#making-mods-general

1 messages · Page 376 of 1

calm nebula
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I'm knitting a gay sock

golden basin
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I probably will soon I just need to stop looking at ftm for now my heads hurting

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Is there a way to spawn things without seasonal conditions

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Like forage, I'm doing a custom mine full of like fossils and I'm trying to figure out a way to spawn things

royal stump
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forage always uses seasonal lists (it's a very old formatting mistake), so you'll need to copy-paste the same items into all 4 of them for year-round stuff

golden basin
#

Oooh I didn't think of that actually

royal stump
#

ironically that's slower in the HTML editor than just opening the text file, but you can mix and match at least SDVkrobusgiggle

golden basin
#

Have you ever considered simplifying ftm?

royal stump
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yep, currently working on a whole CP-based setup with a new format

golden basin
#

Oh shit that's awesome

royal stump
#

which I'd intended to do for like 3 years but am actually writing now

golden basin
#

How's that going I'm curious

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Id love to test things too Keep me in mind hehehe

royal stump
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currently it can spawn simple objects via trigger actions, but I've still got some code setup and other actions to do (furniture placement, every aspect of monsters, etc)
but here's a silly test from a few days ago

"Action": "EditData",
"Target": "Mods/{{ModId}}/FTMTestStuff",
"Entries": {
  "Example_Entry": {
    "Trigger": "Esca.EMP_OneSecondUpdateTicked",
    "Condition": "Esca.EMP_IS_PLAYER_FREE",
    "CustomActions": {
      "Example_Action": {
        "ActionId": "SpawnObject",
        "Settings": {
          "Location": "Farm",
          "TileCondition": "CAN_PLACE_ITEM",
          "Item": {
            "RandomItemId": ["(O)420", "(O)206","(O)16"]
          },
          "MinTimes": 100,
          "MaxTimes": 100```
golden basin
#

That's great omg

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Honestly ftm as it is now is so detailed that I struggle seeing the text. I've poor vision so after a while things start wiggling hehe

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I like this new one a lot more it's so compact

royal stump
#

yeah, the old format has a bunch of limitations, mostly because I didn't know what a content pack was for like 6 months SDVpuffermlem

golden basin
#

You still did amazing work though

royal stump
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I should still make it stop auto-updating files on load, so people can use comments & exclude unused settings like CP, but the code's messy

grizzled rain
#

does anyone know how to add Item Extension ore nodes to a custom location using content patcher? I can't find any documentation on it.

hallow prism
#

!vmv

ocean sailBOT
#

Visit Mount Vapius (https://www.nexusmods.com/stardewvalley/mods/9600) is an expansion mod that adds a new region in the mountains. Accessible by train, you'll enter the hamlet of Glimsap, with its tight-knit group of villagers, that holds a market twice a week. You'll get to explore new places, fight monsters, get new crops and forage, trade local coins for exclusive goods, and complete tasks to unlock special items, including machines, buildings, and animals.

hallow prism
#

But i cant help more

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Im on phone

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Look are ore.json and locations.json

hallow prism
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Some i spawn with ftm

grizzled rain
balmy venture
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guys, how hard would it be to make a machine or something of the sort that collects items on the ground? Like any item

gentle rose
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like rokugin's Collector mod, basically?

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it took c# so not trivial

balmy venture
#

let me check this one

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oooh I had never seen this one!

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I'm gonna test it and see if it works to what I wanted to do

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oh, ugh, it doesn't collect what I need sadly

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back to squad one

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square*

gentle rose
mighty quest
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How to check if the player can go to the desert? (C#)
Was it a mail flag?

mighty quest
balmy venture
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@gentle rose I will send you a screenshot, I'm working on a chest sort system with the mods I have, I use Junimatic to collect items and take them from machines to chest and Stardio to get them from outside the house to inside

calm nebula
#

Please insert the "it's always a mailflag" meme

balmy venture
#

I tried, it only grabs farm type items

mighty quest
#

Is it ccVault flag or is there something better?

balmy venture
#

I might try to go from Deluxe Grabber code, maybe I can modify it to work

mighty quest
#

I'm sure it just filters by item category or type

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If you just change the filter it should be easy to modify

balmy venture
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ya that's why I was asking, I'm thinking of trying to read the code and find out how to modify it

mighty quest
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As far as the game is concerned, all placed items are just entries in GameLocation.Objects.

mighty quest
balmy venture
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I'm trying to read the deluxe and understand the logics, I'm a little slow so it will take time, sorry to bother you guys

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this is the example of the items. I'm not sure if when they are in belts they count as a "machine item" or just the same as an item on the grouns

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ground*

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when I try to grab the items I get this error so Ithink it needs code change

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oh this is vacuum grabber btw, I also tried deluxe, no results either and the code for it is closed I think

royal stump
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that's presumably happening here because a Tool is an Item, but it's not a StardewValley.Object

balmy venture
#

I have no clue why it's trying to grab a tool to be honest

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apparently shears, which are not even in this building

royal stump
#

the utility methods like "for each [thing]" tend to be overkill, e.g. that one's probably finding shears in your inventory or a chest

balmy venture
#

I see, but then ya, the items on the belts are probably not normal then but specific from that mod since the grabber didn't register it, I will keep trying some other way then

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thank you, sorry to bother you all with stupid questions 🥲

golden basin
#

is there a content patcher method to spawning monsters

calm nebula
#

No

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Actually maybe

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Try spacecore

golden basin
#

they never despawn tho

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and they keep spawnin

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from what ive saw I tried hard to figure it out

lucid iron
#

Ftm is still best option atm then

golden basin
#

ftm scares me weh is currently doin it

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i figured out ftm so far >: 3

long jungle
#

Hello everyone. I need a bit of help. How do I make this translation section show up on my mod page at Nexus?

Do I need to do anything or will it automatically appear once a translation mod pertaining to my mod is uploaded by someone else?

long jungle
# long jungle

This is the translation section/tab of SVE, as an example

calm nebula
#

It will appear when someone uploads a translation for your mod yes

long jungle
royal stump
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having recently helped someone with one, it can take several hours for nexus to actually list a new translation in that tab

long jungle
long jungle
royal stump
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SDVpufferheart glad to hear it

golden basin
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okay i might need help how do i make a dungeon with spacecore? im struggling with making the like elevators work

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actually nevermind i got a different idea

humble timber
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i haven't looked into this like. at all yet. but what frameworks would i be looking at if i wanted to make a museum area to donate items/artifacts to? or is this gonna need C#.... SDVpuffersweats

round timber
humble timber
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YIPPEEE okay awesome

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i figured there was probably something

lucid iron
#

Kath has a small mod using it should be good sample

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Besides cmf there is also option of unlockable bundles

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Just depends on what kind of ux you are looking for

humble timber
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hmm... i dont really have any plans for bundle stuff, i think cmf is gonna do exactly what i need SDVpuffersquee

vernal crest
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There's also an example museum in the optional downloads for CMF

humble timber
#

i seeee SDVpufferheart tyty

vernal crest
#

(Which I made, so if you download it and find any part of it confusing please feel free to ping me about it)

humble timber
#

of course!! i probably won't be working on this for a little while, just wanted to know what my options were! SDVpuffersquee

vernal crest
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It's a great framework! I'm working on an actual mod for it as well as the example one I made.

hard fern
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SDVpufferwaaah why am i in map string hell now

humble timber
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f

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im in random item sprite hell

vernal crest
hard fern
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there are so many

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so so many

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SDVpufferflat it's all on me though bc im the one making these maps

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it just never ends lol

vernal crest
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Ah I see. At least with copy and paste it's just a case of copying the object and adjusting the ID slightly

hard fern
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i like when you can click on stuff around the house and learn a bit more about the people living there

torpid sparrow
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It’s my faaaave

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I overload my maps with map strings

valid folio
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Hi! A quick question: What’s the maximum length a sprite sheet can have? I mean, the highest value for the sprite index, I’m not sure if I’m being clear.

vernal crest
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I don't know that there is a hard limit we know of. What's the sprite sheet for?

rigid oriole
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Doesn't content patcher have some image size limit

uncut viper
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4096x4096 is generally considered the safe upper limit

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its what the game defines as the max size

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the actual max size depends on the users hardware

hard fern
#

🤔 so if you ran stardew on a nasa Supercomputer....

vernal crest
#

For a 16x16px spritesheet, that gives a max index of 65,535

valid folio
#

My question is because in the Wildflour’s Atelier Goods mod, the sprite sheet for objects is 16 slots long, meaning there are 16 objects, while in the Cornucopia Artisan Machines mod, the sprite sheet is 20 slots long, meaning 20 objects.

uncut viper
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(also i should clarify when i say "its what thje game defines it as" that doesnt necessarily mean it enforces it. theres just a (practical) const somewhere that has that as the number set, just not used for anything as far as i can tell. but im sure there must have been a reason for it at some point)

valid folio
vernal crest
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The game's own Maps/springobjects is 624px tall so it's 39 rows of 16x16px tiles

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Well there is a limit as Button mentioned but you'd have to be putting a lot of stuff on a single image before it started to matter, I think

valid folio
vital lotus
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Any idea on 4x4 map that's relatively safe to patch for a trailer? 🤔

hard fern
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Uhhh honestly

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No clue

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😔

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There's so many npcs and stuff that like to patch part of the map

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and ive kinda claimed a little spot for my future npcs too

vital lotus
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@uncut viper i tried working on something for the BETAS feature I suggested. Made PR and hopefully it could be of use ✌️

vital lotus
pine elbow
torpid sparrow
hard fern
#

Harvey stands in there

torpid sparrow
#

i think theres still space

vital lotus
#

and there's harvey

torpid sparrow
#

idk i was using wickedy's paths thing

pine elbow
torpid sparrow
#

and theres a good chunk of space

hard fern
#

Sometimes i think about stealing the vanilla trailer cabin to make an npc who visits town every now and then lol.

torpid sparrow
pine elbow
#

Are we all campers here because my NPCs own a camper

torpid sparrow
#

sage is around the bend the name of margo's mod SDVpufferwow

vital lotus
#

is the back wood off limit for npc?

pine elbow
#

Inspired by the Pearl Jam song by the same name SDVpufferthumbsup

pine elbow
torpid sparrow
#

oh wait yes i remember this

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backwoods are off limits

hard fern
#

Yeah its unpathable

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Youll have to do magic

torpid sparrow
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the real estate market in pelican town is dire

hard fern
#

Actually there's not enough space in pelican town

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same thought

vital lotus
pine elbow
torpid sparrow
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booo booo

round timber
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Central Station 🌈

vital lotus
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wem r u making ginger island expansion of sort?

torpid sparrow
#

yes

pine elbow
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Make every season construction season!

torpid sparrow
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gonna be a pirate crew

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not the existing one

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a new one

pine elbow
vital lotus
hard fern
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Central station ✨

torpid sparrow
#

idk im still trying to plan what i want their schedules to be like

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cause theoretically they should be out and about

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but thats not very conducive to gameplay

hard fern
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🤔 ngl im just gonna start patching in my maps into the game so i know they're there and they work

torpid sparrow
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right now ive got 3 crewmates who regularly go out and come back to the island occasionally

pine elbow
vital lotus
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is there CP way of destroying bush? say with trigger action?

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but like in background

torpid sparrow
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like the existing bushes?

vital lotus
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yep

torpid sparrow
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i think people use the

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that mod im forgetting the name of

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it clears all the stuff

vital lotus
#

i mean like say i want allow ppl to add mod on existing save but it'll patch bits of map

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and likely there'll be bush

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can it be cleared somehow in background without C# magic?

torpid sparrow
#

yeah theres a mod that fixes that

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i cannot remember the name

round timber
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BETAS for mod authors, RTF for players

torpid sparrow
#

yes

vital lotus
#

huh BETAS have feature for that?

round timber
#

yep!

vital lotus
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dang i need to read the documentation again

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oh yeh clear object, so nice

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my day is made

pine elbow
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I want to mod but I also am falling down the "nothing is fun" rabbit hole SDVpetcatangy

torpid sparrow
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thats why you start a new mod

vital lotus
#

i've been playing wordle lately

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little dopamine spike

torpid sparrow
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i used to be a NYT crossword truther but i havent done it in months :(

round timber
torpid sparrow
#

yeah i have about 6 notion pages for all my wips

vital lotus
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can relate

pine elbow
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I'm trying to avoid this trap of infinite WIPS SDVpufferwaaah

torpid sparrow
#

its fate

vital lotus
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there's always the honeymoon phase with new mod ideas

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it's a different kind of high

pine elbow
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I want to add my dune area to the game so I can work on schedules (my beloved), but I can't make the tiles necessary and have it look good but having someone else do it costs money SDVpufferpensive

torpid sparrow
#

if i could materialize all the art assets i would be so much faster with mods

pine elbow
torpid sparrow
#

i hate schedules so much

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the testing....the testing....

pine elbow
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I love watching my guys move around

torpid sparrow
#

patch reload sleep patch reload sleep patch reload sleep patch reload sleep

vital lotus
round timber
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let your friends test the schedules for you SDVpufferclueless

torpid sparrow
#

maps are so fun!

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i love clutter

pine elbow
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I would trade a whole bug-tested schedule week for an exterior map lowkey

pine elbow
vital lotus
torpid sparrow
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thank you tiktok1happy im having a hard time with filling it up

humble timber
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i need to properly learn mapmaking. ive messed around in tiled a bit but.
man im gonna. need. maps...

torpid sparrow
#

it gets better with practice

pine elbow
torpid sparrow
torpid sparrow
round timber
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i feel like map making is something id like if i got more practice with it

torpid sparrow
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took me forever to figure out how to not make just completely straight paths

round timber
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like making natural looking paths is difficult

torpid sparrow
#

yes

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it sucks so bad

pine elbow
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I might try to make an exterior area and commission custom tiles for it later (fingers crossed on the birthday money front)

torpid sparrow
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oh yeah i frown at making custom tilesheets

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but i feel like im decorating a dollhouse or something

pine elbow
hard fern
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Paths are my mortal enemy

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But ive also spent a ridiculous amount of time laying down paths in animal crossing NH

vernal crest
torpid sparrow
#

turn pelican town into an RV park

hard fern
#

Oh so we just all love campers/trailers

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XD

torpid sparrow
#

hey someone should make an RV park

round timber
#

does tent count

torpid sparrow
#

all new npcs must have a camper and a parking spot

pine elbow
#

I have this mini-vision in my mind of a small, "off-road" area with lots of prairie grass and then Margo's convenience store + camper van in the middle of it

vital lotus
humble timber
#

a park for all the trailers would be so funny lol

pine elbow
keen seal
#

oh shoot sorry I forgot to turn off the @

humble timber
#

YEAHH i can see how it'd be fun
unfortunately i am losing my mind enough with other stuff

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curse of wanting to make a whole expansion

keen seal
#

Yeah mood XD

torpid sparrow
#

maps are self contained...mostly.....

vernal crest
#

Hiria's is in her own section in the Cindersap National Park as part of her job as the Park Ranger so she would not be able to join in on an RV park I'm afraid

pine elbow
#

The thought of doing walk sprites makes me nauseous so I might do some mapmaking

keen seal
#

That’s exactly what I’m doing rn too lol

torpid sparrow
#

that would be an impressive map project

humble timber
#

i was working on sprites until our power briefly flickered and now i should probably try to eep

vital lotus
#

not like schedule, dialogues, and so on

keen seal
#

You need to have an area for all the new things you’re adding to exist in! That’s my logic for doing as many maps as I can stomach doing first XD

torpid sparrow
vernal crest
humble timber
#

yall doing maps first meanwhile i just crank out portraits
then cry doing sprites

keen seal
#

I’ve got a friend doing portraits and sprites, thankfully XD otherwise I would be in my own personal hell lmao

torpid sparrow
#

sprites feel like such a chore even though theyre so teeny

humble timber
#

its precisely bc theyre teeny

round timber
#

theyre a chore because theyre so teeny

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rahhh you stole my line

vital lotus
#

i always just edit a vanilla npc

humble timber
#

same braincell!

pine elbow
#

I think of doing walk cycles then remember I want to do seasonal outfits and then suddenly I don't do walk cycles

torpid sparrow
#

yes

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i dont know how i survived seasonal outfits for peeta

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i cranked the mod out in 3 weeks

round timber
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i always say this every chance i get: seasonal outfits should always be low priority

humble timber
#

I was tryna figure out how the hell to add glasses to a sprite before the power flicker scared me . Pain

torpid sparrow
#

no glasses for sprites for me

pine elbow
#

It's worse because I had full seasonal outfits for Margo.......before I revamped her

vital lotus
round timber
#

theyre nice to have yes and u can certainly do them when youre nearing the end of the project but its ultimately just a way of procrastinating on more essential parts of the mod

humble timber
#

oh for sure

round timber
#

speaking from experience here lol

torpid sparrow
#

procrastinating is an essential part of modmaking

pine elbow
vital lotus
#

for npcs the meat is prolly heart event

keen seal
#

yeah that’s a lot of writing

torpid sparrow
#

i love events now that i have discovered wrap text

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and im not looking at an ungodly long line

vital lotus
#

what's wrap text?

torpid sparrow
#

why did i not find a solution to that

humble timber
#

like all my portraits ive just got. one main outfit for now, tho i did keep some parts separate for possible seasonal outfit combos

pine elbow
keen seal
#

Oh please share your knowledge

torpid sparrow
#

its late uhhh instead of being one continuous line it goes to the next line

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thats not a good explanation

keen seal
#

I can visualize it

torpid sparrow
#

it just makes it so much easier to see and track what im doing

golden basin
#

so would anyone understand the drop box thing for special orders? i cant get mine working

round timber
#

you can also do linebreaks either immediately before or immediately after slashes

golden basin
#

like it works but its not accepting my objects

torpid sparrow
#

json pls

vernal crest
torpid sparrow
vernal crest
torpid sparrow
#

so its a paragraph instead of one line

vital lotus
torpid sparrow
pine elbow
#

Ohh

torpid sparrow
#

wrap text works well enough for me

golden basin
#

i do wrap text too

vernal crest
round timber
#

yeah theres not much to mess up honestly

torpid sparrow
#

i wanna say its item_ID

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cause its a context tag

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so its not just the object id but item_ObjectId

vernal crest
# pine elbow Ohh

Word wrap is the second image instead of the first. No sideways scrolling to read things.

golden basin
#

those are context tags

torpid sparrow
#

no i mean

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item_{{ModID}}_WarriorOfPeace

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instead of just {{ModID}}_WarriorOfPeace

golden basin
#

ooooo

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I see

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do i need to add that to my objects json too in the context tags

torpid sparrow
#

item_<name> is what it says in the documentation

torpid sparrow
#

i didn't do that and its not in the vanilla objects json

vital lotus
pine elbow
torpid sparrow
#

i would if weren't nearly 1:30 am SDVpufferwaaah

vital lotus
#

u def should sleep wem 😅

torpid sparrow
#

i will.....soon....if clown reports back that their special order is working...

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and if they never return then i will never sleep again

pine elbow
#

Wem, would you be down to do a writing session when you're rested? No worries if not SDVpufferheart

golden basin
#

still not working

torpid sparrow
torpid sparrow
pine elbow
torpid sparrow
#

it might be lowercase

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i havent done special orders with custom objects yet

golden basin
#

it is lower case?

torpid sparrow
#

all of it

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i mean

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item_{{ModId}}_name

brave fable
torpid sparrow
#

"They're usually case-insensitive, but custom tags should be lowercase to be safe."

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so maybe...that...

vernal crest
#

Can you share your objects.json too clown?

hard fern
#

Im just nosy and love to snoop

torpid sparrow
hard fern
#

In any game, really

torpid sparrow
#

I cant remember a mod off the top of my head that requires donation box of custom items

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i would say SVE and RSV just cause theyre so big they might have it

twin wadi
#

RatA?

vernal crest
#

What is RatA?

hard fern
#

Rsv has one yeah

golden basin
#

figured it out

torpid sparrow
#

what was it?

brave fable
#

Rage Against The Aquamarine

vernal crest
#

VMV also does, so does S&S (at least v2, not sure about v3)

golden basin
#

just the wrong item nname

torpid sparrow
#

oh xd

#

well that'll do it

hard fern
#

Oof

vital lotus
torpid sparrow
#

goodnight SDVpuffersquee

round timber
vernal crest
#

Ah, thanks ^_^

vital lotus
#

Whats the grave in back wood? Just noticed it on the map folder

golden basin
#

its my grave 😔

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too much modding

vernal crest
#

It's from one of Abby's events

round timber
#

tis a monster

golden basin
#

im the monster

vital lotus
round timber
#

scary

vernal crest
#

It might be her 14h I get hazy since I have mods allowing me to see all the heart events without romancing them

twin wadi
#

it is

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i should sleep...

vital lotus
#

Interesting does the grave stay after the event?

vernal crest
#

Yup

twin wadi
#

thats such a nice detail

golden basin
#

oh!! Aba! do you recall how to spawn monster via spacecore?

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I was trying to find it here in the chat and failed

vernal crest
#

Yup I still have my test mod

hard fern
golden basin
hard fern
#

also happens to be the only event that takes place in the backwoods

vernal crest
golden basin
#

thank you!

vernal crest
#

Weh heh heh

hard fern
#

Duck P

golden basin
glossy marsh
#

I need some advice and help.
Content Patcher is not being recognized as a mod, and I’m being told it’s incompatible.

Here are the mods I currently have installed:
■ Mods

  1. Content Patcher 2.7.4
  2. SMAPI 4.3.2

Here’s the log:
I really want to play SVE, so I’d appreciate your help!

vernal crest
ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

glossy marsh
inner harbor
#

Alas, my course has been officially canceled, so I guess I won't be designing a game anytime soon. Not that I really expected to learn enough in 14 hours to do so!

vernal crest
#

There are plenty of MOOCs on game design if you feel like doing a more self-paced one!

inner harbor
#

Yet I Was wondering if I could maybe do that instead.

gentle rose
#

I haven’t heard the term MOOC in ages… is futurelearn still a thing? or are they mostly on coursera etc now SDVpuffersquee

inner harbor
#

If I did make a game it would be about either birds or lemurs.

vernal crest
#

I have never heard of futurelearn

hard fern
#

What is a moo

#

Mooc

gentle rose
#

it was the website my school pressured us to do moocs on

#

I think they had some kind of bulk license

#

Massively Open Online Course

vernal crest
#

Massive online...o-something course?

#

Haha thank you

hard fern
#

Ah

gentle rose
#

basically, anything on coursera etc haha

vernal crest
#

My uni had a different MOOC platform, I don't remember what it was

gentle rose
#

my school was convinced they’d help us get into uni

vernal crest
#

I did a bunch of psych MOOCs before committing to going to uni for psych which was a great idea.

gentle rose
#

I (nominally) did some crypto moocs to put on my personal statement lmao

golden basin
#

do yall think 55 artifacts to collect to unlock a museum is too many....

gentle rose
#

(and then didn’t because they made me realise crypto was weird)

golden basin
#

Im starting to think it might be too many actually

#

but i like my artifacts

vernal crest
#

Do you mean that someone would have to collect 55 artifacts before they could even access the museum?

golden basin
#

yeah youre helping to build it

#

i could down size that

#

I was thinking maybe I could have mmost of this being sold as like replicas at the gift shop instead

vernal crest
#

If you're actively doing something with the artifacts rather than just being expected to know to hold onto them on the off chance they might have some use some day, I have no issue with that. Though I suppose having to wait until you've collected all 55 before you can progress to some next part of a story would really stall things because it is a lot.

golden basin
#

Have the museum open from the start? and instead you would unlock the statues

vernal crest
#

I think it helps to be rewarded throughout the process, yeah. Like the way the CC bundles reward you for completing each bundle as well as for the entire thing.

dusky sail
#

If I can chime in, I feel like it also depends on how you get the artifacts/how rare they overall are. There's some finnicky game balance in there

golden basin
#

okay okay so heres my idea

the museum is open from the start, there are missing statues, eachone is a bundle? or maybe a special order?

#

reward is a replica statue and a money reward?

vernal crest
#

If you're open to having UB as a dependency I think bundles work better because then players don't have to progress in a linear fashion - though if you have a linear story planned for their completion that is of course okay too.

golden basin
#

ooo good point

#

but i alreayd have a lot of dependencies

#

like 4

lucid iron
#

can u just make the story progress once you have these specific guys

golden basin
#

hmm ill just do the bundles actually

vernal crest
#

4 is a minute number of dependencies imo

lucid iron
#

ub basically gives u the prof snail flavor of museum blobcatgooglyblep

#

u complete stuff and the map patch the bones in

vernal crest
#

I have three dependencies so far for a mod that just adds one museum to the game

#

And once I inevitably have a map issue that chu can fix I will have MMAP too xD

lucid iron
#

u know i had a similar sort of weighing recently

vernal crest
#

Whether to add dependencies to MMAP? /lh

lucid iron
#

i am convert some more furniture of other ppl and bc it was an AT pack, i saw that i can do basically everything in spacecore

#

the only exception is custom tv

#

which i figured i might as well add to mmap with understanding that ill deprecate it in a year/whenever 1.6.16

#

so my choices r like

  1. do most of it in spacecore, custom tv in mmap
  2. do all of it in mmap
  3. do it in a way that would choose which dependency to use monS
#

it is kind of silly that there r 3 different frameworks providing furniture tile actions atm

vernal crest
#

Haha yes

lucid iron
#

ill prob do 3 for reasons of being extra ✨

obtuse wigeon
# golden basin Have the museum open from the start? and instead you would unlock the statues

Just want to jump in and offer a suggestion, what if as you help build the museum room by room you unlock different catagories each allowing you to find different things? i.e the first room relates to palentology allowing you to find bones and only bones, the second room relates to excavation so you'd start finding pottery and statues along side the bones unlocked from the palentology room

inner harbor
#

Sorry I haven't checked out the revamped GIMA yet... I've been playing Bear and Breakfast and trying to write marriage dialogue.

golden basin
golden basin
#

I like my statue idea a lot cause it's a smaller goal the idea was to down size the labor on the players

#

Cause I don't know...55 artifacts is still a lot to find right?

vital lotus
#

will take time for sure

obtuse wigeon
golden basin
#

True

vital lotus
#

do u make the artifact spawn locked to certain area clown?

golden basin
#

Yes I do

#

Inside a custom mine

vital lotus
#

coz if so, how often player go there will really affect how long it'll take

obtuse wigeon
#

so it will defo be like a decent amount of time to complete, I do love museum collection mods for other games like LOTD from skyrim, so I'm used to spending a good 100 + hours (IRL) finishing them, so I am an outlier

vital lotus
#

my museum took forever coz i don't like going mining

golden basin
#

I wasn't even planning on having things be unlockable it was just supposed to be a museum for information dumping

#

Maybe I should return to that concept....

vital lotus
#

i think it's a neat dynamism for sure

#

if dynamism a word 🤔

golden basin
#

Honestly the only reason it's not on a vanilla map is cause it didn't make sense to me to have a culture specific museum in a area that has nothing to do with said culture

lucid iron
#

I think u can do it somewhat limited like

#

The museum is mostly filled

#

But u can donate a few more missing items

vital lotus
#

interesting idea

golden basin
#

That's what I was doing chu

fallow lotus
#

ello sorry to interupt, does anyone know if when using alternative textures to change the text sign craftable's texture is there anything extra you need to do to ensure the text bubble still works? the text bubbles don't seem to show up when the texture is applied in game. had a look at the AT github wiki but dont see anything on it unless im blind lol

vital lotus
#

yeh the pelican town museum losing everything doesn't really get explained isn't it?

blissful panther
#

Not other than "the last guy ran off with everything"!

golden basin
#

Hey dh!

obtuse wigeon
blissful panther
#

(Also, preemptive hell-)

#

Damn it, too slow.

golden basin
#

I have a idea

#

For u

#

👀

#

Remember the concept you played with, a interactive object you hold to bring up text or a photo?

blissful panther
#

It would be good to actually finish that...

golden basin
#

Spacecore sort of has something like that a guide book thingy maybe y'all can work together

#

Because 👁️ 👁️

obtuse wigeon
#

A framwork that does that would be fantasic

golden basin
#

I wanna write a in game mock educational book

#

Idk if anyone would be interested in it though xD

fallow lotus
lucid iron
#

AT limitation then

#

It didn't get proper update for many 1.6 features

fallow lotus
#

ahh okay, thanks

urban wigeon
#

Hi, I'm trying to use CPConditions and use a config token to enable an specific item to spawn in the farm, but it just doesn't work, I added required dependencies on both CP and FTM content packs, they are required each other, F1_Enabled is my config token.

         "Years": [1],
         "Days": [1],
         "CPConditions": {
           "HasMod": "LyzzCL.MultiplayerFarms",
           "F1_Enabled": true,
           "StarterItems": true
         },
         "LimitedNumberOfSpawns": 1
       } ```
lucid iron
#

Hm are these config tokens?

#

I don't think you can use it in ftm easily

urban wigeon
#

D: I always try to do stuff that can't be done easily, btw I did the stuff where now trees wont always grow each day thanks to your recommendations, I made tons of tmx files with just the paths layer and added some kinda randomization to select a random file each day : p

#

So the CPConditions field is only for existing tokens? not ones I create like Config tokens? :c

#

Another question, when spawning a chest or destroyable with FTM, is there like an easier way to put big quantities of items or do I just put the same ID over an over? I tried this: I repeated parsnip ID so i get 3 but on Tapper i did "quantity": 3, it didn't work :p

"SpringItemIndex": [
          {
            "category": "Crate",
            "contents": [
              472,
              472,
              472,
              {
                "category": "Big Craftable",
                "name": "Tapper",
                "quantity": 3
              },
              {
                "category": "Big Craftable",
                "name": "Dehydrator"
              }
            ]
          }
        ],
lucid iron
hard fern
#

wouldnt you need cmct for being able to use another mod's configs

lucid iron
#

It might work yes

#

If you made a c# to register the tokens globally it'd also work

urban wigeon
urban wigeon
obtuse wigeon
#

On the wiki it says not to make a map from scratch, only edit a vanilla one, what type of map would be best for an indoor non-editable (i.e. not wallpaper or flooring compatable) location that won't have npcs only the player/s, I was thinking one of the town homes?

calm nebula
#

Sounds good

obtuse wigeon
#

perfect, do any of the homes have hardcoded properties that should be avoided? I don't know if any do but I just want to make sure

torpid sparrow
#

Don’t think so

#

I haven’t used all of the houses before but I’ve used Leah’s

#

And had no problems except remembering to change/delete the warp in map properties

brave fable
#

if it's defined in the map file, it's not hardcoded by definition. you can just remove it without editing the game code

zinc venture
#

Hi, I need some help. I'd like to make some humanoid npc play this kind of animation using C#. Is there any way to do that?

obtuse wigeon
#

Can I resize a map without issue?

#

specifically bigger

calm nebula
#

Resize is fine

obtuse wigeon
#

Perfect Thank you!

gentle rose
zinc venture
#

Not yet. Do i have to draw it myself?

humble timber
#

well, you'd need the frames to work with

whole raptor
#

Also why C# and not CP? SDVpufferthinkblob

zinc venture
torpid sparrow
whole raptor
#

I feel like CP is pretty good with conditions and animations (as long as it fits into the NPC frame), but stuff like fishing with a rod are harder

#

Up to you

zinc venture
#

So, I have to draw the animation myself and then use CP to play it right?

hard fern
#

yeah, you can animate npcs during events with cp

zinc venture
#

Kayy thank you

obtuse wigeon
#

Is there actually any functional difference between Front and AlwaysFront tile layers? besides AlwaysFront being layered on top of Front

final arch
#

doesnt that count as functional difference? 🤔

ancient blade
#

chat teach me how to make mdos

hard fern
obtuse wigeon
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.

hard fern
#

read up the wiki first

final arch
hard fern
#

lol

final arch
hard fern
#

yeh always front just gets layered on top everything .. thats about it...

obtuse wigeon
#

Making a map with a warp in it, I want to warp the player to the farmhouse door, how do I set the warp up in tiled so that it changes depending on where the house is and not hardcoded to where the house usually would be if it wasn't moved?

obtuse wigeon
#

Also how do I actually place an Action Dialogue property on the map, I can't place anything while the not tile layers are selected

hard fern
#

the pink thing

#

sorry let me get an image

obtuse wigeon
hard fern
obtuse wigeon
#

Ohhhhh

#

Not this bit the, gotcha

hard fern
#

the other button is for selecting (the pink)

obtuse wigeon
#

No wonder I was confused, the rectangle button was hidden away, probably caused by all the resizing of the window I do

dusk terrace
#

does CP patch reload command no longer invalidate assets? I think it did a while ago but I've only realized now it doesn't? unless I'm wrong

#

er, or maybe it still does... I have a weird situation of cache caching caches right now

uncut viper
#

it still invalidates assets

dusk terrace
#

I was doing my secondary cache invalidation in AssetRequested instead of AssetInvalidated so the reload command never cleared it because there weren't any new asset requests
should be fixed now 😅

lucid iron
#

@dusk terrace i have quick question about ddfc, does it support odd sized portraits?

dusk terrace
#

odd sized how..?

lucid iron
#

like if i wanted a character's long wabbit ears to peek out above the portrait box

#

s.t. the actual size is like 64x96

dusk terrace
#

ye that's not a problem

lucid iron
#

I'd have to just do it only for that character tho is that possible

dusk terrace
#

even easier with just one character actually

lucid iron
#

Yay ok wew

dusk terrace
#

I have a mod that extends portraits already if you want a sample code

lucid iron
#

Have ye got docs i can pass on to ppl

#

Yay that works

dusk terrace
#

one sec

#

as a regular CP patch entry:

{
    "Action": "EditData",
    "Target": "aedenthorn.DialogueDisplayFramework/dictionary",
    "Fields": {
        "NPCName": {
            "packName": "ModID",
            "portrait": {
                "xOffset": -394,
                "yOffset": -48,
                "h": 84,
                "w": 84,
                "right": true,
            }
        }
    }
},

just gotta adjust the sizes a bit... I won't attempt to math that out right now 😅

lucid iron
#

How does it work if i install a ddfc mod like doragons

#

Which moves the portrait box

dusk terrace
#

then you'll need a different patch with updated values and a condition checking if the mod is installed

lucid iron
#

Ah ok good thing there's just one of those rn

dusk terrace
#

or you might be able to change only the h/w values... I forget if CP allows that

#

might not need to change the pos if it's anchored properly

lucid iron
#

But only if make entry first

timid helm
#

Is there a way to make it so, instead of a warp zone, you click on something and it pulls up a text box asking if you want to visit x location? In content patcher

lucid iron
#

Like a door i guess?

dusk terrace
#

if copyFrom worked properly and created the fields on asset request, then this would work I think...

{
    "Action": "EditData",
    "Target": "aedenthorn.DialogueDisplayFramework/dictionary",
    "Entries": {
        "NPCName": { "CopyFrom": "default" },
    },
    "Priority": "Early"
}, {
    "Action": "EditData",
    "Target": "aedenthorn.DialogueDisplayFramework/dictionary",
    "TargetField": [ "NPCName", "portrait" ],
    "Entries": { "h": 96 }
},

maybe I can squeeze that into today's patch release, but I'm not sure if it's worth it really since CopyFrom will get nuked in the rework :S

lucid iron
#

Do u have a default model maybe

#

In some of my mods i check value on the specific key and then default key

dusk terrace
#

iirc the default key is the only key that exists in the dict by default

dusk terrace
timid helm
#

I’m trying to make a warp, but it says there is an error and I don’t know how to fix it. Line 63 is where the issue is. This is also in content patcher

dusk terrace
#

I don't know if I can help, but sharing the url instead of taking photos of the results would help

#

also why do you have undefined patch entries? 😅

rigid oriole
#

Probably extra commas in the original before it was uploaded

gentle rose
rigid oriole
#

You know... you may be right

dusk terrace
#

it does

#

for small syntax stuff like that, at least

timid helm
gentle rose
dusk terrace
#

thank you for the URL, much easier to read

timid helm
gentle rose
timid helm
gentle rose
#

ah okay, so it probably is the validator

dusk terrace
#

did you test it in-game or are you only getting errors from the validator? the wiki example gives the same error

gentle rose
#

mangupix mentioned this earlier but I think deleted the message, but what’s your mod ID?

timid helm
gentle rose
#

there’s a space there after the author name. Is that there in your mod ID too?

dusk terrace
gentle rose
#

oh, right SDVpuffersquee

dusk terrace
#

...but looks like I was too quick to delete it 😅

dusk terrace
#

care to share your manifest.json?

gentle rose
#

oh weird, the validator is getting confused by the {{ModID}} token

#

if you remove the modid token the validator says there are no errors

brittle pasture
gentle rose
#

oooo there’s a mistake in the schema I think

calm nebula
#

Yeah, ignore. Schema issue more likely than not

timid helm
#

So what do I do?

gentle rose
calm nebula
#

Congratulations!

gentle rose
# timid helm So what do I do?

ignore that specific error in the validator for now and in general, try testing by running the game first and only check the validator if it’s incorrect

calm nebula
#

You get to send pathos a pr

#

One of us is at work iro

gentle rose
#

god what repo are the schemas even in, actually. would the content patcher schema be in the content patcher repo…

calm nebula
#

I'm not a reliable modder you know that

gentle rose
#

and I am? SMCPufferSquee

timid helm
gentle rose
#

oh right pathos does a monorepo

dusk terrace
calm nebula
gentle rose
#

there are fields that can’t contain tokens?

never mind, Custom Locations were never removed from the schema SDVpufferfear

#

@calm nebula so would you agree generally that the way to support tokens in the warps field is to completely remove enforcement if there are tokens present?

because theoretically,

{{Warp}} is a perfectly valid value if the token Warp is set to 1 1 Town 1 1

timid helm
dusk terrace
#

you just have to change the target on line 41

#

remove the /maps part

timid helm
dusk terrace
#

what's the exact error please?

timid helm
#

Can I just upload the log?

brittle pasture
#

post your log + your new json again

uncut viper
#

not only can you but the answer is "you always should"

timid helm
#

The content patcher error I don’t need help with, it’s the one that says game

uncut viper
#

the game error doesnt come from nowhere. its because of your content patcher data. when talking about an error with a content patcher mod, a json and a log should always be sent together

timid helm
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 4 C# mods and 1 content packs.

timid helm
uncut viper
#

this game error is also related to what you've written in your content.json

violet valley
#

Does anyone know if there is a way to make spouce cutscenes in a farm building? Thanks 😄

dusk terrace
urban patrol
#

take assets out of your target for the map load

brittle pasture
#

gotta deal with mods that change the interior though, and to say there are plenty of those would be an understatement

#

(we discussed some time ago whether events in instanced locations work, and apparently it does?)

uncut viper
#

iirc it does

#

as long as you don't mind it working in any building of that type

timid helm
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 4 C# mods and 1 content packs.

brittle pasture
timid helm
#

I copied the template straight from the wiki

uncut viper
#

the question was whether you applied the fix that people told you would fix your error

timid helm
#

No

#

No it didn’t fix it, I did try it

uncut viper
#

then what is your current json

sly lark
#

Anyone good with portrait mod issues? I created a tech support post- could really use some help 🙏

timid helm
uncut viper
#

you removed the underscore from your load target

#

it no longer matches your map path

timid helm
#

Is that the only issue?

uncut viper
#

fix it and see if any others pop up in the log

#

its certainly a issue

ivory plume
uncut viper
#

the wiki template has the underscore in both places

gentle rose
# ivory plume I think that's really the only option; there's no way to validate the text forma...

That’s what I was thinking. Is it worth making a PR just to fix that one regex, or should I just send the new regex here?

(theoretically, since the current regex enforces only one space between arguments, we could have the regex ensure there are no more than four spaces outside of tokens other than trailing/leading and no two spaces in a row other than trailing/leading I suppose, but I’m not sure there’s a way to make an error message for that helpful)

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 4 C# mods and 1 content packs.

uncut viper
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"/>.

ivory plume
gentle rose
timid helm
#

Thanks a lot everyone, it’s working now!

uncut viper
#

customlocations

ivory plume
#

There's a number of fields that don't allow tokens, mainly patch metadata (e.g. Priority, Update, LogName, etc).

gentle rose
uncut viper
#

tangentially related, does the Weather token still really only let you select the weather for current location, ginger island, and the valley? i tried peeking at its code just now but to my very unfamiliar reading it seemed like it should work with any location context id i thought, but the docs say otherwise

calm nebula
#

Also tangentially unrelated, Pathos, what say you about a LocalSeason token

#

And PassiveFestival token

uncut viper
#

tbh until just now i thought the Season token already took a locationcontext argument like Weather did

royal stump
#

Weather does seem to take a LocationContext key instead of the listed current/valley/island stuff now
(and just returns Sun for unrecognized keys)

patch parse "{{Weather}}
Parsed value: "Rain"
patch parse "{{Weather: Lumisteria_MtVapius_Main}}"
Parsed value: "Snow"
patch parse "{{Weather: Not_a_real_place}}"
Parsed value: "Sun"
patch parse "{{Weather: current}}
Parsed value: "Rain"
patch parse "{{Weather: valley}}
Parsed value: "Sun"
uncut viper
#

outdated docs, then does anyone even remember the very bottom of token docs exists anyway

hard fern
manic snow
#

hello. sorry, my english is not good. quick question. i am now updating my mods to 1.6. i am using a translator while doing all this...
so, in my 1.5.6 game, i had dga and cf mods. is there a way to convert these to a format that would still allow the furniture to be used outside the farmhouse? i am not experienced in this particular field. SDVpufferthinkblob

#

if i convert either to cp, would the furniture be allowed to be used outside? also, doesnt cp replace vanilla furniture? i have so many for example, chairs. i was able to have separate chairs with no compatibility issues using dga and cf. would cp cause them all to be replaced if all are trying to replace the same furniture piece?

humble timber
#

cp can make new furniture now so don't worry about it replacing

#

that said i believe there are converters for both DGA and CF

#

!converters

humble timber
#

okay maybe not dga hmm

manic snow
#

ohh, that is good! i would have to specify in the concent.json to add, i think?

humble timber
#

yeah you basically just make new data entries

#

theres a documentation page on how it's done i just dunno where exactly it is atm

manic snow
#

i usually make backups of my game so i have furniture that i didnt convert to dga, and those that were originally dga. i can convert cf to cp but i am unsure for dga mods to cp

#

a

#

no worries

humble timber
#

have you already checked the old mod pages to see if anyone posted conversions in comments?

#

because some mods may have already been converted

manic snow
#

the ones on nexus, yes. but too many are from naver and many of them haven't been converted yet SDVpetbearsad

humble timber
#

ahhhh yeah that'd do it, rip SDVpufferwaaah

manic snow
#

yea 😔

opal tendon
#

yaayyyyy

floral stratus
#

That bus looks fire btw

urban wigeon
#

@royal stump on FTM is it possible to put big quantities of items in a crate spawn? I currently just repeating the ID many times haha

Tried this by adding "quantity" but didn't work :p

"SpringItemIndex": [
          {
            "category": "Crate",
            "contents": [
              472,
              472,
              472,
              {
                "category": "Big Craftable",
                "name": "Tapper",
                "quantity": 3
              },
              {
                "category": "Big Craftable",
                "name": "Dehydrator"
              }
            ]
          }
        ],
floral stratus
#

So frustrated with myself. I keep thinking I'm done with a mod, publish it, then the next day see a bug I missed and have to update. I'm mostly upset for my downloaders who have to update the mod multiple times.

craggy goblet
#

But ey, you managed to turn your ideas into reality, that's something you should be proud of! 🗣️🔥😌

#

-# (not like me who just does shit whenever she actually feels like wanting to do something 😔✋🏼)

floral stratus
#

Thank you, that helps /gen

craggy goblet
#

:)

round dock
#

(recounts the time I had to update within minutes because of my manifest lol) why

craggy goblet
#

It's the same for every other hobby (or similar) :/

#

Like weird spelling among hundreds of words in a novel draft 💀

floral stratus
round dock
#

Don’t be too hard on yourself, friend. If you feel like you don’t wanna push for another update, it’s also okay. Rest gives you a fresher perspective and even places you at a better spot to review your files.

floral stratus
#

This community is so nice and helpful. You guys are great!

craggy goblet
#

That's what we're here for :D

round dock
#

(and if someone is being mean to you, block and report.)

floral stratus
#

I was worried when I came back to SDV from modding minecraft, that the community might be rather cliquish as it's smaller, but so happy to find out otherwise.

I'll shut up now.

round dock
urban wigeon
#

Thank you so much, I was sure I read everything there, I'm so blind ;-;

torpid sparrow
humble timber
#

real

dusk terrace
#

anybody else having issues with GMCM on Android? Did the usual setup for PC and I can see the menu just fine but apparently Android users can't..?

#

wondering if there's a different setup I need to use or if it's just broken SDVpufferthinkblob

craggy goblet
#

It does work fine for me, just scrolling's a little unhandy sometimes 🥲😅😂

foggy niche
#

hey friends. can anyonme help me out using the bustling valley mod pack ? I am unsure if its actually working when i load into the game

brittle pasture
#

!mh

ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

brittle pasture
#

feel free to post a thread there with you log!

dusk terrace
foggy niche
#

woops soryr

craggy goblet
#

Oohhh, that's one of your own mods! Cool :D

dusk terrace
#

no worries SDVpufferthumbsup thanks for considering

half tangle
#

Oh, interesting, I got a report from an Android user earlier about the config not loading but I have no idea if my mod works with Android at all so I assumed it was an issue with my mod's incompatibility and not a possible GMCM related issue (if the user was even using GMCM...)

dusk terrace
#

interesting indeed SDVpufferthinkblob

half tangle
#

World Navigator, for reference

urban wigeon
#

probably its not working on android, GMCM works perfectly fine for me but many mods are not loading on android so config wouldn't load either

craggy goblet
#

Well I do have GMCM and DDFC now, so I'll see how it works

dusk terrace
#

I mean my mod loads fine, but only the checkbox shows up and not the number fields, which makes it even weirder really SDVpufferthink

half tangle
#

maybe "config is not working" is just functionally equivalent to "the mod doesn't load on Android"

#

hmm...

craggy goblet
#

(also, does anybody know if SMAPI 4.2.1 is out for Android already? it keeps telling me to update 😔)

half tangle
#

I don't even know where Android SMAPI info exists on the internet...

#

(so, a not helpful reply)

round dock
#

Probably at their discord server tbh

craggy goblet
#

😔👍🏼

half tangle
#

those emoji send conflicting messages lol

dusk terrace
#

aw, so same issue huh

half tangle
#

does DDFC work with Android otherwise or does this lend credence to "config doesn't load" implies "mod doesn't work on Android"

#

does the config.json get created and look as expected

dusk terrace
#

does the number field show up on any other mod at all? somebody suggested I use a slider instead SDVpufferthinkblob

#

and what about text fields?

craggy goblet
#

-# you're not even talking to me, so sorry

half tangle
#

no, I am - you're the one with Android and the testing abilities here

dusk terrace
#

noooo why delete 😅 you were correct

craggy goblet
#

Omg

#

You guys have the same name colors

#

😭😭

half tangle
#

you're providing very valuable info here

craggy goblet
#

i was so confused rn

half tangle
#

the curse of the mod author color...

dusk terrace
#

you know when you're eating so much cheetos and it gets all over your fingers... yea.. SDVpufferaww

craggy goblet
half tangle
#

for reference, my config is a single keybind (keybindlist, technically)

craggy goblet
#

Yeah idk shi about keybinds and all that (at least not yet)

dusk terrace
#

also really appreciate you checking it out despite it being late for you

craggy goblet
analog nimbus
#

c# learning

dusk terrace
#

example of number fields (and how it looks on PC)

#

looks like text field but only allows entering number

#

I have no idea how the input fields look like for android 😅

craggy goblet
#

probably the same

#

just noticed I don't even have one 😔

dusk terrace
#

hmm... so no number input support for android 🧐

#

does it let you enter a specific number for sliders?

urban wigeon
#

No text input support in general, I just tried it with my own mod, this is how it looks on PC

#

Android

dusk terrace
#

SDVpufferchickcry that's sad

urban wigeon
#

And SVE android config:

#

on all configs I see text inputs are gone, have never realized that lol

dusk terrace
#

sliders won't do either since it needs fine-tuning... so if it doesn't allow keyboard input either then only hope is for an update

#

so much for this update meant to fix a separate issue with android users lmao

craggy goblet
#

Yeahhh, it's like that most times it seems (side-eyeing all the cool expansion mods I'd have IF THEY WERE PROPERLY COMPATIBLE WITH ANDROID)

half tangle
#

yeah, unfortunately getting my mods to work on Android sounds like a very big task since I don't have a development environment for doing any sort of testing (and have never played the game on Android to have any of that context, which is relevant for the UI side of the mod that I got that report from)

craggy goblet
royal stump
#

still hoping somebody updates the code repo so I can look at android, since I can't run python scripts SDVkrobusgiggle

craggy goblet
craggy goblet
royal stump
#

look at the decompiled C# code, so I can adjust my mod based on the differences between that and PC

#

(decompiled meaning "pieced back together from the assembled game code")

dusk terrace
#

the main dev guy gave me the dll when I asked about it

craggy goblet
#

-# aka I don't get it at all 😭

brittle pasture
#

Android compat updates are basically 99% the SMAPI Android dev doing it themself, optionally pinging mod authors for questions about their code base

#

I don't even have an Android phone let alone play SDV on it SDVpufferrise

royal stump
#

in my case, the compat change was "turn off the non-sleep save options if FTM is installed" SDViconghost
I imagine one of the "clean up subclasses" events isn't firing, but idk where or why

craggy goblet
#

only thing that actually sucks is - running the launcher means I can't save during the day anymore 😭😭

patent lanceBOT
royal stump
# craggy goblet -# aka I don't get it at all 😭

in simple terms, the code is a bunch of text like this, and some of it is different between PC and Android
so if a mod says do the Crop(blah blah) thing please, the PC game knows what that means, but Android might not

#

looking at the android version would mean I know what they renamed stuff to, etc

calm nebula
#

Crops can only make objects?

#

😦

#

Pathos plz

royal stump
#

I didn't even parse that, but ig so SDVpufferthinkblob

urban patrol
#

what if i want to make a sword plant that grows swords :( /j

craggy goblet
hard fern
#

oh you know what this dialogue is easy.. (top ten words said before disaster)

#

🤔 but actually i wonder if it just makes that much of a difference when i have a clear "voice" for my character this time

hard fern
#

Uhmm so since the blacksmith doesn't have any event data already, if i want to add my events there, would i load a blank with a priority "low" ?

calm nebula
#

Oui

hard fern
#

Merci

craggy goblet
# craggy goblet

Okay so, just had an in-game run; this is what came out :|
-# (Language? German.)

#

Also there's a short visual glitch when tapping on the screen so the dialogue continues to "flow" (aka "to progress"????)

dusk terrace
#

not sure what you mean about the flowing, is the whole box moving?

#

the off-centering is normal though, you have to configure that in the config file so it matches your display

#

hence the update, but GMCM said no SDVpufferchickcry

brittle pasture
#

[[Modding:Maps]] @ruby pawn

brittle pasture
#

what you want is Action Door

ruby pawn
#

Okk, i'll take a look at that, also, I know the game check if you enter the room or not (because it needs to throw the message if you can enter or not) do you know if with SMAPI I can get that function? Or is there a function that you recommend for it?

brittle pasture
#

what do you want to achieve

ruby pawn
#

My idea is to make a mod that lets you knock a door that you cannot enter yet

#

so for that, I believe first I need to know when the player is trying to enter in a npc room

brittle pasture
#

aah
(I think someone was working on that too, or at least thought about working on it)
it's a map action, so you can patch the function that handles the Door action

#

what do you want to happen next? since that's the actual hard part

calm nebula
#

(Or register into the dictionary i think it takes precedence)

whole raptor
ruby pawn
# brittle pasture what do you want to happen next? since that's the actual hard part

a lot of things come to my mind, but I believe to make things easier in the first version, I wanted to prompt a text saying that you still dont have permission to enter and sking if you want to knock, if you say yes, the npc has a percentage of chance of letting you in. (first I thought of always letting the player enter the room, but then I thought that the npcs have different humors, so maybe this chance could be different depending on its personality)

#

maybe add that "chance" part in a future version as well

#

first I want to learn how to mod it lol

brittle pasture
#

yeah that sounds straightforward enough
I was thinking stuff that's messing with pathfinding, which ia definitely more challenging

#

!startmodding follow the C# guide

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.

ruby pawn
ruby pawn
brittle pasture
#

!decompile have you decompiled yet

ocean sailBOT
hard fern
#

is there something that lets me hear each sound you can play with playSound so im not adding weird fish noises in my event by mistake

ruby pawn
valid folio
#

Hello! I need help... Yes, I know I always need help, but today I truly need it more than ever. I need to learn (or rather, be taught, haha) how to properly use Extra Machine Config (EMC) for two reasons. The first is that I want to make something in my mod dedicated to framework creators – Selph knows what I'm planning but has to keep quiet, haha! The second reason is that I want to give more advanced functionalities to my machines, especially my Dairy Processor.

So far, I've managed to make it produce smoothies, cheeses, yogurts, and cream. I'm not sure if my current code could be cleaner (I think it's decent overall), but I'm running into an issue. 6480 from the Cornucopia team explained some general machine concepts to me, which were very helpful, but I have a problem:

My idea is for my Dairy Processor to make smoothies of different flavors based on the fruit I put in the machine. However, I haven't been able to figure out how to do that because I'm clearly missing something. Right now, it can only make a multi-fruit smoothie (milk + 3 fruits + sugar). I have the same problem with yogurt (my current recipe is cultured milk + 3 fruits + milk).

My goal was for it to only need one fruit, but I don't know how to make the sprite take on the color of the fruit and have the name appear as "[insert fruit here] Smoothie ". Otherwise, the only other option is to create a sprite for every fruit in the base game and from popular mods (looking at you, Cornucopia and Wildflour!), and that's going to be a lot of work. I've looked at other similar machines, but I can't figure out how they work. I've read the EMC documentation and checked the SDV wiki (which, by the way, is quite hard for me to read due to my poor eyesight), and I just can't get it to work.

#

By the way, how do I search for my own replies on Discord? Just in case someone answers and I'm not near my PC, or I don't hear my phone, or anything else happens, that way I can look up my messages and see if I've been answered.

Apologies for the long message, but I wanted to be as clear as possible!

uncut viper
brittle pasture
hard fern
#

woah a soundboard

brittle pasture
#

that too

hard fern
#

just what i need

#

:3

#

i feel like im speedrunning this event

brittle pasture
ruby pawn
#

@brittle pasture I'll decode the game and take a look in the files, thank you for the help!

brittle pasture
#

oh if you want mentions then mentions:yourusername

brittle pasture
#

quick question one: would you be fine with flipping it around so the 3 fruits is the main input item? it does mean it is harder to control whether you get yogurt or smoothie

#

(though with your current approach it's harder to control which fruit gets used instead)

valid folio
valid folio
brittle pasture
#

so 3 fruit as main input + milk + either sugar or buttermilk. if buttermilk gets used you get yogurt, if sugar gets used you get smoothie

#

then you can just CopyColor + CopyPrice + set display name and it will work

valid folio
valid folio
brittle pasture
#

sure give me a sec

valid folio
brittle pasture
#

the rule will accept 3 fruits, and if the player has milk and buttermilk as fuel it makes yogurt, if not, if the player has milk and sugar as fuel it makes smoothie

valid folio
brittle pasture
#

they have a transparent overlay on the right that gets tinted and put on top of the main sprite

vocal osprey
#

Thanks for the detailed message!

I've actually found my way around generating a font for every type and it was trivial thanks to the font settings mod
https://www.nexusmods.com/stardewvalley/mods/12467
It allows you to visualize the differences between every type of font and compare to the game's original (all within game!) to eventually export it to either xnb or .spriteFont or fnt + png depending on your needs.

There's another way which is less approachable as you have to have a bit of knowledge in programming and it is to use the game engine (monogame v3.8) and generate xnb fonts using it, here's a tutorial on how to go about it this way
https://youtu.be/sPH-sNTSrhw

importing assets and printing text chapters is all you need from the video

As for DMing you, I'd rather we take this opportunity to create a thread so the community learns from our findings easily 😄

Nexus Mods :: Stardew Valley

Customize in-game fonts.

This video outlines the basics of installing and working with the popular game-development framework MonoGame. The assets for this game can be found here:
https://drive.google.com/open?id=1h-rGRAsxVMY0tUUaBVRegB6t-eRdVMm4

Check out the full course on Udemy! Use this link to automatically apply a discount:

https://www.udemy.com/course/monogame/...

▶ Play video
#

Oh looks like I don't have permission to create a thread

brittle pasture
#

I can make one if you want

vocal osprey
#

Yes please

brittle pasture
#

Custom Language/Font Thread

valid folio
brittle pasture
valid folio
merry rampart
#

What does this do?

dusky sail
#

It one of the secret statue collectibles

#
Stardew Valley Wiki

??HMTGF?? is a secret piece of furniture obtained by placing a Super Cucumber in the brown box located north of the Blacksmith's shop, inside the fenced area. A hole in the fence allowing access to the box is hidden behind a tree on the right-hand side of the enclosure. Once placed, the statue can be moved by holding left-click, or by using a tool.

merry rampart
#

ah, ok

#

working on retouching the maps and was debating putting a pond or something there

#

but i think i'll just leave it be

dusky sail
#

It is possible to move it but idk if it would cause other issues

tiny zealot
#

i think it's safe to move as long as you keep it on the Town map (or as long as you update the lost book with the clue)

#

and if you do, i would document its new location somewhere that players can look it up

brittle pasture
#

add a 3rd product that just takes milk

#

(imo you should make a new machine)

valid folio
# brittle pasture add a 3rd product that just takes milk

I figured it was like that, but I wanted to be sure. It’s just that I want to have a multi-purpose machine. Anyway, I know I’ll have to make a detailed guide about how to use my machines. I want to achieve something new with my mod, break away from the standard a bit. Besides, it doesn’t really make sense to have two dairy processors that, even if they do different things, would basically be the same machine. Also, the animation for the dairy processor turned out really well! Everyone who’s seen it has complimented it.

rocky copper
#

I haven't played around with the Mod Data field in Content Patcher before, but does anyone know if/how to use the ModData item spawn field from a building ItemConversion to affect the Player Mod Data that can be picked up by a Condition?

#

Or will the ModData item spawn field only affect the item being produced?

lucid iron
#

I'm struggling to parse the ask here but afaik that ModData field just adds whatever you put to the item modData

rocky copper
#

Ultimately, I'm trying to make a Building with ItemConversions that has multiple conversion rules but only processes one a day (normally it processes all conversion rules, rather than picking one). I was curious if I could make that happen with ModData

uncut viper
#

i think they mean picked up by a condition like the PLAYER_MOD_DATA GSQ can detect it

#

but yeah it just goes on the item

rocky copper
#

Thwarted at every turn

lucid iron
#

You can limit the number of items converted a day

#

I wanna say you can do stuff with EditData/tokens but dunno tbh

rocky copper
#

That limit only applies per conversion rule; if you have one rule that turns Wheat into Flour and one rule that turns Beets into Sugar, the limit applies to each rule separately, so it will at the lowest result in 1 Flour and 1 Beet but not one or the other

lucid iron
#

Yeah so the suggestion is to only edit in the rule on Monday

#

I am not sure what the order of operations is here

rocky copper
#

I've been playing with the Conditions all day to see if they can block each other off and I can sort of get it to work, but I need something that can be triggered by a process going through that the Conditions can check

twin wadi
#

is it possible to make a conditional schedule? for example, i want to make teddy have a different schedule after viewing an event. should i do a conditional include?

calm nebula
#

Sure

lucid iron
#

Increment it every day and then reset to 1 at some value

rocky copper
lucid iron
#

Yeah do incrementstat in a trigger action

#

Trigger on day ending

rocky copper
#

Do you know how to increment the stat when the building converts an item?

#

That's the part I'm trying to figure out if the Building can do

undone kelp
#

I was gonna ask if i should do seb or sam first for my portrait mod but i do NOT wanna do seb's motorcycle fixing portrait rn so sam it is

hard fern
#

LOL

undone kelp
#

Gotta make things easier for me

lucid iron
#

I don't know if mill supports running an action on item convert

royal stump
#

afaict, there's no action taken by buildings' item conversions that's detectable with CP or GSQs*, even with the frameworks I know
(other than stuff like BETAS' "detect # of items anywhere in the world", which isn't ideal for this)

rocky copper
royal stump
#

if you could theoretically run an action or set a flag when the building processes items, you could detect that with GSQs, if I understand that correctly to be the goal
but so far it looks like C# is needed

rocky copper
#

And unfortunately I am not there yet

#

I managed to get SYNCED_CHOICE to make it choose between multiple entries, but those only work when one of those entries is definitely going to go through; I can make three entries for the same conversion, with each applying a different color tint and make it choose only one of those entries, but that's because the choice only really matters if the item is in there to convert in the first place. I can use the same method to force it to choose between different item conversions, but then it's locked into one of those conversions whether that item is available to convert or not, so you'll have two items out of three it could convert but two will just sit there because it tried to convert the third.

#

This is driving me crazy because it feels like one of these tricks should somehow work, but nothing does

lucid iron
#

The answer is just no one made a mill extend framework yet Dokkan

gentle rose
#

it feels weird that the mill is a building, anyway

#

like it just seems more like a machine SDVpufferthinkblob

hard fern
#

🤔 ok this is a little funny. does the shipping bin only allow placement on a tile marked "diggable"

brave fable
#

would you prefer that the mill was 1x2 tiles large SDVpufferthinkblob

#

it'd take a lot longer to mill ur items tho

rocky copper
# gentle rose like it just seems more like a machine <:SDVpufferthinkblob:958634925639225395>

I like the idea of there being tasks that work for machines and tasks that are bigger and require a whole building. Plus, the buildings give you more space to work with design-wise than a two tile machine. The problem is that the building's are so limited because the game only ever really made the item conversion aspect for one relatively simple task and had no other buildings that worked like it (or if they did, they ran on their own logic that I can't replicate without C#)

lucid iron
#

It's my dream to wire up some machine rules to mill

brave fable
#

isn't that what Miller Time is for?

lucid iron
#

My dumbass plan is that i put keg in the indoor map

#

And then make bootleg automate work 3sSmolMiku

royal stump
#

specific to a building type, that is

lucid iron
#

Atm ppl are adding mill rules directly to data/buildings

brave fable
#

so.... now's my chance to push mill mod...

lucid iron
#

y e s

#

Ok i checked and miller time does work, just obsolete i think

royal stump
#

their listed settings seem covered by ItemConversions now, yeah

brave fable
#

so..... i can trash mill mod...

royal stump
#

depends on what it does, I guess? SDVkrobusgiggle
Miller Time just provided a list of input/output/amount fields for them, basically, which 1.6 does now
but 1.6 can't trigger actions on production or anything, so a mod could do fun things with modData/etc

lucid iron
#

I want to climb 2 stories and load the wheat by hand

brave fable
#

you are what is known in mathematics as an outlier

#

we are told to ignore those

gentle rose
#

what's the fun in that

calm nebula
#

I would like to explore an old mill

gentle rose
#

@ivory plume PR submitted, new schema allows tokens and/or multiple spaces in warps fields

hollow belfry
#

chat

#

how would i go abt doing that?

royal stump
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

hollow belfry
#

ah thankyou :]