#making-mods-general
1 messages ยท Page 388 of 1
i guess tIDE doesn't export tilesets so good
I know you have, iro
utterly rotten software
...I was not aware of this.
at least animations can be merged because there are no conflicts
properties can't be

god sometimes i wish i cpuld go back to Not Knowing things
Showing my age but I can't think of 999 without singing charlixcx in the back of my head
So, iro, are those tiles animated anywhere else
Those tiles, in a different map
Oh yes i was ...
aseprite
I guess maybe only tiles that are used in the map are animated?
I honestly believed stardew water is south west to north east
at least the ones that are animated have the same animation 
uh dh do you want me to see if I can cook up a version of this tilesheet with all the animations real quick
Oh, it's fine, I've added them all, but it's just a bit of an eye twitch situation. 
that's why I'm looking at making unions/supersets of all the animations for each tilesheet 
New quote added by atravita as #6530 (https://discordapp.com/channels/137344473976799233/156109690059751424/1402619059823968406)
My first thought was to ask: are the tilesheets unionizing?
were they ever ionised?
Yes
They are now, if @brittle ledge has anything to do with it
Lol
Woohoo!! I'm a recognized mod author now!
Hey, that's great! Hope the message wasn't too much of a jumpscare, though. 
Nope ๐
You can also choose the orange if you like that color
I don't xDD and ty
Im orang forever...
You're cotton candy colors rn
Maybe one day if i really need to make my own thread here
Eh, you can always ask if someone else will
Oh? Hmm
An AVE? 
I suppose one day when i make my own expansion
Yeah access violation exception on one of vpp's harmony patches
everyone's making expansions. no one's making contractions
As discussed it's not fixable by you I just built vpp from source
Did the error say where?
Haha what would those be like?
It died in ur PatchAll
there is practically nothing to be done about an AVE
...I have no PatchAlls
Some patch or another then
But yes it is no concern 
Just a Thing that happens sometimes
It was essentially this error but the stack trace had vpp
I seen it for other rando mods too so it's not a code problem
yessss finally managed to build aseprite from source
and all it took was what little was left of my sanity
I thought it's on AUR
I hope you're not on Arch, because otherwise that would have been much easier. 
nah, windows
It is, yeah... maintained by our very own Aquo, even.
When will you escape
Waterfalls won't be tedious to animate at all! 
Probably the most C#-heavy farm map we've seen so far... for better or worse.
And... this? Interesting!
question, is it possible to make our own theaters?
Afaik no
you could always make your location the MovieTheater type but it likely wont be as customizable as you'd hope
You can sorta fake it if you don't care about the movie ticket parts
It plays an event when u go inside
(what the hell is this)
a single 7 against the world?
an array of arrays of arrays of arrays though?
For readability/j
i think this might be the code im most baffled by in sdv
it's happened
Do you wanna ask pathos for what the real source looks like
Ok so I could understand the weird "check the letter at that position" to compare strings, but this?
i cant imagine how anything sensible could turn into this even with ILSpy decompiling artifacts
even parseDialogue makes more sense to me than this
and that just gets turned into IL jumps
im a little scared to ask what this even is
Does collection init make it look prettier, button.
its a list of lists, where each list in the list contains a list of lists, and each of those lists contain one more list of lists
in order to figure out possibly configurations of NPCs in movie theater seats

๐ฅ
๐ฅ๐ฅ๐ฅ๐ฅ.
im not sure what you mean. is this a setting in ILSpy or something
collection init being [ [ "Lewis" ], [ "Abigail, "Sebastian", "Sam" ], [], ...]
The bulk animation tool does not appear to work correctly. Manual it is!
Tbh I've never used it si
bulk anim doesn't exactly work on vanilla tilesheets unfortunately
i know how to initialize collections like that but i was just confused by the "make it look prettier" part
it kind of expects a tilesheet to have sanity and reason 
This is for the waterfalls, so it's formatted in a way that should be perfect for this kind of tool...
i thought atra was saying i could make ILSpy do collection init syntax like that
ah right
i crack open my waterfalls one to see what i did because afaik i did use it on waterfalls
but no that doesnt make it prettier to me bc thatd still be [ [ [ "Lewis" ], [ "Jas", "Vincent", "Marnie" ] ] or whatever
the real waterfalls were the new string[3] { new string[3] { new string[3] { we made along the way
i might even still be missing one layer of brackets there
i think i am
a string[][] would almost be acceptable here
oh nvm the big boy waterfalls don't work because they go -> and then next row
I'm a snake
๐
ah, it's string[7] because it's for each day of the week
It looks better to me
its not that i dont think there's a reason for every choice that went into this result. its the fact that im sure there were deliberate reasons that went into this that scares me most, i think
Hm so this means modded npc never come to the movies as background extras?
NoU
atra answered that very confidently
atra, can you tell me why there also exists these
why is there _viewingGroups and _npcGroups and possibleNPCGroups
Man i really hope the npc context tag thing mentioned in 1.6.16 thread come exist
It would be really nice for this and gimac and so on
also dont forget protected readonly NetStringDictionary<bool, NetBool> _characterGroupLookup
i've already been baited by tia about linking something in there because i thought it was this channel
(also this is more amusing and not baffling or anything bc i understand why the name is the way it is, but it amuses me that addSpecificRandomNPC is 1) called SpecificRandomNPC and 2) always called with hardcoded numbers)
It does, but the tool specifically has a mode for that kind of sheet... but it only ends up with three frames in the animation, even when you tell it how many frames to expect. It's so strange!
yeah i've learned the hard way that the "both" stride means it's gonna run diagonally, i have no idea why that's the logic but i could possibly unhinge my jaw for iro to script me a better one for more emotes
reasonable logic means that "both" would run -> into the next row and continue -> but no it's diagonal 

Ah yes
Both directions
I guess it's like pressing up + left or right in a video game
And moving diagonally
unfortunately if i'm remembering correctly, even if you tried to tell it to run -> continuously, the frames itself are like "uhm, that's like, a wall." and doesn't acknowledge the lower row
Yeah, that I ran into as well!
Guess I'll just find a vanilla sheet with the animations complete and rip the animations out.
oh, right, what tilesheet are you looking at
Sorry i had watermelon on the brain
i assume forest is probably it
forest... tilesheet?
no the .tmx
what tilesheet are you guys looking at rn
The 1.6 waterfalls
DH is looking at waterfalls yeah
you need a version with both animated?
are you shittin' me
what
Uh
i assume DH just wanted the big boy one because the little one can be bulk animated
Yup, the big one! I assumed the forest, so yeah, that'll make it easy.
I'm currently making my animations unifier
And the small one I'm not even using.
heh. I found this in the decomp for stardew in CollectionsPage.cs
7.ToString() ?? ""
I'm glad that even well made programs made by great developers sometimes have silly things like this in it.
that might be decompile nonsense
I think this chat's very recent discussion should tell u about the general code quality of sdv 
There we go, waterfalls animated with a teeny bit of XML surgery.
oh yeah true
i think the fact this chat exists to have these discussions is a testament to the general code quality of sdv ๐ป
stardew is very well written and I feel bad using harmonylib to inject my own garbage code haha. I feel like im vandalising artwork in a museum
oh you needn't worry about it, everyone's game is a gallery. i'm working on a fine jackson pollock myself
I have immense confidence in my spaget until it touch netcode
my code is an authentic Pierre Brassau
But there r definitely places where the code could have been better, it just doesn't matter until modders put in approximately 10086 new chairs
i stare disrespectfully at social page titles
netcode 
I think thats true of any project, especially one with such a long lifespan
Here's a recent fun one
especially especially one that was originally intended to be a singleplayer experience and then was modified to be multiplayer
For people with names of millions of characters long
do you know such people 
It's not
Yes but they don't send me any mail to play connect four with
I assume that code is just a hold over from a previous system that was in place that used variables instead of just raw ints
or its actually super important and I'm too small brain to understand why
I am once again reminding myself that it's not tiled's fault I'm stupid
anyone know if there is an event prerequisite for if you've completed a certain quest?
how do y'all handle map stuff btw? Like... specifically if youre gonna add a new area, you need to add an entrance on an existing map right? how do you make sure that doesn't conflict with other mods that might edit the same map?
oop sorry
go look at other mods
you can use central station for example if you dont wanna edit a map. it wont conflict though. you can just add to a map using content patcher's EditMap feature
also some people know where things are so asking here is great 
oo thats interesting
You must provide a way to enter your map (warp) if you want people to enter your map ofc
where do you want to patch your entrance in?
But map itself is fair game
yea
Just need a Data/Locations and a tmx
I'm actually not working on a mod that adds any maps I was just curious how people handle that problem since it seems like it'd come up a lot
It does
people are constantly looking for areas to patch entrances into
Pelican real estate in dire straits these days
its very crowded in pelican town
fr
But that's what the central station mod is for (partly)
Yeah, or you can use the minecarts if you want
oh the minecarts is smart
Central station is easier to use though\
yeah lol
Dorf Fortress
and if u got npcs...how do they get in and out
by giving them a warp room
i suppose you could do npc warp by the minecart that simulates it
Npc warp is a separate and related real estate problem
i'm hoping someday Calico Desert Bus can be the travel mod of choice for immersive playthroughs
It's not as bad
the framework's right there. you can make players drive to your map in real time. i believe in you
I'm looking forward to Fern Isle Boat
Off topic, but does anyone know if there is an event prerequisite for if you've completed a quest?
There is not
not directly, at least
Is there a workaround?
mail flag
oh yeah that could work
not off topic I just rudely interrupted your way more important question haha
haha
you can have characters 'send' 'mail' from within dialogue, you just need to write that dialogue for the quest-complete message
so considering that Quest Data includes an optional reaction dialogue field, you can include a $action Dialogue Command with the AddMail action, and then use the Event Precondition for LocalMail (for the local player) or HostMail (for the host only)
hmm ok
other than that, the game doesn't actually track which quests you've completed, and adding a mail flag is the next best way of doing so
ok thanks for the help 
in the near future, as Central Station becomes more popular, NPC modders will finally stop fighting over Pelican Town real estate
they'll instead fight over Calico Desert warp space
is there a calico desert expansion
Just require sve
or make a desert expansion XD
The canyons?
Plenty of calico desert space in sve!
DeepWoods? DeepDesert!
is sve planning on adding more content to the desert? why is the SVE desert so big and awkward
I presume not, with Castle Village being a separate mod.
SVE might become... steady?
Deserts are usually big and empty
fair enough
last i heard, SVE is "done" and new content is slated for castle village (separate)
Whether this realism is fitting is exercise for the reader
Isn't castle village for galdora though and not the calico desert?
Personally i wouldn't worry too much about existing desert
as for "why is the desert different and also empty" that's just sort of SVE's MO (change everything)
It's reasonable to me that there's another stop further down the bus line for more desert
That zh expansion 7 deadly sins also adds bunch of shit to the desert too9
I assume it's for npcwarpa
So npcs appear to be taking the bus in
Frankly, I have a hammer.... I'm being told things
technically warping in is easy, it's warping out that's the problem
each quest completed gets a conversation topic auto generated which can be tracked when active via CP and when it expires it gets saved as well just no longer accessible to CP (without spacecore)
so it can be tracked
some would argue (that's me but not at midnight) that's the game tracking conversation topics, not quests
(it's midnight)
many could argue the same could be said of mail flags, and that ccPantry is not actually tracking whether the pantry is complete
many (that's you any time of day
)
many > some
look,my buff has a immunity+2,but this immunity not effects in game,why?
Immunity (and the new buff attributes added in 1.6.9 that vanilla doesn't use) doesn't show up
(you can install Extra Machine Config to make them show up. this is purely cosmetic and informational; the buff is there and active, EMC or not)
no,its not just doesnt show up,it not effects,i have a +8immunity mermaid boots,and have this buff,then my immunity should be+10,i should can 100%immunity debuffs,but i didnt
+11 is full immunity
oh no
general question time
what was that one thing you forgot to check when you released a mod?
I uploaded mmap to machine control panel twice now
I once released a mod that logged every location as Alert
I alsp once released a mod that deadlocked on load
(But only when gmcmoptions was installed)
That got reported to Pathos btw
Atra doing war crimes...
ooof
similar but for events every time they opened a menu
That makes me remember I've been meaning to switch to using attributes for GMCM config options...
I haven't released anything yet but I managed to catch thing by pure luck that I definitely wouldn't have found normally. I have a custom geode item that can drop a weapon, which works fine for clint but on a whim I tried it in the geode crusher and it caused an error
pure luck that I actually found that one. I never use the geode crusher in normal gameplay
my first mod loaded some of its own music (pre-1.6 and the audio changes asset) and worked fine normally but barfed when users had SAAT (deprecated 1.5-era mod framework) installed, because SAAT replaced the audio API implementation and changed the behavior of a particular method and i didn't know this ahead of time
fortunately it only barfed on the music loading, which was isolated, so the only side effect was my music didn't load and it didn't crash the game or anything
well good that it wasnt a catastrophic issue atleast
Updating manifest version is a classic
forgetting update the manifest is something I am still doing, constantly without fail, I really should write a packing and manifest script so I don't have to remember
For a first release, forgetting the update key is also a classic
something about this seems... incorrect. cant quite put my finger on it
How do you actually get the update key for the very first release without having the nexus page created for the release? I always have the first upload, add update key, then reupload again
That is mesmerising I love it
Whenever you start creating the upload, in the url you can see the number
once you add the details of course
All this time I've been uploading twice for absolutly no reason
You know I once theorized I could look at my own il for calls to Math.Clamp for gmcm bounds
how to detect is player drinked iridium snake milk?
It's got an event id right
What's a very distinctive image that can be used for different expansions and vanilla? I'm trying to avoid text in spritesheets so I was thinking of going with an image instead
Can you elaborate on what you want to illustrate
I have a map (We'll call it Lobby) that leads to several other maps, each used to house warps to different locations, I want the lobby to lead to a map for vanilla, a map ridgeside,and a map SVE, each map has expansions specific warps inside,
I want a way for the player to easily tell where each map relates too without using text
Oh it's like the nexus in sve then
Yeah, I'd look at that for inspiration, honestly.
Yep! just less tree like and more organisation
I can't find Yunicorn warp hall on nexus at all, only other warp halls that only support Vanilla
I still want to finish my TARDIS mod...
Yuninocorn is the author name
Dew it
But yes this indeed only do vanilla
UI! 
That's never stopped you before!!
I am using warp totems but for instance this is the vanilla one, The lobby would lead to this via another warp, but I don't know what to use to show this is the vanilla warp hall
That's... actually a perfectly good job for the representations I think, honestly.
Thank you, ginger island was the hardest ngl 4 seperate buildings layers, bit of a pain
do anyone knows what is its event id? i need this to do sth
the mail flag* is qiCave
case "qimilk":
if (Game1.player.mailReceived.Add("qiCave"))
{
Game1.player.maxHealth += 25;
}```
oh thanks
(deleted other text because I'm not actually sure if an event ID exists, since it's code generated
)
Yeah, when an event is created through just a string it has an event id of "-1", you'd want to be using the mail flag
whooooo animation combining seems to have worked (so if anyone needs the metadata for all the animations in a tilesheet, lmk ig haha)
hello! Do you guys know where I could find more info on creating a UI mod? I've tried finding info on it but haven't found anything. just to know where to start, i guess
adding new ui or recoloring ui
recolor
!unpack do this first assuming you havent already
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!
then trawl through the unpacked files to find all the ui you want to recolor (vast majority is in the LooseSprites folder)
btw,do u know where is the code about players skill levels effect,in game decomplied code?i need this too,but i cant find it,thanks
I know how to replace them with CP and everything, nut didnt really know where to start my plan of attack
ty that gives me direction lol
i started with MenuTiles so that you can see changes right away when you load into the game
thank you again!
You can search for farmingLevel, fishingLevel, etc for each skill level, or the method getEffectiveSkillLevel for code that checks buff levels too. The skill code isn't clear or centralized, though, I don't really know where most of it is handled, sorry.
Does Automate have any interaction with Hopper? I can't find any references to Hoppers in Automate's code.
I'm guessing it just treats it like a regular chest?
i successfully find the code in levelupmenu.cs ,but still thank u
"waiting for my tilesheets to compile" wasn't on my modmaking bingo card for 2025, and yet here we are
Holy... DP went nuts this month 
high or low?
High, very high...
maybe you just had a wave of downloads? 
it seems to be universal, i had it too and so did someone else i talked to
oh, nice!
I mean... that too, July was interesting hah, lemme check what's the udls to dp ratio
I honestly can't tell because my mods are kind of dead rn lmao
july is over double what my next highest month is (which is when 1.6 came out lmao)
oh nvm I see it too now, yeah that's a lot
I got more dp this month than the month I actually uploaded my mods on?
Ratio last month for me was 2,9$ per 1000 udls and this month it's 3,2$, so pretty nice (looked bigger, but that was the udls influx in July hah)
(I don't think dp is a linear function of udl)
Yeah, it's not with the new algorithm
huh, mine is higher in june than july
but i also am not really active at all
so it must be part of the nonlinearity
I wonder why the stardew steam key costs 19k dp
afaict the keys are based on the price when they first go up and then never changed 
(could be wrong though, I've yet to get one)
It might be not accurate on my end with some percentage of DP received from other mods, now that I think about it 
I think Cyberpunk may have gotten cheaper?
Not sure tho
was stardew $19 at some point?
it's been $15 as long as I've seen it
usd ofc, I'm sure it is different elsewhere
no wonder the tilesheets were taking so long to compile, I made a silly mistake
How easy would it be to make a mod that just replaces some sounds with Minecraft sounds?
fairly easy
Pretty simple
Content Patcher can replace sounds
Nice
depends, how litigious are mojang nowadays
oh yeah, the publishing side i don't know if it's a good idea
but the making part is easy
I don't think it matters tbh
There is a Minecraft combat sounds mod
oh, you're right, I misremembered it as $20
@blissful panther do you still need the xml for all the waterfall animations in one tilesheet btw?
how can i speak
I got it all sorted with my surgery, thanks! Might be worth putting in your thread or even just here for people to use.
!howtovc
Hello! If you are a new member to this server, please read this informative message about how to be able to speak or stream in voice channels!
โข In order to speak/unmute/stream, you must be level 5!
โข In order to reach level 5, you must chat in any text-channels! Each time you talk/chat you will gain exp.
โข When you reach level 5, you will receive a message that you have obtained the Cowpoke role!
To check your current level, head on over to #governors-mansion and type the command: /lvl. This will display your current level and your exp bar. Thank you for reading!
You get to level 5, which won't take very long at all.
Oh no.
I'll probably re-unpack my game files and regenerate them first, and then do that 
oh man
Would maybe be nice to include some terrain sets too?
terrain sets?
For things like this.
if you're wondering why I need to re-unpack
I'm fairly certain this is my fault
witchcraft!
Like hell I'm making a map having to do that kind of thing tile by tile! 
I want to add a warp using Content Patcher (not in Tiled) using "Action Warp" It'll be on a tile on the buildings layer, how do I do this cause I can't see anything except the "AddWarps" field which is equivelent to "TouchAction Warp" right?
Surgery????
You okay?
xml surgery
I was about to say at least you're a brit so your Healthcare costs
xml surgery is free in currency, a bit overpriced in time
Iro, do you want to know how my day at work is going
What Magic is this??
do go on
I discovered an xml file I could parse and it made my day
how often do you discover xml files you can't parse?
The magic of terrain sets!
This is something I do not know about but I NEED to learn
woah thats cool
did you set them up yourself?
Yup!
(also busPeople may not have been my fault. busPeople may just be strange)
or more accurately, bus(People) may just be strange
I don't think I understand terrain sets.....
...is the tilesize of buspeople 64x64 for some reason
FIGURED IT! this is absolutly amazing!
...what are terrain sets? 
people love to hate Tiled but it's actually a good program and it's just that the interface to SMAPI/stardew is wonky
(and if I succeed in what I'm trying to do, even that should be fixed eventually)
How did you get the details to appear sparingly? They show up almost everywhere they can for me
That's because of...
buspeople is unused anyway, right?
Oh wow, that certainly is a lot
Not quite sure why it wants to place a line of grass on dirt but that's easy to avoid at least
It's very easy to make slight imperfections in the rules! Can you screenshot the rules?
the rules? are you talking about the Patterns tab? cause if not I have no idea what the rules refers to
I assume these are your rules, with dark green = dark grass, green = light grass, red = dirt?
or are these the rules?
(can't check rn because My Tilesheets Are Compilingโข)
Ahh okey perfect!
looking at it with my limited knowldege of coding priciples I wonder if it works using waveform collapse
Unfortunatly the tiled docs doesn't mention how it does it
it works with โจmagicโจ
Love me some techno โจmagicโจ
(but tiled is open source iirc, so you could always check that)
It's definitely not that sophisticated, though!
Waveform collapse, to me, sounds like overkill
You can go even deeper, too: https://doc.mapeditor.org/en/stable/manual/automapping/
And unlikely
You could technically have it generate cliffs.
wait so terrain sets basically automate some parts of the terrain tiles?
Basically only things that have a complete or near complete set of tiles needed for the terrain feature, yeah.
The dark/medium/light grass/dirt is a perfect set of all of them.
DH can you use multiple tilesheets for this feature
this is 100% magic! I am going to be obsessing over this from now on, I do wish maps could be wider than 200 tiles however (also wish Stardew used an offset grid type thing (Dont know the actual name))
And does it randomzie the center tile with given weights
Yup!
anyway this "map" (with no map) has the "all animations" version of every tilesheet in the game (spring version for multi season tilesheets except for summer_beach)
EDIT: see #making-mods-general message for updated file
Multilple tilesheets I don't think so, but you can weight the options where there are multiple possibilities.
Nabbed Why thank you!
(it's not redistributing assets because it's just metadata, which is fun)
Ohh, actually... the light grass/yellow dirt isn't a perfect set of tiles.
The Tilesheetinator plugin seems to miss the mine and volcano tiles btw
It isn't and it annoys me so much
(note: "all tilesets" unfortunately includes busPeople. busPeople is broken because it has 64x64px tiles.)
are you on the latest version?
I should be?
make sure the version you're using is the one pinned in the thread
Light grass/medium grass/dark grass is 100%, though.
what is it missing?
oh, I managed to replicate it. Strange, thanks for reporting! I'll have a look
Can you mirror it, DH?
Yep using the one pinned in the thread, date of 01/08/25 (dd/mm/yy format)
Wait no, I'm silly! They are there, I knew they were.
Okay, so dirt/all grass is a perfect set.
oh, only when you open this map, right?
the issue isn't with the tiled extension, it's with how I generated the map 
(tile 3, 0 has no grass shadow..... I hate it)
Never used those tilesheets so I can't say
Fixed map, my bad 
This should have the terrain sets in it. The treetop ones are not a perfect set, and neither are the water/deep water ones. But they're close enough to get you 80% of the way there.
Works now!
How do you import a terrain set, or is it just embedded into the tilesheet itself?
yup, accidentally forgot to set up nested tilesheets correctly in my map generator code
Uhhh... good question. Haven't experimented with that yet. 
this does the cool thing in the video you showed earlier?
maybe I should just exclude the buspeople stuff from my tiled scripts... it's not even used in game
afaik
is it not in the intro cutschene?
god it's been years since I've looked at the intro cutscene, but I didn't think that used tilesheets at all?
the inside the bus one? no it is not
That's the one I was thinking of, gotcha
I don't remember the last time I wantched the intro ngl
If it imports properly, it should!
how does one import properly
See this. 
ok i had a feeling but just wanted to be sure 
I think just the embed tileset button down there, though?
Is there even a way to inport it? the embed is greyed out for me and .tsx files don't show up in the add new tilesheet prompt
are you still on my map?
Oh, yeah, that button does not do what I thought it did...
tried it on both your map and my map based on the shed
oh, I'm guessing it's an "unembedded to embedded" button
Aha! This maybe?
usually you bring in new tilesets using the New> Tileset menu
but idk how it works for preexisting tsxs
That seems to work, just need to add the animations and it should be compatably with iro's map too
Doesn't show .tsx files unfortuntly
yeah, I think it only makes new ones from images
(my map has dimensions 0x0 so I would be very surprised if anything works haha)
Oh wait no it has animations, I was looking at the none animated bits
@blissful panther the meep page issues links to this https://github.com/AlanDavison/StardewValleyMods/PlayerCoordinates/issues
I don't know how Iro's extension will work with external tileset files, though...
...oh no.
should just completely ignore them, I think? but I haven't tested it ngl
bye bye meep page ๐ข
That would be a problem if it's a vanilla tileset then...
the tsx is in the map now but i dont really understand how to use it 
pretty sure it should link to this
https://github.com/AlanDavison/StardewValleyMods/issues
under the tilesheet click the "Terrain sets" tab
Then select ground/ water/ or treetops, the select the subcatagory, then draw away
Doesn't anymore. Thanks for letting me know!
do out of order tilesheets still break basegame maps?
No
Not that I'ce found
Order doesnt matter btw
I'm still catching up on everything 1.6 fixed then ig 
Sometimes i wish that
yeah I meant out of alphabetical order, like renaming them
hm i think i get it now
so does renaming tilesheets still break base game maps, atra?
We can name it SIMD and atra is in charge
The biggest thing is that in order to draw grass or dirt terrain features, you need to have either an existing dirt or grass base tile everywhere you want to draw it.
I assume renaming them will still
iro, your map seems to have entirely broken resizing, zero ability to resize on my end
I'm old and grumpy and not a real developer anyways
hmm, interesting
...why though
Super Immersive Map Definitions
I really don't suggeest using this as an actual map lmao
yeah thats what was tripping me up i think
Also I've replaced my entire personality with kpop btw
just copy the tilesheets you need out of it
Don't worry. Before that I was a Taylor swift fan
Ohh gotcha okay
i knit a replica folklore sweater
Is it okay to replace the tilesheet in the Content (unpacked) folder with the animated ones? or would that substantially break things?
In relation to the tilesheetinator I should add
What the rules are basically saying in this case is:
- Is there a grass tile where the blue arrows are pointing?
- Is there a dirt tile where the green arrow is pointing?
If so, this tile goes here.
that being said, I managed to resize it just fine
Must be a me issue then, odd
well the tilesheets in the Content (unpacked) folder are pngs, so I'm not sure how you would do that?
Actually good point I can just put them along side the pngs as xml tilesheets, oops
I wouldn't suggest using tsxs though unless you reembed them after
Yeah, this is all just to send the metadata to other people for our purposes.
@next plaza not the same extension, it actually interfered when making this 
exactly, whereas the tilesheetinator extension is more aimed at making releasable maps
Could anyone help me fix my Stardew valley expanded
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
Alr
the dark sand to shadowed sand on the beach tilesheet isn't a complete set, neither is shadowed sand to grass, what a sad day for backwards beach maps
Yeah, it's really sad that there just isn't a complete set for some.
They can be made but for people who use recolours, it wouldn't work out of the box, I would love to make a programatic recolour where it just desaturates every tilesheet in "Maps/"
Is "move to bugs" on Nexus bugged or something (yes, I see the irony). It technically was moved, but even with "include repilies" checked just the 1st message was moved... 
I did something entertainingly wrong
Witches swap turned into a trip hazzard, Kaizo Stardew
How does beach water work? does it have an overlay added ingame?
But auto hiding the post ofc worked... god I hate everything when it comes to moderating mod pages on Nexus...
Ahhh perfect, It just seems to not be displaying in tiled so I was a bit confused, thank you!
yeah the base tiles in tilesheets wont have the overlay on top afaik
My mod isn't working
It gave me an error the first time that I fixed, but now the audio just isn't changing
Help
Also, what do I send here? The log and the mod files or?
Is there a way to make the conditions of a recipe letter based on if the player has bought specific items from Pierre's? Or is that too complicated
!json send your json via this link
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.
!log and your log via this
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 didnโt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
You can use action on purchase to set mailflag
you can set the ActionsOnPurchase field on shop item to set mail flag/increment stat/etc.
this will require new purchases though and doesn't work retroactively
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.11.11.19, with 239 C# mods and 499 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Hmm ok, I might not mess with that then ๐ Thank you though!
per the validation link your JSONs are invalid (you're missing commas between blocks)
more importantly, that is not how you're supposed to do it
Data/AudioChanges is the correct target, not Data/Audio, and that's not how an entry is formatted
I just used AI to help me with the formatting, because the link you just sent is really confusing.
Thanks!
well it's doing a lot more than formatting, it's making crap up
Well, AI is dumb like that.
also it didn't really help with formatting if the JSON is invalid
I more meant that I asked it how to make the mod and then just copy and pasted the main part it sent.
And then I just added the sounds in and changed the file names
honestly, itโs easier on everyone when people come to here for help instead of AIโeven with what you think is the stupidest question imaginable. itโs much better than learning things wrong from AI, which then unlearning will be twice the work
Okay, I appreciate that!
(I've literally never seen people post AI code in here that's anywhere close to being correct. it doesn't know anything about SDV modding, and its literal design prevents it from admitting as such instead of generating wacky code on the fly)
AI is one of 2 things, wrong, or VERY outdated, either way its wrong, don't use it, it frankly useless
(I definitely agree it's preferable to ask here if you're stuck)
I see a formatting thing for the entries on the wiki, but it seems to be for adding new sounds, not changing Vanilla ones.
"{{ModId}}_Music": {
"ID": "{{ModId}}_Music",
"Category": "Music",
"FilePaths": [ "{{AbsoluteFilePath: assets/music.ogg}}" ],
"StreamedVorbis": true,
"Looped": true
}
}```
(arguably AI doesn't know anything about anything it can't "Know" in the way animals do)
reminds me of that recent article where a vibe coding AI deleted a companyโs entire database then lied about it lol (but thatโs more of a #programmers-off-topic convo)
you can have it change vanilla cues by setting both the key and the ID field to a vanilla cue name
What key?
@stuck thunder You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
the thing directly under entries is a key
entries is a dictionary of key: value pairs
Ah, okay
I'm so confused.
What am I supposed to change here (this is what I made based on what was on the wiki)
you need a comma after every entry (so after the closing })
I just remembered that
Is that it?
"Category": "Footsteps",instead of "Sound"- delete StreamedVorbis and Looped, or set them to false, because footsteps shouldn't use those
https://www.stardewvalleywiki.com/Modding:Audio
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
Sorry ty
These terrain sets make a lovely gradient, also didn't relise the island had so many terrain types
Hey, you even discovered you can set an icon!
Incomplete tilesets really do mess with the painting, island ocean isn't a complete set at all
I did! the docs were quite helpful when I was learning why a mixed tileset wouldn't work and I learned how to set icons during reading it
Is this the google search ai
theres really no other way google can "find" something like that
unless you're trying to mix up GSQs and tokens, which you cannot do
not allowed to just mash together the syntax like that
ofc you guys pooping on ai code lol
because AI code is useless
its both garbage and not allowed in the server
We generally want people to make mods tha work
๐ค right
the fact of the matter is every time people post AI code in this channel it's always some gems like Data/ProducerRules
i still get PLAYER_HAS_FLAG mixed up in my syntax because of the HasFlag cp thing and it is true, bloody pain
Respectfully. There's a difference between trying to google an answer for yourself and using AI. Assuming I was using AI instead of mistakingly googling and finding the wrong article(s) and being detrimental sets a bad standard of inclusivity. I will continue trying to google search and solve my own issue. Thank you though.
gotta agree with husky here. if you are going to point out that something is incorrect, you can do so, but focus on giving the correct solution or point towards the right resources instead of dwelling on the incorrectness/speculating on why it was incorrect.
ai is just a tool, It is kinda funny from an outsider perspective how much you guys hate it
Using AI is like using a hammer to drill a hole, that's a tool analogy that fits, large generalised usecases it can work, but smaller specific usecases like stardew modding it doesn't
selph did only answer that there are no tokens for the things they were trying to do, and i did tell them that they cannot mix GSQ syntax and token syntax if that was what they were actually trying to do
It's been trained on all existing mods in github but yeah, It is sensitive to changes between versions or specific stuff related to the game
i asked mostly because google's AI tries to pretend it is an actual answer
as opposed to you going to chatgpt or whatever on own initiative

hm i wonder if you can use the CT
Game1.player.autoGenerateActiveDialogueEvent("questComplete_" + id.Value);
should get a questComplete_100 right
even if it has one line of text somewhere that's exactly the solution, it won't help. there's not enough content packs with public code for it to be decently competent at them, and with c# there's barely enough to scrape by.
e.g, with one of my projects with a decent amount of code on github & npm, it hallucinates the entire library's purpose
oh trust me, since microsoft bought github, there's no private repo safe from feeding into the ai slop ๐
no, people just don't put content packs on github that often
It is useful nevertheless, you shouldn't hate the tool, you embrace it to be more efficient
but i guess there's not really any good way to check if the player install it long after they do the quest
Let's move on from the AI topic, please.
yes, sorry. 
We have server rules regarding the posting of AI code, assets, images, etc., and we ask that people respect those.
(where did the original message go i wanted to reply)


excellent
the best way for new save rn i think is using the questComplete_100 convo topic and then using that + GSQ PLAYER_HAS_CONVERSATION_TOPIC to make a mail flag on day ending to persist it
deleted, was right above this #making-mods-general message
well i hope this is helpful for whomever it was
Hello ! I am looking for doing a CP of the standard scarecrows but since I draw on top of a file with others item I'd like to know if there's a way to have only the scarecrows for make it as big as I want ? (because for now I'm blocked on the head by a plant). I have start modding really 3 hours ago so I know almost nothing about modding 
is big like the sprite size or big like the effective range
you won't be able to make it as big as you want, 16x32 is the size for a bigcraftable thing like a scarecrow
unless something like Sprites in Detail (?) still works, though it'd be a dependency on that
Sorry, I don't even know what you mean 
chu was asking if you meant for the texture or for how far away scarecrows will scare away birds
yea effective range = normal scarecrow or deluxe scarecrow
Ohh thank, I mean for the texture
might work
Thank you !
if the scaring away crow doesn't matter to you that much
then you can just make a furniture that is allowed outdoors 
Just bumping this bc I don't think i got an answer, got distracted by terrain sets
that seems like it'll make the actual footprint much larger too, if thats a concern
you want to edit the individual tile to add the property
you can make the footprint 1x1 and source rect 3x3, but without other mods the texture will extend right and up always
which again, might be alright to u
Ahh gotcha, thank you!
I'm having an issue with setting up a PoolEntrance (where the player just walks right past the tile with the action on it, standing on the water). I already have a changing booth set up with the appropriate tile properties just out of frame, though I found that PoolEntrance still mostly works in the BathHouse without being in swimwear.
I included a version of the image highlighting where objects are on the buildings layer and which tiles on the Back layer have Water set to True.
I've tried having the Tile with the PoolEntrance TouchAction on both the tiles above and below its current position to the same result. The TileData item is on the Back layer, like how it is in the BathHouse.
it's a TouchAction i assume?
Yeah
should be normal then 
Copied the TileData element directly from the bathouse since I couldn't figure out how to place a new one :P
idk if you need the tiles below to be water or no
I do have some elements on the Back2 layer, and I had been concerned those could be messing with it?
the tile data must be on the Back layer
How can I change the sound of the warp action? it's inside and currently makes a door sound, preferably I want it to make another sound (undecided I use coin as a placeholder), I tried adding a "playSound" action after but that just prevented the warp entirely
in case anyone has a similar issue in the future, you can set a custom flag based on quest completion and trigger off of it. This does what I need:
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_SetFlag": {
"Id": "{{ModId}}_SetFlag",
"Trigger": "DayEnding",
"Condition": "PLAYER_HAS_CONVERSATION_TOPIC host questComplete_100 1 ",
"Action": "AddMail Current {{ModId}}_RobinAxe"
}
}
},
{
"Action": "EditMap",
"Target": "Maps/{{ModId}}_DiscoveryGrove",
"FromFile": "assets/DG_North.tmx",
"FromArea": { "X": 41, "Y": 0, "Width": 48, "Height": 45},
"ToArea": { "X": 41, "Y": 0, "Width": 48, "Height": 45},
"EditMapMode": "Replace",
"Update": "OnDayStart",
"When": {"HasFlag: HostPlayer": "{{ModId}}_RobinAxe"}
}, ```
(PoolEntrance doesn't seem to care about water properties or location, fwiw)
(you may want to remove the 1 from your Condition in the trigger actions, however. im not sure if the game ever creates a conversation topic just called "1" but it could or a mod could and you wouldnt want it to misfire)
(its not like PLAYER_STAT, everything after "host" is just a list of CTs to check and if any of them are true the condition passes)
i do this by using BETAS
afaik there's not another way
Gotcha, time to have a gander at BETAS
specifically i do a spacecore trigger action which then has two traction actions, one to warp the player and one to play a sound. the spacecore trigger action that goes inside the TileData is spacechase0.SpaceCore_TriggerAction {{ModId}}_TreeWarp
Found the problem. Apparently I had mistakenly offset the layer at some point >.<
Sorry I keep taking up people's time with incredibly trivial issues x.x
not suggesting you should go and change it now if it works, butif you ever need it, BETAS itself has both a TriggerAction map action and a PlaySound traction of its own now
I think I'll just go the TouchAction MagicWarp route but I'll keep that in mind as that's quite useful
ooh good to know! that's probably a little cleaner than mixing two different mods' actions
although my poor one (1) android player will still have to suffer without lol
tbf if you're using BETAS for the warping itself anyway they are already missing out
but i forgot you have an android compatible version, in that case you should use the spacecore ones where applicable
(im like half sure BETAS still actually runs on Android and its just some specific things that fail, but i have no way to confirm or deny this)
my code is incredibly janky for this--it uses a normal warp no traction for when you don't have BETAS installed, and if you do have BETAS installed, i edit the TileData via a separate patch to change it to the spacecore tile action
I know theres a smaller 1 x 1 tile version of this but I can't find it, only the red one for the witches hut that doesn't have a transparent back
hi so im trying to fix this mod https://www.nexusmods.com/stardewvalley/mods/7109 its a little issue but the mod itself adds a custom cellar with plots in it, that is working fine but when i leave the cellar i am teleported outside of the area of the farmhouse, this seems like it would be an easy fix but ive gone over the wiki and how warping commands work alongside tiled and even found the warp for the map, but whenever i change any of the cords for the warp the game either refuses to load any save or crashes when i enter the cellar, help would be awesome!
are you talking about the circle or the candles?
The circle specifically
i feel like i know what you're talking about but i can't find it
maybe we're both hallucinating
this? (mid-left of towninterior)
I know SVE had one but I'm almost certain vanilla also had one
isn't it in the wizard's basement or something?
nope it's like that, but white and has a transparent background
That is the SVE one I think, I thought there was on outside of the wizards tower somewhere
curse of not playing the game enough
I may just make my own because I cannot remember for the life of me where it would be
Curse of playing with mods too much for me
my thing is like, i can so clearly picture what you're talking about, but i also know that i've spent enough time staring at these tilesheets looking for all the magic stuff that if it were there i would have seen it and used it already. so i don't think it exists
Time to make a sprite then it seems! I did have one but I lost my old mod it was in (probably deleted)
theres none afaik only the red one and this one from the witch swamp warp cave
SVE contains these, which seem likely
(copied one and screenshotted the other, whoops)
and another 1x1
It might've actually been that one
and from looking around it seems like warping in the farmhouse is a pain in general, id be fine with warping anywhere inside the actual house just not out of bounds
How many frames can a sprite in stardew have? is it even limited?
Well, I don't recommend int.maxvalue frames
Nor do I recommend your spritesheet getting above 4096 pixels in either direction
I'd be insane to aniumated 2.17 billion (ish) frames
Other than that.....have fun!
Perfect!
Some moreso than others thats for sure
Hi lyoko
Hi, at awkward fam time so hiding here XD
@royal stump pspspspspss i have a suggestions maybe? giving monsters a glow ability with ftm?
i have a custom monster that id love to have glow
Anybody know if there is an OS and/or input method combination where typing a non-english character like รผ or ร sends an escape sequence (like, with a literal ESC character) instead of just the non-english character?
I got a report of unexpected behavior from a user that could be explained if this is the case.
I'm trying to make alternative locations for shops in my map, I've got Action OpenShop working, but I can't seem to find Robins building shop or the wizards
The wizards book is a different thing, I've found that
So is the Carpenter, is there a way to have it open without Robin being nearby?
macos lets you do that
i dunno what exactly stardew read it as
It works fine on MacOS; just sends the single character.
There are multiple, I believe it depends on the keyboard layout and program too, some things allow ctrl + [ to act as escape
what if its like linux ctrl+c or smth 
If you could elaborate more on the behaviour they got I may be able to help more?
^[ is the escape sequence for terminals (VT100, maybe?). I would be surprised if that somehow worked in monogame input, but stranger things have happened.
"When we use the mod in our language German, then the List is always directly closed when I type a special character like รถ รค รผ ร."
This behavior matches what would happen if typing any of those characters sent an ESC (which closes the menu), but I have no other evidence that is what's happening.
which ones specifically?
oh you just said lmao
you should ask them how they're typing them, like is it a key on their keyboard or do they use a keyboard shortcut
To my knowledge those should never be treat as an escape character, if they're on something that isn't MacOS ask them to hold down alt and type 0223 on the keypad (if they have one) then let go of alt and see if that also causes it
If It doesn't I don't think there's anything you can do at all as that alt code emulates pressing the ร key
why am i writing switch mods and everything is working first try
this should not be happening
it even connects to the socket
Is there an elegant way to reload "Data/Objects" after changing configs via GMCM so I can load/unload an item without restarting the game? I've seen the docs for cache invalidation, but there's no on-save event built into GCMC for the common config options as far as I can tell
you can write it into your save function yourself if you're in C#
the cache invalidation I mean
that said it won't affect existing items most likely
and if you make an item that previously existed no longer exist you'll just get error items
hello, is there a tutorial on checking and editing tile properties?
via code not Tiled
Am I tripping or is Krobus' sprites not 16 x 32 but 16 x 24?
I can't place his sprite somewhere where his feet aren't covered 
That is unbelivable annoying
changing his size and Load-ing his texture is an option
I'm guessing ArbitaryTilesheetAccess doesn't have a way of supporting none default sizes?
I've made some notes to look into it, but it's unfortunately kinda complicated for a feature like that.
Monster light code (and update/animation code in general) is specific to each type, so I'd have to make a whole system for it.
(I may have found some NPC code they share that might work, though, I'll check it out again when I can)
?????
ITS JUST WORKING
oh mini jukebox is confused
pat pat mini jukebox
it doesnt "support" anything. it just stops SMAPI from telling you you can't tilesheet climb
Ahh gotcha
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content#Edit_a_map is the simple case, wanting to do more surgical edits would involve accessing the underlying Map and editing the tile you want https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/Framework/Patches/EditMapPatch.cs#L147-L148 https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/Framework/Patches/EditMapPatch.cs#L262-L318
or rather stops SMAPI from assuming it must be in Maps* not that you cant tilesheet climb
Yeah I think I want to do something more surgical? Those parts seem to be more replacing tiles with new ones, I'm looking for something more like messing around with this via code https://stardewvalleywiki.com/Modding:Maps#Tile_properties
and idk how, which is why I'm asking for a tutorial to get me started xD
Line 310 in sinz's example
Are you talking about editing tile properties with Content Patcher or C#?
either, which is easier?
Content Patcher, unless you know how to code in C# already. What are you trying to do?
I want to check if a tile has a certain property, if not, add a property to it.
Let me see; that should be possible with Content Patcher (but getting SMAPI to reload the map can be tricky). There may also be a framework that can do that more easily. Standby.
not possible to do with content patcher
anything that requires iteration and "edit assets satisfying this requirement" is beyond our power
I'm fine with c#. I don't know it, but I'm able to code in other languages, so I'm thinking about learning by doing rn
Then you're better off with the links above ๐ If it's something like a warp, it can be done with CP; it depends on what it is.
what's the high level goal here
uhh something like the regenerative farming thing on mod ideas github
What is the specific effect you want?
Is it this one? https://github.com/StardewModders/mod-ideas/issues/1233
you should just patch hoedirt.cs then
that's not a map tile, it's a terrain feature that holds crops
hmmm, but would any variables attached to a hoedirt be erased if it gets un-hoed?
Tile properties arent persisted anyways
I see
You'll have to back up the values to somewhere else if the hoedirt is unhoed
i just noticed the seasonal tilesheet for ginger island... i thought the island is in forever summer, no?
iirc ginger the farm in ginger island is like green house right?
I would store it in mod data personally and have host back it up
When the hoedirt is removed
And replace it when the hoedirt is replaced
Is it not the island tilesheets for the beach farm
What's the casino called to warp to it? I cannot find the name of it for the life of me
Club
thanks guys, btw 
Is there a reason why I can't open "ShadowShop", "Sandy", and "Traveler" shops when using "OpenShop" action? do their respective npcs need to be nearby?
did you set any rectangles
Oh sorry I'm using ContentPatcher not Tiled to do this
I was just going pasting it into the message box and realised I didn't action put "OpenShop ShadowShop" I just put "ShadowShop" whoops
When using $action AddMail, is there a way to make the mail come instantly? It seems to take 1 ingame day.
put now as the last parameter
ok
if it's omitted it defaults to tomorrow
Following on from why I can't open the shops, is there a way to force the carpenter build menu to open without robin nearby (or a way to spoof it by adding a copy of robin without a schedule?)
like $action "AddMail Current OMEGAlinc.CSExpanded_WizardThankYouLetter now"?
Sorry for inturupting with my dumb question haha
Don't worry about interupting at all, many convos can happen at once, and it's good to learn mail supports a "now" flag, I didn't know that and wouldn't've found out if you hadn't asked
I don't have an answer but I debug Robin's carpenter menu by skipping to 9am and run debug hurry Robin to teleport her to the stall
there's also a mod to make shops usable without NPCs nearby
I'm adding a replacement to her in a custom map so I can't do the unfortunatly but that is great into to keep in mind, I will be using that more often XD
what's your goal? the Carpenter map action specifically requires Robin in its (hard)code
๐
Shops are usable without NPCs nearby anyway arenโt they
My goal is to access shops and services provided by NPCs in my custom warp hall shown in the picture, all other shops and services I have added, except for the carpenter build menu and marnies animal buying shop (not "AnimalShop")
I'm guessing Marinies animal shop is also hardcoded too then?
(can C# mods change the hard coding? I'm guessing they can bc the mobile phone mod allows for building anywhere)
Gotcha okay, I'll make do without those 2 shops
(there is a (vanilla) book that makes Marnie shop usable without her nearby)
debug ws robin if you want a one-step shorthand for this (it warps you to 8,20 and robin to 8,18)
it also works with any other vanilla npc who runs a shop (sandy, dwarf, gus, clint, etc.)
Pretty Happy with my diaromas, they should be compatable with any recolours or sprite replacements, Now time to make a lobby
They look great!
Ooh
Thank you! 25 tilesheets used however, hope that doesn't cause lag issues
I think they look cool too
Krobus looks so teeny
Krobus really is so small I love him
I suppose as a compromise you can allow access to the basic shop those two runs (without their building/animal service)
That's currently what I've done, would love if robins build menu worked like the wizards
or even mail build orders, not a far fetch idea and probably a mod already
System.ArithmeticException: Adding -56 days to 10 summer Y100000000 would result in a date before 01 spring Y1.
hrm
shouldnt this be ok 
int overflow? wait no it can't be
int32 is a perfectly sane choice to back "how many in-game days has the player completed" and i will not be told otherwise
Smh the game uses uint32
New quote added by atravita as #6531 (https://discordapp.com/channels/137344473976799233/156109690059751424/1402817714199724136)
How do I modify this so that it always takes me to the farm totem?
{
"Position": { "X": 34, "Y": 6 },
"Layer": "Back",
"SetProperties": {
"TouchAction": "MagicWarp Farm 48 7",
}
},
That way I don't have to worry about mods changing where it is, I found "ObeliskWarp" but that just uses the look and sound but I still have to provide an X and a Y
That's unbeliable annoying but the config didn't cross my mind, good idea
Would you be able to set a config with like "X Position" and "Y position" ๐ค
Yes I do it for festival placement
How do you set a value in the config that doesn't have a limit? just not include "AllowValues"
Nevermind Ignore me
just do string value
Chu does MMAP let me spawn butterflies?
yea
Sweet
I'm curious, is there GSQ (or something similar) that checks which skin color the player selects for the farmer? I know on the character builder screen, with the blue skin tone is 17, but do you know if there's an existing command to call for it?
Thanks this is going to be very helpful for testing texture change!
texture change of butterflies?
Is this not what I should do?
{
"Position": { "X": 26, "Y": 8 },
"Layer": "Back",
"SetProperties": {
"TouchAction": "MagicWarp Desert {{DesertX}} {{DesertY}}",
}
},
"DesertX": {
"Default": "35",
"Section": "Locations"
},
"DesertY": {
"Default": "43",
"Section": "Locations"
},
I'm getting {{DesertX}} Token doesn't exist
sure
you cant patch reload adding config
did you restart game
I did not, my mistake, thought you could patch reload
no GSQ, and nothing in any frameworks as far as im aware, certainly not a token
Yep
Can't reload tokens, so no config or dynamic tokens
That's a shame! I had a certain mod idea in mind, but maybe it's a mod that I'll have to say "only makes sense if you make the farmer [x]"
use the traction version then
https://github.com/Mushymato/MiscMapActionsProperties/blob/main/docs/actions.md#mushymatommap_critter-x-y-crittertype-type-dependent-args
debug action mushymato.MMAP_Critter X Y Butterfly T 4
Why's that?
well you wanna just test fast right 
this doesn't require to leave map and comeback
it will spawn 4 butterflies at the X Y coord you give
oh yea mmap does let you put a custom butterfly texture if you want
idk if that is relevant for yer mod tho
I saw, but this is for just a regular butterfly retexture for the whole game rather than specific to a certain map or anything so I just thought of MMAP to help me spawn them
40 butterflies is really a lot fewer than I would've expected lol
I still don't understnad "SetTilesheet" I just doesn't seem to work no matter what I do, I've tried all of these:
"SetTilesheet": "14792",
"SetTilesheet": "TeleportyThingy",
"SetTilesheet": "Maps/TeleportyThingy",
What other things could I try?
Are you setting a tilesheet that's already in the map?
Already in the map
And are you doing it by its tileset name rather than the image name?
(So for instance in some vanilla maps spring_outdoorsTileSheet will be 1 instead)
It's in <Modfolder>/Maps/TeleportyThingy.png, Attached is how the .tmx refers to it
Ive tried adding .png onto it too
Yes that should be just TeleportyThingy. So you're doing that and then using SetIndex and it's not adding the tile?
(the .png doesnt matter)
(I think adding .png would make it not work, wouldn't it)
Yep, is there a way to include a tilesheet into the map without a tmx overlayed?
(firstgid is used internally by tiled to count global ids of tiles and also doesn't matter)
Of the tileset name?
oh btw, for general reference, Do Not Use a simple /move and proceedPosition together
that was what was causing my previous headache
the tileset name or the image source?
SetTilesheet doesn't use image source, it uses name
I say this into the void, because I think I just passed out after fixing it :V
So if Atlas added .png it wouldn't match the tileset name and would therefore not work
instead of actually delivering information
you saying "that should be just TeleportyTHingy" made me think you were correcting the image source but if you were not then i apologize
Ah, no, I was saying "the SetTilesheet value should be just TeleportyThingy because that's what your tileset name is".
I had the same issue with another mod, removing the "SetTilesheet" magically made it place the right tile somehow
The CP example for adding a tile is confusing because the list of properties says that SetTilesheet is required when adding a tile but then the example doesn't use it. I guess that means there's a default tilesheet it uses (maybe the first listed?)
SetTilesheet uses the name of the Tilesheet in the top of the tab in Tiled, yes?
Or am I misremembering
You mean without doing an EditMap patch to add a new tilesheet? Not that I'm aware of, no.
I mean like not embedding the tilesheet into tiled, and forcing it into the map using Cntent Patcher just in case it's Tiled causing the issues
Only via another EditMap patch, you can't just add new tilesheets to a map solely with CP
It shouldn't be a Tiled issue.
.tmx file has been made from a copy of the FarmHouse.tmx, a new tilesheet called "TeleportThingy" has been embedded into the tmx from "TeleportThingy.png" in the same folder at the copy of the FarmHouse.tmx(AV_FarmHouse.tmx), Then I used this to overlay the AV_FarmHouse.tmx onto "Maps/FarmHouse":
{
"Action": "EditMap",
"Target": "Maps/FarmHouse",
"FromFile": "Maps/AV_FarmHouse.tmx",
"PatchMode": "Overlay"
},
Using another "EditMap" action to modify "MapTiles" to ass the tile that I want and add a warp:
{
"Action": "EditMap",
"Target": "Maps/FarmHouse",
"MapTiles": [
{
"Position": { "X": 5, "Y": 7 },
"Layer": "Back20",
"SetTilesheet": "TeleportyThingy",
"SetIndex": "0"
},
{
"Position": { "X": 5, "Y": 7 },
"Layer": "Back",
"SetProperties": {
"TouchAction": "MagicWarp Desert {{DesertX}} {{DesertY}}",
}
},
]
},
When I do patch reload AtlasV.TeleportyThingy I get this error:
[Content Patcher] Can't apply map patch "TeleportyThingy > EditMap Maps/FarmHouse #2" to Maps/FarmHouse: MapTiles > entry 1 couldn't be applied: SetTilesheet specifies a 'TeleportyThingy' tilesheet which doesn't exist.
Can you do a patch export of Maps/FarmHouse after your first patch is applied?
I have a memory of SMAPI prefixing my added tilesheets last time I messed around with an EditMap patch
Could always make sure your tilesheet name is z_TeleportyThingy in case it's an ordering issue because of the farm's default tilesheet ordering
Just because it shouldn't be required anymore doesn't mean it might not have a quirk if you aren't using that older method.
(maybe you found a bug with the new implementation where it's not getting automatically reordered, or something's happening to it on reorder)
I think so? but I also think its done other things too, the regular vanilla tilesheets are prefixed with "Maps_" while this is the full name of my custom tilesheet:
SMAPI_atlasv.teleportythingy_Maps_TeleportyThingy.png.png
It has 2 .png extensions
Not the tilesheet file itself, but if you open the map file and see if the tileset name is still just TeleportyThingy
open the exported FarmHouse tmx in Tiled.
It's also always a good idea to still use the z_ prefix for added tilesheets for vanilla maps anyway because there's a performance cost to interfering with the vanilla tilesheet order
as this was just a personal mod I didn't bother with prefixing is as it would've made neglegable difference to myself
Might be worth staying in the habit so you don't forget when it's not a personal mod? Your choice of course though
I'm now able to fix my other mod too now that I know it auto prefixes it with "z_"
so good to know, if you omit the z_, then in order to not break tilesheet ordering, SMAPI automatically prepends it where needed.
Oh it's defo a habit for public facing mods, always prefix custom tilesheets with zzz_AtlasV_
I've learned a bit more about how that works today. ๐
So have I, I thought it would've been solved in a more elegant way but you can't beat the efficiency of just prefixing it
Thank you all for your help, I can now play Stardew again! I've been spending more time modding it than actually playing it within the last 2 weeks
Welcome to the cheeto curse xD
For the brits it's more like wotsit curse as we don't have cheetos (The bags are too small though, unless you get the giant ones, best crisps/chips)
Cheddar cheese curse?
mini-cheddars curse...
