#making-mods-general
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I have five not including my existing mods that have wip updates
(I know but I started relatively recently compared to you guys
)
It's blueberry! Hiii
ur speedrunning!
i have 8 wips though im not actively working on most of them right now
I've got 4 plus a few mod updates I need to make to existing ones
new here and not sure if this is the right place for this question. What is the easiest way to change the world date (to like summer 1, for instance)? I am pretty confused on whether I need a mod, or I can do it with chat cheats, or something else
if youre asking from a player perspective #modded-stardew would be better, but CJB Cheats Menu is probably the easiest way of doing what you want
New quote added by atravita as #6520 (https://discordapp.com/channels/137344473976799233/156109690059751424/1400296683551588503)
Is there a simple way to reorganize how items appear on the collection pages (shipping, cooking, etc.)? I'm working on a mod and the new items/recipes default to appearing ahead of vanilla items. I was hoping to adjust the order, but I'm having a hard time finding information on how.
nope 
on that note, i wish it was easier to reorder special items/powers entries, but it's not a list so everything just goes in insertion order
fun fact blueberry, you saying that a little over a year ago is literally the reason i made Special Power Utilities
Times flies when you're having fun
also spritesheet name doesnt matter at all why did you ask that atra
it literally just grabs Game1.objectData.Keys
My spritesheet's just named Objects.png. How does it affect the order?
Yeah but doesn't it sort by spritesheet name to put 1.6 items later
(I found my car)
no
the only thing it sorts is flavoured items
or things that can be flavoured
i.e. wine, pickles, jelly, juice
i take it back, i do see the orderby now
ill be honest, i just wasnt expecting to see orderby in ILSpy
in that case you can make them appear before all 1.6 items or after all vanilla items but you won't get any more granular than that
Doesn't it sort by ID...? š¤
by tilesheet and ID yes
but you cant insert between two vanilla IDs
unless you wanna fuck up all of springobjects
more accurately, it sorts by spriteindex on the spritesheet
the thought of that is certainly. something.
surely fucking up the order would work fine
it just happens that spriteindex lines up with spritesheet from when IDs were ints
lines up with ID*
out of curiosity, to any of yall who do map stuff. how do you normally go about planning maps... im about to just sketch this out in a sketchbook or something, lmao
sketch, draft with flat colour and no detail, plop in single sprites for important things and walkways, detail, iterate, reiterate, reiterate, remake, reiterate,
Go hiking. Look at a tree irl
My map designs come to me in a dream
lol
don't even think about foliage and cliffs until you're 250% satisfied with the actual map layout and travel times
okay that's fair yeah
...
oh god im gonna have to test vanilla walkspeed eventually

a lot of people seem to start with edges/outlines for cliffs and whatnot, which i've always seen as a massive waste of time and a roadblock to reiterating the design/layout

i just block things out on a test layer
imo beginning with blocks/silhouettes is just as important in maps as it is in objects and buildings
it looks horrible and messy and then i clean it up until i have a bit of a guideline
i kinda just take like, a water edge tile or a cliff tile and sketch out the general shape of where i want things
Would setting the scale to 0 cause an error for the MMAP TV property?
yeah layers are your friend. you can just put your big building sprites on a layer each and move them around until they look right
i think you saw my incomplete map with the huts just making general shapes of my other huts
thanks for all the ideas. gonna go ahead n sketch some vague ideas and block it out in tiled later
thats just what i do lol
Wing it until I donāt hate it
tip: ctrl+mouse2 will select the uppermost tile layer with a tile on the position you clicked at, useful for quickly swapping layers without navigating to the layers panel
lmao
ooh thank u
man, tiled is reminding me of when i learned live2d for the first time.. many features....
Making your own farm?
I just realized I forgot about walk times err
Is there a tile to time ratio
Good q
all i know is it takes like 2h to get from farm to like. the museum/beach..?
i might be misremembering
I made my maps beeg... Im just going to do something to make the player faster lol ..
good question, but i haven't bothered thinking about it, since maps are generally fairly winding without a clear linear route from A to B (and players are going to want to go to DEFGH before they even think about B)
Iām going to start putting land mines in my farm maps. Like just one or two. But if the farmer steps on them⦠BOOM
now to figure out the codingā¦
There is a tile to time ratio and no i don't know it
Oh wait I meant for NPCs but that would also be no I suppose
Thank you š¤
all i can tell you for sure is in events at default speed, NPCs take 500 ms to move one tile (move or advancedMove)
Mod testing is off to a great start. It won't even show up in the Stardrop list of mods. 
ty! that helps
Uh. Is the file structure or naming wrong in any way? Also the manifest file... https://smapi.io/json/manifest/cf8d086f567e49a992fa2ae22ee919d2
is there something wrong or are you just confirming
it's standard for your first version to be 1.0.0
the actual folders look fine to me but yeah ^
version 0 would be for something that doesn't exist
ik it was just a placeholder while it's a wip basically, i did that for my other mods and it worked?
(did bot maintenance just get a role icon? or have i just completely missed it for all this time)
It won't show up in Stardrop 
it still works its just a convention
i dunno about stardrop tho
aquo wanted a stupid computer icon or something
stole my pants
I'll try changing it to 1.0.0... justttt in case
OHHH it's because I was just copy pasting from another wip and forgot to change the id 
this just proves that i really do need sleep...
no

uh... anyone know why the mmap stuff aren't working? am i doing something wrong
https://smapi.io/json/content-patcher/bd0a08c3bfcd4cf68894fd5d0e39ba72
solved - i hadnt updated MMAP 
evidence you need to sleep 
Happy birthday, iro!
um instead of sleeping i added some configs! woohoo! except they no work sad
can anyone tell me why smapi mad at me 
json: https://smapi.io/json/content-patcher/48e212a2c3b141bfb79deacc1ca1eb0c
(cuz im using the stardrop console on mac workaround, the log doesn't appear in ErrorLogs... sorryyyyy!!!!)
this is the error though:
[Content Patcher] Ignored I Need Sleep - Awesome Radio Mod > Add furniture data: Entries > '{{ModId}}_Radio' value is invalid: '{{RadioColor}}' can't be used as a token because that token could not be found.
that error doesn't match the json you posted
oop wait i mustve hit ctrl+z
also you can use a config as a token, so setting up the dynamic token with it isnt strictly necessary
hmm i was thinking how to like, go from "gray" to the index "1" and vice versa for pink
(editted with the correct json)
did you patch reload when adding the dynamic token?
as dynamic tokens (and config) doesn't reload iirc and needs an actual restart
oh... lemme restart 
um, good news, smapi isn't yelling at me. bad news, the config doesn't change the color.... 
what time is it for u sugar
its only 9:21pm... but idk if its the depression meds or something but ive been sleepy all week
so okay i am really sleepy so i will sleep 
back again with more silly maths
given a point P at d distance along a line T-O, how might i position P1 and P2 at the respective pink circles (s distance from P at 90deg/270deg relative to m)
simple trig i'm sure but i want to eat lunch today
P1 and P2 are blue squares, P is red square, O is middle of click
goal is to position blue squares in pink circles
given a unit circle, sin(A) is the y coordinate of a line intercepting the circle from origin at angle A and cos(A) is the x coordinate
That clock is upside down
also note that goal positions aren't following the curvature of the clock (ie. distance P1-O is not equal to distance P-O)
they're strictly relative to P instead of O
are the pink circles meant to be on the circumference of--
nope 
I would be more helpful if my phone wasn't telling me to go to sleep by going into greyscale
So I literally can't see
thank you for trying
my trig brain wants to say tan is the answer
hello im texting while totally sleeping. you should sleep atra 
but if you dont want stuff to follow the circle anyway, trig is kinda out the window anyway
give me a second I need paper for this 
though I guess if you have P1 and P and know S, you should know enough info to infer the missing coordinate
i don't have trig brain, so i wouldn't know how to apply tan in this case. i'm going to go out and buy a banh mi while the class works through the exercise š
time to reearn my maths degree
just imagine all the career opportunities opened up once you've solved for P1 and P2
you know all the angles of the triangle and 2 points so should be enough
I just cant remember which operation gets back the coordinate again
life is easier as its right angle triangles
treating it as vectors, s as a vector going from P to P1 would be - large X, + small Y (-30.1, +7.55)
and you want to move that vector clockwise, which changes (x,y) to (y, -x) so the (-30.1, +7.55) becomes (-7.55, -30.1)
add that to P and that should get you that top circle of ~ (108.26, 218)
bottom circle is a counter-clockwise 90deg rotation so (x,y) becomes (-y, x) so its (+7.55, +30.1) for the bottom circle of ~ (123.36, 278.2)
why does this have s and d being the same 
I blame blueberry overlaying this on top an intersection with a circle, and having a bunch of extra info and doing the example on an annoying angle.
the problem is so much simpler when you delete T, O, d and the background circle and just want P1, P2 relative to P to be rotated
P1 = (85.71, 255.65)
P = (115.81, 248.10)
X = P - P1 = (30.1, -7.55)
Y = P + X' = 115.81 - 7.55, 248.10 - 30.1)
Y = (108.26, 218)
Z = (115.81 +7.55, 248.1 +30.1) = (123.36, 278.2)
was my working out
and yes I transcribed P wrong which is why my numbers are off slightly but the process is fine I think
mixing math brain that wants positive Y going up, to blueberry's numbers where Y goes down also hurt my head a bit
x = c.x + cos(a)*r + cos(a + 90°)*R
- c is centerpoint
- a is angle
- r is radius of main circle
- R is 1/2 distance between the two target points, or the dist of the target points from the center line.
Obviously convert degrees to rads and use sin instead of cos for y
At least I think that should work
And then for the other side you'd do the same but minus 90 instead of plus 90
This is why it should be two cosines
Basically you just need points on a circle that's offset by the point on another circle
Hard to draw on the right place, but basically to get x, y coords you just need to break down your triangles here
AKA i think wren has it
fun fact: this can be done without any trig in the final equations
as the points of Top circle, P1, p is making a right angle triangle of angle 45deg
and once you agree its 45deg and tan=1 a lot cancels out
and yep, same results for this specific instance!
I personally do find the comedic irony in Sin(Z) using the vector approach instead of the sin() and cos() approach
anyway without using any trig:
Q = (T-O)/|T-O|
P1 = (-sQ.y+dQ.x,sQ.x+dQ.y)+O
P2=(sQ.y+dQ.x,-sQ.x+dQ.y) + O
where |T-O| refers to the distance between T and O ofc
Linear algebra, fancy
is it? 
well its not exponential
this is probably just what sinz wrote but applied to the general case tbh
but did you make a fancy graphic on desmos making sure it works? 
that's because I entered it on desmos before doing this haha
I only use desmos to graph the probabilities in runescape these days
Somehow my brain just clicks better for vectors, but I automatically mentally ascribe them to being sin and cos? Too many free body diagrams warping my brain
But I also considered trying to build the rotation matrix version
Just too lazy to remember the format
At least when you think of vectors as mini triangles with rise/run y/x values, instead of as angle and magnitude
these were my horribly written workings out (with like three mistakes in them)
itās terribly written in this case but thatās how I approach problems like this haha
ok i've got my banh mi what is going on here
Vector math
see I took advantage of the fact that blueberry already had points P1 and P2 on the line and used them as part of the solution rather than defining P1, P2 from scratch in the desired locations
Sadly my grasp of linear algebra is not very good
I assumed that since the problem didnāt describe them as fixed, we were meant to work them out on our own 
Nerdsniping
Banh mi sounds yummy
3 different people with 3 different set of notation getting the same answer
I sort of wish I had a banh mi right now, but itās also bedtime
Itās probably the right answer, even!
this is ctf_face levels of nerdsniping. absolute nerd warfare
Given that multiple people got the same answer
Thatās the motto by which I grade homework
(Jk, but I do keep tabs on it)
I love throwing stuff in desmos. I even make 3d wireframes in 2d desmos
hey guys, can I get a little help-, im kind of having troubles figuring out how to fix my content.json
https://smapi.io/json/none/b2802e7dd3694ac2a98c56b0ad3a604c
here's the link, i suck at understanding what's wrongš
you didnt close the EditMap patch on Line 36, you need one more }, just before Line 43
finished my banh mi and the solutions worked exquisitely
went with trig in the end despite the brain problems
beloveds
So was banh mi the solution all along
banh mi is a fine contender with pizza for thoughtful & healthy balanced meals
when you release this I'm going to harmony patch it to use my method /j
I'll harmony patch your harmony patch to make it do my method
the harmony patch arms race is for silly spiteful things like this
write your method in valid c# and i'll use it 
wonder which if any ends up more performant. probably the linear algebra
yo, didn't know my reply didn't send- very sorry for this late responseš
THANK YOUUUUU sooooo muchhhhhhš£ļøš£ļø, it's finally fixed noww:D been stuck on that problem for a good hour cuzš¤·, xDD thank you thank youu
whatever logic you had to calculate the delta between P and original P1 and P2, swap the x and y coordinates and make y negative
unfortunately, this is not valid c# 
Can you make custom trees go transparent when you walk behind it, like with normal SV trees?
Preferably using Tiled

Sorry to ask obvious questions but is that adding them to the vanilla files or do I create a new json in the mod asset folder?
New json or no unimportant, need to add an EditData patch
i uhh have been trying to fix my mod so it plays well with overgrown valley but, after resizing and doing, many other things is seems like the issue is overgrown valley loads when u start the save but tsp loads, the day after
resetting the trees with rtf doesn't fix it either, so i'm guessing i'd need to talk to lune?
Do the edit that bonks the tree path tiles separately from the market stall?

Your case looks like overgrown valley is just doing its patches later regardless
nah other way around, trees were there before stall spawns
Yeah then do that for safety
i will take a look at market stall
Also consider the betas traction that clears terrain features
from a certain area?
which mod is that,,, i fear i do not know things 
Just do editmap for no stall no tree phase
Yes gib rectangle
i don't know how to do that 
wdym by rectangle?
it's a 6x6 square
A square is a special type of rectangle
u aren't wrong
i haven't modded in like years my brain is mush
and idk about adding yet another depend
I misread that as fish
I've made two custom maps for the town and the forest, and as an experiment I changed the season to Fall
On the town map the tiles have changed to autumn, but the Way Back Pelican Town tiles haven't loaded
if it was a fish perhaps it would swim around and i could brain
Go to sleep
But when I go to the next screen my custom Forest map still has the spring tiles, but autumn trees - and the Way Back Pelican Town tiles are there
uh,,,
see u only changed those maps to fall
which means the game still thinks it's spring
i think? hmm
unsure how way back handles it
I've slept and the Town mod still has the vanilla buildings
wonder if there's a conflict
What's annoying is that it didn't do this before, but I've messed with something
Hm do you by chance have the vanilla tilesheets still in the folder?
In my mod folder? No, but I only have the Spring tiles in there. Maybe that's it?
Yeah
Yep that's probably the issue, I did that a couple times with the same issue
- pure vanilla solution, do an unconditional editmap on the part that need sushi stall and remove all tree spawning path tiles, it gets trickier if there is also the tree spawning map prop though
- BETAS (a framework) has a traction that behaves like RTF but you call that and it applies on just one rectangle (x y width height)
- Tell people to use RTF, but again you still need to do the map prop fix
Have a no sushi stall version of the tmx
Again you gotta figure out what's making the tree grow n make sure they are not there on game start (i do not know since i haven't looked)
The trees on overgrowns maps are all on paths š¤
Ok well i can answer the first one in more detail methinks.
It's harder when i have no visuals but
Wait hmm editmap via content patcher or tiled
Maybe i shouldn't try and answer this when im tired
overgrown was a personal project that i released to the public, so tbh i didn't take into consideration literally any expansions that i wasn't using 
hi lune
While you're here, is it alright that i kinda munched on the cliff in the forest to patch my map into š
That area above the mastery cave
if you want to make mods compatible, feel free to do literally anything!
i was so overwhelmed with the potential mods i would have to patch that i just chose not to do anything in the end 
i think fleurine lives there maybe 
Oops. Oh well š
pelican real estate market continues to be terrible
If that ever becomes a problem for future me I'll just. Worry about that in the future if i have to
hey lune, lovely mod. and not wanting to patch is fair, i'll uh figure it out 
so since it's paths,,, how do? im sorry if im bothering u chu i literally don't fucking know
hello!!
i'm so sorry i'm not much help! overgrown was my first time ever using tiled, so i also don't really have the skills to create patches admittedly 
i'm just a clothing gorlie idk what the heck else i'm doin'
yeah me neither, no worries
Ok well at least for the tiled version i just took a chunk of the area i wanted to patch over, slapped my stuff on it, then editmapped it back in
paths is just a map layer
remove those tiles in ur patch
i have removed everything
in my patch
it's just the stall

empty
or do u mean i need to edit overgrown somehow 
You don't need to edit overgrown no
my map experience starts and ends in cropping a part of a vanilla map and putting a tilesheet in
what days is sushi lady at her stall again
i'm not sure if this helps, but for overgrown i didn't really change a lot of the map. i just added bits to it, for decoration
the vanilla map should fit into that section, so the problem should just be the paths/trees
ty forsy
Also: the size of your patch rn will result in a tree being directly in front of your stall
Even if the tree inside it is removed
should i shrink it down
I think you can use content oat to yeet that one tree
?
If implementing a 'dreams/dreamworld' system would it be better to have it use OnDayStarted or OnDayEnding?
I'm trying to create a little system that adds "dreams" for the player when they go to bed (some of the maps are interactive where they can move around but not all of them)
but I don't know if it would be better for it to go off right before the day starts or right as the day 'ends'
Probably the latter, right? From a user standpoint, anyway.
that's what I was thinking but, I wasn't sure
C# and hooking into stuff like that is fairly new to me, but I thought a dream system could be neat T.T
you get a little witch's eye in the mail after you meet the wizard for the first time and it unlocks the chance for dream appearances of a 'dream world' you can explore or 'dreamwalk' into the dreams of other people
if it wouldnt add too much difficulty id add a config option so the player can choose whether to do it at day end or day start
i made a similar concept as my last mod, for simplicity's sake i just added my events to the FarmHouse events list so they play on day started after saving
https://github.com/b-b-blueberry/Halloween2024/blob/master/ContentPack/content.json#L69-L81
it'll be before the game fades in again, so provided you didn't just load the save you'll go fade-to-black -> summary screen -> saved -> nightmare
ooooh, that's really cool! I like that.
pretty sure you'll need C# to be in a walkable location though, took me a while to figure that out
It's not much c#
That actually works great since I'm trying to use this to flex my C# muscles
the mod's here if you want a quick playtest to see how it ends up, you'd just type debug ebi Custom_blueberry_H2024_1 in console to play the first event, or just set the date to fall 2 and go to sleep
Hm what if you just morning event warp the player to a location
And the location itself has a exit warp to bus
sounds alright if you can block time from passing and you want them to have a full inventory
Dream caused me to oversleep
i only needed them to be able to walk and collide with walls for the halloween maze dreams
which was surprisingly impossible with pure content
I can imagine! Currently the dreamworld has one little place to run around, but there's a little event you get with a "welcome to the world of dreamwalking." and then you can explore the zone all you want and when you want to return (ideally) you go to the warp spot and boom you're in the farmhouse
like with the day starting at the usual time
minor hitch: warps don't work while in event locations
Is this the correct way to edit an existing shop's dialogue without deleting everything else? I can't tell if I'm supposed to target one layer deep into Dialogues or if this works { "Action": "EditData", "Target": "Data/Shops", "TargetField": ["<shopID>", "Owners", "None"], "Priority": "Late + 100", "Entries": { "Dialogues": [ { "Id": "<dialogueID>", "Dialogue": "<dialogue>" } ], }, },
hm. well maybe I'll designate the witch's eye as a warp totem? or make a warpout totem?
which is covered by this harmony patch and the use of an action tile
minor hitch: you can't access your inventory in event locations
yeah i stepped on all these rakes last year hahah
you really do just go from one rake to another, to another, to another
i'm sure there's better solutions to the same rakes though, i threw this together in a couple days for the halloween contest deadline
yahoo
this removes two trees, one inside the stall, the other right in front
the grass is still there but it's just grass
"Action": "EditMap",
"Target": "Maps/Forest",
"MapTiles": [
{
"Position": {
"X": 49,
"Y": 73
},
"Layer": "Paths",
"Remove": "true"
},
{
"Position": {
"X": 49,
"Y": 76
},
"Layer": "Paths",
"Remove": "true"
}
],
"When": {
"HasMod |contains=lune.overgrown": true,
}
},```
i just stuck this little bit of json into it
(you have no reply @ so im just gonna hope you find this later)
I love the analogy of stepping on rakes XD Cuz that is exactly how it feels sometimes.
Hey guys! Does anyone know how to fix the message showing up when i go to my TouchAction door thingy? (I dont know what to call it) It just says "It's locked..." I'm using the Adventurers Guild monster slay quest door thing as a place holder.
uh
thank you so much forsy!!! also u can tag me for these things, sorry i missed it
o

oki
if someone responds i may not respond im going afk
what exactly do you want the touch action to do?
i want it to show my message if you havent dont my quest, but im gonna use ConditionalDoor PLAYER_VISITED_LOCATION Current ScienceHouse as a placeholder for now.
could you try with Strings/1_6_Strings:guild_door instead of the \\\\ version?
also, is your LockedDoorMessage tile object on the Back layer specifically?
yep, it's meant to be on Back
ok. it still says "It's locked..."
yeah checking out the code it looks like it'd give you a bad string if the value didn't lead to a translated string, which means it's just not identifying your tile property at all
depends how you broke it 
nono, the text doesn't matter. it just doesn't see/care about your tile property
ohh
can you send your map file? maybe we'll spot something in it
odd, it looks right 
interesting that the adventureguild map has both the Buildings Action LockedDoorMessage and Back TouchAction LockedDoorMessage on the same tile
That's odd
i guess it stops one player from opening the door and another from walking through after
nope, it's just that they also have a physical door, though the touchaction code looks like it should behave fine without one
too late at night for me to work it out though
Ok
And you get the channel tk do late night trig
I still don't understand what you were trying to do
Me?
Blueberry
Oh
I assume more minigames to show off over the rest of us, smh my head blueberry
Now that I'm awake I think bluebs wanted a parallelogram
it's all very simple
Geometry
@cold marsh moving here so we don't clog the 1.6.16 thread, but Owners is a list of entries. You can specify multiple NPCs and/or a ClosedMessage
(btw, feel free to ask here if you aren't sure if something works!)
fäshiøn
trashion 
Oh you want a diamond
When i want to upload a new mod, how do i determine the update key when i haven't got the mod id yet?
You can start yhe page and then add the modid
So it would be an immediate update
they're a blueberry's best friends
no, you're given a mod id when you finish the first tab (mod details) on nexus
so you can just add the mod id before uploading your first file
It's not public until you publish it
but you still get a mod id
take it from the url
do i need a new game for this?
also anyone know of a way to remove the grass actually
i assume you mean from an author perspective instead of player? in that case BETAS can do that
Uh. Hm that's odd. The tree should be one tile to the right
Also the grass is also just on paths
š
I didn't remove it because it wasn't actually an obstacle, and it's easy enough for the player to scythe it away. You could add a few extra blocks of json removing each tile of grass if you want
how do the MapTiles thing work
It's on the content patcher documentation
alrighty, will go look
I don't know enough to really explain it properly.... I just copied it off of another mod i made
With the maptiles thing you can also remove that extra tree
Oooo perfect then!
welp, ive broken it again... idk how to fix 
log: https://smapi.io/log/a6efb964168949b9a995335540ac8cca
if anyone can tell me what it means
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 20 C# mods and 3 content packs.
(please ping me if u know)
hello everyone,i need help,theres a weapon in my mod,i wanna this weapon has cascader,bug killer,and vampire enchant when get it,and when use this weapon,combat level+5,how to write the code?
Well, I was originally planning to wait until I reached perfection on my current save before I started writing mods... but the inspiration and excitement about modding is starting to really hit hard. I still want to make progress in the actual game, and I don't want all my SDV freetime to go into modding, but idk how reasonable it would be for me to successfully split my time between the two and do both things at once. Idk, we'll see ig
I spend more time modding than i do playing the game
Such is the cheeto curse
I feel personally attacked by this.
Iāll start to play and then I get ideas or me and someone were talking about how you want character expansions but none of the ones you find are exactly it so you make it but then you hate your own writing after reading it so many times. So you donāt wanna play with that either šššš
Always worth it
I love it so much
It has brought me immense amount of joy. I finally got my blueberry cream cheese recipe to work in my machine
ayyyyyyyyyyyyyyyyy!
Right??! Now I can just copy and paste until Iāve made as many unholy concoctions as I can think of
i know it's entirely plausible that i will sink waaaaaaaaaaaaaaaaaaaay too many hours into modding.....
I have 2k hours on aseprite im pretty sure
Only after 6 months am I just now finally finding a decent balance.
Only 1.5k on stardew
asperite? is this something i should know about?
Itās a pixel art program for the pc that people use š
Im always using it for something mod related lol
SAME. Ok except kinda halfway to make an animation but the animation has Shane in it so it counts imo
ahhhhh. i don't currently plan on making anything that would require me to make art. art has never really been one of my strengths
at least one of my former ideas is officially Lost To The Void
Where did it go....
did you mean to post this here? either way, we've got a rule on english only text/images
krobus ate it
Oopsie
For those of you who do somehow do manage to strike a good balance between modding and playing - how????
Okay, Appleās new AI autocomplete can seriously die in a hole
I mostly remember to play the game because I play with my husband
So I guess my hot tip is to get married to someone who likes playing stardew
math friend??????????????????????????????
I never promised helpful advice 
well then - how much time do you all dedicate to your mods?
At the moment, not very much. When I was very active, several hours a day but not every day
i have plenty of freetime currently, i'm a student but only part time, it's just a question of how i use that freetime...
Covid was a great time for never leaving the house and making tons of mods
Considering i think about them in my sleep, time dedicated to brainstorming is included š¤ so probably the majority of my time.... 
I will admit i have way too much free time on my hands though
Honestly, i think making mods is a more fulfilling use of time in some ways, because you learn new things and stretch your creativity. Playing the game is fun too and itās good to have some activities that give you a break from thinking really hard. Where the balance between these two lies depends on a lot of personal factors.
That makes sense!
New quote added by atravita as #6521 (https://discordapp.com/channels/137344473976799233/156109690059751424/1400510949495930890)
Itās hard to fit in a lot of mod making time around a full time job for a lot of people, so I think a lot of people here are students or dip in and out depending on how life is going or have some other situation in life
Noooo Atra is quoting me
Or theyāre inhumanly good at things, like pathos
Personally, part of the reason I'm interested in modding is because I'm already involved in tech. I'm a computer science student and eyeing jobs in data. I want to get some more experience in actually making things and stretching those muscles a bit. And when I think about things I would want to make... well, I have a few standalone ideas, but since I love stardoo so much, why not try my hand at making mods?
New quote added by atravita as #6522 (https://discordapp.com/channels/137344473976799233/156109690059751424/1400512628681609421)
Seems like as good a reason as any!
farm maps r hard
so much has changed since the last time I did one. There's a lot of new tiles and my standards have gone way up
Number one reason im never making one
im impressed by everyone who does
Kisaa is a fucking wizard with maps
bump ig 
CA made a bunch of really nice bridge tiles in 1.6
(Well. Someone on the team.)
They are nice regardless who made them!
Are there any mods that utilise TemporaryAnimatedSprites within their cutscenes/events? I need to use one but before I make my animated sprites I wanna try and figure out how they work :00 best way is often just looking at pre-existing code I feel
I have a TAS in my Fireworks Festival event but I used C# to define a new event command for it
The game itself uses some TAS but again some of that is hardcoded
Ah darn hmmm
TAS is both an event command and a whole bunch of C# code
The event command exposes the same options as some but not all of the C# code
So hmm⦠say I wanted to make a character like lay down horizontally, but show them actually getting there is TAS even the way to go???
Ah I avoided that initially as it confused me haha! So Temp actors can work with the animate command then? :0
Can I ask an extra pair of eyes to assess if my trigger actions are coded correctly? So, an event is triggered once the player reaches certain milestones and when they do, a prompt is fired once they arrive at their farmhouse at 7pm or later asking the farmer w/n they want to "read" or start the event. The player has the option to watch the event "later" and I've attempted to code my trigger actions in such a way that if the farmer reaches all conditions and chooses the latter option, they can still get the prompt the following day and the event is marked seen once they picked the first option ("read"). However, upon playesting, two events which are supposedly marked as "seen" after choosing the read choice are replayed again the following day.
show code
"LogName": "Grandpa's Intro Letter",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_GrandpaIntro": {
"ID": "{{ModId}}_GrandpaIntro",
"Trigger": "DayEnding",
"HostOnly": false,
"Condition": "!PLAYER_HAS_SEEN_EVENT Current {{ModId}}_GrandpaRead",
"MarkActionApplied": false,
"Actions": [
"MarkEventSeen Current {{ModId}}_GrandpaIntro false"
]
}```

(sup)
you don't have a condition for them picking the second option
AH
SO THATS WHY
(i will refrain from greeting you for one day as a sign of gratitude)
cant help but there's this
you can also try button's map fixing tool thing
I'm getting this error, does anyone know what it means?
[game] Location 'Forest' ignored path tile index 34 (spawn tree) at position Static Tile Index=34 BlendMode=Alpha because the tile has no 'SpawnTree' tile property.
tree tiles on the Paths layer also need to have the SpawnTree tile property, described at the bottom here
https://www.stardewvalleywiki.com/Modding:Maps#General
(or rather, paths tile 34 specifically does, 9-12 and 31-32 don't*)
when it comes to larger objects like furniture how do you do the coordinates like the cat perch in furniture_3?
(for content patcher)
maybe I understand actually
I will try
nvrm I don't understand
Which part dont you understand specifically
unless I do? you just break each "square" up?
have to do each squares coordinates?
like part 1, 2, 3, etc of the piece?
No
The sprite index is based off the top leftmost tile of the texture on your spritesheet
instead of patching a 16x16 square you can patch 32x64 or whatever sizes
(wait are you not making new furniture)
Oh ignore me
so then do you make the grid that size or how does that work
Wait also you're looking at the wrong page
if youre recoloring you shouldnt have to worry about sprite index right? š¤
well shit
You're reading the page for making new furniture, so i got confused
(I recommend using an editor that has a grid settings + show coordinates for selection)
(GIMP for example has this, which is so convenient)
Im just trying to apply what I know for other recolorings lol
(you literally just select a rectangle and it tells you the xy coord + size)
aseprite has something similar!
All you need is the coordinate of the very top left pixel of the texture if you're just patching a spritesheet. using the marquee tool + snap to grid will get you the right area so you dont have to do the math
like this? but maybe better
youre also selecting parts of the other furniture
You're a few pixels off
but better
seems like it
and then [this is height and width]?
i dont think so because that would mean the sprite is over 400 pixels tall
Yeah something is wrong
darn
That sprite is only 32x48
are you using photopea?
Piskel
I wouldn't really rely on online editors for most of this kind of thing tbh
libresprite?
have you upscaled the image?
(C#) do farm animals ever jump? i finally figured out why the physics are different when throwing them with tater toss, and it's because in their draw code they double the y jump offset for secret reasons.
does anyone know if it might cause unforeseen problems if i fix this by un-doubling it?
I think swimmers do a lil leap when entering/exiting water
this is why me and tiled are getting a divorce
!gs @rose flint
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
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 itās easier to start with making content packs, since you don't need to learn programming.
ty selph for linking (did take a few tries to get the correct one, discord be damned) and button for saving me once again

depends on what kind of mod you're trying to make, for the most part you can get by and even make entire expansions with pure json content mods
are bushes also paths,,,
think so yes
thanks so much
-# if you're having issues with tilesheets have you considered testing out my tiled extension
i am listening
do you happen to know how i can remove a bush with cp as well or is this a solve one problem thing
v cool ty
this is a "make tilesheets just work in tiled" thing
need help about this!i dont know how to write the code,lot of thanks
BETAS has a trigger action action for it
bushes are generated via paths
I think this one is either the smallest bush from Paths or the extremely similar bush that's just a static bush off the tilesheets
once a location has been made and saved the bush is now a terrain feature
and no longer changes with the math
the map
you can have fake bushes and real bushes on the same map
i blame someone for that typo
blame me im easy to blame
if you shake the bush does it rustle?
betas seems very cool button but another dependency ,,,,h
it do
well then you have no other options
there is no other way to remove a terrain feature via CP once it has already been generated on the map. you will have to tell your users to install and use Reset Terrain Features, a different mod, to do so
or just deal with the bush
i need y'alls advice... i do have programming experience, just no modding experience. should i start with a simpler mod that will be easier to make as a nice entry point to modding, or should i start with a more complex mod that i'm more passionate and excited about?
depending on what your idea actually is, you might not need anything that is typically considered programming and can maybe just use content patcher
so it may be easier than you expect
third option: pick one simple task from your idea and implement it as your first mod
yeah, i'm aware of that too. i don't know for sure whether these ideas will require real "programming" or not
neither do we until you say it so its hard to give advice 
yeah, that does make sense
many people have many different definitions of what is a complex mod vs a simple mod
and often times what people think is simple is actually complex to do and vice versa
"complex" for me means multiple features, configurable options, and a bigger to-do list for things i want implemented
configurability is often pretty easy to add
the "features" in question are what id be curious about to really be able to give advice
it would help to know what the actual idea you have in mind is
a little tedious if you want a ton of options but often not complicated at all
Complex is not as important as have fun
Gotcha
goodbye march
Thanks guys
so,,, i am now using betas. im assuming if i wanna remove a bush that just a bit farther than the stall i just increase the range
yeah just use a bigger rectangle
im going to defeat that bush. thank you š©·
button have you considered turning your map fixer into a tiled extension? they're literally just a js script
i have
a Tiled script cant eventually tie into my tutorials though where i explain what the errors were/how to read them/how to prevent them
hmm
it sort of can? it can have very flexible popups with those explanations
why,,, is my goddamn letter not sending
seems im not been /ignore ed,but can anyone help me about this........
postal service is on strike sorry
iro i made an entire site with custom everything for my docs for my mods and tutorials. do you really think i want just a pop-up
It also might expose Qt's WebView? https://doc.qt.io/archives/qt-5.15/qtwebview-index.html
unfortunately i do not know the answer
i also think im bad at math
tiled doesn't expose much of Qt except for one module iirc
C++ extension it is, then! /j
the wiki does not seem to describe a way to add enchants to a weapon by default via CP https://stardewvalleywiki.com/Modding:Weapons
but I am not up on the latest 1.6 weapons stuff
also my site can accept as many maps at once as you wanna throw at it, will make backups of them all, you can selectively apply the fixes, and you can do this from anywhere as long as you can upload the .tmx
also, the output looks cooler
yeah it only exposes QtQml
"2": {
"Name": "Dark Sword",
"DisplayName": "[LocalizedText Strings\\Weapons:DarkSword_Name]",
"Description": "[LocalizedText Strings\\Weapons:DarkSword_Description]",
"MinDamage": 30,
"MaxDamage": 45,
"Knockback": 1.5,
"Speed": -10,
"Precision": 0,
"Defense": 0,
"Type": 0,
"MineBaseLevel": -1,
"MineMinLevel": -1,
"AreaOfEffect": 2,
"CritChance": 0.04,
"CritMultiplier": 3.0,
"CanBeLostOnDeath": true,
"Texture": "TileSheets/weapons",
"SpriteIndex": 2,
"Projectiles": null,
"CustomFields": null
},
This is the entry to a sword that has vampiric by default.
Since there's nothing in the data, it's probably just done in code.
bush gone! mail back 
grass does look a bit weird with overgrown but i suppose i can make a seperate recntangle so it only doesn't spawn inside the stall
is grass a C# class type
not that I know of
it is actually yes. i believe its called Grass
this is the weapondata,noticed there is no info about enchants,but when u get dark sword,it has a default vampiric enchant,so what s the code to make a weapon has enchants when get it?
It means you'll need custom C#! There's a general primer on making a C# mod on the wiki, but it won't teach you C# if you don't know it already.
You'll need to decompile the game to figure out exactly what you need, too.
do note that in 1.6.16, whenever that may be, you will actually be able to spawn weapons that come with enchantments pre-applied
do I need to do something special here to make sure its the right size?
(in libresprite trying to figure out how to do furniture from earlier)
and or can someone help me with another way to figure out how to replace the cat tree
cat tree?
oh!
What's wrong with it? /g
which file are you editing?
im unfamiliar with libresprite but uh. when u hover ur mouse i believe it's the number next to the + at the bottom
what you need is the start of it (upper left corner) and end of it (lower right corner) so it covers the entire object
what is the height and width stuff
oops
I @
sorry
it's alright
if there is an option anywhere to show a grid that'll help
but every one of those squares is 1x1 in height and width
so it's 2 width 3 height
You might just be able to do the top left corner coord and then specify the height and width with it (That's what I did when replacing item textures)
nice! it's easier to see what size it is now
nope, that's only for x and y. 2 and 3 is good
and then is my mouse in the right spot for the coordinates does it matter?
are you trying to edit the texture itself? you do need to multiply by 16 if so
yes
you need the coordinates for the edit.
yeah for the texture what u i usually do is select the entire object, copy it and then paste into a new document
(the coordinates are not multiplied but the width and height will be, to clarify)
okay
and is the coordinates right based on where my mouse is?
or would I move it one pixel over or
so here
the coordinates i want is the red one. it needs to be at the edge of the selection
i swear there was a way to make selection stick to the grid to make this easier, i forgor it
(Shift +S!)
do I need to add anything else?
Maybe I need to be using that software for stuff, the alternating color squares seems really useful lol
ty DH! unsure if that works in lib as well but if it does it helps the selection
i believe so? width needs to be 2 and height 3
I thought Button said to multiple by 16
I think it goes by singular pixels, not groups of 16
oh
if you were editing the Furniture data there might be a place where you use tiles instead of pixels but idk furnituredata
ah i was confusing that with map edits, sorry!
for just editing the texture that's perfect 
perfect ty!!
(transpilers) hey friends what is the CodeMatcher/CodeMatch incantation i need to match this instruction: ldloca.s 0?
i can't compare the operand (object) to 0 directly (won't compile) and my attempts to cast it die at runtime:
new CodeMatch(i => i.opcode == OpCodes.Ldloca_S && (byte)i.operand == 0), gives
---> System.InvalidCastException: Unable to cast object of type 'System.Reflection.Emit.LocalBuilder' to type 'System.Byte'.
similar casts have worked for float arguments in other patches so i'm ready to believe operand is simply the wrong approach to check for 0 on this instruction
do you specifically need to match 0 to prevent matching on a different ldloca.s?
yes, but i can probably widen the match if necessary to avoid this particular problem
I'm having trouble editing the warp into Elliott's house. I've added a locked door warp from the beach, but it's still warping the farmer to the original warp location, and I'm still able to exit through Elliott's house original warp despite editing that warp as well (in both the map properties in tiled as well as a patch in the json)
Here is the json file (relevant lines start on 319):
https://smapi.io/json/none/25281ba90e444852832972697427720c
and here is the map properties for Elliott's house
I feel like I'm missing something probably obvious but I'm not sure what
if you cast it to LocalBuilder can you check its LocalIndex
&& i.operand is LocalBuilder builder && builder.LocalIndex == 0 or smth
alternatively does new CodeMatch(OpCodes.Ldloca_S, 0) not just work
please don't match by local indexes
It's a localbuilder
Why do people write
"FromFile": "assets/{{TargetWithoutPath}}.png"
when it works just the same when i write the file name there?
because you can put multiple targets in that same patch
^
"Target": "MyAsset/One, MyAsset/Two, MyAsset/Three",
"FromFile": "assets/{{TargetWithoutPath}}.png"
this will load One.png, Two.png, and Three.png all at once to their relevant assets
is there a reason why not? out of curiosity
oh for more pictures
not just pictures
even without multiple targets, it's also nice to only have to change one string if you rename the source file for any reason
they can easily change between game versions
aaaa I'm dumb. I set the warp condition to having read the house upgrade letter, rather than just having it
isn't that true for everything with transpilers? /gen
an entire transpiler can also easily need changes between game versions, so when the game is not undergoing rapid iteration i just consider it an acceptable cost of writing a transpiler
(that said, i do usually avoid using the index if i can avoid it)
also Harmony/MonoMod is dumb and sometimes will just let you mismatch a type for a method you call, and suddenly you get garbage in your parameters
this could lead to silent errors if you're matching by local index and the locals change
(actually apparently ive always avoided it, the one time in my github i see that its not avoided is... not even mine. its a fork lol)
best case scenario it throws AccessViolationException, worst case it continues as if nothing happened but the logic gets wrong
oh is that one of the sources of the random harmony AVEs? interesting
I use contextual matches when possible but sometimes there's just not enough context to match without hardcoding
answering this question: no
i usually match by local variable types, it's usually good enough
someone oughta tell that to the person i forked cuz thats where i got that from
(/j)
well, it's possible i beefed it in some other way cause i got a different runtime crash which probably means it didn't match
Also last time I mismatched parameter types I ended up with fun things like an EngineExecutionException or we it's called
so either i need to redo my match list anyway or it didn't match the instruction
if you do want to continue using local indexes, i have some code for that, but it's my own lib for writing transpilers:
https://github.com/Nanoray-pl/Shrike/blob/master/Shrike.Harmony/ILMatches.cs#L267
https://github.com/Nanoray-pl/Shrike/blob/master/Shrike.Harmony/ILMatches.cs#L139
https://github.com/Nanoray-pl/Shrike/blob/master/Shrike.Harmony/CodeInstructionExt.cs#L11-L66
could it be done better? maybe
i'm indifferent, tbh. the nature of transpilers is that you inherently depend on the existing contour of the function, so like button/iro said i consider breakage on game update to be a fact of life
i just prefer to know that my transpiler didn't match, instead of having to test every single one on an update
i have too many mods, and in turn transpilers i rely on in them, to do it otherwise
...which probably might be a reason NOT to use Harmony for everything, but i still feel that's better for mod compat
I need to find a mod that changes overlays on demand, to study. i want to make pictures and want the player to be able to choose the frame colour from GMCM, is it possible?
you could have a dropdown with a bunch of specific choices but i don't think GMCM has any kind of color picker widget, if you were imagining free-form
no, there are premade colours
you could throw something together with like RGB sliders and a swatch but you're getting into complex widgets for that
or frame types
not that much freedom XD just to pick between white/blue/gold and plain/decorative for example
also those would apply to all pictures of that kind in the house, huh?
Gcmc Options bas that
if it's just a dropdown to choose (e.g. choosing whether the frame is oak, walnut or birch), my S&S paintings mod has it
i was looking at yours, viki, but i need something different, i think. yours has all the frames in one pile and mine are in a grid and just 1 will be chosen from a particular spot (like when i do furniture)
and ideally those would be tiered, like
choose blue/pink/green
and another dropdown would choose shade 1, 2, or 3
im boiling my brain how to do this XD
Just make separate furniture tbh
all the combos? there would be hundreds
Hi, does anyone know a mod for random items or any other drop and crafting?
Isn't it just 9
Or ig you are just give example 
Anyways config tokens is the correct approach here just let people pick from drop down
Being in a grid doesn't matter since you just editimage
ok i will try to look up info on that
fixed it >:D
how do I make my CP mod into an AT mod?
you'd have to rewrite it as an AT mod, they're two completely separate formats and functions
What is the mod you are trying to AT
this one I just posted today someone asked if I can make AT https://www.nexusmods.com/stardewvalley/mods/36209?tab=description
the Nexus page for it would be a good place to start as it has a link to it's GitHub wiki
perfect ty
(biased opinion but I would have just made those separate furniture items from the vanilla cat trees)
how do you do that
that sounds easier maybe
[[Modding:Furniture]]
EditData, target Data/Furniture, insert your entries
can you show an example
I am confused
This tutorial explains how to add custom furniture using the new 1.6 game update features and Content Patcher. The tutorial assumes you already have the game unpacked and that you have some basic familiarity with the Content Patcher format. The mods referenced as examples in this tutorial are Bonsai...
it is quite long admittedly, there are probably example mods on Nexus you can reference
the basics for furniture adding (or any mod that adds new stuff to the game) is the same: You use EditData, target a game asset, and insert a new entry into it
the only thing that differs between adding furniture, or NPCs, or machines, or mail, or maps, is what asset to edit and the shape of the entry you insert into it
https://www.nexusmods.com/stardewvalley/mods/33602?tab=files one pretty straightforward mod I found (download the "No Catalogue" version)
ok I found a quick example I wrote up some time ago: #making-mods-general message
it didn't help the last person I sent it to but maybe it could help you
like this?
wait
theres still something I need to change oops
instead of color tho maybe I would insert the color and do it over and over per color?
- the first field should be
{{ModId}}_fairycatperchinstead of{{ModId}}/fairycatperch. this is because furniture data considers the slash to be a field delimiter. it should be identical to the key too cattreeis not a valid type, change it todecor- yeah you can add all 4 variants instead of using a {{Color}} token, just align them side by side in the sprite sheet and then use the correct sprite index for each
otherwise looks good
is it better to do {{color}} or each color?
like this?
one last thing: in the image load you loaded your texture into a texture named {{ModId}}_fairyperch, the texture field of furniture data must be that as well
ie. change {{ModId}}\\fairycatperch to {{ModId}}_fairyperch
then its all done after that?
think so, feel free to test by spawning an instance in CJB item spawner or the furniture catalogue
(ignore everything I just deleted I misread my own guide)
can you post your code again
you didn't change the texture field at the end of the string
It's looking for {{ModId}}/fairycatperch right now, but that's not what you loaded to.
the what
oh
I had it written that way twice aparently and fixed only 1
hmmm
now is it good cause same error?
Your last field in your furniture entry should be {{ModId}}_fairyperch, I think?
oh
(Sorry to crash your conversation, Selph)
I'm gonna count your fields, gimme a minute.
sorry to interrupt, but shouldn't there be two more fields at the end often left blank?
they're optional
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.
Field count seems okay from what I can tell, though
did you make sure to reload and spawn a new instance of the item
oh, good call
I haven't spawned one yet I just close the game reopen it and search for perch and the moment I load in it gives the error and the search is still a x'd out thing
you havent changed the last field in this code
!hotreload also for your convenience
!reload
- 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 theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
(i feel like hotreload should be an alias for that command)
also, are you intending to only offer one color at a time?
I have 4 colors
yes i know, but do you want people to be able to have multiple cat trees of different colors at the same time
yes
someone asked for AT but then Selph said I could make them a standalone thing so I thought maybe that was easier
yeah one step at a time
okay because right now you only have one texture
oh sorry i didn't know you weren't there yet
it has the same error and this time I realized it also says this
oh yeah delete the token and just load the file name exactly
token = {{color}}
things in {{ }} are tokens
yeah
you need to pick a different Target for each file
oh
and use that Target name as the texture field at the end
so the bottom one do that for each one but different?
alternatively you can merge them into one tilesheet and change the sprite index
like this?
and or numbers instead of pink
the key (the part before the colon) and the name (the first field in the value) must be unique as well
also you can merge them into one Entries dict
like this?
Is there a way to make an event only trigger if you've been to a certain area? Sorry I'm new to modding events lol 
Ermmm mayhaps HasVisitedLocation?
You should look at the content patcher documentation
See what can be done under āWhenā
Could potentially use the GameStateQuery event precondition, combined with the GSQ for PLAYER_VISITED_LOCATION <player> <location name>
Ok. Yeah was thinking of doing that
looks like VSCode with a bracket pairing extension installed
VSCode does that by default for me without anything else installed as long as I've chosen the correct language when making my files.
ai code editor??
Yeah Microsoft is all in on that
You can get vscodium instead, it is the no microsoft flavor
why does it say Comments are not permitted in json?
because they're not
i used them so far o.o
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
hi, my warp isn't working in my content patcher mod, from forest to my npc's house
https://smapi.io/json/content-patcher/3d9a352bf1d9418784190a8eb026a578
note doing the schema will also solve the comment and trailing comma screaming, jsonc isn't required
typo line 67
okay i fixed the warp but when i walk in the house, i get teleported to gunthers
does your map have warps in the map properties
huh
my map has warps from the house into the forest and the forest into the house
wait in tiled
did you use a vanilla map as a base? they have map properties youāll need to look at
yes in tiled
okay i checked and i removed the custom propertires
Did you open your code with the { before Format and the } after the ] behind the Changes?
um...
missing , at the end of the schema line
ahhh ty! darn commas
it's missing in the command as well
where?
oh no, i just meant it's missing it the governor's message
oh phew lol
it also doesnt like the "FromFile" line
i tried the other way and it didnt help
what's it saying about it?
If it's yellow i think that's a schema bug rn
Matches a schema that is not allowed
it is yellow you can see it here
so like the reason my two rabbits mods can't work together is because of this specifically (I think) but what does this texture stuff mean can I change it to something else easily?
Aren't these both your mods
i think chu's point is morel ike why do you have two different mods loading to the same target instead of one mod
bc thats the issue, not the Texture line
oh cause idk how to make it do both at the same time
people have asked to use both at the same time
but idk how to do that which is what I want to do
previously people said I can edit something in the text to make them both work at the same time that's what I am trying to do
I need to do it to my cats too but I just had them replacing a cat but someone wants them to be their own thing too
is it the same as the cat trees I did earlier?
is it the same as making new furniture?
im a bit confused, are these two rabbit mods already published, and the issue is when they are installed at the same time? or do you only have two separate mods right now because that is what you were attempting to do to split them






