#making-mods-general

1 messages · Page 381 of 1

urban patrol
#

each item is within a 16x16 square

opal tendon
#

I knew it was wrong lol

#

huh

#

I have it set to 16 pixels

#

is that not right

ornate trellis
#

your grid is misaligned it needs to look like this so each object fits

opal tendon
#

welp I will try a different program I guess what's good ones to try

mighty quest
#

Does the game have a known memory leak?

ornate trellis
#

cant you move the grid in your program?

opal tendon
#

idk how but I found a thing called Piskel that works!

#

now I just count down and over and stuff right?

urban patrol
#

that would give you the sprite index, but you would have to multiply by 16 to get pixels

opal tendon
#

like what

mortal hatch
opal tendon
#

like multiple the numbers I get?

#

what does alpha channel mean

mortal hatch
#

transparent

#

so #RRGGBBAA

urban patrol
#

aseprite is recommended btw it’s $20 or free if you compile it yourself

mortal hatch
#

libresprite also works

opal tendon
#

if I am using it purely just for the grid is it fine?

mortal hatch
#

its free and nearly the same

urban patrol
#

and yes multiply the x and y by 16

#

also in case you didn’t know make sure to start counting at 0

opal tendon
#

Did I do it wrong is this not right the wild bait?

#

I know let me check the fancy things I keep forgetting to do first (it didn't work)

mortal hatch
blissful panther
#

Untested because I'm just typing this outside of an IDE, but it would be something like:

public void AutoPetAllAnimals()
{
    Farm farm = Game1.getFarm();

    foreach (FarmAnimal animal in farm.getAllFarmAnimals())
    {
            animal.pet(Game1.player, is_auto_pet: true);
    }
}
mortal hatch
#

but i think its not wrong in the syntax department

ornate trellis
#

doesnt it also need the FromArea

opal tendon
#

OH

craggy goblet
# opal tendon how do i do that

Once you save the file you've been working on, just add ".json" (without the quotation marks, ofc) at the end of the file's name!

mortal hatch
uncut viper
#

FromArea is not required if it's meant to use the entire source image, as long as the size of the ToArea matches

latent mauve
#

FromArea is not always required (for example, in this case, if you have a 16x16 pixel PNG that only contains the object sprite you are replacing the original with), but it doesn't really hurt to include it if you aren't sure.

mortal hatch
#

still need a opinion on my custom farmmap

gaunt orbit
#

Too big, not enough shape/detail

mortal hatch
gaunt orbit
#

The forest exit looks nice

mortal hatch
rocky copper
mortal hatch
#

also, how can i animate a waterfall in Tiled?

#

or is there a animation already existing in the files?

gaunt orbit
# mortal hatch wdym mean with shape/detail?

Aside from the basic default farm type, all the maps use terrain (grass, water, cliffs, foliage) to break up the outline of the map and separate it into pieces.

Yours has those things, but they're mostly big rectangles with nothing inside them. It's "blank space". That can be useful but personally I think it makes it less interesting to look at and gives me less direction when laying out my farms

gaunt orbit
mortal hatch
#

no pools

#

and clifss, yes but not as high as in 4 corners

gaunt orbit
#

you asked for opinions, and those are mine. They don't have to be yours. ¯_(ツ)_/¯

mortal hatch
#

yes

opal tendon
#

hmm if from area isn't required I wonder why its not showing up in game

#

UNLESS NOPE

rich tapir
#

what does <nowiki> meanin content patcher?

brittle pasture
#

that's not content patcher, that's mediawiki syntax

rich tapir
#

huh

brittle pasture
#

you shouldn't be seeing it

rich tapir
#

oh

urban patrol
opal tendon
urban patrol
opal tendon
#

no errors

#

maybe I counted wrong?

#

but it sounded like it was correct earlier

urban patrol
#

exporting spring objects will let you see

humble timber
#

have you been able to see every patch except for one

opal tendon
#

I'm not sure I understand

brittle ledge
#

(Probably something I need to fix)

uncut viper
opal tendon
#

ohhhh

#

like I copy paste that bit under the "for example"?

#

cause it said that was an unknown command

brittle pasture
#

did you accidentally copy the > as well

opal tendon
#

...maybe..

#

okay I got it now what again

#

nothing has changed

brittle pasture
#

look at the "patch export" folder in the game directory

urban patrol
#

go to the location it exported the file to and open the file

opal tendon
#

WAIT

#

something has

#

well that is one row and one spot over from where its supposed to be...

urban patrol
#

did you count from 0 or from 1

opal tendon
#

I don't see the other stuff I did

opal tendon
urban patrol
#

yes if you’re going to be multiplying then you need to start at 0 since the first object will be 0,0

opal tendon
#

Ah

urban patrol
#

also in general things are indexed starting at 0, like portraits

opal tendon
#

There's 3 or 4 other images that didn't apply to anything is that normal?

urban patrol
#

check your coordinates on those too

opal tendon
#

the bug steak was supposed to be replaced but nothing near it (but the others are close to where they were supposed to be yes... hmmmm

#

oh wait nvrm yes it was

#

its right there god that is ugly I need to redo that lol

#

I thought it was paper

humble timber
#

LMAO

#

i mean it looks vaguely like toast

opal tendon
#

its supposed to be french toast with butter and syrup lol

#

2 pieces

humble timber
#

ohhhh

opal tendon
#

now how do you change the names of these objects

#

also ty so much everyone SDVpufferheart SDVpuffersob

urban patrol
#

i don’t know what type of item bug steak is, but you would edit its data and change the display name. make sure you don’t replace the whole item, just target the display name using target fields

humble timber
sand timber
#

Does anyone know what could be blocking me from walking over these two tiles? SDVpuffersob

opal tendon
#

I am so confused what would I be doing if I am changing the name? Fields? or Entries? or?

sand timber
#

I'm working on pif and I can provide the files if needed

opal tendon
#

this is as far as I got before I got lost

ornate trellis
opal tendon
#

and its probably not even right actually

urban patrol
#

search the unpacked files for bug steak to find out what to target

brittle ledge
brittle pasture
#

(note that vanilla items in Data/Objects usually reference Strings/Objects for the object names, so you can edit either Data/Objects or Strings/Objects)
(the latter is easier since it's just a dictionary of strings)

brittle pasture
#

you don't need TargetField if it's Strings/Objects

opal tendon
#

what do I do then

brittle pasture
#

first look at the unpacked file

opal tendon
#

yes?

brittle pasture
#

it's basically just a dict of string keys to values

#

you can use Entries to edit them directly

#

"Entries": { "BugMeat_Name": "Bread Chunks", }

opal tendon
#

oh yes..

brittle pasture
#

you can put multiple entries

blissful panther
opal tendon
#

with commas oops

brittle pasture
#

yes

opal tendon
brittle pasture
#

(also BugSteak is missing " before : )

golden basin
#

is there a way to make crops that are automatically large?

opal tendon
#

ty

#

so then is that all I gotta do

#

or do I gotta do more things?

brittle pasture
blissful panther
brittle pasture
#

well I recommend testing it 🙃

golden basin
#

Im wanting to do a growth cycle where it ends with large

blissful panther
#

I'm not sure if CP/the game data has a way to do that, especially with just a single crop... but with a square of 9, Selph's idea is probably the way to go?

sand timber
golden basin
#

How hard would that be to code in you think?

blissful panther
#

Hmmmmm...

#
/// <summary>If set, the qualified object ID to spawn on the crop's tile when it's full-grown. The crop will be removed when the object is spawned.</summary>
[XmlElement("overrideHarvestItemId")]
public readonly NetString replaceWithObjectOnFullGrown = new NetString();
#

I suppose you could make some special object that goes in its place, and just spawn a giant crop on top of that on day start. So theoretically, maybe not difficult?

golden basin
#

itd be a cool frame work mod...just being able to make large crops

brittle pasture
#

I'd just do "plant this seed in a 3x3 square to make it large otherwise you'd just get a regular stunted version"

blissful panther
#

Ooh, that's actually a fun idea.

#

The stunted version sprite could look kinda sickly or something.

golden basin
#

hmmmm thats true! and maybe it gives you shitty versions of crops

brittle pasture
#

(custom bush 2.0 will also have support for plantable large bushes, though its release date is still Soon™)

brittle pasture
#

those are only used for the wild seeds

#

which is all hardcoded

#

also it's strictly for (O) objects

blissful panther
#

Aww, shame. Horribly brute-forcey, but it could still be done similarly, at least.

calm nebula
#

I nerdsnipe DH

gentle rose
#

hi everyone! I made a stardew tilesheet unfudger tiled extension and it is now ready for some final testing.

It helps avoid having to copy and delete tilesheets or edit your maps in the maps folder.

Please do test it out and tell me how it goes! if nothing is broken, I will be releasing it... soon(?).

How to use:

Installation

In Tiled, open Preferences (in the Edit menu on windows, Tiled menu on Mac, ? on linux) > Plugins > Open... and save the extension into the folder that opens (or a folder inside it.)

Set Vanilla Maps Folder

Click Ctrl+Shift+. or Map > Choose Unpacked Maps Folder. Once you set it, it will be saved in a config file in the same folder as the extension, so you only have to set it again if you need to move it or you deleted the config file.

Fix Missing Tilesheets

Click Ctrl+. or Map > Fix Stardew Tilesheets to load the tilesheets in. This won't affect the map permanently so it's perfectly safe to save after doing this.

Add Vanilla Tilesheet

Click Ctrl+, or Map > Add Vanilla Stardew Tilesheet to correctly add a new vanilla tilesheet manually. Remember that manually adding tilesheets will add them without any animations/preconfigured tile properties.

Adding tilesheets from outside the Maps folder will add them using Arbitrary Tilesheet Access syntax.

Manage Tilesheet Mods

Click Ctrl+Shift+, or Map > Manage Stardew Tilesheet Mods to open the tilesheet mod menu.

Add the folder the actual tilesheet images are directly in using the browse button.

Click the right arrow button next to any mod's line to add a tilesheet from that mod.

Advanced: If the asset names have a prefix like Prefix<filename>, Prefix/<filename>, Prefix_<filename>, add that prefix to the prefix textbox. e.g. if a tilesheet mod had files tilesheet1.png and tilesheet2.png and loads them to Maps/ModId/tilesheetX, put ModId/ in the prefix box.

(see thread)

rocky copper
#

In C#, is there a way to check if a Location and/or LocationContextId has any instances of a specific Farm Animal?

humble timber
lucid iron
#

You have to iterate the list and check yourself

humble timber
#

oh vanilla shed maps how you hurt me

gentle rose
#

oh oops, meant to turn off ping, sorry kat

humble timber
#

no worries SDVpufferpat
im a lot more okay with them in making mods areas than in the sdv chats bc usually the replies in here are relevant to me SDVpuffermlem

crystal tiger
#

would anyone help me make a personal mod patch? (ik passerby's stuff is being incorperated into other mods, im just using the base mod till the majority of it is ported), I just need to shift the new area it adds down by 1 tile on spirits eve

#

ive only ever moved npcs lol, not really too familer with map patches

rocky copper
#

On this

{
    Farm farm = Game1.getFarm();

    foreach (FarmAnimal animal in farm.getAllFarmAnimals())
    {
        animal.pet(Game1.player, is_auto_pet: true);
    }
}```
Can I make it check any location instead of specifically the farm?  Closest I can get is `GameLocation gameLocation = Game1.getLocationFromName()` but then I don't know how to get it to just check all Locations
lucid iron
#

Use Utility.ForEachLocation

rocky copper
#

So like

        {
            GameLocation gameLocation = Utility.ForEachLocation();

            foreach (FarmAnimal animal in gameLocation.getAllFarmAnimals())
            {
                animal.pet(Game1.player, is_auto_pet: true);
            }
        }```
brittle pasture
#

no

#

can you look at the signature for Utility.ForEachLocation

calm nebula
#

Okay, Harrison

#

How much c# do you know

rocky copper
#

I'm sorry

calm nebula
#

Nah, no need to apologize

uncut viper
#

having no knowledge of somethin aint somethin to apologize for, it just changes the way help/instructions are given

calm nebula
#

It's just starting to feel like you're rough guessing at syntax and perhaps starting from a more solid foundation may be easier

rocky copper
#

I've been looking into the foundations, but struggle with the textbook examples because I have little to no context for what they mean when they're just throwing math problems at me

golden basin
#

personally...I would uninstall it, those npcs may never be ported over to other mods it depends on the people i have given them to. And ive already moved one into a stand alone thats on nexus

crystal tiger
#

really hope you are doing well btw ♥️

golden basin
#

im doing better, though i wish people would play with my new creations instead of something i have deleted jdfghsdfgsdf

crystal tiger
#

ill def be using the wayfarer in the future

strange dew
opal tendon
#

waaaaiiiit how do I change the monsters themselves names?

hard fern
#

SDVpuffersweats there are things very very wrong

#

why can i move around

#

he's no longer invisible but

#

SDVpuffersweats ?

round timber
#

did he possess gunther

hard fern
#

I dont knowwww

#

oh well i kinda forgot to put gunther on the map

#

lol

#

but why the hell is the farmer there???

calm nebula
#

Farmer always shows up to the party unless you move them into the void

hard fern
#

yeah, i figured that one out lol. i was just confused bc they didnt show up in the other event i made. or maybe they did and the viewport had locked onto a spot where they were out of frame

brittle pasture
#

ok the first thing I see is that the item IDs in the patch that adds to ExtraProduceSpawnList must be unqualified (ie. without the (O) part)

#

(because that's how the vanilla produce "slot" works)

calm nebula
#

SinZ are you planning on making an event debugger that allows for pausing and rewinding and hot reloading events

#

(I'm not either but I'm curious)

brittle pasture
#

still it shouldn't crash, so do post the crash log regardless (I hate NREs raaah)

lucid mulch
#

it would be in scope for my debugger mode, but doesn't sound fun to implement

#

rewinding state in the Event class does not sound fun, unless I just deep clone state every command or something

calm nebula
#

Yeah, that was my game plan lol

#

Which doesn't work with certain mod added event commands but godspeed

lucid mulch
#

and hot reloading an event has the complex task of figuring out where you left off

#

as its all index based so if you added or removed event commands getting them in sync wont be fun

calm nebula
#

Could restart the event and fast forward to that point

#

For definitions of that point that aren't fun either

lucid mulch
#

fast forward gets spicy with quickQuestion/fork and upcoming goto/choose

calm nebula
#

I can remember decisions taken

tiny zealot
#

i use debug rte when i'm writing/workshopping events so hot reload is not much of a problem. but i think some kind of rewind would be cool

lucid mulch
#

but if the hot reload changed the question/routing

tiny zealot
#

i'll make a note to play with it for event timecube, if i ever get around to that one

calm nebula
#

Hot reload will try to go as deep into the tree as it can get

#

And stop if it can't figure it out

#

We love you, ichor SDVpufferheart

violet valley
#

Hey guys, I'm updating one of my mods with a big update. How do you make events that trigger a quest that you can only see if you have visited a certain map?

lucid mulch
#

in terms of event debugging, my preferences right now is to get more static/runtime analysis of the event itself shown back in the editor

calm nebula
#

Awesome. SDVpufferheart

lucid mulch
#

but my attention is still mostly in runescape, and when it is in the debugger its getting the general content patcher support at all going

tiny zealot
calm nebula
tiny zealot
#

oh i guess that works too

violet valley
#

ok one more thing - if you already have the mod and have visited that area, will it still trigger the event?

#

like after the update comes out with the event

tiny zealot
#

ah, no the CT only generates the first time and lasts 4 days. so atra's method is probably better

violet valley
#

ok. thanks for the help

tiny zealot
#

but you can still use that GSQ in a trigger action if you need a trigger action, or you can just use it as an event precondition

violet valley
#

Ok. thanks

#

Im assuming you use PLAYER_VISITED_LOCATION, right?

calm nebula
#

Yup

violet valley
#

Alr

strange dew
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 106 C# mods and 262 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

inland rain
#

Sooo Desert.boughtMagicRockCandy has disappeared... is there some replacement I have to set for some reason or is it just not necessary anymore?

strange dew
#

thank you for your help Selph! checking if fixing the item ids helped pufferAHH

brittle pasture
#

hmm what was that even for (only started modding in 1.6)

opal tendon
#

I JUST REALIZED I FORGOT THE ARMORED BUGS AHHHHH

#

where even are they

#

like when do you even see them

#

Ive never seen an armored bug

twin wadi
opal tendon
twin wadi
#

i've seen them there

opal tendon
#

I don't go there

#

its too hard lol

twin wadi
#

Yes

#

Scary SDVpuffersweats

brittle pasture
#

but the iridium

opal tendon
#

who even needs it

opaque field
#

I'm hitting an issue where 50% of the time, the mail loads fine, but the other 50% of the time I get an can't be parsed Index out of array red smapi text

#

there seems to be no rhyme or reason to it

#

((should I share my mail.json or content.json?))

hard fern
#

both? maybe

twin wadi
#

both jsons would be helpful!

twin wadi
#

and maybe a smapi log if you can?

opaque field
#

yeah, I can grab a patch summary too?

royal stump
# opal tendon Ive never seen an armored bug

...this has made me notice there's a third kind of bug SDVpufferwoke
(desert festival thing, I guess)

if (specialType.Contains("Assassin"))
{
    this.Sprite.LoadTexture("Characters\\Monsters\\Assassin Bug");
    base.DamageToFarmer = 50;
    base.Health = 500;
    base.speed++;
}```
#

ig people can recreate that in FTM without specific support, though
(but anyway yeah, bugs become armored only in the skull cavern or with mods)

opaque field
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.8.0.64, with 30 C# mods and 12 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

opaque field
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.8.0.64, with 30 C# mods and 12 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

tiny zealot
#

(C#) what's a sane assorted-polyamory-mods-safe way to check whether an NPC is married to a given Farmer?
should i expect any such mod will have patched NPC.getSpouse()?

#

or should i just check the friendship object for the married status, like the relationship token (presumably) does

#

going with the friendship object for now. let me know if there's a better solution, i guess

royal stump
uncut viper
#

because thats whats causing the issue

opaque field
#

oh, it's supposed to be the quality

royal stump
uncut viper
#

you cant do that

opaque field
#

oh!

#

ok

uncut viper
#

the format for that mail command is %item id [item id count]+ %%

#

there is no quality modifier

#

whats happening is it is treating the 0 as the next item id to randomly choose from. and then there is nothiung after it when it tries to check the count

#

if you want to adjust the quality, switch to the %action mail command and use the AddItem trigger action

#

this will also limit you to just one item in the mail

opaque field
#

okies, that makes sense. I'm not sure how I got there (as far as the item quality thing) but that makes sense. TY!

uncut viper
#

(but also, the default is 0 anyway. you can just remove the 0)

opaque field
#

I cleared out all the '0's :3

strange dew
brittle pasture
#

the key of AnimalProduceExtensionData should be the qualified item ID of the original spawn item

#

e.g. change BasicBat_BatWing_Quality to (O)767

#

are you getting the extra spawns at least SDVpufferlurk

#

(also keep in mind that animal produce is decided on day's end so when you update your mod you need to sleep for it to take effect)

strange dew
brittle pasture
#

basically whatever the original item would be via vanilla data's ProduceItemIds or the extra spawns

#

for example, a pig is set to produce truffles 430. the key would be (O)430

strange dew
#

got it, that's what i had originally but i had changed it 🫡 working on fixing and then more testing

brittle pasture
#

(and thanks for helping me (potentially) identify the crashing bug!)

#

(I say potentially since knowing my luck it might be something else lmao)

strange dew
#

😭 it crashed again at new day

#

okay im taking a small brain break before I look at it again lol

brittle pasture
#

dangit

#

I'll try to post a fixed version of EAC to see if it fixes it

#

once I'm done debugging my PC

brittle pasture
strange dew
#

oh you're amazing! let me finish my snack 🍪

strange dew
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 15 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brittle pasture
#

I'll take a look, it's getting late here though so I'll have an answer tomorrow

strange dew
#

no worries! I appreciate you taking the time to help me 😄

modest heart
#

on a scale of 1 to 10 how hard is it to mod a ui?

#

mainly i want to make this

#

into this

#

the author doesnt want to make it pretty becasue its a pain in the ass

lucid mulch
#

ui isn't fun

modest heart
#

or even making it as tabs on the top would be fine

lucid iron
#

I don't think it's hard but I do think it needs C# knowledge

#

And also this mod's closed source

brave fable
#

i think it'd be a very simple precise harmony patch, but patching a closed-source mod is more of an ethical question

#

you likely wouldn't even need to think about UI considerations; just find replace whichever value it's comparing against when deciding to wrap tab clickables

bleak spade
#

Does anyone know what is causing this?

I've added a bridge but it's still got some kind of water layer there

#

But in Tiled it shows this

hallow prism
#

You may have tiles on back+1 covered by the overlay

#

Try having some on buildings-1

#

And see if it looks better

brave fable
#

the water overlay is decided by Back layer tiles specifically; you need to replace that tile with one that doesn't have the Water property

bleak spade
#

Also can you reload the map without having to exit out of the game?

brave fable
#

!relaod

#

!reload

ocean sailBOT
#
How do I reload my changes while I'm still in game?
  • Content Patcher pack: enter patch reload <your_mod_id> in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate the ConfigSchema or DynamicToken sections if you use them).
  • Translation files: enter reload_i18n in the SMAPI console window. If it's for a Content Patcher pack, also run patch reload afterwards.
  • C#: see the Visual Studio hot reload or Rider hot reload feature.
hard fern
#

Relaod

bleak spade
#

I've found the tile but it won't let me edit it. It still says it even if I erase the tile

hallow prism
#

because the property is shared and is edited on the tilesheet

#

frankly i don't see the point of changing that because the overlay is great for consistency with the other tiles, it's just a question of having stuff on the proper layer, which i find easy

#

however each person will have different opinion on what's easy/better 🙂

brave fable
#

yeah, you don't want to edit the properties of that tile in the tileset, you just want to replace it with a tile that doesn't have the water property

#

you can pick one of the tiles under an existing bridge to use, since ofc you're drawing more bridges

delicate smelt
#

i have a new weapon in my mod,i wanna when player take this weapon,max hp+35,how to write the code?

opaque field
#

@outer glacier can I get the mod author role? I've published two mods to Nexus

hard fern
opaque field
#

I have made an account on the wiki page. How does one add themself?

hard fern
#

(ignore the level part, you're high enough level)

#

You have to edit the wiki page

#

On the mod authors section

opaque field
#

Ooooh. Okay.

#

I’ll do that when my computer finishes rebooting

bleak spade
#

I made a new tile copying the water one so it wouldn't have the water property, but now there's black behind it

#

What is should look like

hard fern
#

If there's black, you somehow got rid of the back tiles

#

And it's showing the Void

bleak spade
#

There is something at the back tile, but the black is coming through regardless

#

The back tile doesn't have any properties though, if that makes a difference?

brave fable
#

when you say you made a new tile, do you mean just used the stamp tool to paste a non-water tile in, or actually cobbled a new one into the tileset

bleak spade
#

Cobbled

brave fable
#

oh my god i finally get lumina's point

#

okay yeah i'm very slow

#

so i've been giving Misinformation and there aren't any water tiles that aren't marked as Water T; i was confusing them with the Passable F water tiles used nearby

opaque field
#

okay on the modauthor wiki I have my entry ready, but there's a warning that I need the role before I add myself?

brave fable
#

your shoreline tiles are on a Back+X layer right? typically the shoreline tiles are on the Buildings layer so they're drawn above the water overlay, like here in the Forest map:

blissful panther
bleak spade
#

Okay I've fixed it! Now hold do I avoid walking off the side of the bridge and do a jesus?

blissful panther
# opaque field done!

You did the sprites in Vegan Fish too, I assume? If so, get pixels added to the community page, because that gets you pixelsmith as well if you want it.

opaque field
#

oh, yes please!

gentle rose
red egret
#

When i update a mod, should i go from version 1.0.0 to 1.0.1, 1.1.0 or 2.0.0? What's the difference?

brave fable
#

this specific Back layer tile is marked as Passable F Water T

gentle rose
#

nvm, listen to blueberry (famous author of definitely not ui mods) because I know literally nothing about water tiles SDVpuffersquee

brave fable
#

which completely destroyed my memory of how shorelines work and caused my unbelievable downfall earlier

#

or completely believable if you're a hater. respect to the haters, they were absolutely right

#

you can 100% also use invisible buildings tiles, since the Beach farm does and that works fine

opaque field
patent lanceBOT
blissful panther
gentle rose
#

how long until someone rewrites stardew as a tui, anyway

brave fable
#

i've famously never actually released a map mod so take this advice with a litre of saltwater

#

or a water mod for that matter

opaque field
#

I uh, I made a private beach but there's a LOT of just kinda copy and pasting and tweaking from the OG beach map

#

I cried enough tears to supply the ocean I had on the map

#

XD

gentle rose
blissful panther
#

You've been working on that really nice looking map (or maps?) you've been teasing us with for years, though!

brave fable
#

i'm proud to announce that map (or maps) has absolutely no water whatsoever

opaque field
#

I love making maps, even though they can be a total pain

#

they're so fun

gentle rose
#

welcome to cheetohood btw!

blissful panther
opaque field
#

basking in the cheeto glow

#

kicking my feet and giggling as I make abomination cream cheese

#

which I should get around to actually publishing

gentle rose
#

dh out of curiosity, are people eligible for cheetodom if they've released modding tools but not mods? SDVpufferthinkblob

blissful panther
#

We did decide at some point that would count in spirit for blacksmith!

#

I think?

bleak spade
gentle rose
#

nice, it does make sense that it would!

brave fable
blissful panther
#

And just to cause confusion, if I remember correctly, Passable T will do the same thing, because Passable <anything here> just inverts the default collision for the layer.

lucid mulch
#

If I'm reading it right,
tiles are passable by default unless the back layer has the Passable property. Or if the building layer has data and is missing both shadow and passable properties
(and 'has' doesn't care about the value, just that it exists)

lucid iron
#

What is this specific image scam nonsense

blissful panther
#

This one's Mr. Beast themed!

lucid iron
gentle rose
#

does the game support maps having multiple tilesheets with the same name?

hard fern
#

Oh, mr beast was here again

brave fable
#

Map.GetTileSheet(string id) will only pick the first if it's ever called, though

gentle rose
#

oh I was messing with something in my extension and realised it's unnecessary anyway SDVpuffersquee

delicate smelt
eternal glade
#

which do yall think is better?

#

she could also not be winking but i liked the wink

#

seems like the big smile wins

brave fable
#

1 is also nice. but 2 is more leah

mortal hatch
#

when making a custom farm, what determines the spawnposition of the farmhouse?

royal stump
mortal hatch
#

and thats the door coordinate not the upper left point of structure?

royal stump
#

the wiki says so, yeah, though I'm not familiar with it personally; this seems to be the corresponding tile on the base game's farm type that uses it

mortal hatch
#

a bit weird, cause when i load up the tmx files of the farms, i am neither seing the markers or the map property for this existing

royal stump
#

the property was only added in version 1.6, iirc; only the meadowland farm uses it (Farm_Ranching)

#

(checking in-game, I suppose it correlates to the floor tile in front of the door)

mortal hatch
#

so i should use meadowland farm to help me with making this, as it seems

eternal glade
#

so i want to work on the seasonal outfits for the nyapu sprites, but obviously thats a lot, is there somewhere to be putting the ones ive done, and to see which may already be done? im also messaging the mod maker

devout otter
sonic bramble
#

is this the chat to ask for modding help?

devout otter
shut edge
oblique meadow
#

Is it at all possible to have my custom farm maps have an option to move Grandpa's Shed into my farm if SVE is installed? Or would I have to hijack too much of SVE to do that

rocky copper
#

I spent several hours last night researching C# syntax but I still don't understand how to properly use the Utility.ForEachLocation to get my auto pet mod to check for animals at all locations not just the farm:

        {
           Farm farm = Game1.getFarm();
           foreach (FarmAnimal animal in farm.getAllFarmAnimals())
           { 
                animal.pet(Game1.player, is_auto_pet: true);
           }
        }```
Could I get some explanations for how it works?  I get it needs to be a public static class, and I think it needs to eventually distill down to a `return true` before you can close the parentheses. I believe the `.getAllFarmAnimals` needs to be on the outside of the parentheses (or maybe in a separate class?) because that's a non-static command.  What's the difference between `Utility.ForEachLocation((loc)=>` and `Utility.ForEachLocation(delegate(GameLocation location)`.
Would it be possible while within the Utility.ForEachLocation parentheses to check if each location has a specific type of animal or else returning false, or would that be something separate?  I have the command for checking for a specific mail flag, but I can't find any options in the dropdown menu that looks like it checks for a specific Farm Animal.
opal tendon
#

someone asked if I can replace the sound my bread bugs make how hard is that?

#

(my bread bugs are all the bugs into bread)

oblique meadow
opal tendon
#

ty

#

hmmm the question is what sound should they make

oblique meadow
#

Owen Wilson saying "Wow"

dusk terrace
#

definitely not that fourth one, it feels very unpleasant for some reason

gentle rose
#

bumping for people who didn't see it the first time - just download the latest file from the thread rather than the one in this message

oblique meadow
#

Im intrigued. Im not sure what its actually for.....?

opal tendon
gentle rose
oblique meadow
#

Typically yes. Makes it easier for testing

gentle rose
oblique meadow
#

ohhhhhhh. Gotcha

gentle rose
#

the tilesheets just work even though they're in a different folder (or several different folders, for modded tilesheets)

oblique meadow
#

ok. That actually will be helpful.

gentle rose
urban wigeon
# gentle rose

That's awesome, I usually separate tmx files in a ton of different folders and it's really annoying having to copy paste all timesheets everywhere then remember I need to delete them before release x.x

brittle pasture
oblique meadow
#

Silly question. I tried to answer this myself throught googling and such but I figure I'll actually ask someone. On my first farm map I hardcoded forage spawns, fish, etc. On my second farm map I learned about and implemented use of FTM. Is there any beneficial reason outside of cleanliness and ease of updates that I should reconfigure the first map to use FTM? Or is that just busywork at this point for myself

lucid iron
#

I'm not sure what's meant by hardcoded here

#

Aren't you in content patcher

tender bloom
#

FTM allows more configurable spawns

#

Iirc vanilla is limited in terms of how many spawns you can get

#

I think Draylon talked about this once, but 1.6 may have improved the vanilla spawn options

#

But basically, FTM is more flexible. Maybe you need it, maybe you just want it, maybe you don’t.

oblique meadow
#

and it is messy and a pain

twilit quest
# oblique meadow Is it at all possible to have my custom farm maps have an option to move Grandpa...

As far as Grandpa's Shed, I would look at how SVE does it with the SVE-specific maps that include Grandpa's Shed in them (the ones downloadable from SVE's page - Frontier, Grandpa's Farm, etc). There's probably a check to see if one of those maps is in use before creating/including Grandpa's Shed separately. It might be possible just to tweak that to add your farm to the list.

On the other hand, a moveable shed sounds difficult. If I were doing it, I'd have two different map versions, one with it and one without it (with the coding modified accordingly), and one of them would be an optional download.

lucid iron
#

Personally I wouldn't worry about it until you feel like giving the mod a refresh in general

tender bloom
oblique meadow
#

I didnt want to. Im just making sure its not a problem if I didnt. Thanks all

gentle rose
#

also please let me know if you've used it even if everything worked fine! it helps me know how many people have tested it so I know if it's relatively safe to release

#

(safe for me, mostly. Nothing it does should ever cause any loss of data)

oblique meadow
#

Im actually mid map development. So I'll tinker later

gentle rose
#

it should be perfectly fine to add mid map btw, if anyone is wondering

oblique meadow
#

Well. If anyone can break it from making dumb mistakes and being slightly incompetent, it will be me. 😝

gentle rose
dapper crown
#

It looks like Annosz has been absent for a bit, yall think i should release my minmax-tweaks mod and promote it as a replacement for the now-broken RememberFacedDirection? It can do a fair bit more than that though, and those optional features are much more likely to be considered cheats

round timber
#

!twocakes

ocean sailBOT
#

If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.

strange dew
dapper crown
#

I could also just post an unofficial update cuz GPL, but its not marked as broken on smapi.io/mods yet

lucid iron
#

I mean if you just did the same qol idea but wrote all new code for 1.6 i think that's fine (but open source your mod anyways)

#

What did remember faced direction do

dapper crown
#

Yk how you always face down after eating or receiving stuff

#

RFD just restores your previous orientation when that happens

#

Its 4 oneliner harmony patches, a single tracking dictionary and some error handling and logging

#

(Yes im almost definitely worrying too much about it)

lucid iron
#

But hm is it actually broken? Might be fine if it is so simple

#

If it is loading but error in game you should send in a PR to the compat repo

red egret
#

When i update a mod, should i go from version 1.0.0 to 1.0.1, 1.1.0 or 2.0.0? What's the difference?

urban patrol
round timber
#

for most stuff like mods it really doesnt matter. it doesnt really do anything like, coding wise, more just for your own reference. but generally the way people treat it is 0.0.x for bug fixes/minor additions, 0.x.0 for new content, x.0.0 for big stuff like major coding overhauls

uncut viper
#

(as long as it is at least parseable as some kind of semantic version ofc, so that SMAPI can still do update checks properly)

red egret
#

okay and where do i find the UpdateKey?

gentle rose
#

it's just "Nexus:?????" but replace the question marks with your nexus mod id

oblique meadow
#

It's usually Nexus and your mod ID. Ex:

["Nexus:30430"]

red egret
#

from the url?

oblique meadow
#

yup

red egret
#

okay cool

#

ty

#

so
"UpdateKeys": ["Nexus:36161"],
or
"UpdateKeys": ["36161"],

gentle rose
#

the first one

oblique meadow
#

The first one

red egret
#

okay ty

dapper crown
#

Should I base the unofficial patch ver off the manifest, or the version indicated by the nexus page

#

Cuz it aint consistent

lucid iron
#

Here you can link your unofficial

dapper crown
#

ik, ik

lucid iron
#

The convention is 1.0.0-unofficial.adro.0 i think

#

(or whatever the actual version is)

dapper crown
#

Thats exactly what im trying to find out :D

#

Top of nexus it sais 1.0.0, Latest file version however is 1.1.1 and the manifest for that latest version sais 1.0.1

#

Imma use what smapi reports as the latest version on launch: 1.1.1 (incremented ofc as per the guideline)

dapper crown
#

Donezo

opal tendon
#

Ive been looking at the wiki and trying all sorts of things (been trying for like 2 hours) and I cannot figure out how to get the sound to work in game can someone please help me 🥲 I just want to replace the bug sounds with my sounds I downloaded (they are in wav format and 15 or less seconds each)

brittle pasture
#

~json

#

!json pls

#

welp governor's taking a break

#

anyway I'm assuming you're following the wiki example

#

pls post what you have

opal tendon
#

idk if this is even close to right idk what I am doing

brittle pasture
#

where did you get that code from

opal tendon
#

a frankstein creation of what I know, the wiki, and ai

brittle pasture
#

don't use ai pls

#

it knows nothing

#

just copy the example on the wiki and tweak it

opal tendon
#

I feel bad asking all the time 🥲

brittle pasture
#

(if we don't want to answer we wouldn't)

torpid sparrow
#

Yeah people help cause they want to not because they feel obligated to

brittle pasture
opal tendon
#

the example it gave is music related tho does that matter when I am trying to replace a sound?

brittle pasture
#

change it to "Sound"

brittle pasture
opal tendon
#

~~I have 2 other things I can't figure out how to set them as default still someone said just open with set as default but I don't see that 🥲 ~~JK I FIGURED IT OUT

#

does this look maybe sort of starting to be right and what do I put in file paths like just assets/whatevermythingiscalled?

brittle pasture
#

the key/ID should be the cue name of the sound you want to replace

#

flybuzzing in this case

#

(the one thing the AI got correct, even though literally every other line is wrong)

#

also you probably don't want Looped since it's an audio cue

opal tendon
brittle pasture
#

obviously replace assets/music.ogg with the actual filepath/name of your audio

#

it's a wav right, if so remove the StreamedVorbis line as well

#

Whether the audio should be streamed from disk when it's played, instead of being loaded into memory ahead of time. This is only possible for Ogg Vorbis (.ogg) files, which otherwise will be decompressed in-memory on load. Default false.

dapper crown
#

AI is only good sometimes if you can use it to more quickly generate something that at a glace you can tell is correct or not

#

Speaking from experience as a pro dev with a boss who keeps insisting id get more done if i leaned on AI more

dusk terrace
#

AI is only good at fooling you into thinking AI is good... and even then

dapper crown
#

Absolutely. Those statistics about how AI only gets 10% wrong or whatever are actually about how easily you can tell that its wrong

opal tendon
#

what does that mean

brittle pasture
# opal tendon like this?
  1. change both the key and the ID to "flybuzzing" and just that string
  2. you forgot the AbsoluteFilePath part
#

{{AbsoluteFilePath: assets/baguettefairysound.wav}}

#

it has to be like this because the game's loading the audio file directly instead of CP loading the file into an asset and the game reading that asset like with images

brittle pasture
#

remove _Sound

#

just "flybuzzing"

opal tendon
#

in both spots?

brittle pasture
#

yes

opal tendon
#

IT WORKED YAY TY!!!

#

oh my gosh someone translated my mod already I am gonna cry SDVpufferheart

opal tendon
#

also does anyone wanna help me with one more request I had in which my animals don't replace each other?

#

I have 3 bunnies and 2 cats and you can't have more than 1 at a time

dapper crown
#

Thanks for reminding me, I should really work on i18n for fishbot

violet valley
#

@everyone Hi guys, I'm making a update for my mod. Is this how the tile properties should look for a locked door with GSQs?

#

Sorry for ping

urban patrol
opal tendon
#

Oh I do have your cat thing you said I could copy paste from but I am confused on some of it

urban patrol
#

what are you confused about?

brittle pasture
#

and didn't change the ID that came with it

#

your cats can be breeds of the vanilla cats

opal tendon
urban patrol
#

i straight up copied that from vanilla cats

violet valley
#

yeah go to the wiki

opal tendon
urban patrol
#

the key under "entries": {

opal tendon
#

OH

#

so like "rabbit" I would change to like Ghost Rabbit or Cinnabunny or etc depending on the bunny?

brittle pasture
#

yep

urban patrol
#

yeah, ideally prepended with your mod id

#

what you're doing right now is replacing vanilla rabbits

opal tendon
#

oh does it replace all the bunnies even the coop ones?

brittle pasture
#

rabbits are not vanilla pets

urban patrol
#

oh wait ignore me i got confused

violet valley
#

@everyone Hi guys, I'm making a update for my mod. Is this how the tile properties should look for a locked door with GSQs?

urban patrol
violet valley
#

ok my bad for spamming it lol

brittle pasture
#

just something to tell users when they eventually report it

urban patrol
#

i understand feeling like you were glossed over, it's convention here to not reply with unhelpful messages like "i don't know" when someone asks for help

opal tendon
#

oh

uncut viper
#

(also why in the world are you trying to @ everyone)

violet valley
#

idk

opal tendon
#

just to confirm would I only change this part or all the parts that have rabbit to Ghostbunny?

urban patrol
#

for consistency i would change them all so that you can keep track, but you have to make sure you change ALL references to rabbit (so in strings, your png name, etc)

balmy valve
#

Guys I need some help

#

An opinion perhaps

brittle pasture
balmy valve
#

Should I fix the current issues with my mod and leave it as is, or should I start making new characters?

brittle pasture
violet valley
#

yeah i forgot lol

brittle pasture
#

CP tokens dont work in general

opal tendon
#

where

balmy valve
urban patrol
#

follow your heart, if bug reports are annoying you then fix them, if that sounds painfully boring then work on whatever you want

brittle pasture
violet valley
#

?

opal tendon
brittle pasture
#

yes

opal tendon
#

perfect ty

brittle pasture
brittle pasture
#

that page is for how to format the string itself when you load it

#

what you is something like

  1. edit Strings/Whatever to insert a new string, like "MyLockedDoorMessage": "lol"
  2. reference it with Strings/Whatever:MyLockedDoorMessage
violet valley
#

kk ty for the help

#

so like this?

#

(i already added ThisModId as a dynamictoken)

#

prob unneccesary though

brittle pasture
#

{{ModId}} is already a thing

#

but yes looks good

violet valley
#

I know i dont know why I did that. I did it when I was new to modding

#

Also ok

#

ty

round dock
#

If you're trying to add a modded item in the mail, say "{{ModId}}_XYZMail": "{{i18n:XYZContent}}[#]{{i18n:XYZMailTitle}}" do you just insert it in the content itself or use %item id [<item id> [count]]+ %%? Thank you!

brittle pasture
#

I try to keep game logic outside of i18n as much as possible

#

wait did I misread your question

round dock
#

I... don't think so hehe I'm trying to attach a modded item (a necklace) in my mail

brittle pasture
#

yeah I'd do "{{i18n:XYZContent}}%item id [<item id> [count]]+ %%[#]{{i18n:XYZMailTitle}}"

round dock
#

Thank u selph SDVpufferheart

round dock
#

I cannot recall my dreams but I swear when I woke up, I was like, "....was that Selph" (it was a sneazy cat)

noble ermine
#

Hi...um I'm wondering like would anyone could help me make a mod? I recently downloaded that Portraiture, and I'm thinking if it's possible for someone adding a switch in menu so people can turn on or turn of that mod in game...because I found two different portrait for one character but I like both of them, one of the portrait requires Portraiture.

brittle pasture
#

I thought you can do that with Portraiture already

golden dagger
# noble ermine Hi...um I'm wondering like would anyone could help me make a mod? I recently dow...

Hi there! I am not a Portraiture user so could be wrong, but I thought the whole point of that mod was to be able to swap between portraits. The mod description says to add portrait sets you Create a folder in "Mods/Portraiture/Portraits" that you name however you like, for ex. "DCBurger Hi-Res" and extract the portrait files inside it and You can create as many folders as you like to switch between and fill them with downloaded Portrait Mods or mix your own

tender badger
#

thinking out loud - wouldn’t it be great if we could export an in-game map (indoor & outdoor) to a working Tiled project..

noble ermine
#

sorry I don't know a lot in these, it's just my guessing I'm not a mod creater >_<

golden dagger
noble ermine
# golden dagger If you only want the portraits from that mod it should be doable, but otherwise ...

sure! It's about the portraits for Romanceable Rasmodius Redux Revamped. And there are two different portraits, and I like them both. One is [CP]Jello's Vanilla-ish Wizard Config Edition, the other is [CP] Wizard Portraits RRRR[32] and this one requires Portraiture. I'm always curious about how different portraits perform in the same storyline, so I'm constantly having to exit the game, take the Portraiture mod out of its folder, and then reopen it. So I'm wondering if adding a Portraiture toggle is possible. But I don't know any coding or programming, so...

#

I'm not sure about does Portraiture has this function that turn on or off in-game, but I don't find it in my menu

uncut viper
golden dagger
# noble ermine sure! It's about the portraits for Romanceable Rasmodius Redux Revamped. And the...

So this sounds a bit like a misunderstanding of Portraiture to me 🙂 For both of the mods you mentioned, when you unzip them they have a folder called "assets" and then inside of that there is a folder called "Portraits". In there, for both, there is a file called "Wizard.png". What you want to do is go under your Portraiture mod, then under the folder "Portraits" you create a folder for each set you want. I'd name them in a way you'll remember - could be just the name of the mods you just shared. Then, you want to copy just the Wizard.png file for a mod into the folder you just made. That adds it as a valid portrait option for the wizard that you can swap between for Portraiture, no need to install / uninstall.

noble ermine
golden dagger
# noble ermine Wow, that sounds reasonable, I'll try it.

You should end up with folders like this:
Mods/Portraiture/Portraits/Jello's Vanilla-ish Wizard/Wizard.png (copy from [CP]Jello's Vanilla-ish Wizard Config Edition/assets/Portraits/Wizard.png)
Mods/Portraiture/Portraits/Vanilla Wizard 32 Portraits/Wizard.png (copy from [CP] Vanilla Wizard 32 Portraits/assets/Portraits/Wizard.png)

#

(based on mod documentation at least ahah, as I said I am not super familiar with Portraiture)

#

Then you don't want either of those mods in your folder, since you stole the asset you wanted from them / don't want them to do the same thing twice

noble ermine
#

yep, I also find these in a document called config...should I make any changes to it?

golden dagger
noble ermine
#

I didn't put the name of the portrait there, I guess is my friend who help me fixed it

#

Oh wait, I found the way to change it...I have to press M when I'm talking with the character...

golden dagger
noble ermine
#

but it dosen't seems working..

golden dagger
#

I think

noble ermine
#

it shows this when I press M, but it will change back to the second one even if I choose the third one

golden dagger
#

SDVpufferwow Also if anyone else is here, I have a quick q - is there a good example of a mod that overwrites a sprite sheet for another mod, but where it is in a folder of its own / it doesn't require overwriting the actual png files? I want to recolor my pans for Love of Cooking but I don't want it to be overwritten if I update my mod files.

violet valley
#

hey guys! how do I exactly use the lockeddoormessage + conditionaldoor actions? do I put them both on the same tiledata? different ones? and do I use them on actual doors or just spots? help pls

golden dagger
static acorn
#

Hello i can't mod for the life of me and i want to make a joke mod where i voice every single sound effect, how do i access the game files/make a working copy i can upload?

iron ridge
#

!unpack

ocean sailBOT
#

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

static acorn
#

Thank you SDVemoteheart

violet valley
#

or just look at that

noble ermine
violet valley
noble ermine
#

no I'm not, I installed it and it shows a lot of errors in SMAPI, so I asked my friend to help me with it, she fixed it but idk how she fixed it.Since I'm a computer idiot, I have no idea why some mods sometimes don't work or what the errors mean.

violet valley
#

what do you mean by she fixed it

noble ermine
#

there's no more errors about Portraiture when I start the game in SMAPI, and the portrait is loaded correctly

violet valley
#

oh

violet valley
#

does anyone know its fine if not

brittle pasture
#

same tile yes

#

I think you also need a door but I'm not sure

violet valley
#

hm ok

tender badger
violet valley
#

im trying to put it here

#

selph

uncut viper
#

you can put the images of the furniture in it but it won't be functional furniture

tender bloom
#

You can do sit tiles

#

Chair tiles

#

But that’s sort of coming at it the other way around

uncut viper
#

that's also not in Tiled

tender bloom
#

Sure, though the tile placement is

uncut viper
#

they wanted to export a map into a working Tiled project

tender bloom
#

Yeah, that is not possible

uncut viper
#

if it dont work without a CP mod to go with it, i wouldnt call it a working tiled project

brittle pasture
tender bloom
violet valley
#

or did I write those wrong

modest heart
#

like when i come here its just for personal use

brittle pasture
#

wait

#

LockedDoorMessage must be the key

violet valley
#

ohhhh ok

#

wdym the key?

brittle pasture
#

the property

violet valley
#

oh

calm nebula
#

Tbh i would say you can mod a closed source mod if you want regardless 😦

violet valley
#

instead of action?

brittle pasture
#

see this example in the adventurer guild map

calm nebula
#

As long as you're not sharing source/builds

violet valley
#

ok gotit my bad

#

ty for the help

calm nebula
#

Anyways. Somewhere in my repo there is a dresser mod lol

modest heart
tender badger
uncut viper
#

no

#

what you are thinking of and what Classical Mathperson is talking about is an asset in stardew valley. you edit that asset with Content Patcher. nothing to do with Tiled directly and it cannot be done with Tiled directly

#

and even if you did, it is still not functional furniture

#

you cannot then put the map in game and be able to move or rotate or pick it up

#

you cannot code anything in Tiled to make something be furniture

tender badger
#

Yeah I’m not expected to pick it up or move it; say I’m designing a NPC home interior. I’ll need to go into Tiled, find all the furniture tiles, put them in. I was saying that it’d be great if I can load up an empty map. Decorate in game, and export.
Maybe not possible but just the hope lol

uncut viper
#

Tiled is, practically speaking, a fancy image editor. it can attach some data to some images, but they are still just images. once they are in game, they are still images, and cannot be turned into actual Object like items

#

in that case that is something that is more possible but the difficulty still lies in the CP asset editing

tender badger
#

You could make a chair sittable in tiled no?

uncut viper
#

no

tender badger
#

that was the extent of furniture I was thinking lol

uncut viper
#

you put a picture of a chair in your map. you use CP to edit an asset to make the game think that tile in game (which may or may not have a picture of a chair on it) is sittable

humble timber
#

ah

#

i was gonna be like "i swear i saw smth in modding maps about that"

#

just casually lurking this convo to learn more about tiled

gaunt orbit
uncut viper
#

that is also true. to work around that would require abandoning all hope of recolour support

#

and would also prevent the use of modded furniture

#

unless that mod had open permissions for redistribution

gaunt orbit
#

also for modded furniture you would somehow need to extract the furniture data from the mod

#

with vanilla stuff you could at least hardcode the data

uncut viper
#

thats less of an issue for the hypothetical person writing this exporter though who probably knows their way around getting that data via C#

tender badger
#

https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Sitting_to_Custom_Map_Chairs ur right button! I thought I saw some code additions to tiled when watching a tutorial lately. But now thinking back I think it’s lights? In any way, I hope there’s a easier way to “decorate” in Tiled. It feels “piece-ing together” atm and would be great to at least have plug-ins that chunk Stardew vanilla assets (trees, table, bench, etc)

Stardew Modding Wiki

[This tutorial is a WIP by Majickian and should not be considered a finished product at this time.]
This is a tutorial for adding the ability to sit on custom chair tiles place on a custom map.

gaunt orbit
#

side note, but for modded furniture, it is possible to put the furniture textures in the maps folder so they can be reused as tiles, though I don't think anyone has actually done that (?)

tender bloom
#

I think lumi does it

#

I could be wrong

gaunt orbit
uncut viper
#

well theres already lots of trees and tables and other outdoorsy things available

tender badger
#

Himetarts also has a furniture tile sheet

gaunt orbit
#

maybe the real solution is to just add a way of spawning furniture into a map

calm nebula
#

Ftm

uncut viper
#

doesnt FTM do that

tender badger
#

For sample a tree right now is in like 8 tiled? Saying I wish I could just type “tree” and have it give me the 8 tiles..

gaunt orbit
#

huh, didn't know it supported furniture, though that makes sense

clear sedge
#

Hey family, anyone can help me out? I’m trying to show my mod though a gif on Nexus page. In the BBCode it shows up fine. But when viewing the page normally it’s just an empty space where it should be.

tender bloom
#

Nexus officially doesn’t believe in gifs iirc

#

Unofficially it seems to show up fine when you upload gifs to the images tab

gaunt orbit
#

you can put them in the showcase but not sure about the description

uncut viper
clear sedge
tender bloom
#

It’s not clear to me how they’d work in the description, yeah

#

Maybe nexus changed something since then? I’m not sure

tender badger
#

Yup I do, just hard to look for them

tender bloom
#

They have some long term goal to switch to markdown format

clear sedge
tender badger
#

like I want to search “tree” and see all Stardew trees, haha (wild dream)

tender bloom
#

Which may have some effects on the backend

uncut viper
#

a bit xkcd 1425 i think

tender badger
#

Similar to how decoration is so easy and intuitive in game (with catalogues and home furniture mod) I was just saying it would be great if that experience is transferred to decorations in modding

gaunt orbit
#

I don't think the convenience payoff would outweigh the development effort

uncut viper
#

i wouldnt envy the person tasked with identifying and writing down what every 16x16 square is in every single tilesheet in the Maps folder

tender badger
#

Haha, true!

#

Speaking of that- do modding at least have reference sheets to vanilla tiled assets? If not I could start one since I’m working through it anyway

uncut viper
#

i might be misunderstanding what you mean by reference sheet, can you elaborate

tender bloom
#

If i understand correctly, I think the answer is no

gaunt orbit
#

if you're using vanilla tiles it is best practice to reference the actual images because it makes your map compatible with recolors
you can add custom sheets that aren't in the game normally

tender bloom
#

“Where is this particular pot decor” usually people look for them manually

uncut viper
#

if thats what you mean then i would alos say no and that i dont think theres really any demand for it

gaunt orbit
#

eventually you get used to where things are

tender badger
#

Like a “how to find xxx”. If I want to find, say, that coconut tree in ginger island, it’s be great to have a reference to find that (right now I go through the files)

gaunt orbit
#

!cursors

uncut viper
#

im not sure how you'd even do it

torpid sparrow
#

I open a map with the tree and then right click it

tender bloom
#

Yeah no one has put that together

uncut viper
#

like, its easy for you to say "that coconut tree" but if i want to find "this coconut tree" how do i know where you've put it in your reference?

tender bloom
#

If you want to figure out how to, I would consider putting this sort of thing on the wiki

uncut viper
#

or whaty you've even called it?

gaunt orbit
#

IMO easiest way to do it is to just look at vanilla maps and see what sheet they're using

uncut viper
#

like, the best way to show what tree im looking for is to show you the tree im looking for. at which point, ive just found it

tender badger
#

Yea the point is to have a wiki /doc with image of item -> where item is

torpid sparrow
#

There’s a looooot of sheets

uncut viper
#

but then you still have to look across a whole bunch of images until you find it

torpid sparrow
#

It would turn out the same

uncut viper
#

you may as well be looking at the tilesheet images themselves

iron ridge
#

but if you're looking at images just look at the sheets

tender bloom
#

The wiki has some useful documentation but anything particularly tedious or complicated is only there if someone put in the time to document it

tender badger
#

That’s when u type “tree” and press next LOL

uncut viper
#

how am i supposed to know what you labeled it

gaunt orbit
#

I mean nobody is stopping you from making something like that

torpid sparrow
#

What if you and I have different names for something

tender badger
#

I’m saying you can’t refute the helpfulness of such doc. I agree it’s hard to make tho

uncut viper
#

i am refuting it, personally speaking

torpid sparrow
#

I mean I can /lh /nbr

clear sedge
violet valley
#

@brittle pasture not working still 🙁 pretty sure I have it written correctly, is it bc I dont have it on an actual door and have it on a regular tile that is gonna act like a warp?

uncut viper
#

(similar to wem though with the /lh (i dont know what /nbr is))

torpid sparrow
#

I think it’s not being rude

uncut viper
#

thatd track

gaunt orbit
#

isn't that kinda for other people to decide?

tender bloom
torpid sparrow
gaunt orbit
#

yeah

torpid sparrow
#

It’s more to say my intention is not to be rude

#

As opposed to you are finding this rude

gaunt orbit
#

oh like /gen

uncut viper
#

could say the same for /j or /lh too, you might mean it lighthearted or jokingly but the other person may still find it upsetting

torpid sparrow
#

Yeah but I usually use that to differentiate sarcasm/joke

gaunt orbit
#

I pretty much only use /gen /jk and /s

torpid sparrow
#

I think the “learning curve” for knowing where things are in tilesheets is generally pretty flat. It’s different for everyone of course but usually you can remember where things are or get an inkling after just a little bit

violet valley
#

of the properties?

brittle pasture
#

yes

violet valley
#

kk

gaunt orbit
#

tbh I'm just here bc I'm procrastinating on my map

calm nebula
#

New Wren map??

gaunt orbit
#

no I'm still wrestling with great cascades

#

its not dead I promise

violet valley
#

Im using the guild message as a placeholder

gaunt orbit
#

do you need 4 \? shouldn't it be just one?

brittle pasture
violet valley
#

Ok

dapper crown
#

This last one was a massive pain to implement, none of the older source-available methods seemed to work and i had to resort to smapis internal OverrideButton method again

violet valley
gaunt orbit
#

hm

violet valley
#

i know. idk

calm nebula
#

Can you put the slash in the opposite direction

violet valley
#

Yes, but thats not how it is written in the adv guild. ill try tho

gaunt orbit
#

will the game read that correctly?

calm nebula
#

(LoadString will)

violet valley
#

hm idk. tried it, didnt work still. im just using patch reload though, not reloading my game. should I try restarting?

#

(to wren)

violet valley
#

OHH wait is it bc I dont have a warp on it?

honest mason
#

Hello everyone, I’m working on a mod with Content Patcher to add a new building, but I need to know if there is any way to detect if the building is already created on the farm.

strange dew
#

@brittle pasture I just wanted to let you know that everything is working as intended from EAC now aSDVbat thank u again!!!

lucid iron
twin wadi
#

Hello I need help because my bees have been revived and demanding that I make a radio version of the TV. I dug through the code and the TV properties seems hardcoded, how would I go about this....

lucid iron
#

TV is pretty hardcoded

twin wadi
#

Did I fall into a dangerous hole

lucid iron
#

But u can make radio channels with furniture actions n stuff

#

Just won't be queen o sauce per say

#

I also made custom TV a thing recently so u can use that and make the screen real tiny

twin wadi
#

oooh

brave fable
brave fable
honest mason
lucid iron
#

The 3rd number is the scale

lucid iron
#

Is it actually

brave fable
#

it's latin, chu

lucid iron
#

Bye

brisk salmon
#

hello,, first-time mod maker here and i have trouble with the manifest.json file,,,, the tutorial im watching said to create a text document named manifest.json, and in his video, the text document immediately changed to a json document. mine hasn't😔 the tutorial was from 2022 so perhaps it's outdated but erm yeah i don't really know what to do here eep

brittle pasture
#

!fileextensions

ocean sailBOT
#
Hidden File Extensions

Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.

To show file extensions on your computer:

On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.

On Windows 11, open File Explorer and click on View > Show > File Name Extensions.

On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.

twin wadi
brisk salmon
#

again i am very very new to modding like first time ever nor do i talk in this server much so i don't really know the . erm . way around all this stuff

#

if that makes any sense

#

ok this worked Yippee tysmSDVpufferheart

urban wigeon
#

Also I find it useful to always manage files directly from visual studio code, you won't have issues with file extensions there as it automatically detects and converts the file to the corresponding extension

#

it should be the same for all other editors, some use sublime text

dapper crown
dapper crown
urban wigeon
#

isn't it a fork of vscode with AI?

iron ridge
#

zed is entirely separate

dapper crown
#

No, I think you're thinking of cursor. Zed does pride itself on and heavily markets its AI features, but I think its main selling point is that it's GPU-rendered and written with low-level performance in mind (yes that means rust) while still supporting extensions, and having the best automatic setup for language servers and other tooling

iron ridge
#

could be any multitude of things, not just cursor, that are vscode forks

urban wigeon
#

oh okay, I stopped looking at alternate editors when tons of forks of vscode started appearing x.x

dapper crown
#

That's fair. VSCode is hard to replace if you rely a lot on its extension ecosystem, which is its greatest selling point, but I think it has some really major underlying technical issues

#

(mainly being electron)

dapper crown
#

The only thing that really bugs me about zed right now is that extensions cant embed webviews. So custom previewers for markdown or code-cad models are a lot harder

#

I definitely dont miss vscode, its horrendous start times and weird bugs though. It was my main editor for a long time.

urban wigeon
#

I use it for literally everything, web design, modding, java, it hasn't caused any issues for me. But idk, maybe when I change my PC will think about making the change.

dapper crown
#

Cant hurt to try. Unless you need a C# debugger, which Zed cant do yet :'D

#

The debugger they do have does work very well in the languages it supports tho, i mainly use it for Go at work

#

Oh yeah i should really mention that Zed isnt officially out for windows yet, im using unofficial builds on my home systems, at work its linux

rich tapir
#

hi, im making a content patcher npc mod and i added my npc to event but i don't know how to make him participate in the events, i want him to be in the festival of ice and egg festival

urban patrol
#

you need to add them to both set up and main event for some events. see the template here https://stardewmodding.wiki.gg/wiki/Adding_a_Custom_NPC_to_Festivals_template

Stardew Modding Wiki

I put together a template for adding your NPC to custom festivals, mostly because I don't feel like coding everything from scratch each time I do an NPC. Just change the positions and add your dialogue and you'll be good to go! If anyone wants to add in code blocks for the festivals I haven't included, go right ahead!
Custom NPC Tiles is a gre...

tender bloom
#

Do you mean walking around during the egg festival and actively fishing during the winter festival?

#

Because those portions may be hardcoded C#

#

To show up and stand there is easy

#

Walking around aimlessly is also doable (like Harvey during egg festival before the hunt)

tiny zealot
#

do be careful that festival of ice (winter8)'s main event setup key is inexplicably named differently than the others (it's called Main-Event instead of MainEvent), and if you type it in wrong, your patch will succeed but silently not have the desired effect

hard fern
#

(why is it just that one....)

round timber
#

hello what is the way to escape parentheses in i18n?
"ThirtyThree.DisplayName": "'Thirty Three & 1/3'",

#

not parentheses

#

slashes

#

dumb brain

uncut viper
#

if its a forward slash you shouldnt need to

round timber
#

hmm

tiny zealot
round timber
#

does it matter that its the name of an item? i got errors for the two items that have slashes in the name

calm nebula
#

In precisely what context is it used

uncut viper
#

oh, probably, if it ends up used somewhere that is slash delimited, in which case i dont think escaping it will help

#

itll still just be a slash

tiny zealot
#

if the name is in something slash delimited--yeah that

round timber
#

hmm so will i have to remove the slash from the name then? and yeah its furniture so slash delimited

uncut viper
#

then yeah, gotta remove it

tiny zealot
#

you could try escaping the backslash, so the backslash becomes part of the field

round timber
#

rip

#

like \\ instead of /?

tiny zealot
#

Thirty Three & 1\\/3

uncut viper
#

whats the purpose of the \/

tiny zealot
#

however, this is getting into nasty territory about knowing how many escapes will get eaten and that way lies peril

calm nebula
#

You can't escape slashes like that

uncut viper
#

that would just turn into Thirty Three & \/3

tiny zealot
calm nebula
#

You should, however. Use tokenized strings

uncut viper
#

which will still fuck up the parsing

calm nebula
#

Yeah no the game just does split(/)

#

It's not fun

tiny zealot
#

oh yeah rip then

twin wadi
#

Escaping characters terrifies me SDVpuffersweats

round timber
#

this would hypothetically be solved in 1.6.16 where data/furniture is getting changed right? SDVpufferthinkblob

uncut viper
#

special characters in names is usually not recommended for these reasons

#

well

#

It Depends

calm nebula
#

Yes but use localized text anyways

round timber
uncut viper
#

hard to say there will never be anywhere that the name will end up in something slash delimited

round timber
#

oof

#

guess its going to be called thirty three and one third now... thanks for the help folks

#

man... CP furniture modding has been slightly more complicated than i thought it would be lol

brave fable
#

clearly this is a use case for the ⅓ character

iron ridge
#

could also use that slash people used to phish

calm nebula
#

Can't u use LocalizedText the way the game dies

#

Does

round timber
#

how would that change anything tho if its still in the slash delimited thing?

tiny zealot
brave fable
#

note: spritefonts require all characters to be manually specified in the font file, so unusual/irregular characters like phishing slash and one third may not exist in a font

iron ridge
#

oh true i forgot about fonts

uncut viper
#

even if you use LocalizedText, you will be unable to use it in an event script

#

as that parses tokens first and then splits by slashes

#

so, thats one example of why its Still Bad

#

hence my It Depends

#

always a fun answer that everyone loves to her

tiny zealot
#

in conclusion, string->string dicts were not a good idea for structured data and that's why 1.6 got rid of a lot of them

uncut viper
#

hear

round timber
#

yay for 1.6

calm nebula
#

How are y'all doing

#

I'm so tired

gaunt orbit
#

dying from my own map crimes

round timber
#

trying to figure out what to do now that i have code done but also dont particularly feel like making any art SDVpufferfush

brave fable
#

finally turned 150 files changed into 20 commits

tiny zealot
uncut viper
#

ironically im farming but not in stardew

gaunt orbit
#

heresy

round timber
#

is button an irl farmer /j

keen seal
#

been making good progress on my town map the past week

uncut viper
brave fable
#

my body is a machine that turns years of my life into no mods released

twin wadi
calm nebula
tiny zealot
round timber
#

exciting

devout otter
#

Got writer-blocked from writing dialogue lines of a character and so I'm now writing another mod that require dialogue lines for the entire town. I don't know how this happened.

round timber
#

is this a scope creep

twin wadi
#

I got scope creeped in modded farmers... I was on my way to Fields of Mistria but somehow I found myself making a new mod SDVpetcatsad

round timber
#

how many wips ya got now SDVpuffersquee

calm nebula
#

But i have socks so it's okay

twin wadi
devout otter
round timber
#

brain creep...

devout otter