#making-mods-general
1 messages · Page 387 of 1
Okay it seems removing the "SetTilesheet" line makes it work with the correct tile, but I'm not entirely sure how it know which tilesheet to use
Anyone know if there is a way to move the position of the door and roller doors on the coop/barn in the texture and still have them function and animate properly. Like another mod that can move them or something, or some code to change their location?
You can move them but you gotta think about why
it's part of the building data model iirc
and I don't think it matters for the interior
but also what chu said
Nah not the interior the exterior
Yes that's what we r talking about, but doing it in vanilla can lead to incompatibility
Why is the SVE_Alec_Compat_on.tmx file being loaded? I don't have the mod added anymore so it shouldn't be loaded right?
{
"Action": "EditMap",
"Target": "Maps/Forest",
"LogName": "Paved Valley: Forest SVE Alec off",
"FromFile": "Maps/Forest/SVE_Alec_Compat_off.tmx",
"PatchMode": "Overlay",
"When": {
"HasMod": "FlashShifter.StardewValleyExpandedCP",
"HasMod |contains=SoftPandaBoi.CPAlecRevisited": false,
}
},
//SVE Alec Compat
{
"Action": "EditMap",
"Target": "Maps/Forest",
"LogName": "Paved Valley: Forest SVE Alec",
"FromFile": "Maps/Forest/SVE_Alec_Compat_on.tmx",
"PatchMode": "Overlay",
"When": {
"HasMod": "FlashShifter.StardewValleyExpandedCP, SoftPandaBoi.CPAlecRevisited"
}
},
Hm? Looks like you have two of the same patches, one loaded when SVE is installed but the other mod isn't and the second one loads when either of those 2 mods are installed
If it's in a single HasMod it's OR not AND
Ahh it's an OR gotcha field gotcha, I do get a warning that theres a duplicate object key when I include 2 "HasMod" fields, is that safe to ignore? or is there a better option for that?
You can use "HasMod |contains= <modID>": true
That way there won't be an error, but it'd work anyway probably
Ohh okay I shall swap that to use a bool instead
and now it works great! thank you for the help
@whole raptor i finally realized what you meant by leaf debris
You can add these now if u want
Honestly there should probably be a more unified system to add random draw effects
-# (wren gib EMU pls)
is there a mod that let's me view the paths layer ingame? I thought Data Layers mightve had something like that but it doesn't
Does anyone know how to edit fish spawn rates?
outside of a couple hardcoded locations (Mines) they're in Data/Locations
thanks!
hey everyone, I'm working on a mod using SMAPI 4.3.2 right now and I found a bug that seems to persist even when I remove my mod from the mods folder, so I'm wondering if its an issue with SMAPI 4.3.2 in general? Everytime I host a new game and go to the museum it's always almost filled with donations.
Are you running the game on a minimal mod pack? No other mods other than dependencies that your mod needs?
It only seems to happen when I create a new game from the host menu, even without having any connections, and doesn't happen if I just make a new game. I only have SMAPI 4.3.2 and save backup installed, is this a known issue? am I an idiot and missing some menu option? if not, can anyone reproduce this
sounds like the state corruption bug from a while back
huh, is that a SMAPI thing or just normal stardew?
Known game issue
To clarify, vanilla game issue and not SMAPI, atra?
Yeah
(backsearching) the problem is likely to be a save in your save folder that is missing its SaveGameInfo (or the file is malformed), and attempting to parse that file but failing causes the new game state to be corrupted
oh yeah it happens when I launch the vanilla game too. ok, well I'll try that and hopefully that'll fix it up! thanks Y'all!
Hey, I've added the mail flag with triggeraction as a CP component, is there a neater way to do so or is this the standard?
the unofficial update for rtf seems to be massivlely offset int he menu, tried version for 1.6.10 and 1.6.8, is there a fix for this as it's entirely unusable
That's a strange thing to break like that...
setting mail flags via trigger action is the neat way. we had some janky stuff back in 1.5 and earlier /lh
It's kinda useable when i open it when the game is minimized, then i make it max size, the background is still in the same place but the check boxes and text is in the right place, however the text is very dark and alsomost invisible
You can call trigger actions from C# too
Want to try a wild experiment?
(Forgot to attach a screenshot)
Always!
yeah, but since it's for map editing I thought I might as well have everything handled as the same json
But usually u just EditData in Data/TriggerActions and let game deal with it
This is indeed the "neat" way to do it as of 1.6
Don't think about the part where mails are flags 
was it always like this?
It was worse
https://github.com/AlanDavison/StardewValleyMods/actions/runs/16755883146/artifacts/3693026475
Just built the completely new replacement I made when 1.6 was in alpha against the latest version of Stardew. Completely untested on the latest version though, and no idea if any part of it will work.
But worth a shot? Should be self-explanatory. I believe F5 was the hotkey to bring up the UI.
Though keep in mind that this is a zip in a zip because of how GitHub's artifact upload works.
Used to be blank events
hey as long as the player can't see it no harm is done
And that actually caused weird pauses in game
that sounds way worse.
Just testing it now, ill let you know the results
My money's on something being broken, honestly. But that it builds is at least something!
well it seems to work! clearing, resetting and generating does, the button to close the menu doesn't but esc works to close it
(Love the windows xp/98 style interface, custom made or default menu without customisation?)
That was all manually cobbled together, yeah. I thought it was a fun idea. 
And I'm amazed it still works. The core of the code hasn't been touched since 2023.
Congrats on making a very robust system (at least in basic use case)
Next question, why is this generating a medium and large bush and not a 2 large ones?
(Added your tfr mod to my new list of alternatives needed bc somethings hate my pc)
On a custom farm map, if I add a palm tree via the maps layer, if the player cuts it down, will it ever eregrow, or will they just be toast?
Wiki seems to suggest they should regrow?
I imagine when accompanied with the SpawnTree tile property.
whew, gotta say, hopping in here and seeing everyones cool stuff is intimidating as helll. I'm working on my first semi-big mod over here and everyone elses stuff looks so cool!
dont be intimidated!! we dont bite and would be happy to help if you ever run into issues during your process 
well thats good to hear! thanks!
I was the same coming in here too, but everyone is so helpful and by far the best community I've been in, it's so welcoming
i bite but for different reasons
reasonable reasonable
scared about publishing mods too. I think the whole thing where certain developers, who may deserve it, get harassed over terrible code (peeps like yandev) has given me an irrational fear that someone will find my mod and be like "dude this guy sucks" but I guess thats the kinda thing you have to prepare for when putting anything on the internet
internet culture do be weird
that is true by and large of the internet, but the "this guy sucks" bar for stardew is pretty high and just publishing mods generally does not clear it
most mod users don't really know how mods work, tbh, so they can't judge
and mod authors generally respect each other's spaghet
I don't look at code until you break my mod
And if you open sourced it I'll probably fix it for you
yeah almost no one is going to read your code unless they have strong reasons

We can at least smite down that kind of negativity if it's bad in the server, so that's one thing!
i see shiny, i download
only if shiny causes something to break, i poke under the hood
I can promise you if someone looked at my mod they'd 100% be like "This is a mess!" but that's part of the learning journey, finding new and better ways to do stuff
yeah its defo an irrational fear haha
true true!
stardew is probably an especially good place for this kinda experimentation too cuz it absolutely is one of the nicest communities I've ever seen.
Well, we rarely bite!
And when we do, it's because you're making an XNB mod. /j
(You’ve also got a PMD profile pic of one of my favorite starters, so that automatically makes you cool in my book.)
Oh yeah, we’ll probably need to get the pitchforks and torches if you decide to make an XNB mod, so, uh… don’t do that?
(Dora, have I ever told you your current pfp is so stinking cute. you're just a happy lil guy in a basket and I'm living for it)
hell yeah!
I still have no idea how an XNB mod works and I'm so glad I don't have too, especially with the amount of compatability issues my mod would have alone
share the shinies with the class!
(I don’t know, but I love the little guy, too.
)
Isn't it owlette from pokemon? I'm pretty sure it is, absolutly love the little guy
rowlett!
Unpack vase game file, edit unpack base game file, repack base game file, throw edited base game file into your game content folder. Don’t.
rowlet is one of the guys of all time
ew ye thats sounds like pure hatrid
Rowlet. 
littol birb
Rowlet thats the name! I was close atleast

little spellbook mod. adds some spells from runescape and magic levelling. Its a pretty good way to practice making bigger stuff cuz I dont have to focus on the graphical side of things which I'm atrocious at and having a menu with on click effects is effectively just a cheat menu with resource costs and some pazzazz
👀
Ooooooo
Dats fun 
that sounds really fun!
It is time to shill stardewui my beloved again
its almost done I'm just tryna bug test multiplayer and do some balancing which is way harder than i thought it'd be!
I recently tried to do a pixel art, I'm so bad at it ;-; so I stick with coding too
Oh nice! I don't know much about RuneScape but a standalone magic mod would be lovely 
YES! I absolutly love magic mods so another one to add to the repertoire would be fantastic
ayy well I hope it wont disappoint!
you should totally drop lil sneek peaks in here, we'd love to see them!
Anyway the whole game is built on spaghetti (which we fondly joke about) so don't worry too much about people being mean with your spaghetti
As long as it isn't breaking a bunch of other mods, people probably won't even look.
good pasta, great pasta
(unless, like, you ask them to because you want help)
I don't really know how half of my mods work at this point (I haven't looked at them in ages
)
My mod started pretty simple with just content patcher, now I have like 6 harmony patches to fix some hardcoded/spaghetti stuff :p
my mods are held together with a lot of chu rubberducking at this point
Thanks so much!!! I will use this! With the StageOnSpawn vs StageOnRegrow part, does Stage mean when it makes the tree appear? Can I choose both?
meanwhile my mods started out c# and somehow right now I ended up working on javascript and a bunch of regexes 
my strategy was literally just to download the art from the runescape wiki , downsize them in paint.net to the right size and do a little bit of small edits to fix it. it has had. mixed results. the staff on the right looks like nothing when you dont have the context of what the item is
Feels like a downgrade tbh, going from C# to Javascript
It's definitely really hard to make something detailed look good in a very small item
I mean
it sure is but also man is it fun to do js crimes 
forreal
My art strategy is to pay others to do it for me
I am content to focus on the parts I'm better at (writing and committing crimes)
(also, be mindful of copyright. It's usually best to redraw because using existing assets is a much more clear cut copyright violation than redrawing them and runescape could end up taking your mod down)
Ah... js and regex... reminds of the horrible code that is the i18nifier 
what if we make the i18nifier into a tiled extension
/j
true true. The company behind runescape is usually pretty lenient with copyright stuff, youtubers for the game are allowed to sell merch that has stuff like characters from the game. If the mod does get taken down though I can probably just do what pokemon fangame developers do and rename everything and make custom sprites haha
Didn't stardew mods get in the news a couple months ago when someones mod got taken down by the baldurs gate 3 devs?
I don't think renaming is even necessary! names aren't protected, but art is (at least that's my understanding of copyright law, @fading walrus confirm)
That reminds me the tiled extension of fixing the tilesheets has been awesome for me, no more copy-paste timesheets on my 10 folders of patches :D
By the IP owner of DnD (or something), BG3's devs endorsed the mod
it wasn't by the devs, it was wotc, and they ended up letting it go back up and pretending it was an accident
Yeah, that one's a little unusual because 1. WotC are known dicks, and 2. They are trying to monetize it a fair bit
(they being the mod authors)
Completely random and quite possibly nonsensical question, y'all know if there's a way to know if a dialogue line has been completed 
Completed how, like read?
iirc wotc = d&d owners, known dicks, larian = devs, seem pretty chill
I'm having an idea and want to know if I can try it
As in seen? Don't think so
Unless we can add flags in dialogues, which I have no clue
if you mean read, I think you can set mail flags and/or cts in dialogue?
like, the dialogue box is filled and no more text is being written
if you want this for one specific line, use $action to set a flag when it's spoken (or some similar thing, like $1)
Oh hm, that's trickier
ohhh I see, so like a c# mod?
Maybe? Anything
I don't think anything in content patcher is that timing-sensitive
what are you trying to do?
if you're in C# i'm certain there's a field or something you can check. in CP, no, like iro said
I just have a crazy idea
If you can't do a mailflag/CT, BETAS can add trigger actions to dialogue
What's the idea, if you want to share?
Y'all know persona right? I wanted to try to make it so the portraits looks like it's talking 
Oo that's a neat idea
Just like in the persona's game
absolutely possible, but 1. art and 2. extremely C# territory
Dacar can handle the first 
art I can cover so I would just need to know how to do the C stuff
Welp... I heard about it... 
I kinda know C# so I just need to know how to do it with SDV
The dialogue framework mod might have something that can do that? Otherwise yeah it'd be C#
I really need to go back to P5X, I have grind to do
I would absolutely love to see Persona style mods (UI especially)
so it should stop talking when the typing is done basically? (have not played persona)
yeh
I dropped P5X, just played it for about a week 💀
....I don't know how you'd do that but that sounds terrifying with sdv's art
Understandable, I just wanna play for the history 
The talking portraits that is
I would do it in HD basically
Not the biggest fan either... but it's Persona 😅 The style just draws me in
so by "1. art" i meant that compatibility with effectively every portrait mod is a necessary consideration, not that dacar does not have art chops
I would owe you a ton if you could help me xD
Oh, hd, that sounds less cursed XD
This is why I thought it would be cursed!
could it be a framework type thing perhaps?
or you would want it to only be enabled for specifically compatible portraits (either just the ones in the mod or make it framework ish)
I think you can do it rn with spacecore animations if you don't care about lip sync
I wonder if Dacar will one day actually make me want to use HD stuff in sdv... I doubt there's anyone else who is capable of it 
That's.... not a bad idea vin
Tbh I would make it an HD portrait set and just not do compat with stuff except possibly Nyapu and DSV
Basically just have a speaking anim play with some chance per tick
can you make it stop talking once dialogue is done typing?
Oh, believe me I will try
i could put it in my (unfinished!) voice sounds/VA framework
The animation part I was going to do with SpaceCore, I just wanted a timing to stop
Otherwise tho I'd probably ask mangupix about this
ooh is it like undertale kinda? every character gets a different "text appearing" sound?
DDFC might have something
Persona doesn't, why should dacar? XD
Ack meant to this
yeah, undertale/banjo-kazooie style was the initial goal, but i added in full VA support because it was pretty easy. i also want animal crossing style to consider it done
Persona I think cares, just if you're listening to jp voices 
I gotta say spacecore hd portraits is big pain
I use HD Portraits so I just suffer Spacecore HD in vendors
This shane hd portrait convert i did for friend has a 3k line json
wtf
anyway it's already hooked into dialogue display, so animating portraits while i'm at it would not be a big ask (probably, lol)
It's by py script and could be shorter but still
Ichor, could you use it to do the generic voice acting like, "Hi!" when starting a dialogue, "What?" if it switches to confused portrait, etc
Needing a separate entry per portrait is pain
What...?
Oh converter... not conversion 😅
I think my script has bug rn anyways gotta fix it
so the game uses this (!this.transitioning && !this.showTyping && this.characterIndexInDialogue < this.getCurrentString().Length) to check if a dialogue box is finished typing
and all of these are public
so if we can grab the dialogue box, simple
I played enough gatcha games to grow to hate this kind of thing 
it's not set up for this, but it's probably doable
Feel like I have seen animated talking portraits somewhere
Mad respect to the person doing Stardew Voices, but I feel like recording a bunch of generic lines is probably easier for time/compat
Oh, nice. I may try the animation part in a moment, just wondering with who should I do it and how to tackle it 
Soon we'll be able to hire Matt Berry to voice the wizard... then everything will be complete.
do dialogue boxes emit some kind of event? like menu changed or something?
How often am I allowed to use the publish to mod showcase for my own mod? I've added support for 7 new mods and a couple recolours since my first post 2 days ago, should I wait for longer to re showcase it? I just don't want to spam the showcase or annoy people
Not really, if there's an update you're free to showcase it
I think the only time I saw someone being "reprimanded" was when they were posting wips like 5 times a day...
It's about as contextual as how blue the sky is... that seems like a pretty major update, so I would say you're okay to do another one.
Several times per day would definitely be pushing it, though.
yeah if you do a huge string of posts in a row or are composing every other post in the showcase that becomes a bit eh
rough vibes from me though dont take that to heart
the mods Ive added support for aren't the biggest mods, I think I'll work on support for the other 2 bigger mods I'm looking into then do another showcase in a couple days, thank you!
Can someone showcase a mod for me right? I'm nowhere close to level 25 so I thought maybe to showcase some of my older mods while I level up :D
sure!
And where do I ask for that, in any channel?
#modded-stardew tends to make more sense because of more eyes on the message itself in the channel though, if you want to optimise. 
Okay, thanks!
god I hate setting up a new c# project. idek why
Reasons I have a template project!
There, my Anti-QOL mod is showcased :D
QoD quality of death

Oh my god this would be gold
I've been considering replacing Junimo Kart with something like an I Wanna Be the Guy clone...
time to finally try modmanifestbuilder for the first time
Trying to recolor a sprite into an avocado, and I'm having trouble. Do I need to make it a tree?
since avocados are trees you know
ok. Im stumped and im not sure how to troubleshoot this now. In my farmhouse I have a single space as shown below. Its obviously on the front layer. I have gone through EVERY SINGLE map and there's no reason that should be there. Is there an easy way to diagnose how it's there?
it's at 49 19
I been meaning to make a lite version actually 
A mod that only fixes those 3 tiles
Without the rest of farmhouse fixes
I was always curious why some tiny random things are hardcoded... like this and the UI line
Cus mr ape isn't a modder
Is Farmhouse cursed?
Yes
But yeah since I don't have this smol mod for you just go use farmhouse fixes or design ur house around this silly tile

Feels like a potentially good suggestion for the 1.6.16 thread...
oh this dialogue thing will require a tiny bit of harmony
You can have little a Harmony, as a treat
...how bad is it to postfix a draw call
cant find the apricot sprite
screw it I'm postfixing draw
@golden basin i mentioned to you yesterday already but there is a mmap feature for spawning critters
Do you have any particular desire
oh shoot i missed it!!!
im wanting to spawn custom critters and just have them behave reguarly
The feature in mmap is less complex than the custom critters mod by casey
It basically let's you spawn things like crabs and rabbits, optionally with your own texture, and at specific tiles
Yep lmk if docs unclear
theres not a example on the code could i see it?
or is this purely for in tiled
why do sprites need to be in so many places
I didn't make any tiled examples but it'd be similar
thank you i have such a hard time with kithub
You can also use it as a traction if you want more control
mushymato.MMAP_Critter X Y etc
mushymato.MMAP_If TIME 1700 ## mushymato.MMAP_Critter Butterfly T 4 ## mushymato.MMAP_Critter Firefly T 8
Do I spy a sneaky little ternary? Noting this idea down to steal... 
I stole it from mr ape (this is map version of the traction If in base game)
Although i need to improve the syntax cus it doesn't do nested If lol
i am losing my mind
And yeah, that is one of the more annoying parts!
You'll get used to where things live fast enough, though. What are you looking for?
made portraits start shaking and change time to 8pm when typing is done
Uhm... may I ask why are you in there?
because that's where debug wtc robin spawned me? 
You need to assert dominance and use wctm
I cba to wait for characters to get up just to test my silly little harmony patch
but then I wouldn't have demetrius to test on too obviously 
Wait is this a trigger, for trigger action?
what is?
What you are doing here?
oh, yeah it will probably be a trigger for TypingDone or something
something so that dacar can easily pause their animations when typing is done
oh right @safe kraken tadaaaaaa
LETS GO
But does sc even expose this
sc?
I have this chat open just in case xD
Spacecore
No like
Is there even a spacecore provided traction for stopping animation
You probably need to do it yourself
trapped 
nooooooo I don't want to mess with anims 
i made an avocado seed im so happy
why do you hate me
I mean, I have the idea to make an "overlay" anim for the mouth moving, having the mouth separate from the face and when it's over make it so it stops showing the mouth edit 
nice, sounds like I don't need to touch animations after all 
I will try to do that on my own, if I can't then I'll come back xD
gasp BETAS rival incoming?
I'd love more trigger and trigger actions mod to be honest.
absolutely not in a million years
in fact, if button is willing to adopt this into betas, she can have it
That's probably harder for iro than just doing the draws 
You can do these but assemble them as editimage if that makes it easier for you tho
is there no change portrait traction action?
No there's only event command
Why r u doing other unrelated crimes when you already did the harmony crimes

I feel like making a change portrait traction action that only works inside dialoguebox should be fairly easy from what I've seen, without doing any unrelated crimes
my harmony crime ended up being on update rather than draw 
ugh fine I move it to draw
actually I probably don't even have to
I think what u can do is
Break into spacecore's skip prefix
And control whether it animates there 
It does actually have a simple percent chance to not animate system
This is turning more complicated than I thought it would xD
I think u might as well get 1 single portrait's animations done
So that it's easier to see how this might work
I'm doing the mouth animation rn
I was looking at persona's assets to see as reference
(this seems like something that should really ideally be done in a proper framework and not janked via super niche tractions, so I will pass)
do you happen to remember where in spacecore's source it is
my brain is apparently too fried to find it rn
This is DDFC, the other mod that i keep mentioning https://www.nexusmods.com/stardewvalley/mods/22678
It is very suitable for this feature imo
oh, it really is
So, this would be the loop
using Razzy cause she is divided by pieces so it's the easier one to draw
My idea was to have the face, and then have the patch only cover the mouth
Send in PR to mangupix then 
It looks like u can restrict things per npc too
unfortunately it appears my eyes have once again given up for the day
is there any way to remove these? I have no idea what furniture this was that I guess I've since removed
You should be able to pick these up
oh nvm yeah I was clicking in the wrong spot whoops
also I think we're overcomplicating this so I'll probably have a go at just animating the portrait myself after all
could you dm me the transparent versions so I can use them for testing?
I sended you the one I want to try
I'm trying to see if I can animate it with HDP on
nice, ty
I may have to get back to this tomorrow depending on when my eyes decide to start focusing again, but right now my plan is to just handle the animation for you tbh
Oh, that would be awesome if you end up being able to do it
And no worries, I just wanted to see if it's possible, as I'm still doing RSV portraits and wanted to see if I could add them there xD
is there a way to sell a specific smoked fish in a shop
I would guess no in vanilla, though there is the fish-specific baits so maybe??
The traveling cart def only sells "wine"
[[Modding:Item_queries]] you want FLAVORED_ITEM
How would you edit the chance for catching fish?
Its in data/locations I know
but how does it work? I'm having a tough time figuring it out
thank you!
There's a formula, but tbh your best bet is to find a vanilla fish that's about as rare as you want and steal its numbers.
I see I see
Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...
There's a link to the spot on the wiki there if you really want to calculate.
Hi! I'm new to making quests, how do I make a quest where it is a lost item, kinda like robin's axe, but then when you return it, it triggers something?
oo thank you
I'm trying to edit the vanilla spawn rates but this is probably helpful anyways
Add an $action to the response dialogue
Yeah if you use it to set a mail flah
And then normal HasFlag stuff
Ok 
You can use Billboard 3 iirc
wait what
When i helped with this mod i made one of the furniture open daily quest for fun https://www.nexusmods.com/stardewvalley/mods/34866
I just don't remember if 3 is the right number (cus you can also open calendar with Billboard it's funny)
oh but im wanting to only have certain quest on it
That's a whole thing then, probably outside of mmap scope
Uh, Is there any way to set a specific day for the completion requirements of Location quest? Let's say i want to make a location quest that can only be completed when it's either monday or tuesday
no
can i show mod art here
I know esca modding plugins can add custom special order boards
or is their another channel
in making-mods-art
Well that sucks, but good to know, thank you 
however Aeris if you dont care about it specifically being the Location quest type you can always make it Basic
But custom help wanted would need to do something about the prize ticket system too 
and only Remove it if its Monday or Tuesday
(1.6.16 will be getting a trigger action to properly Complete it too, which has little difference to removal except it plays the jingle and the player is actually notified its completed)
That's why i think it's probably a whole new mod if anything
Ah that might work, thanks for the suggestion
I mean I could do a special orders board and have a c# part for my mod making it unlimited time
Like how? I'm kinda new to all the flag stuff
I just dont know hhow to code c#
Hold on im talking to 2 ppl here 
Oki srry
You can use this until 1.6.16 comes out 
You can also hijack the untimed features from sve es etc lol
my mod probably wont be out until after that anyhow haha
its not even half way finished im still working on the crops and objects
But yeah I'm not opposed to idea of help wanted framework it just won't be mmap 
cause for some reason decided to make a whoooooole ass thing
i made 16 crops, all with foods that can be made from them, large crops included so i have a lot to do in that reguard but ive been trying to iron out my current issues with the mod
Ok so you can use $action to AddMail your flag, see wiki for details on that. Afterwards you can use your flag in a content patcher When condition via HasFlag and conditionally do the EditMap
You won't be able to do instant map edits without some kind of framework
It'd be cool to show you sometime chu id love your thoughts on what i have so far and how to better imrpove upon things
Usually the edits happen on new day
you could do updateon though?
Ok thats ok for what im making
Yeah then u good
Maybe
I'll be real im a bad person to ask about game design and balance but i like seeing you make things regardless and don't mind being sounding board 
but i already made Soundboard (/j)
😊
It's a sound and sturdy soundboard ::::)
-# button what if u extract the quest bits from cmf
the only quest types i support are museum quests
im not sure what extracting that would do
I'm having an issue making a loading zone from a custom farm to a custom area (error says location wasn't found/couldn't be loaded). I have the loading zone coming back from the custom area working, and can warp there via debug using the location's DisplayName just fine.
I'm guessing it's something to do with how I have my project set up, where it's technically 2 mods (one as a content pack for Custom Farm Loader and the other for Content Patcher)
why are you using Custom Farm Loader
js use content patcher
I feel bad replacing existing farms and it's what I'm familiar with.
you dont need to replace existing farms
I have a non replacing template i made one time
It's not a very serious suggestion I just like how your model is laid out
U can use that @verbal junco
Oh neat.
Bc in 1.6 CA allowed non replacing new farms
oh heres a question, how do i add treatures to the fishable treasure chest
Item extensions has that
its what i would hope for if Data/Quests was an actual data model so u would be welcome to steal it. i just turned the slash delimited fields into properties anyway
we can just wait for 1.6.16 and migrate to untimed special orders forever and ever and ever
well and changed how host only next quests work bc its dumb in vanilla
Host only next quests?
yes
if an ID in the next quests section starts with a lowercase h it will only be given to you if you are the host
Regardless, I'm not sure what my issue with the loading zone is.
specifically a lowercase h, specifically at the start, and the h is removed after to get the actual quest ID
though special orders are global right, not per player
so maybe not 100% drop in
so if you wanted your quest id itself to start with a lowercase h and be given as a next quest, lol no
(this happened with i believe nic whose mod id started with h and led to weird errors)
Are you using content patcher now?
Bc Custom Farm Types is broken now
(pretty sure)
we cant be sure what the issue is either, because you havent shown us the issue
and no it is not broken
Which part?
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
the whole thing
Ah
1 sec
Anyone know why this isn't showing up in game? No errors just doesnt show up
What isnt showing up? the TileData?
no the entire counter
hm those tiles just wont show up
i tried a different one and they showed up
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Can you send ur log?
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 43 C# mods and 28 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
all the shops errors are fixed they show up fine
no my issue isnt the shop
my issue is the tiles not showing up in game
the counter isn't showing up
ok.
is your mod called The Firebird's Sword - A Ginger Island Expansion?
bc if it is it has errors
yes everything else shows up
ok it has errors, ill take a look
Wait really
all the errors that were present in the log i already fixed
ok
Sucks to be a mod authors with a name that starts with h
it does!
thats why i changed that in my custom quest data model implementation for CMF
We love you CA. Never change
maybe ill change my tilesheet and thatll fix it
ok try that
(Pathos plz 1.6 data/queste model)
it was on the TODO im pretty sure
Did u in any chance set the layer invisible in Tiled perhaps?
Hm yes that may be it if you did
Hmm odd
I'm pretty sure pathos todo.txt >int.maxvalur
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 9 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
Your log says Warp to VolcanoFarmCave failed: location wasn't found or couldn't be loaded.
Yeah. That's the main issue. But I can warp there via debug just fine.
The warps use the destination's DisplayName, which works fine with the debug.
The warps Property on the map:
110 32 BusStop 11 23 110 33 BusStop 11 23 110 34 BusStop 11 23 51 94 Forest 68 0 52 94 Forest 68 0 53 94 Forest 68 0 78 1 Backwoods 14 39 79 1 Backwoods 14 39 80 1 Backwoods 14 39 90 65 FarmCave 8 11 49 25 VolcanoFarmCave 30 59 50 25 VolcanoFarmCave 31 59
well according to your log your location isnt called VolcanoFarmCave. it seems to be called coola101.Volcanic-CP_VolcanoFarmCave
Hm.
I'll try that.
debug warp is a fuzzy search
hello 👋🏻 trying to make my own UI mod but im struggling to find all the image files i need in order to completely change it to how i'd like. spriters resource hasnt been helpful since their called different things in the actual game files.
ive tried looking at other mods that change the UI for reference but its all just more confusion
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
dont use spriters resource use your game files
it will make referencing other UI mods less confusing
thank you 🖤
I recommend lavender dreams as an example
It changes many things and has bunch of mod support too
No dice x.x
i blush from the shadows 
What does the error say now
Did you save everything and reload your mod? @verbal junco
I should have saved.
Ty
[game] Warp to VolcanoFarmCave failed: location wasn't found or couldn't be loaded.
doesnt look like you changed the warp name
Yeah, that's the weird thing...
...because I edited the wrong version of the map :/
There we go, thank you!
yes indeed, the most bizarre error i've ever gotten lol
Is there a way to get all the names/event ids/LogNames for events in my game?
separately or otherwise doesn't matter. I just need a way to get the list of them.
patch export the events asset for every location ig?
okay, thanks
How do u actually set Data/Quest model? Kind of recycled it from using Data/mail model and tried using triggeraction for it but it says that it can't find the quest ID. Can't exactly find how to set it properly in wiki other than it's initial entry
Or do i need to wait until 1.6.16 update for that
its a slash-delimited string like furniture is. you just add a new string to Data/quests
the quest ID is the key you gave it
Currently with CP is there a way to add forages to map without affecting (adding new forage to spawn list) the base game forage? Or is it still FTM to specify new forage spawn?
Wait how do u properly do that if i may ask? haven't seen a reference for it
Are quests gonna be the last thing left as slash delimited strings instead of data models after the next update?
have you looked at CP's EditData documentation?
the wiki page for Quest data explains the format
(quests might be getting a model in the next update anyway)
some others like Data/Boots still do it too 
Hoo, i already use Spacecore as dependency, lemme look how to do so with it...
no, Data/Boots is already a model in 1.6.16
oh, surprising, I didn't see it mentioned & was just skimming the wiki
same with Data/Hats
Ooh, that's nice to hear (and a pain since I feel like I'm gonna have a lot of fixing for the i18nifier when the update comes...
)
yes
AquariumFish and Fish, ig? those feel like something someone would've mentioned
recipes are both strings as of whenever I decompiled it, yeah
recipes i think was tentatively on the TODO?
grep "fish" "pathos-todo.txt"
clearly pathos should commit his TODO to a repo somewhere for us all to look at and PR to it /j
Poor pathos
requesting a webcam feed over his shoulder so we can backseat while he works on it
I'm sure he doesnt want to pair program with the entire fucking channel
half of us aren't even real devs
(I'm complex)
Already did like it was given but CP can't seem to find it's ID, perhaps I'm doing something wrong with the Data/Quest
this file isnt anything CP can read
theres no changes field so if its supposed to be included, it isnt
also you wrote Data/Quest instead of Data/Quests
Oh wait that might be it
I may or may not cut some of the major format needed in that validator, but i used the same format for the mail it worked, so it's weird for me that it didn't work for the quest
the format for quests is different than mail
there is very rarely ever good reason to omit stuff from your json when asking for help when you dont know where the error lies
Yeah sorry, i may cut it hastily to make it short
the validator cares not for length
unless your json is int.MaxValue characters long maybe
But no worries apparently this was the actual problem, it's now fixed, thank you, sorry for the inconveniences 
Ah noted
Is there currently a way to have a gift not count toward the weekly gift limit of a character?
... baseline, that is
🤔 uh, hm. i know the stardrop tea doesnt count but im not sure about like. how that works ngl
i guess you can make them reject the thing but get friendship anyways?
stardrop hardcoded
ah
it might not count if its a quest item?
Has to be a regular item, also unfortunately
that might still be possible
it may work with a SecretLostItem quest
the player wont know they have the quest and the item can be anything
sadly, this is for the Darkroom Portrait Shop, so the Portrait Ticket can't work like that :S
how do the tickets work currently?
are they just bought from a shop? can they be given to everyone?
or is it a ticket specific to an NPC
Yes, yes, and no
do you have to hardcode support for specific NPCs?
what does baseline mean here? i originally thought you meant vanilla
Technically yes? The goal would be to prevent it from being given to any NPC that doesn't have a portrait. That's doable with SpaceCore
because if so, you could give the player a SecretLostItem quest for every NPC you support with unlimited duration
but u have spacecore anyways
SecretLostItem quests dont care where you get the item
As an optional dependency, chu
you could re-give them the quest in the reaction dialogue
making things difficult smh /lh
That... could work
or if that doesnt work use a mail flag to know when its been completed and re-give it overnight
God that's arcane, but that could work
and by mail flag i mean CT
since you will get an auto-CT for it
(you'd need to remove the CT too)
i was gonna suggest using the fancy npc interactions stuff in spacecore
Don't worry, I already have a system in place for adding mailflags - CTs wouldn't be too much of a stretch
.... tell me more
BETAS also has a traction to change the number of gifts given this week
Traction
I kinda like the secret lost quests idea even if scary
Or lyoko
You know
The hammer
i spent hours documenting how all the quest types work i wanna see the fruits of my labour used productively
(Your own c#)
Look I want to do my own C# but that would have to wait at least a month
.... god that's right. in a month I'll be with friends in Cincinnati for a trip. What the hell is time
Anyway
Can I use the fruits of your labor unproductively
sure
I'll probably prototype the logic sometime soon over one of my weekends. I have a laundry list of things to do but I'll add it to the list
ok it's a mystery how you can use the questions asked as any kinda flag lol
https://github.com/spacechase0/StardewValleyMods/blob/e867124afd8fb5f9eba88c40dac049bd73bc1c46/SpaceCore/NpcQuestions.cs#L50
maybe $action in answer text??
prob not fit for the situation i say u just do the funny vanilla quest run around 
I kinda want someone to do a more quests mod
But i also am too lazy to do so
And wouldn't have the time to play the game anyways
but what about smd fail on completion objectives
Does anyone know how to prevent trees and debris from spawning inside a structure (outdoor) using the Content patcher?
I've already tried some ways and nothing, I feel like I'm forgetting something..
you do that with tiled though
not working too
if you do so with content patcher youd be defining every since coord
you set several of them which won't fly
just "NoSpawn": "True" i think
also if there's stuff there already it doesn't get cleared
this is the third time i shall say that the value is either True or All 
are you testing with everything despawned? this tile prop just prevents spawning stuff doesn't destroy already spawned
i know, i tested
too
new save
and existing save and breaking using destroyable bushes and sleeping some days
NoSpawn doesn't control bushes that one requires you to go and remove the paths tile
my bad, is wild trees
i think those r also paths tile
what NoSpawn wild tree means is that the seeds don't go there
but the paths trees still happen psure
yep
is it possible to spawn in gaint crops like on a map as foliage that spawns
i know spacecore lets you
yea i think FTM can do it? at least i saw it happen in here https://www.nexusmods.com/stardewvalley/mods/23468
i wanna do it with spacecore i think
i have the code to spawn things but idk hwo to despawn things is the issue
i was gonna use it for monsters too but i just cant figure out despawning
I don't think u can despawn?
Perhaps setting max spawnable in map or expiration day could be handy?
@next plaza
casey is on modding hiatus
i think i just figured it out
testing it now
monster spawning i mean
dang not spawning hmm
"LogName": "SpawnMonsters",
"Action": "EditData",
"Target": "spacechase0.SpaceCore/TriggerActionExtensionData",
"Entries": {
"{{ModID}}_SpawnMonsters.Trigger":{
"Id": "{{ModID}}_SpawnMonsters.Trigger",
"MarkActionApplied": false,
"Trigger": "Manual",
"Condition": null,
"HostOnly": false,
"Action": "spacechase0.SpaceCore_TriggerSpawnGroup {{ModID}}_SpawnMonsters {{ModID}}_Mines 2,2,10,10/25",
"Actions": null,
"Times": [ 630],
"CustomFields": {}
}
}
},```
this is the trigger action right?
no wait i see
okay i got the monsters spawning
now i gotta try and despawn them
cause otherwise they just build up infinitely
I'm trying to make a simple resource pack mod. I know the mod is loaded. Why won't this work?
because your Target has a .png at the end
ok. the example on the wiki had it so i assumed it should
neither of those Targets have .png in them
ohh
i mixed up target and FromFile
thanks
note that FromFile is specifically a file, so it expects a file extension, while the Target is purely an internal asset name
got it
I cant get them to despawn at all
I know very little about json coding (or coding in general) so I was wondering if someone could help me make it automatically replace each texture?
I was thinking a loop that goes through each file in the assets folder and then replaces the original files for each image. Would that work?
you cannot do that with content Patcher
is there a way to do that at all
if you use C#, sure
mm, unfortunately CP doesn't offer any loops or wildcards
(or fortunately, depending on your point of view)
why is there no texture pack mod 😭
because thats what CP is for
i mean you can write a python script that does what you want and write the cp json
that being the abbreviation for content patcher is crazy because geometry dash discord users got banned for abbreviating creator points as that
it's not terribly difficult
there's never a need to bring attention to that
we hope people here are a little more mature
as for doing this you can template-ify patches with local tokens 
still not a true foreach in folder ofc
Would it be a lot to ask someoe else to do that for me? I literally can't code and I just wanted to know if there was a simple way
"LogName": "DeSpawnMonsters",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModID}}_DeTimeSpawn":{
"Id": "{{ModID}}_DeTimeSpawn",
"MarkActionApplied": false,
"Trigger": "DayEnding",
"Condition": null,
"HostOnly": false,
"Action": "spacechase0.SpaceCore_ClearSetPiecesFromSpawnable {{ModID}}_SpawnMonsters {{ModID}}_Mines",
"Actions": null,
"CustomFields": {}
}
}
},```
shouldnt this work????
it would be a decent amount to ask of someone yes
if someone's willing sure, im not willing 
gotta show me some pretty art first
I always got pretty art for you
https://smapi.io/json/none/c12373b128d64065b4a434f3192bf82a
could someone look at my monster spawns and let me know if im doing something wrong? im trying to clear my spawns
Ah mb, i didn't know....
To change something on a specific farm map using Content patcher would the target be "Maps/Farm_Ranching for the Rancher farm map? or do they all get loaded to just Maps/Farm
It would be Farm_Ranching
Perfect thank you, my memory was wrong
uhhh I tried to edit part of the more lively meadowlands farm map to have dirt where there was grass and now this is happening idk what it means 
and I was trying to make these circled spots dirt instead of grass
That means you edited the map in Tiled without all the tilesheets present in the same folder so it changed all the IDs for the tiles
I think Button's map fixer fixes that? Let me find it
Map Fixer: Upload .tmx files to fix common map errors.
Try uploading it to there
when I open it I have to reroute all the texture's right?
No
That will break the map when in game
You have to either edit the map with all the tilesheets in the same folder (exact same, no subfolder) folder. Or use iro's Tiled extension that lets you use tilesheets that are in a different folder.
Here's the Tiled extension if you want to use that: #making-mods-general message
but when I open the map in tiled it looks like this
sorry im so confused I've never edited a map before
it's a joy isnt it
I love knowing im doing something wrong but having no idea what that something is 
when you make a new map, its recommended to make a copy of the old in the Maps folder and edit it in there
then when ur ready to test it, copy it into your mod folder
im not making a new one im making the tiniest edits to an existing modded map
just changing grass to dirt in a spot
oh wait so where are you editing that map?
if u edit the original map in the maps folder it should look fine?
As I said, you either have to have all the tilesheets in the same folder as the map
Or use the Tiled extension that I linked to in order to grab the tilesheets from another folder
If you have already told Tiled that the tilesheets are in another folder, you need to undo that
I'm not im just opening the map from my mods folder
Are all the tilesheets in your mods folder too?
no they weren't there originally I figured they were pulling from the vanilla ones
They are when the map is in game
so I only need them in the folder when im editing in tiled?
But when you are editing the map in Tiled, they either need to be in the same folder or use iro's Tiled extension
Yes, unless you use iro's Tiled extension in which case they never need to be in the folder
The reason that they have to be in the folder (or use the Tiled extension) is that the image source file path cannot have any folders in it or the game won't know where to find the tilesheets.
But if they're in another folder and you're not using iro's extension in Tiled, Tiled won't know where to find them. Hence, same folder or the extension.
ok I'll try using the extension
Where are the textures for the static warp totems on the desert and island map? I've got the others but the desert one isn't on the desert tilesheet and the ocean one is on the island tilesheet?
Found the island one actually, that ones right at the edge, the desert on I still can't find however
If you have the map open you can right-click on the tile and it will take you to its location on the tilesheet
it's in the extended tilesheet🤦 found it finally
good point I forgot I could just open the map
I tried using the extension but it didn't really work
Which steps did you try?
oh wait it's bc I started moving the ones I needed over and thought I copied them but it moved them
yay it worked! ty for the help!! 
Is there a tile to make this "T" section look nicer? I can find two seperate tiles but they can't be overlayer or merged without making a custom tilesheet
hi guys just realize the room 2003 is funny
you could use this one fromthe bottom left of town interiots to make it look a little better OR
if you can inclue the farmhouse tilesheet you could use these ones
i think the exact tile you want would have to be custom though 😔
is that hell
it's tiled so it may as well be
Those look like they would be perfect! thank you!
i dont know how to include a new tilesheet but i knew they existed o7 happy to help
smores
Theres actually an even better tile on the farm house tile sheet, I didn't realise the farm house even had a speperate tilesheet tbh
yeah that it doesn't make sense to me that it's entirely separate when a lot of it could be useable elsewhere
but. its not my job to make sense of things. i just work with what i have
oh hi doggy
including a new tilesheet is something you can do in tiled btw, you just need to tell tiled where the sheet is and what it's named (and make sure embed it)
typically what you tell it is "hey look it's in Maps!" and it goes "ooh yeah that's where we are right now" and everything is chill
if you tell it "it's in this other random folder somewhere in the hard drive" then it goes "oh yeah, gotcha, saving that whooooole location" and then everything is messed up

How do you reference other tilesheets that aren't in the Maps folder? like spritesheets in the characters folder?
*Not allowed unless you install a special mod that helps you do that specific thing
Ah... okay that puts a few wrenches in my plan, but at least its not a hammer
this is a mod just for myself so I can add that mod, do you know what it's called by chance?
That's so close to being one of the most satisfying links
Oh right I forgot that exists
just a few minutes too late for glory...
i forgot the name and googled "cross mod compatibility tokens"
but luckily that's just a different button mod
(a fact i did remember)
What's 9001?
Huh, never seen that before
meneither
It's by Buttons! I am looking to add their Cross Mod Compat Tokens for automatic matching for recolours with config options, but I mustv'e missed this mod when looking at their other mods
Also there is a SMAPI PR for doing the tilesheet access natively in smapi without needing a mod, though using ATA wont guarentee it works post SMAPI support, as SMAPI's version needs to care about backwards compatibility more
ever watchted btas and sta
No idea what those are so no
not entirely sure how that relates to making stardew mods
thinking of mkaing a batman mod because reasons
@pine elbow You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
i have achieved the ability to speak fear me
I'm trying to warp to a custom location using the debug warp command but the console says it's an unknown command, using the command "help" doesn't show any debug commands either
Make sure you have the Console Commands mod installed/active
(active if you are using a mod manager)
Ahh gotcha, the wiki seems to be missing that Console Commands mod is needed
It's a SMAPI default and it's required for those commands to work
The wiki likely assumes you have it because it comes installed with SMAPI.
Ahhh gotcha, I have somehow misplaced it, where could I download it from?
do I have to reinstall SMAPI to get it?
You can just reinstall SMAPI, if you lost that one you probably also somehow removed SaveBackup so it would be good to reinstall anyway.
SMAPI installs both Console Commands and SaveBackup through the normal SMAPI installer
I probably did, I usually launch the game using different mod folders but I overwrote my normal Mods folder by accident so I'll just reinstall
(i'd also endorse Chat Commands, which lets you just write debug commands in chat, formatted as /warp instead of debug warp)
Question: what if I want to add the ability to flip between assets to a mod that doesn't natively have it. (ex. Mod offers 5 options but you can only use 1 for each time slot, is there a way to flip from Asset A to Asset C randomly without breaking the game?). I have tried to add this "^" as a way to say "or" for the config file but that just seemed to break it
I feel like this really depends on how the mod in question load its asset. It would be helpful if you can tell what the mod is, and what exactly do you want to do with it,
It's called "Golden Hour Window Light" by Latteholn; it offers only one choice configuration for "morning", "afternoon" and "night" and I want to make the different assets available both weather dependent and more randomized for the time variations or at least, add more variance to when those assets appears/affect the game.
And you want to arrange it within another mod?
I want it to still run within said mod folder, just affect the game state differently than what the mod typically does
If that's not possible than I'd make it it's own separate file
Oh, you want to edit the mod itself for personal use?
Yes
Editing the mod directly would actually be simpler.
That's what I figured
So you want to do away with the config option, right?
And implement all the variations according to certain conditions?
Exactly
Then Dynamic Tokens is your friend: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#dynamic-tokens
Thank you! I'll tinker around with this and hopefully, I won't mess up too badly
i need a website where i can see ID and code names of items for Mobile, i searched some but i noticed that IDs in pc and mobile are different
are you sure? they shouldn't be afaik
What ids are even different? 🤔
I've seached about IDs before and i would see different IDs in different websites
I would highly doubt any ids are different when mobile and desktop could play multiplayer together in certain 1.6 builds when they were in version sync
There's maybe an issue of old versions vs new versions, iirc some items have changed ID between 1.5 and 1.6
So if a website isn't updated, it'll be incorrect
you will see
yes that's why i need
but i think I've found
ello,
i'm here still sleepy, confused, not sure if this is the right place to ask and seeking knowledge.
i've run into a strange issue while updating mods and gathering info when smapi crashes:
- i updated a mod (https://www.nexusmods.com/stardewvalley/mods/32660 - see note 1 please)
- launch smapi/game through steam --> smapi crashes with fatal error (see below)
- look into my errorlog - the error/crash isnt logged
- delete mod, add in old version --> game launches (okay, looks like there is an issue with that version, time to gather info for a report)
- delete old version, update to new version again: crash as expected, manage to snag a screenshot of the console (see below)
- launch again, trying to grab the console text so i right-click the tab in the console window, hovering over export text ...... and the game launches?
notes:
- i'm aware that the modauthor is trying to get the mod itself to work (hence trying to gather info when smapi crashes), but since i got the game to launch with the new version after all i'm not even sure this issue has to do with that issue at all and dont really want to bother them without having a proper issue report .... which this does not feel like so far? maybe?
- i can reproduce this; tried ~3-5 times both crash and launch
- smapi log with crash: https://smapi.io/log/400b29dc99f94da181e5bf651dfcea0c
- smapi log with launch: https://smapi.io/log/694c5cfb1bac4c06aa3bc13dd292b5b7
(yes there is a skipped atracore in there for reasons, it's been sitting there for month without me running into issues, so i really doubt it's related and i promise i'll get to not needing that .... soon™)
sooooo. question: how? why? i want to understand what's crashing where. it looks like maaaybe multithreading stumbling over something and me fiddling around with the console nudged that to not trigger the access violation? thoughts?
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 112 C# mods and 497 content packs.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 112 C# mods and 497 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
aaand the error:
Oh that's just good ol access violation exception
but why? why there? why consistently? ;_;
It's a strange harmony bug that inconsistently appears for reasons no one is quite sure about
😔 ave bug again?
Anyways since you happened to have mmap
i mean, i have a workaround, so there is that
Go in config.json and replace true to false
That should jiggle the environment enough to not ave 
Why do you have a skipped atracore
yes.
Smh there are 20k mods that work and are good 💞
i took a look at your calico spin stuffs a while ago and fiddled with it, got it to work for me, called it good enough and should just get around to extracting the needed parts from atracore .... soon.
so reasons
i might be blind here but: which config.json 
i am blind. meep isnt mmap
The one inside mmap's folder
So the harmony issue - I've seen it more often using PatchAll
Interesting to see it happens to none PatchAll as well
Yeah mysterious
....wait, enough of the assembly is loading that you can use functions from it?
apparently? ^^
Anyways. When it was PatchAll there was a fairly reasonable connection with inlining
Without...I dunno
It die somewhere in here
But it's probably not a thing reproducible on anyone else's machine
so it does not have anything to do with the updated mod itself, ty for confirming that
You can also try cloning and building mmap yourself
Modentry.harm
ive gotten AVEs just from using SMAPI events to access menu data, are we even 100% sure its a harmony thing
I had an ave with vpp the other day and that's what fixrd it
You have what
I'm gonna old man shake my cane at a cloud
in the past ive tried to add shop modifiers to items directly in the ShopMenu after a MenuChanged event and gotten an AVE when i tried to do so
this was like... a year ago now. i dont remember
but it was consistent
i think ive also gotten it before when trying to modify CollectionsPage.collections?
less sure on that one
Anyways. Irrlicht, try removing any other mod, rebuilding mmap from source, or, heck, adding any random mod
I've only gotten ave when it was obviously my fault
The reason why the config might help is cus it turns off a particular harmony patch
for now i'll probably remember to just poke the console while it's doing it's thing ... new/updated mods will be there soon enough, probably
I enjoy your sense of humor
i dont really needed a fix, i just wanted to understand whats going on here and why ^^"
so tyvm for all the info on ave funsies 
I think I finally managed to set everything up to build aseprite from source (knock on wood and all that)
Why is this one tile not animated? 
neither is the middle bottom one 
I don't think the bottom one is on the old water edge tiles either, because the water edge isn't visible because perspective.
well ackshually in sdv the water only flows south-to-north
are you 100% certain its even water
wh
you didn't notice? 😌
Counterpoint: 1.6 waterfalls.
merely a cunning act of deception. a stage curtain of water, if you will
AAAA NO.
Uh
dh is very passionate about water
That one isn't either!
Do i need to call 999
I mean, water falls, not flows.
I like the little faces

My dear iro was having fun with tilesheets the other day
I'm not sure I'm "dear"
Have you realized tilesheet metadata isn't consistent from map to map yet
counterpoint: https://www.nexusmods.com/stardewvalley/mods/11790
we've spoken about it, yes 
Speaking of "dear", happy birthday!
yeah the dark waterside tiles are only animated in the mountain, and the light waterside tiles are only animated in the forest and town




