#making-mods-general
1 messages · Page 377 of 1
The author has given permission to use their assets and modify the code, so you're safe for that part
Which means yeah, you just need to know how modding works
yeah, I'm not 100% sure what nexus's policy on cross-game* sprite mods is these days, but the original editor is fine with it
and that one's been around long enough that it's probably been seen
Their permissions are open on the mod page, so no problems ^^
hi all! im very new into modding, and was wondering if it is possible to use buildings as tilesheets into our own mod while listing the mod used as a dependency.
for example, could i use buildings in https://www.nexusmods.com/stardewvalley/mods/14524 into a custom map, if i do not include any images from this file in my mod, and list this mod as a dependency?
wondering what is the general practice on this - is this allowed or should i always check with the owner?
Elle's town buildings changes the tilesheets
So you if u are repurposing any town buildings as is you will have the changes too
im actually not repurposing town buildings - more like creating a new one! lets say id like to use Elle's doghouse in a custom farm map, is it allowed for me to reference her image in my mod?
You can't because she's not loading the images
(There’s got to be a space after the command, even if you start a new line afterwards. "!gs[new line]cool description" doesn’t work, but "!gs [new line] cool text" does for some reason.
)
If you're wanting to repurpose elle's sprites as part of a tilesheet for a new area, you will have to ask for permission. But in general, no one will ever get mad at you for asking permission even when you don't need to, so it's ok to err on the side of caution in the future
sounds good, thanks all! does anyone know if shes on this discord by chance?
Yes, she is
this actually depends on how it's loaded
if the image exists under Maps then yep it works just via dependency as if you got a tilesheet mod
without that you will have to do it by arbitrary tilesheet access (another mod)
if this PR gets merged then any loaded texture will become usable in maps https://github.com/Pathoschild/SMAPI/pull/988
@round dock sorry im quite new here; do you have her @? thanks!!
@lucid iron o interesting, i wasnt aware of these caveats - i saw the images from her mod folder and was able to use as embedding in Tiled, so i thought they were loaded in as replacements to original map
how attached are you to elle's building specifically 
cus there's tilesheets mods with buildings from other ppl that are actually designed for usage in maps
haha, not particularly, but they do look amazing! i dont know if ill have the funds for completely new set of new bulidings tho 🙂
check out lumisteria outdoors perhaps
yup i saw some tilesheet mods (hxw for one! who have said as long as they are listed as dependency could be used in maps) but couldnt find any buildings in them - mostly decors
i like the funny semicircle building
but yea tilesheet mods r just easier to use for this purpose
they will load their sheets to Maps and then you can use em normally
@deep plume (hi elle, sorry for the ping, hope you’re doing great
)
as if they are vanilla sheet
i suspect your current setup won't load in game, due to tilesheet climbing
hm i havent tried loading them in yet, so maybe using a building mod wont work as a referenced tilesheet..?
i recommend starting with a copy of a vanilla map 
there r lots of differences between what tiled lets you do and what game will actually load
!tilesheetclimbing
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"/>.
try using just vanilla sheets first and do some simple edits to make sure you get whats going on 
will do! thank you @lucid iron ! are u making a mod too?
i have made many mods yes
niice! thanks for all the inputs :>
ngl making maps is so fiddly. Shoutout to putting z at the start of tilesheet names so theyll sort properly alphabetically ☠️
to be fair, it's not required anymore
still, a whole lot of work goes into sculpting a world. it's not the sort of medium where you can use broad strokes anywhere
unrelated, surprised the game looks out for some item named Salt in the makePlural method to change into pieces of Salt
I think there's a sprite for salt in spring objects?
probably one of those holdovers CA never deleted
(in the same switch that tries to prevent creatures like Haies as plurals)
it's possible, i thought it was an existing mineral at first, but it's not shown on the wiki
slay
i ended up creating the mod from scratch instead of using the mod that i found
x)
i cant find anything vaguely salt shaped besides that lump
I don't see any C# stuff that uses the sprite either, so probably that, yeah
(I thought it did for a sec, but the fish pond's gold bucket has the same coordinates
)
Huh, turns out fish pond produce depends on tile position.
Kind of explains why debug dayupdate sometimes doesn't produce any produce, no matter how often you try.
Random r = Utility.CreateDaySaveRandom(base.tileX.Value * 1000, base.tileY.Value * 2000); ```
that solves the mystery of why fish ponds dont work in pif rooms. they do

When making a map in tiled, if one of the vanilla tile sheets that you used got renamed, would it not function properly for people because they don’t have that file?
so you can rename what it's called inside your map file freely, because it still references the same file lying in the same folder as it
Do I need to change it in tiled to? Also do all the vanilla tile sheets need to be moved into the mod’s locations folder?
ok so what you should do is have a separate folder (not in your mod's folder with content.json and stuff) that has (1) the map file you're working on, (2) all the tilesheets you need, copypasted from vanilla or from tilesheet mods you're making into dependencies. DO NOT rename the files in this folder (except your own, that's fine). However, when you open your file in tiled, you're free to rename the tilesheets inside it as you see fit
when you prepare your mod for release / use, put only the map file into your mod's folder. Do not put the tilesheets there.
like this
Oh ok. Thanks. Should I call the folder with the tile sheets something specific?
considering you're going to be copypasting the files out of there and it exists only as temporary storage, no.
If this folder's name shows up anywhere in your files, you've fucked up
It’s only temporary? Sorry for all the questions, this is my first time making a location mod
I mean, if you're going to be updating your mod, which you probably will, you will also be doing it in that folder, so it's going to stick around.
To be clear, I'm explaining how I find it convenient to do things, not The One True Way. You could just put the tilesheets in your mod folder and then delete them before zipping it up, it's just kind of. worse. imho.
does anyone have an up to date guide for making events? i looked it up but i think most of them are outdated
🤔 there's the wiki page for events on the stardew wiki, which covers stuff like preconditions and event commands, but also several guides about events on a separate stardew modding wiki
https://stardewvalleywiki.com/Modding:Event_data
https://stardewmodding.wiki.gg/wiki/Events_for_Everyone these were basically what i used to learn.
thank you! that 2nd one is perfect
learning events is pretty much the last hurdle i have to completing this mod
How do I acess map properties like warps after I've clicked on a tile layer? the only way I've found so far is closing tiled then re opening it
Nevermind, ignore me, I found it right after sending the message
i wanna make a function,when a new year begins,reset all legendary fish to be able to catch,how to write the code?
https://www.nexusmods.com/stardewvalley/mods/13678 Updated an old little farm map of mine 
need help about this
If nobody is around, all you can do is wait until someone who knows what to do comes online
are you in C# or CP
i think easiest way might be editing CatchLimit for the legendary fish and set it to the Year token
(can do this in C# too ofc)
i use c#
the thing u need to edit is
Data/GameLocation > [location] > Fish > [the entry with IsBossFish=true and CatchLimit!=-1]
add Game1.year to it and it should work as desired
how do i fix this bug?
does the id need to match the name of the texture??
oop i figured it out
also whos mushymato? are they in the server?
It’s Chu.
@lucid iron GRABS YOU
HAve you ever considered adding pet adoption options to your livestock menu?
it wouldn't go in the livestock menu but i did add a thing
: O
i pinged u but let me find the message
is it seperate from marnie?
this is in the 1.4.0 version on nexus
basically u make a normal shop, but use this in ItemId instead of PET_ADOPTION
then u can filter for ur pet and stuff, can also change currency
its not a lb shop just normal item (pet license) shop
so they show in just a normal shop?
yep
private void resetbossfish(object?sender,DayStartedEventArgs e){
if(Game1.dayOfMonth==1&&Game1.season==Season.Spring){
}
}
the lb shop is very specialized for farm animals
oh cool, is there a way to make a combo shop like marnies ?
this is my code,and i dont know what to write in this if
ill hsve to look further into it
lmk if u need example 
i mean a example would be banger chu
i have a example for combo item + farm animal shop in buy all farm animals (island trader)
pet is kinda like that just different field to set
{
"Action": "EditData",
"Target": "mushymato.LivestockBazaar/Shops",
"Entries": {
"{{ModId}}_ClownCustomShop": {
"PetShopId": "{{ModId}}_ClownCustomPetShop",
}
}
},
and then u make a normal Data/Shop that is a pet shop following the petshop.json example
does this make sense 
again don't actually reset any state
just increase the catch limit by editing the data
i personally think if you have choice to make something happen by doing a data edit you should
but i dont know the code of edit data......
not even a little bit im so sorry how to combin this stuff to make the shop have both the livestock option and the main shop option like marnies
which would be very infrequent really 
when u do this and then you use the tile action mushymato.LivestockBazaar_Shop {{ModId}}_ClownCustomShop, you will get a dialogue menu
it will show adopt pet if you have generally unlocked pets at marnies
where do i put the pet shop id???
like in the data
do i put it in place of petadoption?
if u wanna give me like 15mins ill give u a full combined example 
I would love that honestly because im not really getting it completely im very sorry
need very much,lot of thanks
you will have to queue up behind clown sorry 
thats ok
tbh if i give u example it would be essentially the mod
i dont mind that much but are u sure u want that
question
can i sell livestock and pets from the same shop? i just wanna make sure i clarified thats what i was curious about
like the way marnies is
yea
okay cool i was confusing myself
yes
u can have item shop + pet shop + animal shop
ooooo
but for anything more you will need mmap's question dialogue to basically build it yourself 
my logic is,when a new year begins,modify the players save,set the var of every boss fish is caught to false
the reason why u shouldnt do that is cus i think it affects perfection
to "uncatch" a fish
Is there a way to include a mod list into a save? I have so many saves but I dont remember which mods are needed for that save, I ask this method instead of just including a txt file with the modlist because I switch between steamdeck and pc, and my pc gets wiped often so theres no guarentee that the txt would survive
oh i didnt noticed this
There's the shareable mod list mod, that could be an alternative: https://www.nexusmods.com/stardewvalley/mods/32609
You'd just need to save the link somewhere, even on a solo discord server
That is an option, would make it easier than writing a script to save them to a file, but I'm more looking for something that actually embededs the modlist into the save game itself so I don't have to manage a seperate place where they're installed
yay!
Actually an alternative for this is using that mod and placing the modlist inside that actual savegame itself, as long as steam cloud uploads all files in the save and not just some
https://www.nexusmods.com/stardewvalley/mods/15682 lets you hover the save
That is much closer to what I'm looking for, I'm gunna have a dig through the source to see if it saves this to a file acessed outside the game too (or a way to expand the "... and 302 more." section)
(you should probably ask in #modded-stardew in the future)
i didn't test this 
besides doin quick patch export
this is very much a mod you can just do in content patcher however doing it in C# makes it compatible with modded legendary fish
so the right logic is,when a new year begins,if player's boss fish catched count=upper limit,upper limit+1?
that's not how it works
- do edit on Data/Location Fish
- find IsBossFish + CatchLimit>0
- set CatchLimit to original value + current year - 1
- the AssetRequested handler does this
- whenever the year changes, Invalidate Data/Locations
- the DayEnding + DayStarted handlers do this part
u can take this and tweak it as long as your mod is also open source (per MPL-2.0 terms)
Oh THAT is the mod that does this, I remember having this on one of my modlist but couldn't pinpoint the mod responsible for this
Hello everyone. Making my first mod here. I am currently translating stardew valley to my native language Mongolian. But when I put some cryllic texts SDV is not recognizing ү, ө "letters". How do I change the formatting to UTF-8?
i believe you'd have to make your own font, this conversation may be helpful: #making-mods-general message
if it's just cyrillic, stardew already has a Russian font I think? if all the letters are the same
Yes but the thing is Mongolian cryllic has 2 more letters than Russian cryllic 😅
Did you make a custom language
ah, I see
Yes I am making a custom language mod
good luck btw!
Alright I am gonna try to change the fonts. Thanks
ohhhh!i know how to write the code now!!!!!!
If it is just 2 more letters perhaps u can edit the russian font easily, im not sure how it work
private void resetbossfish(object?sender,AssetRequestedEventArgs e){
if(Game1.dayOfMonth==1&&Game1.season==Season.Spring){
if(e.Name.IsEquivalentTo("Data/Locations")==true){
}
}
}
this is my code part,its not finished
i dont know the code of editing the catch limit,and get player's boss fish catched count
Do u care about that 
This rn just lets you catch 3 legends in year 3
But it does include the previous counts so you get +1 per year rather than +1 only if you have caught it this year
this is fake code,the logic should be like this:
if player.a kind of boss fish catchcount==catch limit{
catch limit++;
}
Then the logic becomes more complicated since you will have to track this per player 
I think it might work still? If u block AssetRequested behind Context.IsWorldReady then u should be able to use Game1.player.fishCaught in the data edit
Why does tile 183 on the beach tileset make a weird glitch animation (brown lines) when added to maps, despite having no animation on it in the tileset?
(Happens to any map I add it to...)
is it one of the water tiles
is a rock tile, the top of the Lonely Rock.
is this in tiled or in the game?
if it's in the game there's a chance there's some hard coding shenanigans
I see 183 in GameLocation.isTileUpperWaterBorder
though that doesnt seem used in draw logic
does the game have an italic font?
Is there a way to repeat a conversation topic or do I need to clear it out of the previousActiveDialogueEvents with c# first for it to work again?
or am i doing something dumb and that should work?
i see it,thanks for your code
No
figured
If you really, really want italic text there are options. They're cursed but doable
You could use bmfont to get the raw layout data and render your own polygons with a tilt
You could also draw text the normal way but use a custom spritebatch with a skew matrix applied
nah not worth
do you know why mouse coordinates are different in render loop and button pressed event?
Ui has a separate viewport
With its own scale
Though if both are either outside or inside the ui handling then they should be the same
how do buttons detect clicks then?
Ui buttons or gamepad buttons?
IClickableMenu.recieveLeftClick or something like that, with ui scaling applied
right, but that is called in the update loop right
so the coordinates are different
yes
Those are all called outside ui handling I think, except the renderstep for ui
What are you adding a button to?
dismiss summoned monsters
No I mean what menu? Or just on the hud?
Hud
I made a custom IClickableMenu just to inherit the gamepad logic for the buttons
but all the logic is custom right now
Hud is easy, just make a custom menu and add a ClickableComponent to it
ok that's what I'm doing
but i'm not setting this as the active menu
You'll have to do key inputs manually IIRC since the hud only accepts mouse
Game1 has a list of menus for the hud
Just add it to that and the game will handle most things
I'm detecting inputs manually with smapi events
just the mouse clicks are fudging up
Yeah don't do that, let the game handle mode input for hud stuff
You'll still have to handle key presses manually though
It's Game1.onScreenMenus
hmm
That will handle drawing and mouse for you as long as you override the usual methods
im atm trying to make a custom farm, any tips from experience?
Are you looking for technical or creative advice?
especially about abalancing
both
atm its 4 corners but with cliffs isntead of walls
making it look nicer
[[Modding:Farm_data]]
That has a general overview of how to make a custom farm type
I`ll try this, thanks
so when i save in Tiled, does it also save the reference tilesets pngs in the tmx file?
nvm it does
it doesnt save the pngs themselves. it saves the relative path to the pngs to know how to find them
So the drawing works, but I'm not hitting the receiveClick methods..
nvm got it
How do you set up an Action Message for something on the Back layer? I’ve got some letters scattered on the floor that I’d like to have a string attached to but putting the TileData on the Back or Buildings layer doesn’t work
hello everyone! I'm wanting to make a custom "texture pack" mod to change one of the hairstyles to be a custom one. how do I do this? I have zero experience in making sdv mods, so please be patient if I'm slow to understand.
are you trying to change the farmer hairstyle or an NPC?
farmer hairstyle
i believe you can do that with fashion sense, but unfortunately i personally have no experience with it. plenty of others do though!
I want it to work clientside, not adding an entirely new thing but just a reskin
if that makes sense?
I've done something similar with terraria texture packs
been a while though, so I'm rusty
Figured it out! It wasn’t working because it needs there to be a tile on the Buildings layer for it to connect to 😅 which I wasn’t doing because I want those tiles to be passable
think there's an action property
but I remembered that the Passable tile property exists and just got it working
that’s exactly what i was going to suggest haha glad you figured it out!
saw it before while scrapping the game map
my main hurdle is trying to get the hair texture itself that I want to replace (hair style 60, the low ponytail one)
!unpack
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!
should be in hairstyles.png
thank you! I was just about to ask about an asset unpacker lol
okay I unpacked all the stuff, now to find the hairstyle I wanna change lol
ah found it
now that I made my texture, how do I import it into a mod?
again, to replace the texture
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Is the highlighted dialogue key functionally useless? If you give a pendant to a NPC, you're engaged. There's no level lower than that.
it's a default that covers if you don't have the more specific ones above it, I believe

Makes sense.
it's for when you try and give your spouse another pendant i think
Probably not something many people see
Since well, you're already married
Oh wait
Im dumb lol i managed to miss the two keys above it
It's all the same thing anyways...
(Is it something that fires if you have a roommate?
I have. no idea what I'm doing!
does this look correct?
wasn't sure what to do for the update key so I just did z
what do I do then
that page will tell you how to make your manifest, including what to do about the UpdateKeys section in the section called "Update checks"
OH
I thought it was like. you press something for it to update. I may be stupid
I put the hairstyles png into this
is there anything else I need to do?
or is it ready to test?
do you have the content.json as well?
yup
should be good to go then
you need a content.json too, thats what tells the game to make your changes
Oh, we do have a generic tutorial on replacing textures https://stardewmodding.wiki.gg/wiki/Tutorial:_Replacing_an_Image
So you want to make something in Vanilla look like something else. How do you do that? Definitely NOT with xnb mods! :D No, you just use Content Patcher and everything is easy-peasy.
(I probably need to review that and make sure nothing's changed since 1.6
)
do I put the content.json into the base folder? or does it need to be in a different one?
it needs to be in the same area as the manifest
the link tia sent should answer that
I want it to work clientside
so I can use it in multiplayer without having to have others install it
now I just... need to figure out the dimensions.
Hey guys, is there anything that makes making custom character sprites easier\
format should be "2.7.0" and the target needs to be whatever the filepath of the original hair asset is in the game's content folder
oh
Uh, what do you mean by "easier"
Like are you looking for a template?
Characters/Farmer/hairstyles2
(I just fixed that in the tutorial
)
like this?
nono
exactly what i wrote
the target is always going to be inside content anyway, so remove that and the stardew thing
yes
yerp
yeah a template if not i can do the work
I think most of us just use the vanilla character sprites as a starting point and draw over or next to them.
Void has an NPC sprite template for sale on their kofi!
https://ko-fi.com/voidwitchcult/shop here you go
it's uh. not working
!log
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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.
isnt it their?
wuh
show the inside of your mod folder?
which part
crap, you're right, fixed
the place you have your png
shouldn't it be assets**/**hairstyles
its written as that in the content
no, I'm just getting my slashes backwards, ignore me
so youll need to make a folder named assets and put the png in there
the folder should be on the same "level" as the jsons
like they appear next to each other
okie
sorry for being so confused and asking so many questions, I appreciate everyone's patience with me haha
no worries! we all have to start somewhere. no one is born a stardew modding expert 
ughhh it's still not loading
there's no error in the log
not actually super mad about it, just think the gif is funny
mildly peeved I suppose
can you do this dura?
gah barnacles
hm i think you are making a patch that is way way bigger than it needs to be
should only be the width and height of the hair you are patching
it appears to be that way yeah
I probably messed it up
well not probably, I definitely messed it up lol
it's hard to get the specific dimensions right when I don't know what they are
what art program do you use? you can usually view the dimensions of files that way
for example photoshop (which i use) has a ruler that can display pixel width and height at the top/side
I... have had an epiphany after spending way too long looking at roommate code
Past me is an idiot
Game state queries can determine roommating an NPC, and we can use them as event preconditions
rectangular selection tools often have the width and height displayed also
each hairstyle in hairstyles2 is contained in a 3216px wide and 128px tall block, if that helps.
ahh
That block contains all the directions of the hairstyle. 🙂
New quote added by celestia187 as #6512 (https://discordapp.com/channels/137344473976799233/156109690059751424/1398416911053754458)
might try one more time before I take a break, getting tired and my back pain is flaring up
yep it's still not working

this looks wrong and I know it's wrong but I don't know what I'm supposed to put here
wait I forgot to replace the y
will probably still be wrong thoughh
the width and height still look very large to me. are those the width and height of the entire image? that'll replace every hairstyle
as lily said here you probably want the width and height to be 32 and 128
yes, if you're just replacing one hairstyle
x/y/width/height are basically telling CP "start at these coordinates for the top left corner, and then look at a rectangle this wide and this tall"
what are the x/y/width/height now?
if someone could just. tell me where to put what numbers
"FromArea": { "X": 32, "Y": 128, "Width": 32, "Height": 128 },
"ToArea": { "X": 32, "Y": 128, "Width": 32, "Height": 128 },
can you circle on hairstyles2 which one you're trying to replace?
How large is your source hairstyle image that you created?
Your X and Y are the coordinates where your hairstyle styles start, so those are likely wrong.
okay, your Y should be 0 then.
which one
the X and Y in ToArea is the top-left pixel coordinate of the rectangle you are attempting to replace.
and in FromArea, it's the top-left pixel coordinate of the rectangle you are attempting to paste into the image from your source file.
if you have some problem seeing it i suggest using tiled you make a png of your then in tiled you convert it in tile then you can have the index tile
hi when making a content patcher furniture is there a way to make the tv interactive ?
I need a break
TVs are hardcoded currently unfortunately
that will change in 1.6.16 though
for now there's furniture framework
also, I made a slight error earlier, individual hairstyles in hairstyles 2 are 16 wide, not 32.
really tired and back pain is super bad rn
then take a break! the mod isnt going anywhere and ppl here will be happy to help u out when youre ready again
okay thanks i'll just wait
thank you
Yep, take a break for now

Yeah, you're not on a time crunch or something. Let it go and later you'll suddenly have a eureka moment and be able to do things
Real fast - for GSQ, IS_FESTIVAL_DAY Target Town would be the easiest way to catch ONLY vanilla festival events, correct?
I love being able to add my own custom things into games, but sometimes the process of doing so feels like a unique form of torture due to my disabilities LOL
dura, ToArea will be X: 48, Y:0 for when you come back to it, I just checked it for you. ❤️
can't give you the other one without knowing how big your custom hairstyle image is, but if it's just that one hairstyle as a separate image, then it's probably x: 0, y:0
I know I'll feel better once I get some rest and give my brain some cooldown time
yep, rest well!
I can maybe send the png later when I wake up? if that would help
it will catch any active festivals registered through Data/Festivals/FestivalDates (e.g. RSV's two festivals)
that'd limit to Town festivals yes
there are mods that add custom Town festivals too though
(I think?)
(IS_FESTIVAL_DAY checks a location context, not a specific location anyways)
realistically it shouldn't catch passive festivals which is the main goal - I'll take the L on vanilla festivals in town otherwise
It shouldn't realistically alter this weird chicanery I'm doing by overhauling the preconditions of Date Night Redux out of nowhere
ah yeah
I might dare say most locations use Default context so you'd catch basically all modded active festivals (re: Tedi)
if you really need to only consider vanilla festivals you can hardcode dates
IS_EVENT checks that you're actively participating in it
Why do valuable festivals matter
I assume valuable is an autocorrect from vanilla
Yes
So to answer that: If it's a festival anywhere, the block on festival dates goes up
In the current version of the mod, it just blocks RSV festivals and Pelican Town Potluck other than vanilla
So it's technically blocking more than just the vanilla festival days off, which means less date day possibilities, even if the areas are available
I'm trying not to cause too much regression on available days as I build this GSQ so I can catch a lot with this recode
And this is the simpler stuff that I can do until I finally feel tired enough to recharge with sleep for the weekend
tomorrow and sunday is fixing up fork three (written but I need to do all the positioning/event testing), adding extra switch events to the beginning of the Island date (so the drink choices actually matter) and then testing everything
All goes well, update releases Sunday or Monday
At the least I need to release an update soon - SpouseMusic is broken for Ridgeside and Adventurer's Guild Expanded, someone reported Krobus asked for a dance date which caused this recode chicanery, there's an issue with the gendering dialogue in the Saloon date, etc.
(Meant to say that early, but unfortunately I have a bad dryer right now and had to talk with the appliance place which is replacing the dryer, but I had to arrange a few things)
sighs Scope creep scope creep scope creep...
The tile property "Water: T" is supposed to make the water overlay appear, regardless of whether the tile is indoors, outdoors, mines, etc (as long as it's on the Back layer). Anyone know why the overlay might not be showing up when the above conditions are fulfilled? (This is supposed to apply when the property of all such tiles is changed in the tilesheet, not when using TileData to define a specific area.)
Yeah, sorry, I'm answering my questions very quickly by reading. You can tell by the amount of messages I've deleted after figuring it out XD
Did u have map prop indoorwater
Hmm, no. I'll try that - I didn't think I needed it because a similar map (Sewer) doesn't have it as far as I can tell. Thank you!
Gotcha, I should have guessed
Nope, still not showing up, darn it
Map property IndoorWater is T, index property Water: T, back layer
Time to go check and see if anyone's done it on Nexus
Button, you're here!
is the idea here that you're changing the map tilesets only?
I'm doing some simple coding right now so I don't overtax my brain and I'm checking out BETAS code for the spouse displeased compat for DNR
Would the following work or is my syntax using your stuff wrong:
//Saloon Date Consequence
"{{ModId}}_SaloonDisappointed": {
"Id": "{{ModId}}_SaloonDisappointed",
"Trigger": "DayEnding",
"Condition": "PLAYER_HAS_MAIL Current saloonDateAgree, !PLAYER_HAS_SEEN_EVENT Current 1116012",
"HostOnly": false,
"Action": "Spiderbuttons.BETAS_WritePlayerModData DNRSaloon {{Date}}",
},
"{{ModId}}_SaloonDialogue": {
"Id": "{{ModId}}_SaloonDialogue",
"Trigger": "DayStarted",
"Condition": "Spiderbuttons.BETAS_PLAYER_MOD_DATA Current DNRSaloon",
"HostOnly": false,
"Action": "Spiderbuttons.BETAS_SetNewDialogue [Spiderbuttons.BETAS_PlayerModData DNRSaloon] \"{{i18n:SaloonDispleased}}\"",
},
.... I just read a couple things
I know my syntax is wrong in a few areas, I see at least some issues
Spiderbuttons.BETAS_ needs to prefix on the actions, will edit above
did you still need a response after fixing that or was that the issue
or is this theorycrafting
Theorycrafting
I have to triple check because I'd be duplicating this a lot
.... and I gotta write a removal patch too, because rrrrgh I'm just being a dunce tonight
what would {{Date}} resolve to?
Date's the dynamic token for the date chosen by Date Night Redux
so if Abigail was the date, it'd resolve to Abigail
then yeah that all looks like it should at least do something. whether its the something you want is up to you though. it'll set Abigail's (for example) name in the moddata in the top and then give Abigail dialogue the next morning
Perfect, that's exactly what I need
however do you plan on having NON displeased saloon dialogue?
Long time no see, bluebs!
then that seems fine
Thank you! I'll cross reference, add the removal patch, and then mentally theorycraft how to handle the edge case of Saloon twice in a row
assuming nothing else writes to that same mod data key between the two trigger actions
Nah. DNRSaloon shouldn't get hit by anything else since it should be a new key entirely
im also not 100% sure of the timing of when daily dialogue is loaded, so you may need to change DayStarted to MorningStarted
but you also may not. dunno
Is MorningStarted from BETAS?
it is
Then I'll use it for these!
its just slightly later than DayStarted
Because the dialogue stuff needs BETAS anyway. The friendship loss is a separate trigger/patch
Why can't I talk in a vc
i mean you've never actually seen me
Hi, quick question: how can I make my machines compatible with Automate?
hi! this channel is for making mods specifically. that said, you need to chat in the server for a while before you can speak in a VC. more info here: #roles message
There's some minor concerns i guess
Oh awesome, thanks!
I remember grapes of ferngill had some 5 grape rules lower than 3 grape rules
People speak in vc here?
And so automate never pick em
an alarming amount
I thought the only vc channel muted you so you could play music via YouTube
surprisingly, the VCs do exist and you can speak in them, except Stardrop Saloon
wouldn't that also cause problems for hand loading
There are other channels?
Yeah hm what was the jank 
It might have been like
Dehydrate generic dry 5 fruit was higher than dehydrate special grape 3 fruit
silly question, how do you specify that a machine needs two different items to work? I need my cream cheese maker to require milk and vinegar
AdditionalConsumedItems
If u had more than 5 u get generic
that'd make it apply for every recipe
ooh perfect ty
look at the vanilla furnace for examples
note that you can't specify categories
only exact ids, so you can only use one type of milk
okie, thank you 🙂
(now if you want your fuel to be "any milk" instead of just "large milk" there's a certain mod for that)
so when setting up water tiles, these conditions are checked:```cs
if ((isOutdoors.Value || HasMapPropertyWithValue("indoorWater") || this is Sewer || this is Submarine) && !(this is Desert))
from there, it just checks for a non-null value of `Water` on each `Back` tile, and if the value isn't `"I"` (for 'invisible') then you get a visible water tile.
the catch might be in your implementation; this happens in `loadMap` which is generally only called when the map is first loaded or its asset name changes
it would probably simplify things if I could specify 'any milk' instead of having to make separate cream cheese and goat cream cheese recipes
oh! I have two published mods on Nexus, does that qualify me for the modauthor role?
Hmm, I'm loading the map, not patching it
if so ignore everything I said regarding milk 
This is for a cellar replacement
(I thought it was also a fuel)
Crap, I think I capitalized IndoorWater instead of indoorWater
^_^;;;;;;;;;;;
(primary inputs can use category/context tags)
aha yeah milk is the primary input, and then I wanted it to require vinegar too for the lactic acid so is it still additionalconsumeditems?
yes
ok sweet
I do think having separate cow cream cheese and goat cream cheese is a good idea 
yep, just ping Bouncer if you want to get started
okie :3 hahah I DO want a reason to make sprites for both because tbr I love making cute little sprites
Did something change that make DayStarted trigger doesn't work anymore on loading?
the order that you write them in
Then yeah I'm an idiot. If I put the removal first, then that'll remove the current day's moddata, and then if a double saloon, it'll then write the new one
Thankfully I caught this three duplications in
SUCCESS! Thank you so much, @brave fable! That was incredibly helpful. ❤️ All because of one capitalized I instead of i ^_^;;;;
ok stupid follow up question, how does one ping the bouncer?
My DayStarted trigger fires if I sleep and immediately check it. But if I quit before checking and then load again into that day, it doesn't work anymore.
the game has not updated in nearly 7 months, so nothing has changed with triggers
its possible that whatever condition you are checking for does not pass until a save is already loaded
"Id": "DolphINaF.ForestMice_Wizard.CatHaunting",
"MarkActionApplied": false,
"Trigger": "DayStarted",
"Condition": "PLAYER_HAS_MAIL Current DolphINaF.ForestMice_Wizard.CatTrinket received, mushymato.TrinketTinker_ENABLED_TRINKET_COUNT DolphINaF.ForestMice_CatTrinket Current >0",
"Actions": [
"Spiderbuttons.BETAS_SetNewDialogue WizardMouse \"Mods/DolphINaF.ForestMice/Misc:Wizard.CatHaunting\" True",
]
}, ``` This should be a simple Flag condition, though.
I'll tinker with this some more...
@outer glacier cheeto signal
we gettin another Cheeto? 
I feel so silly, cheeto signal?
can figure out cream cheese maker but not a cheeto signal lmao
twas a joke, I pinged bouncer myself
all you have to do is stay still for a followup
turn on the cheeto signal! cheeto in the sky
okay 😄
oh! okay can go does
But wait for reply b4 u actually do the edit
is this patch behind a CP when condition?
Yeah!
what is the condition?
"When": {"Mouse": "Wizard"} whereas "Wizard" is randomly chosen.
is Mouse a config token or a dynamic token? if its dynamic then its probably that token thats not ready yet
Patch summary should say
The token does trigger, else the Wizard wouldn't appear to begin with. But probably indeed the problem of it not being ready yet when the Trigger should be checked.
hii does anyone know how to make custom NPC work with the poly mod? 😭 im struggling so bad
is this your own mod or someone else's
Which poly mod
my own custom NPC and polyamorySweet
or if theres any custom NPC that works with the poly mod you know that i can refer to?
why/how doesn't it work?
There are multiple poly mods and all should automatically work with NPCs
I don't think there's anything on your end to decide
Free Love, the original, just got an update. Polyamory Sweet was the 1.6 version of it until it added new content to it. Polyamory by EnderTedi is a third, but it's more in beta right now
All three natively have a character work with them if they're datable.
byeah @round timber
apparently when you get back to the farm after marrying you get a black screen
and it crashes
!log post your log then
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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.
hold on
Tbh it's probably not u and instead the poly mod
hm. that's not supposed to happen.
That sounds like the spouse rooms continued problem, which is so common we've got a bug post for it. https://discord.com/channels/137344473976799233/1272711166627545088
If you don't have a log from your player(s) reporting the crash, ask them for it and see if they have Custom Spouse Rooms Continued installed.
ill try this!
this is my log
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19044.0, with 25 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
it says the tilesheet directory has directory climbingg but thats literally how i do with my other maps zzz
i tried putting it out in /Maps too and it wont work either
this is just a tilesheet climbing error and not related to polyamoury at all
just need to fix it in your spouse patio
umm how do i fix it
!tilesheetclimbing
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"/>.
ok so in tiled i cant seem to edit it
still not sure how to fix my hair mod
either edit it in your text editor like the governor command says or wait for someone who knows how to easily fix it in tiled to tell you how because i dont
Did you embed the tsx
how do i do that again (its been 8 months since i touched modding again)
OH
wait
all this time it was just because of this
Well u still have to fix the path
?
I just published my first mod, which is designed to help you track fishing perfection and lets you know which fish you can go catch in the current conditions! If you check it out, please let me know if you find anything that isn't working correctly. https://www.nexusmods.com/stardewvalley/mods/36032
I believe you have to have at least reached Farmer rank in this server
We can showcase for you though
Do u want to edit this message to a blurb of some sort first?
more details on what's expected and what's not working would be helpful 
Shipped 🛳️
what method have you tried so far?
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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.
oh yea hang on
ok so the tiles dont go all the way down, but as far as i know the usual spouse room size is 6x9 like how others are
i tried making it 6x10 but the game wouldnt register it
i tried adding penny's spouse room and its also like that
can i somehow fix this orrr its just how the game is?
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
content.json?
wherever ur patching in the spouse room
it'll be wherever your npc data is i think
its just this right..?
no i think u set ur spouse room under ur npc
so wherever you manifested the npc and put in all their details
possibly in ur content although idk how you set ur folder up ofc xd
yeah hair 60 isn't showing the one I want
did u see the mistake cause i didnt do anything yet 
there's no errors showing up, so it seems to just be loading the wrong hair
i thought it was only that one in the content.json file i had to edit
but there was anothehr one in the npc file
Like one that looks like this?
"SpouseRoom": {
"MapAsset": "PeetaSpouseRoom",
"MapSourceRect": {
"X": 0,
"Y": 0,
"Width": 6,
"Height": 9
}
},
i totally forgot that existed
yeah sometimes if i havent done the map yet i put placeholder and then i forget
if the edited hairstyles png you sent earlier is exactly the same as the file in your mod, then your FromArea is wrong. it should match yoyr ToArea in this case
also hairs are only 16 wide
I don't know what the dimensions are where I need to make it show up
you look at the pixel coordinates in your image editor. but as said, it should match your ToArea in this case
your ToArea is correct
^
!log can you send your log even if there's no errors
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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.
i have already given them the info they need, the log will not help here as it is a json error
oh nvm sry didnt see your msg
man.
is the png you sent earlier the one you are using? and did you change 32 to 16 for the width?
lemme scroll up to see the png, but it did look larger than the default even
i have it and the original open and they are the same size (idk why the original is so tall)
the dimensions I was given earlier to use load the wrong hair.
well, based on the grid, the new hair is not aligned right on the sides (there's a pixel that goes over)
I corrected earlier, the 32 should be 16 for width.
16x128 is for one hair style with all four sides.
I'd said the wrong thing earlier, which is why I spoke up about it once I realized. ❤️
a stray pixel being one line over isnt ideal but it shouldnt prevent the entire hair from loading, all else being equal/correct
coordinates for FromArea should be X:48, Y:0
(i actually cant even find when hairstyles2 is even loaded in the decompile)
okay, so you only changed the 32 to 16 in one spot
Need to change it for both FromArea and ToArea
(That error says your FromArea rectangle is 32 wide while your ToArea is only 16 wide, so it can't load the space properly)
pros: it now loads in
cons: it's ugly
not ugly at all! it looks rly nice
Well, now you can tweak the art if you want and it'll update as soon as you change the PNG in your mod folder. xD
and after you do a patch reload if you're not reopening the game between checks
wait how
(i also think it looks quite nice)
Hair is really tricky tbh because the shading is hard to visualize when it's all grayscaled for dyeability.
I think you did a good job with it
in your smapi console, type patch reload yourmodid
I think it's cute!

God it's so inspiring to see someone making a custom farm type as their first mod. Modding has come so far. I remember the days when custom farm types basically didn't exist and modding seemed so much more arcane
It's really heartwarming to see how modding has been embraced since 1.6, between the code changes, new modders, wiki contributions, and just generally how creative and enthusiastic everyone has been
Mod looks pretty sweet! I love mods that keep track of stuff like this for you
I really wanted a mod like this for myself and am honestly surprised nobody else did it already.
I just came back after 5 years, worried that the community would be too cliquish and the modding would have evolved to be much harder than the content packs I used to make.
I was totally wrong. Everyone's so welcoming and CP has made content packs so much easier.
Any chance you're thinking of doing one for recipes? Showing what ingredients are in season and such?
I made a custom wedding event and now for some reason its nto showing any weddings at all
it's definitely a good endorsement of the accessibility of new farm types when even the new official Meadowlands farm is using the modded additional farms approach
mmmmm. data models and exposed assets
make sure you didn't accidentally clobber the vanilla data (patch export)
well except for the preplaced building
such arcaneries are beyond simple data frfr.
I did and Im trying to fix it replaced it with the npc name like i was supposed to now its not showing any event
im also getting no errors, heres my script
"Entries": {
"EventScript": {
"FC.Lyell": "..."
},```
this clobbers the vanilla script (and any other scripts added by other mods earlier in the patch order)
you need TargetField
target feild?
-# pathos TODO.txt
you'll need two patches, one targeting EventScript and the other targeting Attendees
note that you're also overwriting the vanilla positioning for the NPCs
it deeply stinks that you can easily add your own script(s) but Attendees is singular and shared globally with all scripts
time to ask for a .16 update? /hj
you can just slam the npc positions into your custom script and not use [SetupContextualWeddingAttendees] but blech
wait is that true cause...hold one
nah not true?
its fine the way i wrote it i just needed a target feild like yall said
weird, by all accounts marnie should be offscreen
ooo in my event they are missing
if you put that whole patch under a TargetField i would guess you added a new Attendees in a place the game doesn't see it
yeah your Attendees patch are not applying
bababooey
mostly same as whatever you did for EventScript
Attendees and EventScript are on the same level
super cute!
"LogName":"Lyell's Wedding to Player",
"Action": "EditData",
"Target": "Data/Weddings",
"TargetField": [ "Attendees" ],
"Entries": {
"Marnie": {
"Id": "Marnie",
"Condition": null,
"Setup": "Marnie 18 15 0",
"Celebration": null,
"IgnoreUnlockConditions": false
},
"Gus": {
"Id": "Gus",
"Condition": null,
"Setup": "Gus 24 15 0",
"Celebration": null,
"IgnoreUnlockConditions": false
},
"Linus": {
"Id": "Linus",
"Condition": null,
"Setup": "Linus 23 15 0",
"Celebration": null,
"IgnoreUnlockConditions": false
},
"Harvey": {
"Id": "Harvey",
"Condition": null,
"Setup": "Harvey 19 15 0",
"Celebration": null,
"IgnoreUnlockConditions": false
},
"Shane": {
"Id": "Shane",
"Condition": null,
"Setup": "Shane 19 17 0",
"Celebration": null,
"IgnoreUnlockConditions": false
},
"Lewis": {
"Id": "Lewis",
"Condition": null,
"Setup": "Lewis 23 17 0",
"Celebration": null,
"IgnoreUnlockConditions": false
},
}
},```
like so?
Well, isn't code data in its own way
yep (overwriting the vanilla positioning notwithstanding)
It's all information
hmm, what happens if an NPC's starting position is initialized twice in the event script?
that wont remove NPCs you dont want to attend that attend vanilla ones
(I'm thinking if there's a way to get around the fact that all wedding scripts share the same Attendees list)
Clones probably
an NPC initialized twice overwrites the initial positioning
and movement controller
Elliott and his twin
hell yeah
ok now check the vanilla wedding again
Fun fact: there used two be two Elliott in
if I'm right all of those NPCs will be missing (technically not missing but they'll be offscreen)
The spring festival
send a mail flag when someone is getting engaged to your NPC and use that to conditionally patch the weddings, then remove the mail flag after
yeah that seems the cleanest way
another thing I was thinking is instead of overwriting the vanilla entries add new entries for those NPCs, conditioned on them being on the beach
so if i put everyone there would it be fixed
that other way seems bad for mod compatibility
how about conditioned on being married/engaged to Lyell
or can i place them like regular actors
you'd be unable to check if the actively-getting-married person is getting engaged/married
if i marry Lyell, then someone else marries someone else later, i will still be married to Lyell and that condition will be true
then we will be seeing different weddings
where mine will be messed up
also, the other farmhand would see a messed up version of my wedding
bc they would not be married or engaged to lyell
even with Target farmer?
i do not know which farmer is used as the target in a wedding attendee condition
I've figured out how to embed files into a dll, do you think it would be bad to do that for json data in c# mods
yes
a farmer is being passed into the context, which I'm presuming is the player being married
Why?
then it may work, though i still think a mail flag is cleaner
harder for someone to read the json data for no benefit
read or edit
oh yeah I agree, I'm just stormbraining for the heck of it
this might be cleanest imo
(placing actors yourself I mean)
Read I can see, though if the source is visible that seems like less of a problem. And making it harder to edit is a benefit of editing risks breaking things, or the data is meant to be used internally
Ideally public data should be run through the asset pipeline anyways
Though you are right that there's no other benefit
i dont find that a benefit
i dont think being unable to edit a mod becomes a benefit just bc editing it can break it, bc thats literally always true of any mod. if someone changes the files and it breaks, then thats that
you dont need to have unembedded json data for that to happen
"leave the files as is" is the default
otherwise, you may as well start minimizing and obfuscating your jsons
why would you wanna edit someone elses mod anyway?
why not? i downloaded it, its on my computer, there's no reason i shouldnt
have you seen how many people come in here asking for help with personal edits
i expose as much as i can to be editable, whether or not it's actually useful. maybe someone wants to edit my values to be wildly different, maybe it'll be useful for someone sometime
if they edit it and it breaks, it's on them, they know what they did, and it's easy to reset
That's fair
does that change how the creator intended the experience to be though? wouldnt you want like people to experience your work the first away as you originally wrote it
why would you want to edit someone elses game?
I guess I'd rather people edit things using separate cp packs since that seems more reliable and easier to debug
does that not change how ConcernedApe intended the experience to be?
Thats true actually i didnt think of that
As opposed to editing files directly which is sorta like the old horrible xnb modding
but usually the idea is to play it through vanilla first time isnt it?
i mean that's your idea
sorry to pop in, there would be a difference if ConcernedApe gave explicit permission
(i apologize for the missing pfp i don’t know what to make it lol)
once someone has downloaded my mod, how they experience it is no longer my business
i provided them with a default and if they want to change it, they can change it, if they know how to
(bug reports notwithstanding of course.)
I don't mind people tinkering with stuff but I don't want them coming to me expecting tech support when they screw with internal stuff, or an update changes the format and their personal edits explode
For public data, sure, I'll handle that, but if you got your hands in the guts you void the warranty
imo, if you dont want something to be readable or editable, then json is the wrong format for you in the first place
I didnt mean to start any arguements I was just curious
Probably, but it's easier to maintain than hardcoded dictionaries glued into a class somewhere
i dont think anyones arguing here, just talking (at least i hope no one considers this an argument?)
is it though?
I may be misreading tone then, I struggle with tone sometimes though
I don't consider it an argument! I opened the question because it's something I hadn't seen discussed and I was curious how people felt about it and why
I honestly have a lot to say on the matter? but I am unable to find words
and is maintaining that harder than maintaining your csproj setup to embed these files and then read from these files
when you could instead just make a MyCustomClass with the right fields already
I think there's definitely an argument for that, it just feels icky to me.
I tend to agree w wren that if you mess around you shouldn’t put that on the original author
Embedding files is pretty easy actually
to me thats still an entirely different argument and circumstances
i can already decompile, edit, and recompile your mods and come to you with bug reports
I'll just keep doing what I've been doing and block people who do that
Keep the files public for everyone else
I think it's disrespectful to edit art to be within your personal taste? And modding is an art form in my eyes. So when I hear people make personal edits it feels a little insulting? I understand if understaand if it's for balance, compact and if you have suggestions you wanna offer? But I don't know, it feels like a statement of "your work isnt good enough let me fix it" but that could be my misreading of tone
you are already editing art to be withiny our personal taste
you are a modder
is ConcernedApe not entitled to his game being considered his own art?
He has given permission
there is a big difference
if he was asking people to stop I would stop
permission is key
fwiw, I've got some optional json files in my mods that people shouldn't touch, but I don't recall ever once running into a report caused by people messing with them
(it helps that the main one regenerates if they delete it, though)
And he is different from a company too, indie developers deserve a little more respect in this reguard they are not factories like main stream gaming companies
im not gonna poke the point too much but i do think with a super popular and easily moddable (even before it was officially supported) game you don't really have the option of just saying "dont mod it" because people just... will, so im not gonna say i know CA's entire thoughts ofc but i dont think that decision can be made entirely unbiased
I do feel like when you make personal art edits it’s weirder to show things to the original author
Like i definitely wouldn’t tweet CA or w/e with my mods that edit the NPC hair color
I would agree with that. I don't like the idea of people editing my art specifically but if it's what theyre going to do dont tell me
That's actually a fair point
I cant control it either way
i wouldnt show the original author my edits either unless they asked, but i wouldnt find it disrespectful if someone tweaked my mod on their own
honestly I dont mind people editing my work if they ask first? Maybe id make it canon 😄
And there are also some art edits that can be hurtful/controversial, so I can see why mod authors wouldn’t want it in general
obviously i would like people to enjoy the things i make as i made them, but if they dont enjoy them as i make them, but do enjoy them if they tweak them just a bit, and keep it to themselves, then to me thats better than them not enjoying it at all
i don't much see the idea of blocking personal or public art edits. i get a message a week about someone wanting to recolour my art/ui, they all get a green light. we're a modding scene, it teaches people modding, it gets people involved, i'm fine with it
There are some edits I feel more ok with like not showing the author directly but having it visible publicly
Modding falls under fair use I think, so you can't actually stop people from modding, though companies have tried
The main thing that would make me uncomfortable is people making any NPCs I might make more sexualized
i think a full alternate portrait is fine with me but editing my art directly is the point that i would say is unacceptable for me personally (thats the closest to ui recolor for me)
Like it’s not necessarily bad but it makes me personally uncomfy
i dont think all the redistributing of vanilla assets is fair use
if the original artwork is fair game, i don't see why mine is any more sacred
if its fair use to redistribute vanilla assets for the purpose of modding, then surely it would be fair use to redistribute bits of mine for the purpose of modding my mod
Youve a right to your work blueberry : (
but i dont think many people here would say thats okay
I don't mind edits as a rule, but I do think it's somewhat insulting when it's marketed as a fix or improvement, or it's some incremental feature that could easily have been added/changed if requested
Bc then it's kind of like "Well why didn't you just ask"
to be clear i also 100% agree when its posited as an improvement in some regard
Yeah, that’s also true. If it’s “Better Portraits” that feels way worse than “Some Different Style Portraits”
hmm its a complex issue isnt it?
i have asked people to not make edits of my mods before bc they named it something like "[my mod] but cuter" which felt rude
oh thats wild
that's why my Jio marriage pack is "Alternate"
even if I feel like it's "better" (that's why I wrote it), rude to yuck on the folks that like the original
branching instead of merging is a whole thing in itself really, but i'd lean more into reasons of convenience/simplicity for merging over branching
although i guess the same could be said for every "but cuter" mod for vanilla
I also kind of feel like I’m not very good at portraits so if I do ever release my mod w NPCs I’d be happy to have people make alternate portraits
Different Beehouses (to your preference)
It's already got name recognition
“More Powerful Beehouses”?
Configurable Beehouses is probably a more accurate name anyways
Hi bluebs! How do I check my jukebox hours

I think maybe my sensitivity to people editing my work might be because ive been bullied about my art so much tbh?
You're not wrong
ask boncher
There's tons of "better" mods out there, but tbh I mind it less with stuff like QoL/mechanical improvements
Personally i dont think this is a conversation that has to apply equally to everyone. You're still entitled to how you feel and how you want your art to be distributed
vs. something like art that's subjective
well this is a trick see, since they wouldn't have made it if it weren't better to them in some way. nobody's going out of their way to make SVE Portraits But Worse (The Originals Are Better)
I do feel like for functionality stuff better at least implies some direction in the change, like “Better Beehouses” would make me think it makes more honey, different honey, etc
thanks wem thats really nice of you
I'm proud to say I've never used "Better" to market my mod. I have, however, used "Immersive", which is arguably even more shameful
personally I still dont care as long as im just asked first
the difference is that a simple "Better Portraits" is acting as an objective statement for a subjective subject matter
Brb, making "slightly worse controls"
I even let people use my assets freely if they just ask
It just flips the controls randomly
Tbf it started out as a simple tweak mod meant to fill in some of the "gaps" that beehouses had
I ended up with multiple "custom X" and one "X settings" 
I ended up with two dozen pairs of handknit socks
Bweaks
or just an actual descriptive adjective for w/e it does
tack on "For Me"
Better Beehouse (For Me)
How do I get the Mod Author role?
have you publisheda mod?
yeah
IMO Better Beehouses
You need a certain number of levels here and a mod published
Get to farmer rank
It's mentioned in the roles channel!
are you level 25. i forget colours
(no)
Vaguely Different Portraits
youll have to chat a bit more and reach Farmer
Slight Change In Hoe Mechanics
“Subtly Ominous Portraits, Spot the Difference”
Make a Better Than Junimos mod and piss off everyone
this makes me think of Break the Bass
damn, realized I missed my chance, I could've had Better Writer Elliott
"Beehouses, Salted to Taste"
For a minute I thought I had made Better Rarecrows and then I realized I called them Deluxe Rarecrows
Portraits Only I Want But Maybe You Do Too
(is there a "take constant damage around beehouses" mod?
)
Which is clearly a better name so I’m glad my past self was more sensible than my current self
idk why I left this server, used to be in here years ago. guess I'll just let people stumble across the mod update. don't have a reason to spam chat to try and get farmer just so I can get a role 
Bee Allergies mod!
Can always do the classic <name>'s <thing>
true that is the most efficient
blueberrees blue berrer bees
Bee paths could, I think
you can still post the mod! and you can even have an orange post showcase it for you
Or <name>'s <adjective> <thing> if you're feeling spicy
When I fix More Prismatic Stardew clearly I should also rename it to Better Stardew Because Everyone Wants Rainbows
my second first mod is <name>'s <adjective> <thing>
Whose extra books? Button's
shame there's no orange names in here
take after my first mod and name it something it doesn't do 
Can you add the custom colors thing from prismatic pride
was FTM your first mod?
yep
Where would the best place for me to post it at be? I don't have perms to post in#mod-showcase
I always wondered about that
here or #modded-stardew
maybe its like a pokemon. its a Manager of the Farm Type. weak to GameLocation type
(also no one has perms to post in mod showcase, its for the bot only)
Post a blurb with a link to ur mod
and then we can send it to showcase
kk, I'll do that in a few, took over as the maintainer on it, giving it it's own open source repo rn
did the original maintainer give you permission to open source it
)

