anyone have the list frame numbers for the farmer sprite? I seem to have a hard time figure out the farmers frame numbers

stark spindle
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OMG the EventValidator class

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I need to read docs more

fossil osprey
whole raptor
urban patrol
fossil osprey
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now I can't unsee it 😭

latent cape
tiny zealot
stark spindle
tiny zealot
#

it really is. right down to the "this new one will cover every use case"

stark spindle
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well hopefully this is the one

whole raptor
torpid sparrow
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how do I add config? for some reason config.json keeps deleting itself

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nvm fixed it SDVpufferparty

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ok how do i then add checkboxes instead of having to type in true/false?

whole raptor
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It'll convert true/false to checkboxes automatically

torpid sparrow
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hmm it hasnt for me

whole raptor
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If you mean gmcm ofc

torpid sparrow
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like gmcm auto converts?

tawny ore
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I'm behind, are you using GMCM Content Patcher integration, or the API?

tawny ore
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Ah, Content Patcher, yeah that

tiny zealot
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Tip: use "true, false" for a field that can be enabled or disabled, and Content Patcher will recognize it as a boolean (e.g. to represent as a checkbox in the config UI).

torpid sparrow
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foiled again by spelling

pine elbow
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yall have mod folder multiple one for testing the other for other stuff

torpid sparrow
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i dunno what i did to my mod but custom locations wont load anymore SMCPufferChickSweatSip

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it was working before i added the config stuff

obtuse wigeon
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I'm looking at the spring objects tilesheet for the torch sprite, but next to it is another blue torch, what is that used for? I don't think I've ever come across a torch like that

rigid oriole
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grandpa's shrine?

urban patrol
brittle pasture
obtuse wigeon
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looking at grandpas shrine, they look closer to candles than torches, I don't think you can pick them up either, pretty sure springobjects.png is only for items you can hold

brittle pasture
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it glows a blue/purple light

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if you spawn it

obtuse wigeon
brittle pasture
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(East Scarp's Halloween event adds it back into the game as an object)

torpid sparrow
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other patches were working, but not the custom locations

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for some reason

obtuse wigeon
urban patrol
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oh yeah i know what config does, i meant what does yours control? is it at all related to locations?

torpid sparrow
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uhhh no i also applied the token to objects

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like them being able to appear, their recipes, etc

urban patrol
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hmm can you post your json

torpid sparrow
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i removed all of it lol

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although it wasnt working even when i removed the config token

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and then i downloaded my most recent version from nexus and it worked again

urban patrol
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weird

torpid sparrow
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idk that scared me

gaunt orbit
uncut viper
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also springobjects has a bunch of stuff you cant hold

obtuse wigeon
obtuse wigeon
gusty igloo
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This might be a dumb question, but I can't find a definitive answer. Is there a way in content.json to specify a different configs to load? I'm tweaking the custom farm portraits mods for myself and thought it would be cool to have configs for each player and not have to swap everything to stardrop to so

stark spindle
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{ "Action": "Include",
"FromFile": "PLAYER.json" },

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that will load from separate files

gusty igloo
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should I include a when: from file token to so it doesnt brick itself if that player hasn't been made yet?

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or does it not matter?

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Also, yooooou're the best!

ivory plume
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(Action: Include loads patches from a file, not configuration.)

stark spindle
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oooo my bad i misunderstood

ivory plume
#

Unfortunately no, you can't have per-player configuration in a content pack.

gusty igloo
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Dang, but I'll live 😂 Thank you for clarifying!

hallow prism
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you can load stuff based on player name i believe

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but i'm not sure this is helpful depending of the mod

ivory plume
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Well, it could be. For example, you could create a folder like assets/portraits and have players drop files named <player name>.png into that folder. Then a patch can check if a file exists matching the player name, and load that if so.

gusty igloo
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Yeah, I saw in esfw loading portraits by player names. But I was hoping to do it for a config file. I went and added in all seasonal weather outfits that can be customized and it's huge. But like I can just save copies and transfer them to another folder to effectively save configurations so it's not a huge deal

ivory plume
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You could also do some trickery with conditional Include patches to fake configuration. For example, include config/{{PlayerName}}.json if it exists, and that file could just contain something like this:

{
    "Changes": [
        {
            "Action": "Include",
            "FromFile": "assets/player-portrait.json",
            "LocalTokens": {
                // "configuration" here
                "SomeConfig": true,
                "AnotherConfig": 15
            }
        }
    ]
}

Though the player would need to copy & paste a template file.

stark spindle
#

Can I ask how do you do the correct formatting for json in discord? is it just markdown or something?

ivory plume
#

Yep, Discord allows a subset of Markdown:
```json
some json code
goes here
```

stark spindle
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Thats awesome. Thanks

gusty igloo
stark spindle
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Good luck with it

reef siren
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Could an NPC possibly have any other name than what I have called them? I her character disposition, she is titles {{ModId}}_Taffy. In a letter I have written I have %action AddFriendshipPoints {{ModId}}_Taffy 1000 %%. SMAPI error log tells me that No {{ModId}}_Taffy exists and so won't add the points. But I know she exists. She is literally right there when I walk into the bus stop. I have tried it before meeting her, as well as after meeting her and it is the same both waysss?? Has she got a secret identity I don't know about??

balmy valve
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Check your brackets

balmy valve
reef siren
balmy valve
#

Okay

reef siren
balmy valve
#

Can you post a SMAPI log maybe?

calm nebula
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Hi Pathos! Saw you typing

balmy valve
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Ope yep you gotta not lod it

reef siren
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I mean the mail shows up when it should does that not count?

calm nebula
ivory plume
# calm nebula Hi Pathos! Saw you typing

(I was just going to ask if the error message says the literal string {{ModId}}_Taffy rather than replacing the token with the actual mod ID, but you were heading in the same direction of inquiry.)

reef siren
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It is included in my content.json, but then it is editdata-ed in the mail.json

reef siren
balmy valve
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Awesome

reef siren
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First one is opening the mail without meeting her. Second is meeting her first and then opening the mail

urban patrol
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!log for future reference, uploading logs to this site is best

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.

reef siren
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Oh gosh sorry, thank you!

calm nebula
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Can we see your code?

obtuse wigeon
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Just throwing an idea out there, have you tried replacing the {{ModId}} with your actual mods ID?

calm nebula
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(Please, actual code)

uncut viper
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if all things are going right, the game will never know you're using a token, so if you see the game itself logging your token in an error, something has gone wrong along the way

uncut viper
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no, please post the code first

obtuse wigeon
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defo post the code first

reef siren
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Oh okay!

uncut viper
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writing out the id manually would fix the symptom but not the cause

ivory plume
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({{ModId}} is a token that should get replaced automatically, you shouldn't manually replace it.)

uncut viper
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and you'd get the same kind of error if you tried using a different token in the same place

urban patrol
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i noticed earlier your mail was i18ned—if you haven’t already, you should move the action outside of the translation

uncut viper
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oh, if your mail is i18ned and your action is in the i18n, then that would be a potential problem, yeah. content patcher tokens dont work inside i18n if you do not pass their value into them from within your content.json

uncut viper
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yeah, you're trying to use a token in the i18n

reef siren
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Oh wait really???

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Oh no!

uncut viper
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{{i18n:Mail.TaffyLetter1 |ModId={{ModId}}}} you can do this if you want

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but you can also move the action outside the i18n

reef siren
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Sorry for all those code things thats a lot ;-;

uncut viper
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itd involve splitting up your i18n further though between text and title

reef siren
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Okay, perfect! I'll try that!

uncut viper
reef siren
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And huzzah it works! Thank you all so much!

#

Maybe I should have started with a smaller idea for my first go lol

uncut viper
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as far as mistakes go, this one is at least understandable, easy to fix, and good to learn early

reef siren
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Next question, is it possible to befriend someone before actually meeting them?? I need Taffy to be friends with the farmer before actually meeting them, and friendship points dont work on someone who isnt yet met 🤔

#

Ill scour trigger actions

uncut viper
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looking at the decompile you might try setting their SocialTab field to AlwaysShown?

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that appears to create their FriendshipData as soon as theyre added to the game so the AddFriendshipPoints trigger action action should work after that

torpid sparrow
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Hello, how would I go about adding an item to a shop on the condition that a special order has been completed?

uncut viper
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PLAYER_SPECIAL_ORDER_COMPLETE gsq in the Condition field

torpid sparrow
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thank you!

urban scaffold
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Does anyone have the coordinates of the farmhouse interiors (I am specifically looking at farmhouse upgraded to level 3)? Like without any extra furniture

uncut viper
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what do you mean the coordinates, the coordinates of what? have you unpacked your files already to look at the maps yourself

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you can also use Lookup Anything or Debug Mode (both mods) to view coordinates of tiles in game

urban scaffold
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Coordinates within. Unpacking, I am haven't done that before, I can try that.

uncut viper
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!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!

reef siren
uncut viper
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i still dont know what you mean by "coordinates within" either because every tile has a coordinate

uncut viper
urban patrol
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if you open a map in tiled, the bottom left shows you the current coordinates where your mouse is hovering

uncut viper
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(i really like that idea btw, havin a pen pal and then starting with friendship later on)

urban scaffold
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Ah, like coordinates to where I would place farmer in an event inside the farmhouse, I thought I could see it without opening the game in the stardew planner but they no longer do coordinates like they did with v2 it seems and didn't have the farm interior stuff YueEhehe

reef siren
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Ill look into the unlock conditions thingy!

urban scaffold
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A penpal mod sounds like a sweet idea, specifically for introverted or asocial characters, would be very in-character

urban patrol
uncut viper
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also no way of knowing what farmhouse mod they have installed

urban scaffold
#

Well right now I was planning personal stuff so I remember where my furniture is ahahaha

urban patrol
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then carry on 🫡

urban scaffold
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I just cannot open the game right now and thought maybe someone had a visualizer or something

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Thanks tho! I should unpack stuff and keep them somewhere for when I need it

urban patrol
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i read on the 1.6.16 wiki page that monsters will soon automatically pull the spritesheet from Monsters/MonsterName—is that true of the current version as well? are monsters restricted to 16x24, or can i draw a larger one?

hallow prism
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i believe big slimes are 32 32

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what you can draw is highly dependant of how you add the monster

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with C# i'm unsure if there's any size restriction

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other methods are more limiting (and limited)

urban patrol
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yeah, i couldn't find any documentation (for CP at least) of how to define the texture for monsters, but maybe this will be the first thing i learn C# for

hallow prism
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again, this depends of how you add the monster

balmy valve
#

Guys, do you think I should add i18n support to my mod?

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I don't think it's big enough to be translated but for compat maybe?

torpid sparrow
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if its not that much might be nice to get acquainted with it

hard fern
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It just saves time

uncut viper
#

adding i18n support is generally always recommended, especially since you can use the i18n system for more than just plain translation

signal sundial
#

I've been doing an attempt at making a mod, a goat that gives milk and wool. I've got it mostly working, but I can't find a way to make the milk require a milk pail and the wool to either need shears or just having it drop overnight. Whatever I do, it's one or the other.
Does anyone know a solution to this? Or know of a mod that does this? I been looking at the milkable sheep mod, but that adds in a whole new resource (sheep milk) and it just edits the existing sheep, rather than making a new animal, and from what I seen, it's not flawless either.

balmy valve
#

You've reinvented alpacas my friend

#

I would suggest maybe editing the goat data through an EditAction (i think) and adding something like "is milkable"

uncut viper
#

youll need Extra Animal Config i think

balmy valve
#

Shearable*

hallow prism
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what do you mean, not flawless?

uncut viper
#

you cannot do both Milkable and Shearable on the same animal in vanilla

hallow prism
#

because the author is around and active

balmy valve
#

Ehat about a drop table?

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Like rabbits? So the wool can drop overnight

hallow prism
#

also, of course the sheep will have a different milk, it's a ... different milk

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but the principle should still work

balmy valve
signal sundial
hallow prism
#

... ok it's not flawless

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not not flawless

signal sundial
balmy valve
#

Yeah- drop tables

#

I don't know of any animal that drops things AND is milkable

hallow prism
uncut viper
#

again, you will need Extra Animal Config

signal sundial
#

okay, so I am extremely new at this, only starting messing around yesterday, and I know 0.00001% of coding by now

balmy valve
signal sundial
#

if I can't fix the milk pail thing, it's fine, you won't notice it with an auto grabber, but right now, I can't differentiate at all between wool and milk, it's either milk or wool, and I can't even change how often one or the other should drop

#

so, drop tables? NotLikeThis that sounds difficult

#

and extra animal config? never heard of that either..

urban scaffold
hallow prism
#

i mean, it's the mod used by the sheep mod you're looking at

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so

signal sundial
hallow prism
#

it's the mod Tia suggested to you

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well, rather, mentioned

urban scaffold
trim sand
#

Extra Animal Config is required to have two separate cycles of produce.
By default animals can only produce one thing a day regardless of spawn method

signal sundial
#

alright, I will google for that then, thanks!

trim sand
#

If there are multiple items in the animals produce/deluxe produce pools they will be selected from at random.

#

I can provide examples of usage if you'd like.

signal sundial
#

uhuh,,,

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please 😄

trim sand
#

Kay lemme get to my desk and open something simple.

signal sundial
#

🙏

trim sand
#

to start with for proper management, your manfest.json in its dependancies block needs to add {"UniqueID":"selph.ExtraAnimalConfig","IsRequired": true} so it can't load without extra animal config.
from there the animals main ProduceItemIds/DeluxeProduceItemIds should be any pair of items like milk/large milk since EAC doesn't perfectly match deluxe produce mechanics.
then, you'll create a content patcher block with "Target":"selph.ExtraAnimalConfig/AnimalExtensionData" as the location your effecting, from there your entries list (in curly brackets {}) contains animal IDs for which animal your accessing, then the relevant fields are ExtraProduceSpawnList and AnimalProduceExtensionData, the first holds the spawn 'slots' for items to be generated using, the second how they should be collect
ed. below is what ive used to make Pokemon Ranch's miltank produce regular milk on a cycle separate from its special moo moo milk item amongst other features.
https://github.com/zombifier/My_Stardew_Mods/tree/master/ExtraAnimalConfig wiki for EAC should have anything else you might need if confused at structure. or what you can do.

GitHub

Contribute to zombifier/My_Stardew_Mods development by creating an account on GitHub.

signal sundial
wide relic
#

is there any severance mod lol

trim sand
#

your welcome. given how much fight i had geting EAC to do what i want i might aswell share my knowledge.

signal sundial
hallow prism
wide relic
#

Severance

#

like lumon

#

the work is mysterious and important

#

p sure joja would implement that tech asap lol

wide relic
#

oh wrong channel sorry!

twilit quest
#

I thought this problem was solved, but it's returned and seems to be very stubborn. I'm patching the farmhouse to reflect partial upgrades, and the patches are not retaining wallpaper. Whatever the patch looks like, it overwrites the wallpaper.

reef siren
#

Is this what I should be doing?
"Calendar": "HiddenUntilMet",
"SocialTab": "AlwaysShown",

"UnlockCondition": "PLAYER_HAS_MAIL Current {{ModId}}_TaffyLetter2 Received",
"SpawnIfMissing": false,

I created a new save, Taffy wasn't in the bus stop or on social tab. Good. I skipped to day 4 where you get TaffyLetter2, checked she wasn't there in social and in the bus stop before opening letter. She isnt there. Opened letter. She still wasnt there.
Skipped to next day. She still isnt there.

I would change her SpawnIfMissing to true but then she shows up in the social tab before I want her to. Am I using the UnlockConditions wrong???

urban patrol
#

it's UnlockConditions with an S

twilit quest
uncut viper
#

(i imagine you probably also want SpawnIfMissing to be true. she isnt considered "missing" if she isnt unlocked yet)

twilit quest
#

(Update is set to OnDayStart)

obtuse wigeon
#

Is there a specific tag or field I have to add to an object to have it behave light a torch? i.e. able to be placed on walls and sprinklers? I can't find torches in the unpacked files are any specific things relating to them when making objects except for light producing field

reef siren
urban patrol
obtuse wigeon
reef siren
#

It all worked thank you!

uncut viper
#

looking forward to the pen pal SDVpufferheart

reef siren
obtuse wigeon
#

Attempted to make a custom torch item, if I apply the context tag "torch_item" it adds the flame which I don't really want, and reguardless if I have the tag or not I can't place it on a wall

#

I can't see anything else in the "93" section is the objects.xnb file that would make it placeable on walls

brittle pasture
#

that is unfortunately specifically hardcoded for (O)93 in C#

calm nebula
#

You can what

brittle pasture
#

you can put torches on fences

#

I assume that's what they meant by walls

obtuse wigeon
#

yes sorry, fences

#

I get confused cause I only use stone fences, where I live they're only ever called walls

obtuse wigeon
brittle pasture
#

not without c#

calm nebula
#

Not without begging Pathos

obtuse wigeon
#

That's so unfortunate, ConcernedApe please next update change that I beg (not an actual request if they see this)

lucid iron
#

Extra Torch Configs

obtuse wigeon
royal stump
#

til you can also put torches on sprinklers, and that's also hardcoded to (O)93 SDVpufferpensive

lucid iron
#

I am joking

#

Yeah torches r very funny kyuuchan_run

royal stump
#

(and for Reasons, it sets SpecialVariable = 999999; instead of holding the item)

obtuse wigeon
lucid iron
#

This is cus heldObject is reserved for pressure nozzle

royal stump
#

yeah, figured attachments would be taking up the nested item slot(s)

lucid iron
obtuse wigeon
calm nebula
reef siren
#

Is there a way to start an event after the player has gone to bed or before they are allowed out? Like how the fixing bus scene works or the wedding cutscene?

lucid iron
calm nebula
#

Sorry

obtuse wigeon
lucid iron
calm nebula
#

99% of me brain is soda pop

lucid iron
#

E&D does morning events in the farmhouse

#

Which is a hacky no framework way to do it

obtuse wigeon
lucid iron
#

Downside is that they replay when you load game

reef siren
#

Ill dig through the E&D Files and see how its done there because either way thats how I want it to work! :DDD

calm nebula
#

You can what

lucid iron
#

Put torches on sprinklers yeah

#

I knew about that back in 1.5 too

calm nebula
#

At the same time as the pressure

#

Or are they exclusive

lucid iron
#

Same time

obtuse wigeon
#

At the same time

lucid iron
#

Cus the nozzles take up heldObject

calm nebula
#

Also kpop demon hunters soundtrack has hit Google music soooo

obtuse wigeon
#

you can have 4 things in the same space, path, sprinkler, pressure nozzle, and torch

lucid iron
#

And then torches use specialvariable 999999

calm nebula
#

That's special

lucid iron
#

Very pippleDot

obtuse wigeon
#

Not sure if the better place for this is modded tech support, if it is lmk and I'll post it there instead. Is there any profiler mod or program I can run along side stardew to figure out what's causing the often lag spikes I'm getting?

tender bloom
#

There’s a mod called Profiler

calm nebula
#

!profiler

ocean sailBOT
obtuse wigeon
#

Exactly what I was looking for thank you!

normal rain
#

anyone happen to know how I can find what the key is for the Goby fish in Game1.player.fishCaught? It's not listed in Data/Fish so I don't know its ID

tender bloom
#

Fish are objects

#

Since it's a 1.6 fish its ID is Goby

#

You can check Data/Objects to verify

winged charm
#

Hey, this is my first time making a mod for Stardew and I'm a little lost. I have less than 5 hrs on the game and I'm wanting to make a mod over Elliott. Is there a template I can use to help me get started?

lucid iron
winged charm
#

I was hoping to tweak his schedule a bit, then change his dialogue and sprites to my own

#

I figured changing things over an existing character would be easier to do than adding a whole new character from the ground up

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:

winged charm
#

Oh sick

urban patrol
#

it’s actually easier (and more compatible) in many ways to add your own NPC!

whole raptor
#

Easier? 😅

winged charm
#

Oh then I'll take a look at this when I have a minute. Thank y'all sm :O

winged charm
whole raptor
#

If it's for your personal use do whatever you feel more comfortable with (editing Elliot would be easier, since you can change just a few things), if you're planning to release it, then I'd say it's better to make a custom NPC (there's more stuff involved) imo

winged charm
#

Just for personal use.

#

I didn't know if I would need to rework his entire schedule or not :l

hallow prism
#

Start with some edits, then see how you feel

#

You can edit one specific schedule keys or several

#

You dont have to change all of them at once

vernal crest
# whole raptor Easier? 😅

Well, you don't have to try to extricate the NPC from the existing vanilla storyline I guess. You can just copy the NPC's entire files and change things with abandon.

winged charm
# ocean sail

That might be better. Do the guides help me get the right mods I need?

vernal crest
#

You only need one mod - Content Patcher

#

We are in the CP monolith days where everything necessary for a fully featured NPC can be achieved with CP alone

winged charm
#

Also thank you guys for helping give me feed back

vernal crest
#

Content Patcher lol

#

It's the mod that most other mods use

winged charm
#

Oh lool. I have Smapi and the XnbHack I think

vernal crest
#

(It's very strange explaining this to someone who hasn't used mods themselves lol)

urban scaffold
#

How does one make the kiss animation with the smile face instead of the heart? YueThinking

vernal crest
vernal crest
winged charm
#

Awesome! I'll reach out again if I get stuck :)

urban patrol
#

what do you think is the appropriate difficulty for the floors of a maze dungeon? there will ideally be enemies spawned in them

urban scaffold
urban patrol
#

these are just some examples i pulled from the internet before making tilesheets

#

i’ll also be pausing time inside of the dungeon with spacecore (in single player) if that influences your answer

karmic gust
#

If time is paused I think you can do trickier mazes

#

Since the player will have time to figure it out

twin wadi
#

i think it'll be fun to have a complex maze, especially since the time will be stopped

brittle ledge
#

complex is fine if you only have to do it once kyuuchan_nod2

#

if I have to go through it every time I enter the area, then it gets annoying.

urban patrol
#

hmm good feedback okay

#

spacecore does allow me to set elevator floors so hopefully being allowed to skip to the end after beating all the levels of the maze would mitigate that?

brittle ledge
#

do you have to beat each maze in a row or is the elevator checkpointing after every level?

urban patrol
#

i'm thinking each maze in a row, but not too many--maybe 3 easy, 2 medium, 1 difficult?

#

so it'll be tough the first time on purpose

#

or i could just do one level of an absolutely massive maze

rigid musk
#

I'm considering separating them and making them their own mod for people who might want more challenges.. maybe. Once I'm feeling better anyways

brittle ledge
#

Didn't you already do that with your Qi lite?

rigid musk
#

No that one just removes literally everything other than adding Qi as an npc (and I think I left in the two recipes he gives you with some alterations to account for the lack of new crops)

pine elbow
unborn sedge
#

@brave fable sorry barb u caught a stray from the spam filter !!

brave fable
#

mazes so difficult they're illegal SDVitembass

#

definitely a surprising first hahah

urban patrol
#

quick, trap bouncer in a maze so he can't see us!

rigid musk
wanton pebble
#

Is there a way, without using another mod (as I think I can grab it with a mod) to obtain a character's "SocialAnxiety" definition in Data/Characters?

lucid mulch
lucid mulch
#

In general there aren't tokens that would reference the contents of the asset pipeline, though theres probably a mod that has made said unholy token

wanton pebble
brave fable
#

social anxiety is saved to the NPC instance, though, so it'd be as unusual as fetching their display name

wanton pebble
#

I know NPC Tokens for Content Patcher exists and is likely what I'd need for that, but in prototyping my idea I don't want to depend on other mods to enable a date itself

lucid mulch
#

wouldn't be hard to make a pair of paradoxical patches that will flip/flop on the value

wanton pebble
#

Hence, trying to figure out ways around that because otherwise it's a little more back to the drawing board on making sure I know which forks I'm keeping and which I'm starting from scratch on

valid folio
#

Hi, how are you? I want to use Extra Machine Config for a machine that’s basically a dairy processor. I want to start with something simple, like a smoothie: Milk + Fruit + Sugar. I tried to look at examples and read the documentation, but honestly I didn’t really understand it very well. Could you please help me?

wanton pebble
urban patrol
#

it's a very ambitious idea lol

brave fable
wanton pebble
#

Heh, yeah, fair XD It does look like I'd need it, so back to the drawing board

#

(For a bit of context - something that I've wanted to do both for my personal dates and for Date Night Redux would be to give the date its own life rather than being a beach variant by prototyping different forks. However, for the generic one for DNR, I couldn't simply make a volcano fork if the date was, say, Penny - that would be weird and out of character. Hence why I was searching for a way to create a list. That would probably have to wait for C# at this point, and I can't make my personal plate more filled than it is unless I want to instead flame out before this update's done)

torpid sparrow
#

i did that thing where the tilesheet moves around when i zoom in and zoom out on tiled -- cannot figure out how to get it back to normal

#

i got it back before but i cant figure it out rn SMCPufferChickSweatSip

latent mauve
#

Try changing your selected tool?

torpid sparrow
#

oh wait i just fixed it

#

i had to go into the tilesheet and deselect dynamic something

latent mauve
#

I accidentally change the active pane and zoom the wrong part all the time and changing back to the tile stamp tool and right-clicking usually fixes which pane is active. Not sure if it's the same thing though.

torpid sparrow
#

ohh i see i didnt explain it very well

#

the tiles in the tilesheet get misaligned when you zoom in and out

#

so they change place every time and nothing lines up with the rest of their sprites

latent mauve
#

That clears up absolutely nothing for me but if you figured out a fix it doesn't matter if I understand it XD

brave fable
torpid sparrow
#

yus i found it eventually

#

my mouse is janky so sometimes it clicks when i dont want it to

#

and then i have to play catch up

obtuse wigeon
#

Thinking of making a mod that add walkways everywhere, would making the walkway on the layer Back20 then loading in content patcher work? or does it need everything on the other layers too?

brave fable
urban patrol
obtuse wigeon
#

That's what I intend to do, all map modifications I'd do are patching, sorry should've said that rather than load

urban patrol
obtuse wigeon
#

I'm guessing if I want to make a walkway all throughout town I'd need to use the default town map, remove everything, and add the walkways I want on the entire map rather than small individual portions and load it?

#

i.e. have one .tmx rather than 3 smaller .tmx maps

urban patrol
#

it depends on how much of the map you want to change. you can define the from area and to area for every map patch you do

obtuse wigeon
#

Gotcha, makes sense. Would recolours work with it natively if I only use the tilesheets present in the map already? I have no idea how recolours work or whether I'd have to specifically make a patch for them even if I use only the tilesets present in the map

urban patrol
#

yeah recolors target tilesheets not maps

#

just make sure that you don't pack the vanilla tilesheets with your mod

obtuse wigeon
#

That's perfect

obtuse wigeon
urban patrol
#

i think the wiki might have a list of suggestions, let me see

latent mauve
#

If you work from your mod folder and move the vanilla tilesheets in there during editing, just make sure to remove them before publishing your mod

obtuse wigeon
#

gotcha so just removing them from my working directory works fine?

tiny zealot
#

the critical thing is that they not be in the zip you upload to nexus (or wherever else)

latent mauve
#

^ yes, that

obtuse wigeon
#

that's perfect, glad it's been made quite easy

#

thank you for your help

#

How do changing seasons work for modified maps using vanilla tilesheets? Do I have to make one for each season and when patching with Content Patcher check for each season and load a different map or is that done automatically?

urban patrol
#

no, prefixing the tilesheets with spring_ is checked automatically by the game

lucid iron
#

Your map has to be outdoor

rugged torrent
#

Hi hi! I'm attempting to create a custom npc! Is there any advice or anything specific I should do?

urban scaffold
#

day 7 of my journey and I have learned farmer animation is pain

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:

latent mauve
#

Map tile NPCs and non social NPCs really only differ in if the NPC needs walk animations and portraits or not.

rugged torrent
latent mauve
#

Gil is a map tile NPC

#

With portraits

lucid mulch
#

as is vanilla Morris iirc

#

but Gil is the textbook example

latent mauve
#

Morris has a spritesheet though, so he's an odd one

obtuse wigeon
#

How would I get rid of this rock? it's on the Buildings layer and I can't place an empty tile above it to get rid of it, I don't want to include the rest of the buildings layer because I'm using Content Patcher overlay feature, I just want to remove that one tile

latent mauve
#

You could do a targeted removeTile (or whatever that mapTiles field is) in content patcher on the Buildings layer?

#

I don't think you can remove it with just a tmx in overlay mode

uncut viper
#

could also include an invisible tile overtop the rock with the Passable property

#

on the buildings layer

#

bit jank though

obtuse wigeon
#

I find that and quickly read it to see if it does what I want

obtuse wigeon
uncut viper
#

what do you mean "above it"

#

bc i mean literally on the same exact layer as the rock and paint over it

latent mauve
#

That would require adding the Buildings layer to the map patch which they said they don't want.

uncut viper
#

they said "the rest of" the buildings layer so i was under the assumption they thought they had to include the entire maps worth of layer

latent mauve
uncut viper
#

which they do not

#

the way i mention works fine with content patchers overlay feature

latent mauve
#

It's apparently just Remove in MapTiles by the way

obtuse wigeon
#

Ahh I see, clarification is needed, I want to include only the layers Back20 and Buildings20 , I don't want to include any of the other layers or any other tiles that don't need to be present, by placing an invisible tile on the Buildings layer it means I have to include the whole Buildings layer or another .tmx file with just that single tile tile blanked out and use something other than Content Patchers overlay feature

#

at least that's what my understanding is, I feel the Remove function is most likely the bestter option for me

uncut viper
#

i dont know what you mean by "whole" Buildings layer

obtuse wigeon
#

I mean every tile on the buildings layer, i.e. the cliffs, tree bases, fences, etc

latent mauve
#

To Button's point: you just need to add a layer called Buildings, there is absolutely no need to copy over all the existing tiles on that layer

uncut viper
#

you dont have to do that

#

just add literally a single tile on your Buildings layer right where the rock is

#

(with the Passable property as mentioned)

toxic charm
#

Hello, where do i put the edited json dialogue file with contentpatcher? (i am on mac)

golden basin
#

does anyone understand how to make a pet shop thing with thte livestock baazar

latent mauve
#

bobby: If you are making a content pack for Content Patcher (which just means a mod that is written for Content Patcher), then your code goes in a file called content.json in the folder for the mod you are making.

You will also need a manifest.json in that mod folder, instructions on how to format both of those are on the wiki/in the documentation.

obtuse wigeon
#

Does the passable property allow furniture and objects to still be placed ontop of it?

uncut viper
#

i do not know

lucid iron
#

You can just use vanilla OpenShop PetShop

golden basin
lucid iron
#

Iirc that's the right id

#

What it does is let you open a pet shop alongside the item shop and animal shop

#

To replicate Marnie shop behavior

obtuse wigeon
# uncut viper i do not know

In that case I'll stick with the remove tile option as it might be easier as it's just a single tile, if it doesn't work I'll give the passable property a go

toxic charm
latent mauve
#

no, that's your unpacked vanilla files

toxic charm
#

oh

lucid iron
#

I was gonna add stuff to let u filter for pets better but i haven't gotten around to it kyuuchan_run

#

So atm you can only open the pet shop that displays all pets for adoption

latent mauve
golden basin
#

ooo i see i see okay

rugged torrent
#

When creating a new project for my mod in Microsoft Visual Studio, i'm using the wiki and it says to use .NET 6.0 for framework but that doesn't show up for me even after I downloaded it

keen seal
# latent mauve If you work from your mod folder and move the vanilla tilesheets in there during...

question semi-regarding this: I had an issue with an earlier map I was making where I was using the vanilla sheets but some of them (specifically furniture and wizard_furniture) weren’t being recognized unless I loaded them within the mod, which hasn’t happened with any other vanilla tilesheets (townInterior, wallpaper and flooring, etc). Why is that and how do I fix it, since I assume I should not publish the mod with that workaround in place?

#

I’m not in a rush to fix it since this is a long term WIP but knowing what the deal is there would be nice

half tangle
latent mauve
keen seal
#

Ahhhhhh that makes sense!!

latent mauve
#

Or load the furniture files to Maps yourself, which is not recolor friendly

keen seal
#

Thank you! Appreciate it SDVpufferheart

latent mauve
#

Yep, just make sure you set this as a dependency for your mod if you publish it, so your users don't run into the same issue. 🙂

golden basin
#

dances

keen seal
#

I am doing a lot of tilesheet customizing for this so it’s not really gonna be recolor friendly anyway, unfortunately SDVpufferfush which I know isn’t ideal but I’m Picky and it’s the only way to get things looking how I want

obtuse wigeon
#

I've got the overlay to work and the map loads perfect, the MapTiles>Remove function however does not, I'm not seeing any errors in the SMAPI console either, this is the code:

{
    "$schema": "https://smapi.io/schemas/content-patcher.json",
    "Changes": [
        {
            "Action": "EditMap",
            "Target": "Maps/BusStop",
            "LogName": "Paved Valley: BusStop",
            "FromFile": "Maps/BusStop/BusStop.tmx",
            //"FromArea": { "X": 22, "Y": 61, "Width": 16, "Height": 13 },
            //"ToArea": { "X": 22, "Y": 61, "Width": 16, "Height": 13 }
            "PatchMode": "Overlay",
        },
        {
            "Action": "EditMap",
            "Target": "Maps/BusStop",
            "MapTiles": [
                {
                    "Position": { "X": 22, "Y": 11 },
                    "Layer": "Buildings",
                    "Remove": true
                }
            ]
        },
    ]
}
#

I'm pretty sure I've got the MapTiles>Remove function correct? What I want to remove is on the BusStop map, at 22, 11 according to debug mode, and on the Buildings layer

ivory plume
#

Hi! Do you have a repro content pack for this (or just a content pack with custom floors I can break)?

golden basin
#

@lucid iron wanna see how i changed the portrait and text?

#

THEY LIVE

lucid iron
#

Just the Texture to something bad

inner harbor
#

If something exists as a GSQ (in this case "PLAYER_HAS_SECRET_NOTE"), is it possible to use it as a Content Patcher condition somehow? I want to set a token for the i18n and that only works with Content Patcher's "When" conditions AFAIK.

latent mauve
#

22 11 is the blue tile on the vanilla map, which has nothing on the Buildings layer

obtuse wigeon
#

I should be playing with only mods for helping debugging and core/library mods? Ill have a quick look with everything disabled bare with

latent mauve
#

I'm guessing you wanted 26, 13 (which is the one directly south of the sidewalk, slightly right of the center in the screenshot)

#

I don't know if debug mode has issues with getting accurate tile values if you've adjusted your zoom, but I feel like I remember seeing that somewhere.

ivory plume
#

(That should be fixed in the current version.)

latent mauve
#

(Cool, I wasn't sure if I had dreamed that issue or not)

obtuse wigeon
#

I think it may be a resolution issue? because debug mode isn't changing for every tile, it's changing every tile and a bit

obtuse wigeon
#

yep that was the issue, updated and now it's fixed, glad I noticed that now and not in a few maps time

ivory plume
latent mauve
pine elbow
#

okay okay so is anyone familiar with Alpharads famous Mariomon hack?

#

(dw its related to this channel, just give me a sec)

#

okay maybe not

#

okay so its a famous hack where they made an entire mario game based off mario characters and locations

#

I wanna make a famoud stardew mod thats mario based

#

Have it’s own story, custom art, music, everything

#

Would it even be possible? And can you edit the map at all?

torpid sparrow
#

Theoretically yes but what exactly do u want to do

torpid sparrow
rugged torrent
#

Wait so how do I create a content.json and manifest.json and add them to my mod folder?

latent mauve
#

The link I sent bobby to earlier has the "getting started" documentation for Content Patcher which tells you how to create those.

inner harbor
#

oh wait, received works, right?

latent mauve
#

mhm

pine elbow
#

I wanna make an entire story

#

The biggest stardew mod 🤩

#

Nothing’s impossible

pine elbow
rugged torrent
#

For creating a content.json it says i need to input this,
{
"Format": "2.7.0", ← would I change this to the most recent content patcher which is 2.7.3?

pine elbow
#

and uh, can it be extended?

brittle pasture
lucid iron
pine elbow
#

I’m a game developer, modder, and book writer

floral stratus
#

Hey, sorry to jump in. I'm working on a mod to make floral wines, and everything works, but I don't know how to get the name to display properly.

hard fern
#

It's a flavored item, yeah?

floral stratus
#

Yeah

lucid iron
#

Floral wine is a different item than wine right

#

You need the objectdisplayname thingy, i think cornucopia machines have examples

floral stratus
#

I was just going to do it where flowers can be used to make the standard wines, as I am not a pixel artist. lol

hard fern
#

I think they do

lucid iron
#

Then i don't think u need to do anything?

hard fern
#

Theres a juicer in there right

lucid iron
#

It will just be Blue Jazz Wine

obtuse wigeon
#

I want to add the spring_town.png tilesheet to the forest map, the animations (If there are any on the tilesheet) won't be used so they aren't an issue, I want to make sure I've got this right, in Tiled I click "New Tileset", call it spring_town browse to the tilesheet, do I then check the "Embed in map" check box?

floral stratus
#

Funny enough, Cornucopia is the mod I'm using to figure things out.

obtuse wigeon
urban patrol
obtuse wigeon
lucid iron
brittle pasture
#

if you're just going to leverage the vanilla wine, I think editing the wine trigger to allow flowers would just work™?

urban patrol
floral stratus
#

Ahh, I'm about to test that now. I had been including a line from Artisan Machines that probably messed it up.

uncut viper
#

prefixing the tileset name wont matter for the season switching, just the image source, but tilesets dont need to be prefixed with z_ anymore anyway

obtuse wigeon
#

Won't not prefixing it cause the order fo the tilesheets to break? it'll sit between Paths and untitled tile sheet2 (the on that add the raccon house)

uncut viper
#

you still should prefix with z_ bc its more performant, but tilesheet ordering bugs were fixed in 1.6.9

#

so it wont break, itll just be a lil slower

urban patrol
#

oh yeah you're right, just file name matters for that

uncut viper
#

but we're talking relative to CPU cycles, not slower relative to what a human would ever notice

obtuse wigeon
uncut viper
#

there are likely exceedingly few things where, when talking about speed and performance differences, people are going to be talking about things humans can notice

#

at least on an individual level

obtuse wigeon
#

the issue eventually becomes when many mods are a little slower (in CPU cycle terms) they all add up to noticable, just trying to make my mods as proformant as possible because I'm currently experiencing noticable lags and slowdowns on my not testing modded save

uncut viper
#

then yeah, prefix with z

inland rain
#

Custom Mounts mod, lets you build custom stables that produce custom mounts

floral stratus
#

Okay, so when I use this setup, the output I get is just "Wine"

                                {
                                    "ItemId": "(O)348",
                                    "ObjectInternalName": "{0} DraconicArcher_FloralWine",
                                    "PreserveId": "DROP_IN",
                                    "CopyPrice": true,
                                    "CustomData": {
                                        "selph.ExtraMachineConfig.CopyColor": "true"
                                    },
                                    "PriceModifiers": [
                                        {
                                            "Id": "FloralWine",
                                            "Modification": "Multiply",
                                            "Amount": 2.5
                                        }
                                    ]
                                }```
obtuse wigeon
brittle pasture
brittle pasture
#

(also you don't need EMC's CopyColor anymore, the vanilla CopyColor field works properly now)

lucid iron
#

Do these come with horse flute equivalent DokkanStare

brittle pasture
#

(and pls make them Tools instead of Objects like the vanilla horse flute)
(re: above)

floral stratus
#

Please forgive my ignorance, I'm learning slowly... Oh thank you for the link!

brave fable
#

your ignorance has been noted 📝

obtuse wigeon
#

Just added the forest modification to my mod and immediatly got this error from spacecore that wasn't there before loading the forest map:

[SpaceCore] Scheduler could not find route from Forest to AnimalShop while honoring Gender female
[SpaceCore] Requested path from Forest to AnimalShop for Gender Female where no valid path was found, for NPC Jas.
[SpaceCore] Scheduler could not find route from SeedShop to AnimalShop while honoring Gender female
[SpaceCore] Requested path from SeedShop to AnimalShop for Gender Female where no valid path was found, for NPC Marnie.
[SpaceCore] Scheduler could not find route from Saloon to AnimalShop while honoring Gender male
[SpaceCore] Requested path from Saloon to AnimalShop for Gender Male where no valid path was found, for NPC Shane.
[SpaceCore] Scheduler could not find route from SeedShop to LeahHouse while honoring Gender female
[SpaceCore] Requested path from SeedShop to LeahHouse for Gender Female where no valid path was found, for NPC Leah.

All I did was overlay a new Back20 layer, no other layer was changed, is this something to be concerned about?

lucid mulch
urban patrol
obtuse wigeon
#

Gotcha, I shall see what's wrong with it

#

Figured it, forgot to actually only include the Back20 layer and actually included all of them so I lied

rugged torrent
#

Is there a map where I could find the Location and X, Y Tiles for my NPC's home

#

Just want somewhere to place him for the meantime

hard fern
#

uh, you can look in tiled? or open the game up and use debug mode? 🤔

#

i usually just use either or

latent mauve
#

If you mean that you are looking for a free space to place your home...

hard fern
#

is it time for the apartments

latent mauve
#

(if it's temporary and for local testing you don't even have to use the Google sheet)

rugged torrent
#

It's just temporary for right now

obtuse wigeon
#

Does anyone know where a tile to line up the bridge and walkway would be if it exists, I want to remove that ugly dirt strip between them

hard fern
#

uhh nah

latent mauve
hard fern
#

so you would probably have to make it yourself

obtuse wigeon
#

making on is something I don't want to do as it'll clash with recolours, I'll bodge it somehow

hard fern
#

🤔 you could make a pathway, shape it to perfeclty fit along the bridge, and patch overlay it over the spaces where you want the bridge to connect (the way im wording it probably doesn't make much sence)

#

wow my spelling is so bad

#

it would clash with recolor like youu said thoughj

uncut viper
# lucid mulch Tbh even then I don't think it saves cycles as I think smapi will be prefixing i...

i would think thatd be bad for any mod that tries to lookup a tilesheet by its ID, not knowing that its been prefixed without their knowledge? the 1.6.9 migration wiki page also seems to imply its something you still need to do yourself:
"The game now always finds map tilesheets by ID, which eliminates bugs due to mods reordering tilesheets. However, it'll still try to get it by index first in some cases (since that's faster), so you should still avoid changing the tilesheet order to avoid the performance impact of falling back to an ID lookup."

hard fern
#

since even if its just the path the recolors usually change the pathing in some way

sudden estuary
#

Is there a way to test clothing mods using the Fashion Sense framework? It's my first time making a mod and there's a lot of variables in the FS templates that I'm have a hard time parsing.

#

Like the colormasks. Is that for dyeable clothes?

obtuse wigeon
rugged torrent
brave fable
#

are you sending a camera photo? discord doesn't handle most camera image formats, it's better if you just use a screenshot

rugged torrent
brave fable
#

printscreen on your keyboard should be fine, or if on windows 10/11 press Win+Shift+S or search in the start menu to open the Snipping Tool

inland rain
#

you need to make a custom building that is "BuildingType": "StardewValley.Buildings.Stable"

obtuse wigeon
#

I haven't quite got the hang of buildings yet, but when I finish this mod I'm currently working on, I shall defo check it out, I'll keep an eye out on your Nexus page

obtuse wigeon
latent mauve
#

The code blocks on the first page of the Google sheet should cover map patch examples and the door if you wanted to make it locked

obtuse wigeon
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 20 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

obtuse wigeon
#

I thought it was to do with the tile at 4344 but I can't find a tile with that value when I open the Mountain.tmx

urban patrol
#

!gid

#

man i thought that was a command hold on

obtuse wigeon
#

Gotchat thank you! turns out i was miss reading gid as grid hence why I couldn't find anything on it

urban patrol
#

that would do it

obtuse wigeon
#

it works! Woo! now time to gradually install expansions until it breaks and I have to make a compat patch

inland rain
#

big pink horse

lucid iron
#

FS provides fs_reload i think

#

You can type that to reload pack after changing stuff

lusty halo
sudden estuary
#

epic

obtuse wigeon
#

Where on the wiki is the "When" condition and the "HasMod" condition? trying to find out more about it that i've forgot

urban wigeon
#

Is there a way I can add a building to a map when creating a new game? like adding cabins or greenhouses through content patcher

obtuse wigeon
urban patrol
urban patrol
#

the farm is strange though, i have no experience with modding it

urban wigeon
#

Yeah I'm looking there but I'm not sure how to do this specifically, like I searched for building but theres only map properties

hard fern
#

hm

urban wigeon
#

it doesn't say how to add buildings like cabins, or stuff you can build with robin

hard fern
#

if you're talking about that

#

i dont know if it's possible 🤔

#

perhaps there's another framework that would let you, im not sure.

uncut viper
#

spacecore can do it

#

look for FarmExtensionData

reef siren
#

I think stardew expanded did that with the winery on just CP, maybe look into them files?

uncut viper
#

you cannot do it with CP alone

hard fern
#

the winery is a new farm building, not on the map

obtuse wigeon
#

I still can't find "HasMod", even in CP Docs

uncut viper
#

HasMod is a token, so its in the token docs

#

its not a condition

reef siren
#

Ah maybe I should play all of SVE before I start yapping lmao

urban wigeon
uncut viper
#

but it can be used in a condition

obtuse wigeon
obtuse wigeon
hard fern
#

still not the one im talking about

obtuse wigeon
#

Ohh okay gotcha nevermind

hard fern
#

and grandpa's shed is also part of the map itself, not a buildable one from robin

obtuse wigeon
#

That's what I was going to add but given you weren't talking about the shed, it didn't apply, my mistake

urban wigeon
uncut viper
#

then no, you cannot do that

#

not with spacecore

#

this one may work

urban wigeon
#

I think thats just what im looking for, thank you

#

maybe I will do it optionally on my mod, I don't want too many dependencies

uncut viper
#

keep in mind i dont know if it gets fucky with Cabins or not

#

at the very least if you try putting a cabin there it'll need to be an AlwaysActive location

#

but it may break anyway. dunno.

urban wigeon
#

Yeah they are, I already did some a tweak to allow buildings on custom locations, will see if this mod allows that

#

cabins specifically

uncut viper
#

just dont be surprised if Cabins are only issue-free if theyre made on the Farm specifically

lusty halo
#

uuuh so apparently the Maps/IslandFarmhouse_Tiles hasn't existed for a while? The farmhouse mod I made using that target jpg (back in 2022 updated in 2024) still works as it should, but when I tried to update it I suddenly cannot recolor a specific part of the IslandFarmhouse anymore. But the current working version does, even with that inexistent target. I am confusion.

inland rain
#

there may be bugs

lusty halo
#

there always are. SDVpufferflat you'll be fine though. SDVpufferthumbsup

brave fable
#

how do the custom mounts respond to wearing hats?

inland rain
#

uhhh

lucid iron
outer verge
#

im gonna go crazy why did i fight over an error for like 2 hrs and its because i didnt capitalize 'Message'

lucid iron
#

More importantly can my bug eat treats

lusty halo
#

I once spent 15 minutes fighting a missing target jpg in the mod folder before realizing it was a different mod having the problem, not the one I was checking. The "joys" of modding. SDVpufferchickcry

outer verge
#

me when smapi validator tells me the reason my game crashed was because i didn't put one (1) comma

lucid iron
#

Behatted!

brave fable
#

can content packs change the hat position, say, for riding a tortoise instead of a horse 📝

lucid iron
#

So is there a broom flute item

inland rain
#

no, now go away

brave fable
#

i remember taking a deep breath looking at the hat draw code when working on a custom horse framework ages ago

#

i learned i hate frameworks

inland rain
#

I have to account for scaling as well

lucid iron
#

Blueberry where's my wind rotation draws framework

brave fable
#

never. you get NO map utilities

uncut viper
#

I'd rather have blueberry's string drawing framework

brave fable
#

you get NO drawstring utilities

uncut viper
#

i will. one way or another

brave fable
#

and absolutely nothing to do with boats

lucid iron
#

What about the crow donate framework

uncut viper
#

im ambivalent on boats

brave fable
#

you already have machines. shoo. shoo

lucid iron
#

But hm i can make wind based draw i think

#

Rn i hooked it up to player collision (it's very jank)

uncut viper
#

it's just maths

brave fable
#

everything is

lucid iron
#

Maths hard

uncut viper
#

sometimes maths isn't even maths

#

sometimes my mods work on feelings alone too, but usually that stops working after I hit publish

lusty halo
#

Guess what? I somehow missed copypasting a Y number and that's why the Islandfarmhouse recolor wasn't overlaying in the farmhouse_tiles. SDVpufferchickcry Now it works, but at what cost (to my dignity). SDVpufferflat

lucid iron
#

Did you try outsourcing vibes

uncut viper
#

are you calling me a vibe coder

gentle rose
lucid iron
gentle rose
#

limzards will probably not migrate though because they need a little bit of cursedness

uncut viper
#

thin ice

urban wigeon
uncut viper
#

i wonder if sleeping in it works at least

urban wigeon
#

it does, it even has with the initial seeds

hard fern
#

What is a limzard

lucid iron
#

.lizard

patent lanceBOT
uncut viper
#

SDVpufferthinkblob interesting. forbidden parsnip seeds...

#

I thought someone Leah'd that for a second

brave fable
#

computer, publish iguana.

uncut viper
#

or don't, I guess

gentle rose
#

where did Josh come from

hard fern
#

Josh?

lucid iron
#

There's a few niche frameworks i kind of want to make (eventually), horse was one and im glad aedenthorn did it

brave fable
#

bots fear the bot maintenance role

hard fern
#

Huh. Josh

uncut viper
brave fable
#

the real question is where did Alex come from. what vibes did Josh not have that Alex did

gentle rose
#

Schrödinger's quote

lucid iron
#

The other ones are bobbers (as in fishing rod bobbers)

gentle rose
hard fern
#

I found Josh

lucid iron
#

dig spots

#

torch

uncut viper
#

like the little aesthetic bobbers?

lucid iron
#

Yeah and also tackles

#

I think it would be cute if they matched

brave fable
#

oh i see

lucid iron
#

I also want to show people fish

brave fable
#

i didn't even notice that small josh

uncut viper
#

I also wanted to make bobbers at some point but I didn't because I'd just call it Buttons Extra Bobbers but then I'd have two mods that are BEB

brave fable
#

i thought you just meant in general

#

Bebber Bobbers

lucid iron
uncut viper
#

oh I love Bebber Bobbers actually

lucid iron
#

Like this but i walk around and willy goes wow fish

uncut viper
#

ok chu if I don't make bobbers framework before you you must call it Bebber Bobbers

lucid iron
#

Showing off the fish is essential part of fishing im told

uncut viper
#

it's the only reason to fish

gentle rose
#

.q 6503

patent lanceBOT
#
#6503

computer, publish iguana.

lucid iron
#

I gotta give blueberry 5% dp royalties but it's worth

uncut viper
#

be warned that it's now up in the air whether you get to it first or not

#

now that I have a name to inspire me

lucid iron
#

(eventually)

#

I love being idea man go forth and bebber the bobbers

#

My vague idea is like

  • impl most of the vanilla powers at least
  • let ppl attach tractions and item queries to particular bobber
hard fern
#

How many bebber bobbers could a bebber bobber bebber if bebber bobbers could bebber bobber (?)

lucid iron
#

The bobber graphic matching is just 4 fun, as is the show ppl fish part (just a dialogue key perhaps i dunno)

uncut viper
#

now we've got the Nexus mini description

brave fable
#

i mean by now the mod's basically done

lucid iron
#

Yeah ez

uncut viper
#

to be clear I have little interest in the tackles myself

lucid iron
#

But you want to name a mod bebber bobber

uncut viper
#

but the Bebbers.... The bobbos

#

yes for bobbers

uncut viper
#

Bobbers is not tackles nor lures

brave fable
#

can you make a framework to make my hat that big

lucid iron
#

Oh r they not same category of thing (i dont fish irl)

uncut viper
#

I'm talking about the machine in Willy's that let's you turn your floaty orb (bobber) into like. A slime

outer verge
#

what does the term character preset refer to?

uncut viper
#

the thing that bobs

#

in the water

lucid iron
#

Is the tackle the thing that looks like a plastic fish then

uncut viper
#

that's a lure

lucid iron
#

Darn i gotta go back to fish school

brave fable
lucid iron
#

So what would a pure bobber framework entail

uncut viper
#

a lure is a type of tackle

lucid iron
#

Do u just make it possible to add moar bobbers

uncut viper
#

but tackle just generally means equipment

#

but like fishing equipment

half tangle
#

I feel like it's an important contribution to this conversation to mention that the bobber style is called bibber styke in the code

lucid iron
#

Bibber...

uncut viper
#

oh that's so important thank you

crude plank
#

Glad i got here just in time for Button's Fishing Course

uncut viper
#

and yes it'd let you add more bobbers and their unlock conditions

lucid iron
#

Bebber Bibber Bobbers...

uncut viper
#

their unbob conditions if you will

half tangle
#

I have a personal CP mod that changes the string in game on the bobber style menu

brave fable
#

you won't.

lucid iron
#

I will

#

:)

uncut viper
#

Bebber Bobber Bresents: Bibber Bykes

lucid iron
#

Add Button's in front

#

For KPI

uncut viper
#

Bebber Believe It

half tangle
#

I can't believe it's not bubber

brave fable
#

#baking-bobs-general

uncut viper
#

bub

#

buble

lucid iron
#

Anyways im banned from baking this bob since my name doesn't start with B

brave fable
#

DON'T say it

half tangle
#

Friendship ended with j mod, now friends with b mod

lucid iron
#

Looking forward to 🅱️release

uncut viper
#

it'll need a Betta first

half tangle
#

Leave it in beta release only

uncut viper
#

Button Bresents: Beautiful Bebber Bobbers (Betta)

lucid iron
#

The reason why i wanted to make a tackle mod is cus

#

I think it would be funny if you can smoke a fish immediately after fishing it

uncut viper
#

tackles is kinda like trinkets so you fit the bill for it

lucid iron
#

But i dunno if i wanna just make that one specific tackle or framework it™

uncut viper
#

framework it, then release it as a mod using your framework

lucid iron
#

The mod shall be void urple island kyuuchan_run

half tangle
#

Ladder chance framework started as that one specific ladder and then I did what button said

uncut viper
#

burple

lucid iron
#

Isn't that a real color

uncut viper
#

what isn't

hard fern
#

Blurple

crude plank
uncut viper
#

idk what other tackle effects would even be admittedly

#

besides smoking

lucid iron
#

Yeah i dunno either

hard fern
#

Mmm trinkets. Maybe I'll make a trinket mod that lets you take your fish on a walk.

crude plank
#

We need fishing expert

lucid iron
#

What if i just throw the item query part into peliq and call it a day

uncut viper
#

Well you wouldn't be able to put it on a tackle with peliq

lucid iron
#

Ok i throw whole mod in there

#

Pelcan mouth fits all

crude plank
#

Pelican mouth fits fish great

uncut viper
#

place bobber into pelican mouth

half tangle
#

Let pelican fish for you - new trinket

uncut viper
#

not a bad idea actually

lucid iron
#

Fishing...

hard fern
#

Bebber babby (fits in the pelican mouth as well)

lucid iron
#

I guess it's like a specialized kind of harvest

#

And someone ask me about it at one point

#

Now i just need to find someone to draw birb

uncut viper
#

what if you procedurally pieced together a bird instead

lucid iron
#

Isn't that just drawing...

uncut viper
#

yes but slower and more effort

#

and has worse results to boot

crude plank
#

What do you want birb for

lucid iron
#

Pelcan

crude plank
#

Ah

lucid iron
#

But I'll worry about that later once i actually make this tt ability

uncut viper
#

are you still doing tourism

lucid iron
#

Yeah

#

Hors

latent mauve
crude plank
uncut viper
#

bequeaths will be used in the description for sure

#

Bresents is too fun to give up

uncut viper
half tangle
#

One other thought on the pelican because my game balance brain won't stay quiet: there is a chance that the pelican eats the fish

lucid iron
uncut viper
#

thank you

crude plank
#

Or it gives you a random fish, not the one you fished, pelican mouth so big you grabbed the wrong one out of there

uncut viper
#

i think sometimes the pelican should give you a rock

crude plank
brave fable
#

that's the kind of feature that shows up in a confused user bug report

half tangle
#

Bobber bugs

uncut viper
#

"not a bug, closing" (is actually a bug)

lucid iron
crude plank
half tangle
#

!stone

ocean sailBOT
#

🪨 The item ID for Stone is 390.

crude plank
half tangle
#

New sound in the night event: the pelican

uncut viper
#

homf sound...

crude plank
#

That's how babies are born now, the pelican brings them

#

Stork retired

hard fern
#

The homf is like, the shipping box noise right

#

When you put something in it

crude plank
obtuse wigeon
#

How do I get tiles in Tiled to make a different sound when walked on, currently the stone walkways sound like grass

brave fable
#

added layers aren't checked for properties of any kind, including Type -- using Back20 won't allow for replacing the tile sounds, since the game will always check Back

obtuse wigeon
#

Ohhhh gotcha okay, grass sounds until a make a better solution it seems

brave fable
#

moreover, unless this changed since the 1.6 alpha, you're still able to hoe/dig on diggable dirt below any added layers

#

and so on for all other interactions that'd normally check for obstructions on layers

obtuse wigeon
lucid iron
#

Yeah only Back/Buildings really mean anything for the map geometry

#

Front/AlwaysFront do accept tile props tho

#

The other layers r visual only

obtuse wigeon
#

I already have a solution in mind however that is a more long term thing rather than a quick thing, I'd rather get all the maps sorted for vanilla and major expansions then work on the back end of sounds

lucid iron
#

You just want the paths to sound like stone right

potent harness
#

Guys, I have some questions about mod making

obtuse wigeon
#

It's not vital right now, gunna make a python script to parse the tmx files (cause they're just text, love tmx format) and overwrite my maps to make stone actually sound right

obtuse wigeon
potent harness
#

This one has a description of the problem.

lucid iron
#

Buff introduction...

obtuse wigeon
#

Language barrier, they wan't to modify the buff given to the farmer when the cola is drank

dusky sail
#

I know it says in the post that you don't want to rely on CP, but this effect would be easily achieved if you did ^^;

lucid iron
obtuse wigeon
#

Agreed. CP makes this a lot easier, and it's a wide spread mod that people have

potent harness
lucid iron
#

Is this mod what you want to make (or actually just your mod even)

potent harness
lucid iron
#

So it's about the description right

#

Since the buffs you listed are all normal buffs you should be able to do a cp mod and EditData the buff field inside Data/Objects

candid lava
#

gang

#

anyone know how to code

#

😔

lucid iron
#

If you wish to keep it as dll though you can just edit the same data via AssetRequested, this is not something you need harmony for

#

Does it all make sense Bolb

potent harness
lucid iron
#

Yeah but only the buffs section

#

In cp you can edit just a field under an entry

#

In smapi you can do whatever edit you want too (as long as you do it inside asset requested handler)

#

Do you have particular reason to not use content patcher?

potent harness
lucid iron
#

I think just about everyone has content patcher kyuuchan_run

dusky sail
# candid lava anyone know how to code

You don't need to already know how to code for most stardew mods. The json required isn't that hard to learn, and there's plenty of support in chat if you get stuck 💪

lucid iron
potent harness
#

I'll try it, thank you!!

lucid iron
#

Just to be clear "use content patcher" means "make a content patcher pack" not add it as a dll dependency

potent harness
#

This is very helpful!

lucid iron
#

To see it in decompile u need to get the GameData dll

#

Not the main one

obtuse wigeon
#

Again I cannot figure out why I can't overlay my map over Blue Moon Vineyard from SVE, I have a feeling it's because of the "Target" field:

{
    "$schema": "https://smapi.io/schemas/content-patcher.json",
    "Changes": [
        {
            "Action": "EditMap",
            "Target": "FlashShifter.StardewValleyExpandedCP/assets/Maps/NewLocations/BlueMoonVineyard",
            "LogName": "Paved Valley: BlueMoonVineyard",
            "FromFile": "Maps/BlueMoonVineyard/BlueMoonVineyard.tmx",
            //"FromArea": { "X": 22, "Y": 61, "Width": 16, "Height": 13 },
            //"ToArea": { "X": 22, "Y": 61, "Width": 16, "Height": 13 }
            "PatchMode": "Overlay",
            "When": {
                "HasMod": "FlashShifter.StardewValleyExpandedCP"
            }
        },
    ]
}
lucid iron
#

You sure that's the right target?

hard fern
#

I was about to say

obtuse wigeon
#

I'm not sure, I think it is?

lucid iron
#

It looks weird

obtuse wigeon
#

that's what I was thinking

hard fern
#

Where does sve load the map for the vineyard to?

lucid iron
#

Normally gotta load into Maps/whatever

#

I would go double check the location data

obtuse wigeon
#

I have profiler installed too and it says [Profiler] [100,731.29][Slow] Warped Forest -> Custom_BlueMoonVineyard (0600) and I've tried adding the Custom_ part to no avail

obtuse wigeon
lucid iron
#

That's the location name

hard fern
#

I can roll over and check it

obtuse wigeon
#

If i knew where the json file for the map is I'd be able to figure it but I can't find it, only the .tmx file

lucid iron
#

You will have to find the location data for Custom_BlueMoonVineyard

#

Ctrl f is friend

obtuse wigeon
#

Found it, there isn't individual json files, it's just all in content.json

#

now it's working, I couldv'e sworn I tried Maps/Custom_BlueMoonVineyard but maybe I misspelled it

hard fern
#

MapPatches and LocationsData also had it

lucid iron
#

Is sve still using customlocations smh

hard fern
#

Yeah

#

I guess if it still works no need to change it

obtuse wigeon
hard fern
#

Yeah

obtuse wigeon
#

Love a good random use of a depreciated method, makes things so much easier! /s

hard fern
#

Well sve has been around for a while, and the new method is. New

obtuse wigeon
#

no hate though, love SVE and it would take forever redoing it and probably cause a lot more issues with existing saves

#

I remember trying to make a mod like a year or two ago and I could not figure it out, and yet now I'm on the 7th mod I've made, so I'd say it's a lot easier now than previously

#

Can you overlay a .tbin with a .tmx? the next place to tackle is Shearwater bridge but its a .tbin file not a .tmx

lucid iron
#

Tmx secretly become tbin once loaded

#

It's not the native format of sdv basically

#

(this ain't precisely accurate but i hope it make sense)

obtuse wigeon
#

Gotcha, good to know, am I also able to open a .tbin and save it as a .tmx? or is that ill-advised

lucid iron
#

It's fine

obtuse wigeon
#

ace, thank you!

lucid mulch
#

(the map contents within the xnb files are tbin, just (probably) compressed by the xna wrapper format)