#making-mods-general

1 messages · Page 390 of 1

cobalt lance
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also a weird thing keeps happening where sometimes when i use the debug command to test my event, the characters dont load in and the dialogue starts looping endlessly? but sometimes it works. i assumed it was an issue where i had to let the time change to 6:10 before i tested it so that NPCs were awake, but this last time it still happened at 6:10 so idk

vernal crest
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I've not had that happen for me before when using debug ebi

cobalt lance
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idk if i would necessarily blame the debug command, thats just how im testing it. idk, the issue seems completely random to me.

vernal crest
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Are you making any changes to the event script in between it happening and not happening?

cobalt lance
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no, in fact, i noticed that if i debug warped out of the event to end it, and then rerun the ebi command, it works the second time

vernal crest
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Is the event set in the location your farmer is in when you start it?

cobalt lance
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its set to start at -100 -100 and the farmer is at -1000 -1000

vernal crest
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I mean are you in the saloon when you use debug ebi

cobalt lance
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no, it doesnt trigger if i am i think

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ive been at my farm /farmhouse mostly when i do it

lucid iron
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for butterfly hutch it doesn't override the baseframe so you'd have to just get all of em

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minus prismatic and unused ones

vernal crest
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Thank you!

lucid iron
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maybe you could (spacecore) animate the butterfly attached to the hutch

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or u can use mmap on furniture 1971 (hutch) to just always spawn the butterfly that matches

vernal crest
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The moth is going to be configurable so I'm not sure yet what will be the best way to try to animate it

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As in you can choose the hutch colour and moth colour separately

lucid iron
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well i think u just do conditional edits on the spacecore asset right

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it will make it difficult tho, so another mmap thing u can use is draw layers for the moth only

vernal crest
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From Bog's excitement about your mention of MMAP features I was thinking that we may be using MMAP for other parts of this mod so if possible I'd like to stick to just MMAP as a dependency

lucid iron
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here's me attaching chimkin draws to a vanilla furniture

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so yea you can do this if you want

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and to keep mmap optional you can do the static moth editimage in a different patch SDVpufferthumbsup

upper forum
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brilliant lmao, thank you

uncut viper
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aba succumbing to the user mindset of minimal dependencies 😔 (/lh /j)

lucid iron
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im promoting optional dependencies 3sSmolMiku

cobalt lance
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i think maybe my issue is stemming from me being in the pause menu when i run the command perhaps or something

vernal crest
calm nebula
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Clearly someone should make a mod with every CP extension mod in existence

uncut viper
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aba endorsing the user mindset of minimal dependencies SDVpufferpensive (/lh /j)

calm nebula
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Just play bingo with it

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Hang on

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Actually

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Remind me in 12 days to make a dependencies bingo card

patent lanceBOT
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rofl that's what you need a reminder for? yeah ok (#6809721) (12d | <t:1755662214>)

brave fable
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this better be good after 12 days

vernal crest
brave fable
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mooths

gentle rose
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mooth

inner harbor
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Correct me if I'm wrong... but vanilla Stardew appears to have a regrowth sprite for Starfruit?

tawdry warren
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Hey All! New update for Level Extender just dropped! Added a new comprehensive API for developers to use. Added some QoL (Extended Skills menu, default Shift + K) and some minor bug fixes. Feel free to check it out here: https://www.nexusmods.com/stardewvalley/mods/1471

Thanks!!

Nexus Mods :: Stardew Valley

This mod extends your maximum skill levels to 100+ and adds experience bars.

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If someone with a beutiful orange name could be so kind as to throw that in #mod-showcase that would be super epic! ❤️

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tyty ❤️

brave fable
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who needs orange anyway 😌

round timber
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le gasp

tender bloom
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Must have been too powerful SDVpuffersquee

inner harbor
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whistles innocently

humble timber
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LOL

inner harbor
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pretty sure it's new though? Otherwise why did Starfruits Will Regrow add it? Or maybe they didn't realize.

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nope its always been there, welp I guess I just wasted some time with my Starfruits Will Regrow reprised for 1.6 mod. Shocked I didn't notice.

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(or maybe I did but forgot)

dusky sail
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What do you mean time wasted? Even though the sprite is there it doesn't get used in vanilla, so a regrow mini mod would still be usuable

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This is genuine confusion. Thats why im askin

woeful lintel
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Huh, I just devised a whole Furniture planning/decorating game in a dream, with complete class architecture and a scoring system somehow.
The funniest part is that we only worried about sprites (taken from SV) and rendering it halfway through the thing, which is quite accurate for me.

woeful lintel
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Does AT handles paint masks replacement for buildings? If so, does anyone know of an AT pack I can use as an example? The wiki only mentions a IgnoreBuildingColorMask field, without any explanation on how to setup the color mask itself.

vernal crest
cobalt lance
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does anyone know what might be causing an NPC to move longer than theyre supposed to? it seems to have something to do with the true flag on the move action?

vernal crest
cobalt lance
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no, what dat

vernal crest
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It's a command that can cause the move command to go funny.

cobalt lance
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no i havent used that at all

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here is the line where things start to get wonky

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i want the npcs to move practically simultaneously so im using the true boolean, but it seems to break some stuff?

hard fern
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would advancedMove be helpful in this situation? im still getting the hang of it myself so i dont know everything

vernal crest
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I use advancedMove to handle simultaneous movement, yeah.

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I don't use the move command much at all so I am not familiar with all of its quirks firsthand.

cobalt lance
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ohhhhh i didnt know this was a thing

vernal crest
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I think I've seen people say you can move multiple NPCs in the same move command that's less wonky...maybe?

cobalt lance
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this looks a lot better tbh yeah

vernal crest
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Oh yes the events page says you can combine them like this /move Abigail 1 0 1 Sam 0 1 1 Sebastian 2 0 1/

woeful lintel
vernal crest
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Sorry, I think I got mixed up about what you were after and thought you were looking for AT info to explain how vanilla paint masks work...

woeful lintel
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nope, I want to know how to change paint masks with AT, since the wiki says that the texture.json file should have the item/building name or id, but the paint mask is not a building in itself so I don't know how to "target" it

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CP is so much better for technical people like me...

vernal crest
woeful lintel
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hold on

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!unpack

ocean sailBOT
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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!

woeful lintel
lucid iron
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Why do you have mod dlls in here

crude plank
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good question

gentle rose
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@daring ruin just like we’ve spoken about distributing the base game the last few times you were here, you also can’t distribute mods unless their permissions say you can. At a quick glance, No Fence Decay does not give reupload permission, for example. While mods aren’t directly paid, mod authors gain from each download through nexus and have a right to ask others not to distribute their mods.

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!modpiracy

ocean sailBOT
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We do not condone mod piracy.

Getting your mod files outside their authorized sites (e.g. Nexus, ModDrop, Naver), asking someone to "download a mod" for you, or distributing mod files to another person without the author's permission are considered mod piracy and are strictly prohibited on the server.

Mod piracy also includes:

• The distribution of mod files that are already hidden/deleted from authorized mod sites or re-uploading mod files on unauthorized platforms.

• The creation of "mod packs" with several other mod files put into one mass file for download and sending the mass file to others or uploading to sites. This excludes Nexus Collections as each mod still gets the downloads, as intended by Nexus.

We want mod authors to get credit for their download and endorsement numbers. You may, instead, share the link of the mod or share your SMAPI log with another farmer.

lucid iron
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I also thought one of the things needed for this kind of mod is making the bot host auto sleep

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Maybe I am just looking at wrong thing tho

daring ruin
daring ruin
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You do have me on the Fence mod

crude plank
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you are not distributing game files, you're distributed mods that require asking for permission from the author

blissful panther
crude plank
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have you reached out to them to ask?

gentle rose
daring ruin
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MY bad.

blissful panther
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Let's move on for now, though. This can be handled elsewhere!

lucid iron
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I mean wouldn't it be better to tell people to download latest versions from nexus anyways

daring ruin
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Clear. Understood.

lucid iron
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To have updates bug fix whatever

daring ruin
lucid iron
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I think a lot of non technical people figured out download and unzip a file just fine monS

gentle rose
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most people who can set this up can download mods from nexus though, can’t they? the technical barrier to github is much higher

lucid iron
lucid iron
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There's a bunch of "host must be there" logic to solve for

blissful panther
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For reference, the mods I noted down that you explicitly can't distribute are:

AutoLoadGame
DefaultOnCheats
MultiUserChests
NoFenceDecay

These are all hard no by their permissions/lack of licenses.

daring ruin
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Thanks for the heads-up and sorry for the outburst. I thought history was repeating

lucid iron
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Ah so ur thing just the dockerize stuff ok Sleepden

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It wasn't very clear from the readme

blissful panther
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Yeah, I do sadly think the best method in this case would be to require people download the mods manually, and just refuse to start if the required mods are missing.

crude plank
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no worries, glad you understood

lucid iron
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There's a multiplier mod checker thing

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Helps validate everyone got same mods

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You can consider making a stricter version of it

daring ruin
daring ruin
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IF nexus mods has reliable download links

crude plank
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you can't auto download from nexus without a premium account

blissful panther
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There is an API, but you need a premium account to download files via it I believe.

lucid iron
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Ig it's really up to what your target audience is?

blissful panther
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Yeah, in my mind, someone setting up a Docker image should be able to download some mods without issue.

crude plank
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that is true

lucid iron
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Do you really even need to enforce a mod list

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When ppl probably have whatever list they want to use already

blissful panther
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Some of those sound close to essential for an always on server, to be fair.

lucid iron
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Make your own all in 1 mod then Sleepden

blissful panther
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Yeah, rewriting the functionality would be a great option.

lucid iron
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And then ur packaging process can include the dotnet build part

daring ruin
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Maybe I need to shift the process a bit. Hmm

inner harbor
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Is there a way to find out which mods are adding an NPC warp to a specific map? Or even if its happening? I really don't want to have to uninstall and reinstall everything...

vernal crest
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You should be able to check if it's happened by doing a patch export of the map and checking the map properties for NPC warps

blissful panther
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Maybe with a patch summary to identify which mod itself patched which map?

vernal crest
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After that it's probably a case of checking which mods are editing that map and then a process of elimination

inner harbor
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thanks I didn't realize you could patch export maps

blissful panther
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Thanks to Atra for that one.

inner harbor
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Custom_Covenstead. I'm going to guess it's the cat witch npc

versed wyvern
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Would anyone happen to know, does a LOCATION_ACCESSIBLE JojaMart GSQ only return false if you complete the CC and it shuts down? Or will it also be false if it isn't business hours? WoahThink

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Trying to set up an outfit so that it's only used if JojaMart exists

lucid iron
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If the goal is check for joja shutdown could you just condition it on the CC event

versed wyvern
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Oh I guess I could dokkanstare

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Yeah that seems like it should suffice, thanks
Though I feel like maybe this outfit needs too many conditions to work in the end sweatboy

torpid sparrow
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When do you want the outfit to be worn?

versed wyvern
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Was just trying to have Sam and Shane wear their work uniforms before work since I think, at least in Sam's case, very few people have a chance to talk to them while they have work outfits on

lucid iron
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Oh hrm it'd be difficult if anyone adds more joja work schedule for them

versed wyvern
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But Shane stops working if Joja closes or if he gets married, won't work if he's visiting Ginger Island, won't work on most festivals, and uses a very trimmed down sprite sheet for his actual JojaMart appearance so it has to be conditioned to not be used in JojaMart itself as well

inner harbor
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oh dear, I think someone has created a circular route, either that or NPCs will now use the new shortcuts.

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(And it seems they got stuck there until I visited the map because that started a whole procession)

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Is there something that would cause NPCs, specifically custom NPCs, to path along the shortcut warp between forest and beach? From what I can gather, they sort of get stuck in a limbo between the maps until you enter the beach map and free them. They don't appear in the map warps and I'd think they'd be excluded from pathfinding (Shane certainly didn't use them earlier).

ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 69 C# mods and 94 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

inner harbor
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It looks like it's Custom NPCs that are trying to go to the beach. Instead of going from Town > Beach they are going Forest > Beach, even when it doesn't make sense with the amount of maps they have to cross. (So far I have Daulton and Enya)

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Then they get stuck on tile Beach 2 7 until I enter the Beach map and free them

vernal crest
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If there's any circular route that an NPC can take there's a risk they will do it. I remember that someone had an issue with their NPC leaving the beach to go all the way to the bus stop to go to Ginger Island instead of just going into Willy's house to get there.

inner harbor
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Yeh but the Forest > Beach warp is added differently from regular warps and didn't use to affect NPC pathing

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I should note the GInger ISland headed NPCs appear to have got there okay.

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Calvin, Victoria and Vivienne all got there just fine

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I don't suppose there's a way I can disable the warp is there?

vernal crest
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Am I thinking correctly that it's some sort of shortcut that Robin makes between the forest and beach in vanilla?

lucid iron
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Is that the vanilla warps robin builds

inner harbor
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Yes and now Elliott is using it

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Here's the procession

royal stump
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you can copy it if needed, there's an MIT license up top

inner harbor
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Am going to guess that the reason they get stuck in limbo is the same reason there are issues with the bridge by the Mountain lake: it is blocked until you enter the map.

royal stump
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those shortcuts are all similarly weird code-applied map edits, yeah

inner harbor
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Thanks Esca, hopefully atra can get that added in - but it's such a broad issue it really needs to be fixed in something that isn't linked to an expansion.

royal stump
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SDVpufferthumbsup I assume there's something that keeps it from happening with only the vanilla NPCs/maps/etc, but yeah, it's probably something to recommend looking at in the alpha

inner harbor
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ie: something most modded players will have installed - and it should be tested to see if it also affects non-modded games (I did see it affect Elliott, after all)

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Were there any other bugs you fixed for SVE that could apply to general mods?

royal stump
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probably, but it's been long enough that I'm not sure offhand, and iirc Casey changed a few things to work better in 1.6/1.6.9 a while back

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that gist page contains about half of the one-off patches I wrote

inner harbor
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stuff like Leo's constant returning to the island I recall

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Like, it's great that SVE has fixes, but not everyone uses it, would be nice if there was a "general bugs found in modded games" list somewhere.

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(ofc the shortcuts are so late game that probably at that point no one is really paying attention unless their spouse fails to come home and thus they go investigating)

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Would just installing the SVE Smapi portion cause issues if I didn't have SVE itslf installed?

royal stump
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some of its changes just adjust hardcoded tiles to other places, so probably

inner harbor
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drat

royal stump
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some of the random patches I have there are for de-hardcoding warp and dig tiles in the desert, etc

inner harbor
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I wish I knew how to edit and compile C# codes myself

royal stump
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or rather, just moving them to the SVE tile

inner harbor
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but my course was canceled

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(not that it would have helped much, although maybe I could have learned enough to cut and paste)

royal stump
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SDVpufferheart I just happened to know C# when I got into this, so it's hard to say

inner harbor
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One day maybe. For now I should go to bed.

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its 1am here

royal stump
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there's a summary list at the top of that gist page, so if anything sounds relevant, feel free to use it and/or ask pathos if it's still a thing and should be fixed* in the 1.6.16 thread

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(though some are just minor features and TMXL stuff from 1.4 SDVpufferthinkblob)

inner harbor
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I remember in a previous game in 1.5, that warp just failed to work altogether for me so I made a farmer-only warp to replace it. That would be far prefereable to this!

calm nebula
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I was gonna ask about mouse and friends

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Editing that spot is fun

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They should not be using that warp in vanilla

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They don't, actually

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(The path isn't there at day start.)

inner harbor
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So something in one of the mods is causing it to become an issue?

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Spacecore? maybe

calm nebula
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I'm not sure if there is...

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Actually yeahhhh (sorry casey!)

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Because it's later.

inner harbor
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fix one thing, break another I reckon is some sort of coding side effect

calm nebula
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(It moves back macro net generation.)

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It might. I'm not sure how map edit timing is done

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Tbh

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Pathos plz SDVpufferheart

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Might also be an issue with map loading, that cache getting emptied, etc

royal stump
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they're applied in here the first time resetForPlayerEntry is called on a loc instance, so I assume they're normally too late for NPCs? (it's been like 4 years so I forget the timings)

if (!this._madeMapModifications)
{
    this._madeMapModifications = true;
    this.MakeMapModifications();
}```
(actually it might be every time? idk, it's a hooks delegate ![SDVpuffersquint](https://cdn.discordapp.com/emojis/646112694419718174.webp?size=128 "SDVpuffersquint"))
inner harbor
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I"ll leae it with you clever people, this Kat needs her sleepy times.

obtuse wigeon
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(Note to self, when making maps, don't include circular warps unless I want odd NPC pathing behaviour 🗒️ )

royal stump
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but yeah, I imagine spacecore's pathing stuff would be the first suspect for them noticing the warps

calm nebula
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I'll throw you a build of ELR at some point with more logging on the issue

obtuse wigeon
calm nebula
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(Hot take: circular warps should be fine.)

calm nebula
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Botto

obtuse wigeon
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Oh! I've had that bug and had no idea what was going on! I didn't realise it was a bug and just thought it was a deviation in their routine like on rainy days

calm nebula
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Remind me in 24 hours to ☆☆

patent lanceBOT
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for a moment there I was gonna say no, absolutely not. but atravita? yeah, yeah i will. (#6810236) (24h | <t:1754745574>)

royal stump
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(clearly, npcs should start pathing via paths layer trails in 1.7)

calm nebula
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@ivory plume are npcs supposed to be able to take these warps

obtuse wigeon
calm nebula
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Sorry

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The renovations warps

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If no, can the game replace them with TouchAction warps?

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Thanks!

brave fable
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out of interest, has there ever been a mod that further raises the pathfinding weight of stone tiles over dirt and grass?

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feels like characters don't really value walking on paths as much as they should sometimes

inner harbor
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I stuck no path tiles on some if my maps to make them walk on the damned paths.

obtuse wigeon
calm nebula
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Hot take: what about putting paths where the npcs walk

inner harbor
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I'd like it of NPCs would walk side by side instead of on a creepy line

obtuse wigeon
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Agreed, it is a minor bit cult/school like

brave fable
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i like The Procession.

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i wish all the villagers went into the yoba church like that every sunday

inner harbor
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My biggest desire atm is to get farmers kids outside

lucid mulch
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with enough npc's certain sets of tiles do become a very busy road

obtuse wigeon
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That's with SVE too right?

inner harbor
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(Also I am on bed on pocket internet)

lucid mulch
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this example also broke my mod as the tiles to the left should have been even busier but my code rounded down and so when >32 npc's were using the same tile it became 0 pixel thick lines

lucid mulch
inner harbor
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I would like a mod (or vanilla!) that had the kids run around the farm like the pets do

obtuse wigeon
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Wow, no wonder it's so full

lucid mulch
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it didn't help that it was the desert festival so so many npcs wanted to go towards and then leave the bus stop

inner harbor
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My poor kids need sunlight

obtuse wigeon
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Is that mod that shows the NPC pathing available for me to download? I'm intrested to see how my paths match up with the NPC pathing

hard fern
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🤔 turn your child into a custom pet and you can water them (like real children)

lucid mulch
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the vscode part isn't needed for the schedule viewer aspect

obtuse wigeon
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Ill toss that into my mods folder and give it a go

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thank you!

calm nebula
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Bluebs I wanted npcs to walk on the paths I put down okay

obtuse wigeon
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Wait my paths do line up? so they actually follow them by default? or is that something one of my mods does?

calm nebula
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They have a slight preference

obtuse wigeon
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That's brilliant news! I thought it was something id have to change entirely for preference

royal stump
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I was guessing the paths were placed where the pathing system happens to make them turn SDVkrobusgiggle

brave fable
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mm, they use a weighted pathfinding algorithm that assigns value to tiles based on their Type, among other things, generally preferring stone > dirt > grass

calm nebula
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I enjoy this one

brave fable
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it's just there's not very much range in the values, so they go off-roading here and there if it's convenient

calm nebula
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I also recall something where that controls which value they push to the queue first but not actually the pathfinder weights

obtuse wigeon
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an exmaple of going off the beaten path is demetrius, who decides to walk from the fountain behind the community centre

calm nebula
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The man is autistic

obtuse wigeon
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Good point, that explains it

calm nebula
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That is 100% in character

obtuse wigeon
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I probably would too on a sunny day

brave fable
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i've spotted pam cutting through the bushes behind the saloon rather than taking the perfectly good path nearby

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even though it's gotta be a real thin win for the off-roading route

obtuse wigeon
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Seeing the paths they take puts so much into perspective and explains why they are like they are

hard fern
brave fable
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he's doing field research in the backcountry

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exploring new worlds and new ways of life

barren compass
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Hi, pardon the incoming newbie questions, I just started learning. 🙏🏼 I’m reading this tutorial (https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_Fruit_Tree_with_CP) to add new trees and the item category for the custom sapling is -74 (seeds).

I don’t understand how does -74 category work, how do we tell it that the object is a tree sapling and not a crop seed?

Stardew Modding Wiki

Hello! Rokugin here with the first of hopefully at least a few tutorials on how to make some simple stuff with Content Patcher. If you need any help with this or any of the stuff on my Git, feel free to try to reach me on the Discord server.
If all you need is to see the code and assets you can check...

lucid iron
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It's not a crop seed bc it has no matching Data/Crops entry

gaunt orbit
lucid iron
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It is a fruit tree for having Data/FruitTrees entry

gaunt orbit
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The category is just a general indicator of the purpose of the item. With only a few exceptions, category doesn't have mechanical effects

barren compass
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Ohh from the fruit trees entry

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Ah I see

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Thank you!

obtuse wigeon
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Custom Catagories can't be added without C# code right? (This probably isn't applicable to you Aragorn)

brave fable
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nope, categories aren't data-defined at all

gaunt orbit
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Spacecore allows you to display a custom category name for an item via cp

calm nebula
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You can set it to some big negative number and then use spacecore

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Yeah

gaunt orbit
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It's not technically a new category but usually that's all people want anyways

obtuse wigeon
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Good to know, space core seems to be able to do everything

gaunt orbit
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It's Casey's toybox that got hijacked by everyone else

lucid iron
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It's been around forever and casey put things she wants in here

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She wants things many people wants

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I think some of these features came from DGA

obtuse wigeon
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If I was able to write C# I'd be unstoppable, but C++ comes first

calm nebula
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Or JA yeah

lucid mulch
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also spacecore does the save serializer and takes the smapi warning so no one else has to

lucid iron
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The other day I was looking at dynamic reflections compat with furniture

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It looks like it literally only ever supported DGA Furniture

gaunt orbit
lucid iron
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I wanted to see if I can fix it but the draw code in DR is 3fancy5me

obtuse wigeon
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Acutally speaking about save serialiser is it different on linux to windows? as Multisave mod says it changes the save serialiser on windows but not linux (also rip multiplayer on linux for now)

brave fable
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i pretty much exclusively use spacecore for the save serialiser, but my mods also exclusively use the save serialiser

lucid iron
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It's for adding new custom types safely

obtuse wigeon
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Wonder why windows Smapi detects Multisave affecting it but not linux

lucid mulch
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its 'just' an xml file, I doubt there are OS differences other than folder conventions as to where to put it

obtuse wigeon
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Hmm, must just be a weird quirk then

gentle rose
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if you're talking about the library files, there's a fix (hi. I made the version that's in this server)

blissful panther
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Ah, the Galaxy library fix?

obtuse wigeon
#

Recent update to certain distros broke the galaxy api I believe meaning GoG gamers can't join steam games?

gentle rose
#

not what it meant, and there's a fix for that

blissful panther
#

Yeah, that's fixable with a tool!

gentle rose
#

!linuxmp

ocean sailBOT
#
Linux Multiplayer

Due to a security update to glibc, Linux users are having issues connecting to multiplayer (With the game hanging on the "Connecting to Online Services" screen) - While we wait for an official fix, there is a temporary solution available here: #1377481158509465703 message

gentle rose
#

(stardew uses gog backend regardless of where you bought it)

obtuse wigeon
#

Oh good to know theres a fix! that was quick

gentle rose
#

it started a few months ago tbf

obtuse wigeon
gentle rose
obtuse wigeon
#

I've only noticed it yesterday however I do hold off on major updates until they've been used for a month or two (Saved my steamdeck being temporarly bricked(Not for this reason))

blissful panther
#

(Yeah, I was referring to the tool that sets that flag. SDVkrobusgiggle)

gentle rose
#

since they can't do it themselves

lucid iron
#

Oh did they switch bc gog had more bandwidth

#

I remember that being a problem

lucid mulch
#

gog was the only one out of the box that does cross platform

#

these days the popular solution would be to use epic online services for it

wheat finch
#

This weekend I will finally finish updating the mods that I can for 1.6. I've been putting it off too long at this point.

obtuse wigeon
#

I think I'm going to have to read up on how these online services work as I am entirely unformilliar with them

wheat finch
#

Also setting a goal to finish the big shop mod by end of year...that one has been too long in development.

lucid mulch
#

the underlying netcode isn't really different between them its all about the authentication layer, and having a tcp tunnel to do nat jacking

obtuse wigeon
#

Ahhh, defo something I wouldn't 've thought about if I ever make a game

lucid iron
lucid mulch
#

I don't think so?

royal stump
#

they don't sell it, no

gaunt orbit
#

it is on GoG though

gray bear
#

doesn't seem to be on epic

gaunt orbit
#

GoG has a launcher but you don't actually need it to download and play games

gray bear
#

what's a humble store

royal stump
#

yep, steam + gog + humble + "xbox" (microsoft/windows store) for pc releases

#

humble is Humble Bundle

gray bear
#

can't say i've heard of em

obtuse wigeon
# gray bear what's a humble store

An older storefront usually used for bundles of things (games, books, digital media in general), if youre familiar with the YogsCast or JingleJam they used to host it on there

royal stump
#

used to be a very popular place to buy game bundles for cheap, with sliders for how much to give to charity, etc
(they made various bad business choices and mostly sell book bundles + normal game keys now)

gaunt orbit
#

They used to do game bundles for charity, but now they also have a storefront for whatever reason

gray bear
#

fascinating

calm nebula
gaunt orbit
#

ew

calm nebula
#

Like this

royal stump
#

SDVpuffersquint every time they come up, there's a new Bad Decision

gaunt orbit
#

yeah I can see why people bailed

calm nebula
#

I actually have quite a few programming books from humblebundle

royal stump
#

I forget whether I actually got any of those, but I used to browse them

obtuse wigeon
obtuse wigeon
gray bear
obtuse wigeon
#

I see why the Yogs left humble

royal stump
#

oh right, they also do "humble choice™" where you subscribe and get games every month
my friend is probably still on that for w/e reason

lucid mulch
#

I'm still in it because why not

gaunt orbit
#

I used to be on that but it really wasn't worth it

royal stump
#

never appealed to me much, but I mostly bought multiplayer stuff at the time

obtuse wigeon
#

(Also sorry for tagging you BeazNees, I didn't read your display name)

calm nebula
#

I don't buy video games SDVpufferthumbsup

gray bear
#

(it happens pats )

#

atra do you game sometimes?

obtuse wigeon
#

My dad was signed up for it originally and there was a LOT of stuff he didn't want so I knicked them, hence how my steam library has more games than words I can pronounce

calm nebula
gray bear
#

well makes sense why u don't buy games. i haven't bought one in a while

gaunt orbit
#

I don't think I've actually bought a game since last year

#

which was palworld

calm nebula
#

(Not very often = I have not played a video game in the last year)

#

Probably longer

gray bear
#

i play many free games

#

and also

obtuse wigeon
#

my last batch of games I've bought were Zacktronics puzzle games, I tend to stick to a few games, Stardew, MC, Factorio

gaunt orbit
#

I still play games but not as much as I used to

#

a lot of it is just stardew, terraria, and minecraft

gray bear
#

i am,, going to get a job and be an adult soon. less gayme time for me

obtuse wigeon
#

full acheivments in bauldurs? wow, hows those fancy golden dice looking?

gray bear
#

i use modded dice

brittle pasture
# gray bear

100% achievement in baldur's gays the third
such power

obtuse wigeon
gray bear
calm nebula
#

Fun.....

#

You get to say things like "do i want to put this money in my 401k or nah"

vernal crest
#

Not knowing about humble bundle... Surely humble bundle isn't even that old

#

That used to be the main way that I ended up with games in bulk that I'd be unlikely to ever play

obtuse wigeon
vernal crest
#

Or "actually I could just pay for Bitwarden and then force everyone I love to use my family plan"

obtuse wigeon
vernal crest
#

Founded 2010...

obtuse wigeon
#

ITS 15? WHAT

vernal crest
#

That tracks, I probably haven't even used it in like 5 years

obtuse wigeon
#

so me using it when I was 15 was probably right, wow

gray bear
#

anyone know where uh the new craftables added by 1.6 are

lucid iron
#

Big craftables you mean?

gray bear
#

ye

lucid iron
#

Look at the stuff with string ids in the data

gray bear
#

anywhere else they could be listed

brittle pasture
#

what's the context

gray bear
#

?

vernal crest
#

What are you trying to do

gray bear
#

oh. just edit their sprites really

brittle pasture
#

TileSheets/Craftables

gray bear
#

are the new ones added by 1.6 also there?

brittle pasture
#

1.6 doesn't add new big craftables

vernal crest
#

What new ones are added by 1.6?

brittle pasture
#

if you mean craftable objects then you can see their data is Data/Objects

gray bear
lucid iron
#

I'm pretty sure there are new big craftables yea

brittle pasture
#

wait I was thinking of something else sorry

lucid iron
#

But Bea you can find the target rectangle by the sprite index

gray bear
#

nvm they are in fact, on there

#

i may me blind

lucid iron
#

If the Texture is null that means it use default

gray bear
#

which would be tilesheets/craftables i assume

brittle pasture
#

(I should refrain from helping when 75% of my brain is occupied looking at work charts lmao, I totally forgot that 1.6 adds a whole lot of new big craftables)
(I guess the fact mr ape didn't use a new tile sheet for them like for objects tripped me up)

#

but yeah if Texture is null it defaults to TileSheets/Craftables

gray bear
#

(yeah he usually does that hence why i assumed he did here, but this is nice too)
alright, got it. thanks guys

safe kraken
#

I saw this yesterday but forgot to comment, is even possible use the Appearance system for HD portraits...?

brittle pasture
#

depends on which mod we're talking about

#

Portraiture does its own thing completely separate from Appearances

lucid iron
#

It is if you are using the flavors that actually scales up the texture

#

Spacecore or scale up 2

gray bear
#

electric boogalo

safe kraken
#

Oh, I see. I tried once (Without Scale up or Space Core) and couldn't so I thought it wasn't possible

lucid iron
#

Yeah the difference is that

  • Portraiture controls portrait display directly and applies it's own rules here
  • spacecore/scale up 2 doesn't know anything about portraits, it's just going "oh let me give you more pixels on this asset here"
#

You then take the asset and put it in normal appearance fields SDVpufferthumbsup

safe kraken
#

Interesting, I don't think I will try it now but maybe someday it will come in handy this. Thanks for the answer SDVpuffersquee

calm nebula
sharp crystal
#

Is it possible to allow Barn + Coop for a custom animal ?

brittle pasture
#

with purely vanilla method, you can set your animal's house as "BarnOrCoop" and edits every coop/barn to also accept "BarnOrCoop" as a valid animal type. you'll need to do this for every modded barn/coop upgrades though

#

if you're willing to use a framework dependency, Extra Animal Config allows you to do this automatically

sharp crystal
#

Thank I will take a look on "Extra Animal Config" mod

dusky marsh
#

Instant Shipping
Tired of walking to the shipping bin every time?
Press the configured key while hovering an item (or holding it on your cursor) and the mod will send it from your inventory or chest straight to your farm shipping bin.
With modifiers you can send only one item, all of it, or a custom amount!
https://www.nexusmods.com/stardewvalley/mods/36442

Nexus Mods :: Stardew Valley

No more running to the shipping bin every time. This mod lets you instantly send items from your inventory to the shipping bin with a single button press

dusky marsh
dusky marsh
#

Thank you! SDVpufferheart

true coyote
#

can someone take a look at this content.json and let me know why my location context for the island overwrite isn't working? when its set to true it's just applying the summer variant everywhere instead of just the island. I'm prepared for it to be something stupidly obvious

tender bloom
#

it looks like you only handle ~2 out of 4 cases:

  • config: false, island: no (technically, locationContext default isn't all non-island locations)
  • config: true, island: yes
    What about the other two:
  • config: false, island: yes
  • config: true, island: no

I would suggest you build your logic as:

  • config: false (any location) = no change
  • config: true, island: no = no change
  • config: true, island: yes = yes change
true coyote
#

I originally had the first one withought the default, just islandoverwrite and then a value of false but it didn't make sense,

#

I'll have to adjust it later tonight, almost time to get the toddler

mighty quest
#

same save, same mod folder, same mods
one is running through the debugger, the other is running without it
without debugger (left) legend goes in pond, with debugger (right) "legend wouldn't be happy here" (expected behavior)

I have no clue why the debugger makes a difference..

#

it's like a schrodingers legend

calm nebula
#

(Inlining)

#

(Whoooo)

mighty quest
#

oh shit youre right

#

wait no

#

its literally the same debug build

#

just running with or without de debugger attached

calm nebula
#

Doesnt matter

#

Inlining is jit not roslyn

mighty quest
#

yeah that just went way over my head

#

can you give me a brief reminder of the issue with inlining and harmony patches?

#

is it the vanilla game method being inlined does not get patched?

obtuse wigeon
#

(inlining? as in running 2 instances at once?)

brittle pasture
#

no, it's when the C# runtime decides to insert the body of a method into its caller directly instead of calling said method as an optimization method

obtuse wigeon
#

Ahh okay thank you for the explanation

brittle pasture
#

problem with inlining is that harmony patches aren't inserted alongside the original body

mighty quest
#

how come delegates arent inlined

#

or are they sometimes

#

guess i'll have to user a transpiler

lucid iron
#

It's platform dependent

#

Macs inline more aggressively

mighty quest
#

so If my code is patching a delegate compiled as an inner function, there's no guarantee that it will work because it might be inlined?

lucid iron
#

But yeah inlining just dumps the content of the method being called at the spot where it's called

#

Instead of actual OpCode.Call method

mighty quest
#

by that I mean one of these

lucid iron
#

Patching method does nothing cus the patched version of method is never called 3sSmolMiku

obtuse wigeon
#

I think I messed up the pathways, I can't build anything on them, is there another property I have to give the tiles to be able to build things onto them?

lucid iron
#

Buildable T i think

#

Although why is this part paved

#

If it is farm wouldn't people just put paths monS

obtuse wigeon
# lucid iron Buildable T i think

Gotcha thank you, It's just an optional addon for Immersive Farm 2 Remastered bc I don't have paths that match the recolour I'm using

gaunt orbit
lucid iron
#

What if it's a local delegate only used there

true coyote
#

ok that whole thing wouldve made more sense if I knew that conditions like that were actively turning my config on and off as I ported around

#

<-- dumby that literally knows no coding and goes off vibes

gaunt orbit
#

I mean delegates are typically passed to a method than then executes it. I guess if a given method was called with the same delegate often enough it could maybe create a baked version and just switch to that for that specific callsite?

#

That seems Very Cursed but it also seems like something the jit could do

stuck thunder
#

Hey, would anyone be willing to recolor some modded UI similarly to Starry Blue UI Recolor?
It's very easy to do, I just can't do it because I'm colorblind, have no concept of color theory, and I have no artistic talent.

lucid iron
#

I think you'd have better luck politely asking the author

#

Or find an interface with support for your particular modded ui element

stuck thunder
stuck thunder
lucid iron
#

!modideas

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

lucid iron
#

Consider putting it in here then SDVpufferthumbsup

#

Or asking whatever mod that's incompatible with the ui interface

stuck thunder
stuck thunder
#

I decided to do it myself, and I'm honestly very happy with how it's turning out.

calm nebula
#

I think you're thinking of guarded devirt

#

But i thought that was net 7 or 8

coarse dune
#

I need help finding where a specific asset is used. It's a single pumpkin on the Festivals tilesheet and I can't find it in-game for the life of me. I've looked through both fall festivals in years 1 and 2, I even changed the sprite to make it stand out as much as possible, but I'm not having any luck figuring out where it is

gentle rose
#

I mean, there is a chance it isn't used

#

but if you send us the tile id in the tilesheet it may enable us to look a bit more

blissful panther
#

This little guy?

coarse dune
#

That's the one!

blissful panther
#

26x16 tile coordinate wise at least. So that'd be...

gentle rose
#

legend has it dh is still calculating it to this day

blissful panther
#

(The calculation timed out, I got distracted trying to find it manually.)

pine elbow
#

so when making a crop mod when you refence a sprite youve made or recolored deoes it automatically know where that sprite is and that its not in spring objects or

gentle rose
#

I'll throw it in my script when I'm back at my PC, brute force that search

hey, maybe that can be part of the extension, a tile lookup

coarse dune
#

Festivals is 512x512

gentle rose
#

pixels, I assume, not tiles?

#

making it 32 tiles wide

#

which I believe makes this tile 505

blissful panther
#

Oh, I could have done that a much easier way. Tiled says tile ID 538?

gentle rose
#

oh I forgot rows are zero indexed lmao

obtuse wigeon
#

I have a very specific question, is it possible to make a C# mod that takes items out of a chest and then sorts the items into different chests within a shed based on the catagory of the item in a sign above it? So a sign with an item in the "fish" catagory will have any items in the "fish" catagory added to a chest below it?

brittle pasture
#

C# mods can do anything™

obtuse wigeon
#

Then it's time to learn to make a C# mod as an auto sorter is something I 100% need

#

I don't think I can go on any longer without it

brittle pasture
#

not 100% though

#

you can read its source for reference, though be warned that dealing with chests and mutexes are Fun For The Whole Family®

obtuse wigeon
calm nebula
#

(Two cakes!)

obtuse wigeon
#

Okay so to my quick understanding a mutex is like a lockout key used for heavy machinery, this may be a larger project than I anticipated

uncut viper
#

beware of mutexes

lucid iron
#

Mutex succ

#

But hrm i guess you can abuse building chests for this

pine elbow
#

guys?

lucid iron
#

That gets around a number of problems

#

The remaining nonsense is mostly multiplayer related

brittle pasture
calm nebula
#

Building chests?

#

Just use global inventory

obtuse wigeon
#

Just to get my bearing around C# what an easy ish mod Idea I can make, just so I can get used to syntax and grammer of C# in the context of stardew

brittle pasture
lucid iron
#

For mill

obtuse wigeon
#

Jump in the deep end, gotcha

calm nebula
#

You'll fuck up the multiplayer the first time but it'll be fine

#

It'll work fine in single player

obtuse wigeon
#

The multiplayer is the thing I am certainly going to leave until last

lucid iron
#

My proposal is that you give the shed a building chest via data

#

And do stuff to route the items into chests placed inside

#

Make a watcher for all the sheds to handle this stuff

pine elbow
#

but how do i know its id

obtuse wigeon
#

I suppose I should make a simple building in CP first so I can mess about with that without messing up actual shed functions

urban patrol
ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

lucid iron
pine elbow
#

i know the basic jsut confused on what i refrence do i reefrence spring objects or my own file

brittle pasture
#

if your item has a custom texture reference that

#

if you want it to look identical to something in springobjects use springobjects

worn oar
#

when editing modded farm layouts with tiled, how do I go about linking modded tilesheets like daisyniko's? I'm trying to edit the tiny garden farm a little bit and have the extension for the vanilla tilesheets but idk what to do about the modded ones

lucid iron
#

It's the same idea, copy the pngs over from dn tilesheets while editing remove them once done

worn oar
#

like copy them into the same folder as the map file?

lucid iron
#

Yep

gentle rose
#

or use my extension

gentle rose
worn oar
#

I use the extension for the vanilla ones that links it directly to the unpacked folder but idk how to do that with dn tilesheets bc it has all the recolors in folders within it

obtuse wigeon
#

When making a C# mod, I'm seeing guides that say to use Visual Studio Community, is that needed or is VSCode alright too? Given I use VSCode for C++ I'm going to assume it's good for C# too?

gentle rose
obtuse wigeon
#

ctrl + shift + ,

#

Thats the shortcut

gentle rose
#

right yes

obtuse wigeon
#

or Map> Manage Stardew Tilesheet Mods

gentle rose
#

doesn't matter which one, it should apply the correct recolour anyway

#

so just pick one of the folders with actual tilesheets in it

uncut viper
royal stump
#

there aren't as many tutorials for it, and the main wiki says you need a plugin to get nuget packages to work or some such, but it does work
the modding wiki does has some advice in misc articles for it

obtuse wigeon
#

I have a lot of extensions for VSCode that help with Content packs and I really don't want to use two seperate programs to make them and C# mods so I shall figure it out, good to know there is some kind of support available in the way of plugins

lucid iron
#

Just get C# dev kit

#

I use vsc for C# that's why i confidently say it sucks

obtuse wigeon
#

is smapi smart enough to realise circular dependancies? 2 mods the rely on each other and therefore have both as required dependancies

lucid iron
#

But if u just compile from cli then anything is ok

lucid iron
#

SMAPI will refuse to load if that's the case

obtuse wigeon
#

Okay gotcha no circular dependancies

stuck thunder
#

Mod request:
Multiple Dig Spots
A mod that allows you to have multiple dig spot mods active and randomly selects a dig spot type to place on each dig spot.

brittle pasture
#

all mods that add extra dig spot drops are already compatible with each other though?

#

unless I'm missing something

stuck thunder
#

Wait what

#

You can just do that already?

uncut viper
#

unless you mean the texture for the dig spot itself?

lucid iron
#

I thought you just add it to the location data

uncut viper
#

in which case thats not doable unless every mod author specifically opts in

stuck thunder
lucid iron
#

This channel isn't really for requests anyways

uncut viper
#

then yeah, a single mod author cant do that. they all overwrite the same texture, there is no picking and choosing unless each mod chooses to write the texture somewhere else as well for a framework to utilize

lucid iron
#

Put em on ideas github

stuck thunder
lucid iron
#

You can make the mod yourself though it wouldn't be that bad

#

Collect the textures you wanna use and edit them on random perhaps

lucid iron
uncut viper
#

few of them get done bc people dont want to do them and theyre not more likely to do them just because you posted it in this channel instead

lucid iron
#

You can commission someone tho

obtuse wigeon
uncut viper
#

theyd have to be AT packs in the first place

lucid iron
#

Yeah hence suggestion to make the personal mod SDVpufferthumbsup

brittle pasture
#

also I don't think AT supports dig spots?

uncut viper
#

the only people who can do this mod are Ayden and the authors of the dig spots, no one else can bc no one else is permitted to redistribute the textures for the dig spots to do it for someone else

lucid iron
#

But i was thinking just CP here

uncut viper
#

if its for personal use its fine but for example i wouldnt be allowed to collect a bunch of peoples textures and set up a mod to do them randomly

brittle pasture
#

if AT supports it there would have been a dig spot variety pack by now

uncut viper
#

and then give that mod to people

stuck thunder
#

I'll just make it for myself then.

lucid iron
#

Feel free to ask if you are unsure on steps

obtuse wigeon
#

I have a request for the modding wiki if that's something I'm able to do? Adding another column to the format tables that specify whether a field requires a string, int, or boolean (When a bool is used it tends to say but not allways)

obtuse wigeon
uncut viper
#

the modding wiki or the modding section of the official wiki

stuck thunder
lucid iron
#

You can edit that in but in content parcher land it is not that important

uncut viper
#

content parcher

#

me when i procrastinate making a mod for too long

#

the official wiki tends to follow a standard format for things and im not sure adding an entire column (where as chu says a lot of the time isnt too necessary) would be a step too far to just do it without discussion

obtuse wigeon
lucid iron
#

Well it's a wiki

#

You can just edit it yes

uncut viper
#

if anything i would just add it to the notes describing what the field does

obtuse wigeon
lucid iron
#

Might need to do it in smaller chunks tho, there's an anti spam thing

uncut viper
#

you CAN just edit it but bigger edits are a) not allowed by new wiki users bc spam protection and b) preferred to be discussed, iirc

#

i have no horse in the race i just wanted to say to be cautious about it if the wiki admin doesnt want it done

lucid iron
#

I also think tables kind of suck on phone and prefer only highlighting the important bits

obtuse wigeon
#

Gotcha, I guess when I come across a cell without a specified type, ie BuildCost for buildings I'll add the type it requires

lucid iron
#

Doesn't cp let you just put in "4000" and it works tho

uncut viper
#

yeah

stuck thunder
#

What's the file for the dig spot in vanilla?

lucid iron
#

Cursors?

brittle pasture
#

somewhere in cursors

obtuse wigeon
lucid iron
#

Yeah i think so

brittle pasture
#

the new wild seeds dig spot is cursors1.6

uncut viper
#

Content Patcher will convert between strings and ints and bools

#

"true" is equivalent to true in content patcher land too

#

(oh and floats)

lucid iron
#

There's some weird cases where the convert does not work

obtuse wigeon
#

Oh okay, I guess that isn't needed then, didn't realise it auto convert it, good to know

lucid iron
#

Or weird case like Vector2 where i always had to put "0,1"

violet valley
#

Any way to make a map edit while in a event?

uncut viper
#

i think that Vector2 thing is fixed now

lucid iron
violet valley
#

Ah ok thanks

#

But like im trying to make a fade, then after it edits. Is that possible with it?

uncut viper
#

(though i cant actually find the changelog about the Vector2 thing so idk if im misremembering or not)

lucid iron
#

Hm you need the asset to update instantly for this to work

violet valley
lucid iron
#

You

violet valley
#

Ok

#

Hmm idk if its possible ill look on the wiki

#

Wait if I just switch to the temp map during the fade would that work?

lucid iron
#

I think u can invalidate the map asset with that betas traction right

#

Pure cp way is locationchanged map edit but pls don't kyuuchan_run

violet valley
#

Sorry I recently started event modding idk what that rlly means lol

uncut viper
#

not quite, subtle difference but the BETAS traction will run the CP debug command patch update

violet valley
#

oh you mean with BETAS

lucid iron
#

So button would it work for this u think

uncut viper
#

i wonder how dangerous a BETAS InvalidateAsset traction would be

#

probably maybe

#

if you have a way to change the patch in time

lucid iron
#

Event just call traction during fade maybe

uncut viper
#

it also wont do any transitions or anything

lucid iron
#

Maybe change u to some other map first unclear

uncut viper
#

like if you make a map edit thats visible on screen it'll just pop in

violet valley
#

hmm ok

uncut viper
#

im also not entirely sure what happens during an event

violet valley
#

how? with something in BETAS?

#

Oki

lucid iron
#

The change to other location is just normal event stuff

uncut viper
#

BETAS has a trigger action action called Spiderbuttons.BETAS_PatchUpdate

#

it'll trigger Content Patcher to re-evaluate tokens and patches accordingly

#

rather than waiting for day start, location change, or time change

#

(if Content Patcher is installed)

violet valley
#

ok would it work for what I'm making?

#

i might start using BETAS

uncut viper
#

i would say it mostly depends on the location in question

violet valley
#

Ok

uncut viper
#

and whether or not its constructed on demand

#

or a temp map with no asset name to invalidate in the first place

calm nebula
#

Temp maps have assets

#

They may not have a map name

#

But they have assets

violet valley
#

so what I'm trying to do is do a fade, then after the fade a map edit happens

uncut viper
#

what would be the Target of a CP patch then for a temp map

violet valley
#

me or atra?

uncut viper
#

atra

violet valley
#

alr

urban patrol
violet valley
#

perm

urban patrol
#

okay got it

violet valley
#

would I be able to add a tiledata to said edit?

calm nebula
lucid iron
#

If the real map won't respond to patch update during an event i guess you can still do it like

#

event -> real map (pre edit) -> temp map (post edit look) -> betas patch update -> event end deposit you back in real map now updated

violet valley
#

ok

#

so is the solution to just use betas?

lucid iron
#

Yeah

violet valley
#

Ok

#

I've never used betas, how exactly do I do this?

lucid iron
#

Technically u can do this with cp locationchanged but it'd be a lot more finnicky

violet valley
#

Alr I think I'll use betas idk how though

ocean sailBOT
#

@violet valley You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

uncut viper
#

have you used Data/TriggerActions before?

#

or actions in mail/dialogue?

violet valley
#

Not really SDVpufferclueless

#

in mail and dialogue i have

uncut viper
#

like with the $action command

violet valley
#

yeah

#

i have

uncut viper
#

BETAS adds a bunch more stuff you can use with the $action command

#

instead of just AddMail, AddItem, MarkAnswerSeen, etc

violet valley
#

ohh ok

#

neat

uncut viper
#

(it also adds a lot more than that too but the one in question here is an action)

violet valley
#

so i could use it for what I'm making?

violet valley
#

thanks

uncut viper
#

this is the one you want

violet valley
#

Ok how exactly do I use it SDVpufferclueless ? do I switch to a temp map and use that?

pine elbow
#

is their any tutorial for making a crop thats a tree

uncut viper
#

how to put it in an event is not something im familiar with

#

events are not my wheelhouse

#

i dont know the sequence of actions you'd want

violet valley
#

oh ok

obtuse wigeon
violet valley
#

ill look into it though thanks button

pine elbow
#

does the corp tutorial cover that or

stuck thunder
#

I know this is a stupid way to do it, but will this work?
I just edited the Clover Dig Spot code a little.

true coyote
# tender bloom it looks like you only handle ~2 out of 4 cases: - config: false, island: no (te...

is there something like update on location change for dynamic tokens? when I built it at your suggestion, when I turned on the game with config set to true, it had nothing to check again to dynamically set to false once I left the farmhouse, leaving it on true and giving me the summer variant. Maybe I'm just not understanding how this should be written, or maybe it just shouldnt be a dynamic token

uncut viper
lucid iron
#

You would get same dig spot for a whole day every day

uncut viper
#

patches that they are used in have update rates

lucid iron
#

But they'd change across days

true coyote
#

yeah thats what smapi checker was screaming about, but then if the config is left on true when you start the game, it wasn't changing it to false for being off island, and then wouldn't check again until I left to the island

#

I'm just, so confused lol

stuck thunder
#

That's fine ig
Is there an easy way to make it random for each one?

uncut viper
#

(wdym the smapi checker)

brittle pasture
#

you can use dynamic tokens, have a token be a random value and patch in depending on that token's value

lucid iron
#

Not without C#

obtuse wigeon
#

Just tried making a custom building and when I go to place it down using the carpenter build menu this error is put into the console along with a pop up ingame with "Can't build here" text, however the building is placed:

[game] Error trying to instantiate indoors for 'AtlasV.CPAutoSorterBuilding.AutoSorterBuilding'
MissingMethodException: Constructor on type 'StardewValley.Shed' not found.
stuck thunder
brittle pasture
obtuse wigeon
brittle pasture
#

(from memory)

obtuse wigeon
#

If it is the wikiw is wrong

#

I'll give this a go now

true coyote
#
        "Name": "IslandOverwrite",
        "Value": "False",
        },
        {
        "Name": "IslandOverwrite",
        "Value": "True",
        "When": { "Island Overwrite": "False",
                "LocationContext": "Island" },
        },
        {
        "Name": "IslandOverwrite",
        "Value": "True",
        "When": { "Island Overwrite": "True",
                "LocationContext": "Island" },
        },```

like the first one feels like its missing a component, it probably is  but I dont know what
golden basin
#

Okay so, how do I calcuate how much crops should sell for and how much their dishes should go for?

brittle pasture
#

wait no StardewValley.Shed is correct

true coyote
#

mine?

#

sorry lots of talk going on

#

okay, yeah someoen else lol

brittle pasture
brittle pasture
obtuse wigeon
brittle pasture
#

if your crop is going to be relatively rare you can make it pricier

obtuse wigeon
#

Oh it really doesn't like this, it's casuing the hotbar to jump rapidly up and down

brittle pasture
#

uhh try removing .tmx from the map name?

#

oh wait

#

did you load your map file in the first place

obtuse wigeon
brittle pasture
#

you gotta load it to Maps/something and then put something as the indoor map name

gentle rose
#

who'd have thunk it, searching every single basegame map for a specific tiled takes a while SDVpuffersquee I wonder why

anyway I'm searching for the mystery pumpkin from festivals that we were talking about earlier

obtuse wigeon
#

Still? wow, is it actually a tile or is it an item?

gentle rose
#

if the script doesn't find it I'll search for other festivals tiles just to make sure it works

#

still as in I only just got to it lmao

obtuse wigeon
gentle rose
#

and the tilesheet is in the Maps folder, so it would be a tile

uncut viper
#

so is springobjects and most of those arent tiles

gentle rose
#

I forgot about that lmao

#

why is springobjects in Maps 😭

uncut viper
#

probably bc at one point CA wanted to decoratively put items down on maps

calm nebula
#

I think CA might?

gentle rose
#

might what?

calm nebula
#

Have places where items are decorative on maps

#

There is however

#

No such excuse for menutiles

gentle rose
#

is there a way to figure out if a specific tilesheet tiled is used for an item in game? SDVpufferthinkblob

obtuse wigeon
uncut viper
#

(springobjects is not used in any tmx)

brittle pasture
#

wack, can you post the code again

uncut viper
#

not as far as my search can find

lucid iron
#

Can you just use decorativelocation instead

brittle pasture
#

remove Maps/ from the IndoorMap field

uncut viper
obtuse wigeon
#

I also can't enter it so I'm not sure if I've got the "HumanDoor" field correct or not, but a hand icon does appear over the door

obtuse wigeon
gentle rose
brittle pasture
#

the game adds Maps/ automatically

uncut viper
#

oh. spriteindex and texture, then

gentle rose
#

(also you can't, the xmls use offset IDs)

brittle pasture
#

(see the vanilla entries)

obtuse wigeon
uncut viper
#

that doesnt mean you cant

#

just means you need to do a little bit more math

gentle rose
#

well, you shouldn't SBVLmaoDog I'm having a script check that part

uncut viper
#

i didnt mean a Ctrl F searcj

#

i meant the script can do that

gentle rose
#

oh I'm just throwing my tiled script at it

#

on the actual map objects

ivory plume
# calm nebula <@226803198218731520> are npcs supposed to be able to take these warps

The NPC pathfinding cache is normally built before the community upgrades are applied, so NPCs should never use them in vanilla. I guess mod map edits would change that though, since they trigger an update to the pathfinding cache. We can probably fix that if/when we migrate to the proposed conditional warps feature, by just excluding NPCs from those.

gentle rose
#

(this specific script which isn't part of the extension is already iterating over every map anyway so it was easy enough to throw in there)

calm nebula
obtuse wigeon
ivory plume
#

I want an excuse to use the new feature though. SDVpufferpensive

calm nebula
#

It's exciting to have!

obtuse wigeon
#

if chu is still around or if anyone else knows, what did they mean by "building chest via data", adding a Chests field to the custom building similar to how a mill has a chest?

brittle pasture
#

yes

lucid iron
#

Yeah

obtuse wigeon
#

okay ace, time to add that

true coyote
#

locationcontext tags for the valley and desert are just Default and Desert, no?

iron ridge
#

wow http likes it too

true coyote
#

are they supposed to be separated?

#

like SDVpufferwaaah

gentle rose
#

I can confirm the pumpkin isn't used in any maps @blissful panther @coarse dune

royal stump
gentle rose
#

(also I have made the search code much more efficient so if anyone wants me to search the vanilla maps for any other tile, let me know!)

#

this is the output for a different tile on the same tilesheet

calm nebula
#

Pls look into the eggs in the egg festival

gentle rose
calm nebula
#

You know what would be a great mod idea? Randomizing the egg positions

gentle rose
#

not in scope for my tiled extension, unfortunately SBVLmaoDog

royal stump
#

expand the egg hunt to include all gamelocations

patent lanceBOT
gentle rose
gentle rose
calm nebula
#

I kinda want to see you check them because it'll be funny

gentle rose
#

aren't they hardcoded? pretty sure they aren't in the map file SBVLmaoDog

calm nebula
#

They are

obtuse wigeon
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 34 C# mods and 19 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

obtuse wigeon
#

[SMAPI] The game crashed when drawing, and SMAPI was unable to recover the game. haha oopsie

calm nebula
#

Does it have an empty list for conversion rules

obtuse wigeon
#

Yes, As I'm going to do stuff with the chest using C# (or atleast try)

gentle rose
#

(fun fact: there are more eggs on even years than odd years)

obtuse wigeon
obtuse wigeon
gentle rose
#

(you might say it's an... easter egg)

pine elbow
#

how differnt is it to make a tree rather than a crop

true coyote
#

I give up

violet valley
obtuse wigeon
# calm nebula That's for you to figure out

My first guess is to set the required count to 0, and so that it never actually produces an item, set the max daily conversions to 0, is that along the right lines of thinking?

#

Or is it more of a needs C# situation?

#

or actually setting the "RequiredTags" to an obscure unused custom context tag, wait no that's the items it accepts nvm

true coyote
#

finally

#

I finally got it

calm nebula
#

And then I need to run errands

#

So I get to be home at about 8:30pm

#

Eat dinner

#

Collapse into bed

#

And do it all again tomorrow

#

I don't know.

obtuse wigeon
#

Reguardless, just tried my idea and I still get the same eoor so I shall have a gander at other ideas and options

true coyote
#

if I get another bug report in the next day I'm deleting my computer

lucid iron
#

Making the chest data + open action is all thing you do cus after that it's time for the C# bits

obtuse wigeon
obtuse wigeon
lucid iron
#

Open action is on the action tiles thing iirc

#

At any rate you don't have to ping when im right here in the convo

gentle rose
#

is sortinput part of the auto-sorter buildings mod?

obtuse wigeon
#

Looking at the action tiles it only has dialogue as an example so I guess i didn't think it could open a chest, and sorry it's habbit to keep track of which messages go with which convos when backtracking to find info

obtuse wigeon
gentle rose
obtuse wigeon
#

its the source chest id, specifically called "AV_ASB_SortInput"

lucid iron
obtuse wigeon
#

Nope, haven't done the C# componant yet, just wanted to get a functional building down so that I could use it as the input and building for the C# componant

lucid iron
#

But anyways i was pretty sure the mill had an action tile to open the building chest

obtuse wigeon
lucid iron
#

It's not clear whether you can open it without having anything inside though, so this may also be a thing to fix in C# by registering a tile action

brittle pasture
#

(input only allows putting in, output only allows taking out)

obtuse wigeon
#

I think I have the right chest type, Chest which sounds like it open a normal chest UI

obtuse wigeon
lucid iron
#

It's very specialized and literally does nothing when not attached to a building with chest

obtuse wigeon
#

Oh okay so it is still a valid action then, I should've specified "I don't see it mentioned, is it a valid action for Content Patcher"

gentle rose
#

what happens if you load a map that uses 64x64px tiles into the game SDVpufferthinkblob

obtuse wigeon
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 34 C# mods and 19 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
#

Some are simply undocumented

#

Man you have 3 different mods patching building draw rn please test without them

gentle rose
#

oh no

#

what happened in 1.6.10

lucid iron
#

i forgor the details but some nonsense caused xTile to give 64x64 tile sizes and making every map confused

pine elbow
#

im almost odne with my first fucking mod

#

i need a uttorial on how to make a manifest json

royal stump
pine elbow
#

im making a crop mod what manifest would it look like

royal stump
#

I'd assume you're using Content Patcher, so probably the one on the right

pine elbow
#

I DID IT

obtuse wigeon
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 26 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

pine elbow
#

my first mod

#

im crying

dusky marsh
#

good job SDVpufferparty

gentle rose
#

ngl bus(People) looks nice when it's fixed up SDVpuffersquee

#

oh god why is it cropped like that. baby's first time using obs

lucid iron
#

try putting in "DrawLayers": []

worn oar
#

when you guys make mini versions of maps or just mini farm maps in general, do you start from scratch or use an existing map as a base? I want to make a mini meadowlands farm but idk if starting from scratch or editing the existing map would be easier

gentle rose
obtuse wigeon
#

I can't see how a chest and action tile can cause a crash like this when is pretty much exactly what written on the wiki, but it works fine without the building chest and actionm tile,

tiny zealot
#

some other things like warps and doors are also tricky to get right so starting from a working example helps avoid problems

brittle pasture
obtuse wigeon
#

That sounded snarky, it wasn't supposed to be, like at all, sorry

brittle pasture
#

wack
post your code one more time just in case, and uh if I still can't see anything remove the chest data, demolish the building, add the data back and build a new instance

obtuse wigeon
#

every change I've done I haven't reloaded with patch reload, I've fully restarted the game and opened a save made specially for testing this mod, that didn't have the building

lucid iron
#

well i reproduced it

#

might be game bug

obtuse wigeon
#

so it's been built anew each time, it's spring 1 aswell so I haven't even slept so there shouldn't be any persistant data

obtuse wigeon
lucid iron
#

i see the problem maybe, your chest definition is wrong

obtuse wigeon
#

Oh...

#

How so?

lucid iron
#

gonna confirm my guess first

#
"Chests": [
  {
    "Id": "AV_ASB_SortInput",
    "Type": "Chest",
    "Sound": "Ship",
    "InvalidItemMessage": "InvalidItemMessage",
    "InvalidItemMessageCondition": null,
    "InvalidCountMessage": "InvalidCountMessage",
    "ChestFullMessage": "ChestFullMessage",
    "DisplayTile": "-1, -1",
    "DisplayHeight": 0.0
  }
],
#

you were 1 layer too deep and it was read as a instance full of nulls

brittle pasture
#

ooh dang totally missed that

obtuse wigeon
#

Do bare with me while I scream violently into the void

uncut viper
obtuse wigeon
#

I cannot believe that was the issue, thank you, I thought the id would be done the same way as item conversions, recipies, and entries

lucid iron
#

honestly my tip is just

obtuse wigeon
#

now time to figure out why the action tile doesn't work

lucid iron
#

look at the decompile

#

your action tile doesn't work bc it should be 4,3

#

the building is 3 tall right NotteThink

obtuse wigeon
lucid iron
#

oh no it's the same problem lol

#

also one too deep

obtuse wigeon
#

oh my life i am going to melt

lucid iron
obtuse wigeon
#

Tile is a dictionary not a string, gotcha

lucid iron
#

the "list as dict" quirk is limited to the Entries level

#

beneath that you should follow the actual structure as seen in unpack

uncut viper
#

its also a CP quirk, so dont imitate it when working on the C# portion

obtuse wigeon
#

Thankfully C# is closer to python than CP, So I hopfully wont have as many issues with formatting

#

figured out why the action tile wasn't working either, needed to be 4, 2, not 4, 3

#

Can't put anything into the input chest though, that will be tomorrows issue, thank you for your help, glad I get there in the end

violet valley
#

how exactly do I use "changetoTemporaryMap"? do I load a blank json with the png? idk im confused help

#

(for events)

vernal crest
#

You specify a map file that's in Maps, e.g., changeToTemporaryMap MarnieBarn or changeToTemporaryMap Forest

#

If it's a custom map of your own that you haven't already Loaded, you'll need a Load patch to Load your .tmx to Maps.

violet valley
#

Ah ok so I just add it as a map?

vernal crest
#

Have you made a custom map?

violet valley
#

Yes

vernal crest
#

Then yes, write a Load patch with a Target of Maps/{{ModId}}_<your map name here> and then use changeToTemporaryMap {{ModId}}_<your map name here> in the event.

violet valley
#

Ok rt

#

*Ty

pine elbow
#

says toekn cannot be found

vernal crest
#

You are going to have to provide some context there friend

pine elbow
#

one sec

violet valley
#

k

violet valley
pine elbow
#

it say modname/objects is invalid target modname cant be used as token because token cant be found

vernal crest
#

Please provide your actual log and json

violet valley
vernal crest
#

Via the website, not uploaded directly here

pine elbow
#

okk

pine elbow
#

is their a link to the website