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
#making-mods-general
1 messages · Page 390 of 1
I've not had that happen for me before when using debug ebi
idk if i would necessarily blame the debug command, thats just how im testing it. idk, the issue seems completely random to me.
Are you making any changes to the event script in between it happening and not happening?
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
Is the event set in the location your farmer is in when you start it?
I mean are you in the saloon when you use debug ebi
no, it doesnt trigger if i am i think
ive been at my farm /farmhouse mostly when i do it
ok im back n added info about the indicies
for butterfly hutch it doesn't override the baseframe so you'd have to just get all of em
minus prismatic and unused ones
Thank you!
maybe you could (spacecore) animate the butterfly attached to the hutch
or u can use mmap on furniture 1971 (hutch) to just always spawn the butterfly that matches
The moth is going to be configurable so I'm not sure yet what will be the best way to try to animate it
As in you can choose the hutch colour and moth colour separately
well i think u just do conditional edits on the spacecore asset right
it will make it difficult tho, so another mmap thing u can use is draw layers for the moth only
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
here's me attaching chimkin draws to a vanilla furniture
so yea you can do this if you want
and to keep mmap optional you can do the static moth editimage in a different patch 
brilliant lmao, thank you
aba succumbing to the user mindset of minimal dependencies 😔 (/lh /j)
im promoting optional dependencies 
i think maybe my issue is stemming from me being in the pause menu when i run the command perhaps or something
Only because it's not my mod xD
Clearly someone should make a mod with every CP extension mod in existence
aba endorsing the user mindset of minimal dependencies
(/lh /j)
Just play bingo with it
Hang on
Actually
Remind me in 12 days to make a dependencies bingo card
rofl that's what you need a reminder for? yeah ok (#6809721) (12d | <t:1755662214>)
this better be good after 12 days
@lucid iron psychedelic moth
mooths
mooth
Correct me if I'm wrong... but vanilla Stardew appears to have a regrowth sprite for Starfruit?
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!!
If someone with a beutiful orange name could be so kind as to throw that in #mod-showcase that would be super epic! ❤️
tyty ❤️
who needs orange anyway 😌
le gasp
I think it’s cut content
Must have been too powerful 
whistles innocently
LOL
pretty sure it's new though? Otherwise why did Starfruits Will Regrow add it? Or maybe they didn't realize.
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.
(or maybe I did but forgot)
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
This is genuine confusion. Thats why im askin
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.
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.
No clue about AT but here's the grand total of the info we have about paint masks on the wiki. https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.5#Paint_buildings
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?
Many, many things. Have you used proceedPosition at all in the event?
no, what dat
It's a command that can cause the move command to go funny.
no i havent used that at all
here is the line where things start to get wonky
i want the npcs to move practically simultaneously so im using the true boolean, but it seems to break some stuff?
would advancedMove be helpful in this situation? im still getting the hang of it myself so i dont know everything
I use advancedMove to handle simultaneous movement, yeah.
I don't use the move command much at all so I am not familiar with all of its quirks firsthand.
ohhhhh i didnt know this was a thing
I think I've seen people say you can move multiple NPCs in the same move command that's less wonky...maybe?
this looks a lot better tbh yeah
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/
I already read that last year, I already have them working with the CP version of the mod, but I don't know how to port that to AT
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...
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
CP is so much better for technical people like me...
As far as I can tell, AT doesn't touch the Data/PaintData information for a building so you'd just change the paint mask by changing the texture? The example Deluxe Barn has the paintmask in the same texture next to the barn texture. https://github.com/Floogen/AlternativeTextures/tree/stable/AlternativeTextures/Examples/[AT] Example Pack/Textures/Buildings/DeluxeBarn
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!
To use this command, type !unpack.
thanks for the reference, that's such a weird way to do that imo, the vanilla files all have the paint mask in a different file.
Why do you have mod dlls in here
good question
@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.
!modpiracy
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.
To use this command, type !modpiracy.
I also thought one of the things needed for this kind of mod is making the bot host auto sleep
Maybe I am just looking at wrong thing tho
Like I've already succesfully defended before where I have received an apology from the accuser. I do NOT distribute the game files. If you really think so, prove it by showing me where I do that?
Those are the mods, with credits in the Readme.md
You do have me on the Fence mod
you are not distributing game files, you're distributed mods that require asking for permission from the author
The issue here is distributing the mods, four of which you explicitly do not have the rights to distribute.
have you reached out to them to ask?
Like I said, this isn’t about the game, it’s about the mods. You aren’t allowed to distribute some of them, credits or otherwise.
MY bad.
Let's move on for now, though. This can be handled elsewhere!
I mean wouldn't it be better to tell people to download latest versions from nexus anyways
Clear. Understood.
To have updates bug fix whatever
Very true! However non-technical people might have issue with even such simple concept. Which I am trying to help
I think a lot of non technical people figured out download and unzip a file just fine 
most people who can set this up can download mods from nexus though, can’t they? the technical barrier to github is much higher
I am still wondering about this tho
That is a very good argument
There's a bunch of "host must be there" logic to solve for
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.
Which has been done by: https://github.com/perkmi/Always-On-Server-for-Multiplayer !
I will get on this.
Thanks for the heads-up and sorry for the outburst. I thought history was repeating
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.
no worries, glad you understood
There's a multiplier mod checker thing
Helps validate everyone got same mods
You can consider making a stricter version of it
Yeah its more of a packaging process
That could work. I am wondering if I just note all the download links then its the container which does the things. But no files are present
IF nexus mods has reliable download links
you can't auto download from nexus without a premium account
There is an API, but you need a premium account to download files via it I believe.
Ig it's really up to what your target audience is?
Yeah, in my mind, someone setting up a Docker image should be able to download some mods without issue.
that is true
Do you really even need to enforce a mod list
When ppl probably have whatever list they want to use already
Some of those sound close to essential for an always on server, to be fair.
Make your own all in 1 mod then 
Yeah, rewriting the functionality would be a great option.
And then ur packaging process can include the dotnet build part
That is true.
Maybe I need to shift the process a bit. Hmm
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...
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
Maybe with a patch summary to identify which mod itself patched which map?
After that it's probably a case of checking which mods are editing that map and then a process of elimination
thanks I didn't realize you could patch export maps
Thanks to Atra for that one.
Custom_Covenstead. I'm going to guess it's the cat witch npc
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? 
Trying to set up an outfit so that it's only used if JojaMart exists
If the goal is check for joja shutdown could you just condition it on the CC event
Oh I guess I could 
Yeah that seems like it should suffice, thanks
Though I feel like maybe this outfit needs too many conditions to work in the end 
When do you want the outfit to be worn?
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
Oh hrm it'd be difficult if anyone adds more joja work schedule for them
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
oh dear, I think someone has created a circular route, either that or NPCs will now use the new shortcuts.
(And it seems they got stuck there until I visited the map because that started a whole procession)
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).
(here's a log: https://smapi.io/log/7000cf40a1e24e2b8d8013aba7be7fcf)
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
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)
Then they get stuck on tile Beach 2 7 until I enter the Beach map and free them
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.
Yeh but the Forest > Beach warp is added differently from regular warps and didn't use to affect NPC pathing
I should note the GInger ISland headed NPCs appear to have got there okay.
Calvin, Victoria and Vivienne all got there just fine
I don't suppose there's a way I can disable the warp is there?
Am I thinking correctly that it's some sort of shortcut that Robin makes between the forest and beach in vanilla?
Is that the vanilla warps robin builds
I don't remember what does/doesn't cause that bug to happen, but afaik this fix I wrote for SVE is still necessary and in use
https://gist.github.com/Esca-MMC/966ca87099890bda7d5aa5fb0d3d33e6#file-harmonypatch_fixcommunityshortcuts-cs
you can copy it if needed, there's an MIT license up top
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.
those shortcuts are all similarly weird code-applied map edits, yeah
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.
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
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)
Were there any other bugs you fixed for SVE that could apply to general mods?
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
that gist page contains about half of the one-off patches I wrote
stuff like Leo's constant returning to the island I recall
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.
(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)
Would just installing the SVE Smapi portion cause issues if I didn't have SVE itslf installed?
some of its changes just adjust hardcoded tiles to other places, so probably
drat
some of the random patches I have there are for de-hardcoding warp and dig tiles in the desert, etc
I wish I knew how to edit and compile C# codes myself
or rather, just moving them to the SVE tile
but my course was canceled
(not that it would have helped much, although maybe I could have learned enough to cut and paste)
I just happened to know C# when I got into this, so it's hard to say
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
(though some are just minor features and TMXL stuff from 1.4
)
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!
I was gonna ask about mouse and friends
Editing that spot is fun
They should not be using that warp in vanilla
They don't, actually
(The path isn't there at day start.)
fix one thing, break another I reckon is some sort of coding side effect
(It moves back macro net generation.)
It might. I'm not sure how map edit timing is done
Tbh
Pathos plz 
Might also be an issue with map loading, that cache getting emptied, etc
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 )
I"ll leae it with you clever people, this Kat needs her sleepy times.
(Note to self, when making maps, don't include circular warps unless I want odd NPC pathing behaviour 🗒️ )
but yeah, I imagine spacecore's pathing stuff would be the first suspect for them noticing the warps
https://lemurkat.wordpress.com/2021/06/29/the-case-of-the-missing-npcs/ I made a blogpost about it
should probably update my blog at some point
I'll throw you a build of ELR at some point with more logging on the issue
Oof my darkmode extension does not like wordpress at all, time to turn it off to read it
(Hot take: circular warps should be fine.)
Remind me in 24 hours
Botto
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
Remind me in 24 hours to ☆☆
for a moment there I was gonna say no, absolutely not. but atravita? yeah, yeah i will. (#6810236) (24h | <t:1754745574>)
(clearly, npcs should start pathing via paths layer trails in 1.7)
@ivory plume are npcs supposed to be able to take these warps
(Oh gods don't make my mod harder to maintain please, I'm glad hardcoded pathing was removed)
Sorry
The renovations warps
If no, can the game replace them with TouchAction warps?
Thanks!
out of interest, has there ever been a mod that further raises the pathfinding weight of stone tiles over dirt and grass?
feels like characters don't really value walking on paths as much as they should sometimes
I stuck no path tiles on some if my maps to make them walk on the damned paths.
To my knowldege not in 1.6, I did look for something like that when making my paved valley mod, hoping I could get NPCs to uses the paths instead of wandering across the dirt and grass
Hot take: what about putting paths where the npcs walk
I'd like it of NPCs would walk side by side instead of on a creepy line
Agreed, it is a minor bit cult/school like
i like The Procession.
i wish all the villagers went into the yoba church like that every sunday
My biggest desire atm is to get farmers kids outside
(Also I am on bed on pocket internet)
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
I tried
sve,rsv,mineral town,es,sunberry,etc
pretty much every npc mod that doesn't need portraiture
I would like a mod (or vanilla!) that had the kids run around the farm like the pets do
Wow, no wonder it's so full
it didn't help that it was the desert festival so so many npcs wanted to go towards and then leave the bus stop
My poor kids need sunlight
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
🤔 turn your child into a custom pet and you can water them (like real children)
the vscode part isn't needed for the schedule viewer aspect
Bluebs I wanted npcs to walk on the paths I put down okay
Wait my paths do line up? so they actually follow them by default? or is that something one of my mods does?
They have a slight preference
That's brilliant news! I thought it was something id have to change entirely for preference
I was guessing the paths were placed where the pathing system happens to make them turn 
mm, they use a weighted pathfinding algorithm that assigns value to tiles based on their Type, among other things, generally preferring stone > dirt > grass
There is this stupid patch too https://github.com/atravita-mods/StardewMods/blob/d449970ef87b272ddb4b7ed305935fbb9d4fc402/ExperimentalLagReduction/HarmonyPatches/MiniChanges/NetfieldsMemoryPatch.cs#L8
I enjoy this one
it's just there's not very much range in the values, so they go off-roading here and there if it's convenient
I also recall something where that controls which value they push to the queue first but not actually the pathfinder weights
an exmaple of going off the beaten path is demetrius, who decides to walk from the fountain behind the community centre
The man is autistic
Good point, that explains it
That is 100% in character
I probably would too on a sunny day
i've spotted pam cutting through the bushes behind the saloon rather than taking the perfectly good path nearby
even though it's gotta be a real thin win for the off-roading route
Seeing the paths they take puts so much into perspective and explains why they are like they are
I was about to mention this lol, i watch him go behind the building all the time like???
he's doing field research in the backcountry
exploring new worlds and new ways of life
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...
It's not a crop seed bc it has no matching Data/Crops entry
So for that you need to add crop/tree data as well
It is a fruit tree for having Data/FruitTrees entry
The category is just a general indicator of the purpose of the item. With only a few exceptions, category doesn't have mechanical effects
Custom Catagories can't be added without C# code right? (This probably isn't applicable to you Aragorn)
nope, categories aren't data-defined at all
Spacecore allows you to display a custom category name for an item via cp
It's not technically a new category but usually that's all people want anyways
Good to know, space core seems to be able to do everything
It's Casey's toybox that got hijacked by everyone else
It's been around forever and casey put things she wants in here
She wants things many people wants
I think some of these features came from DGA
If I was able to write C# I'd be unstoppable, but C++ comes first
Or JA yeah
also spacecore does the save serializer and takes the smapi warning so no one else has to
The other day I was looking at dynamic reflections compat with furniture
It looks like it literally only ever supported DGA Furniture
This is the main thing that made it popular tbh
I wanted to see if I can fix it but the draw code in DR is 3fancy5me
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)
i pretty much exclusively use spacecore for the save serialiser, but my mods also exclusively use the save serialiser
Save serializer is for mods to use
It's for adding new custom types safely
(Pictured: SpaceCore.)
Wonder why windows Smapi detects Multisave affecting it but not linux
its 'just' an xml file, I doubt there are OS differences other than folder conventions as to where to put it
Hmm, must just be a weird quirk then
wdym rip mp on linux?
if you're talking about the library files, there's a fix (hi. I made the version that's in this server)
Ah, the Galaxy library fix?
Recent update to certain distros broke the galaxy api I believe meaning GoG gamers can't join steam games?
not what it meant, and there's a fix for that
Yeah, that's fixable with a tool!
!linuxmp
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
To use this command, type !linuxmp.
(stardew uses gog backend regardless of where you bought it)
Oh good to know theres a fix! that was quick
it started a few months ago tbf
Ahhh that expains a decent bit
(the tool is just a replacement version of the libraries but with a flag set differently
)
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))
(Yeah, I was referring to the tool that sets that flag.
)
(oh, I thought you were referring to the one we uploaded here so the steam deck people could use it
)
since they can't do it themselves
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
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.
I think I'm going to have to read up on how these online services work as I am entirely unformilliar with them
Also setting a goal to finish the big shop mod by end of year...that one has been too long in development.
the underlying netcode isn't really different between them its all about the authentication layer, and having a tcp tunnel to do nat jacking
Ahhh, defo something I wouldn't 've thought about if I ever make a game
Is sdv on epic/does smapi support epic games version
I don't think so?
they don't sell it, no
it is on GoG though
doesn't seem to be on epic
GoG has a launcher but you don't actually need it to download and play games
what's a humble store
yep, steam + gog + humble + "xbox" (microsoft/windows store) for pc releases
humble is Humble Bundle
can't say i've heard of em
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
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)
They used to do game bundles for charity, but now they also have a storefront for whatever reason
fascinating
ew
Like this
every time they come up, there's a new Bad Decision
yeah I can see why people bailed
I actually have quite a few programming books from humblebundle
I forget whether I actually got any of those, but I used to browse them
same! almost the entire suite of <blank> for dummies
Oof Thats not the most humble bundle they've put up
the fuck
I see why the Yogs left humble
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
I'm still in it because why not
I used to be on that but it really wasn't worth it
never appealed to me much, but I mostly bought multiplayer stuff at the time
(Also sorry for tagging you BeazNees, I didn't read your display name)
I don't buy video games 
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
Not very often
well makes sense why u don't buy games. i haven't bought one in a while
my last batch of games I've bought were Zacktronics puzzle games, I tend to stick to a few games, Stardew, MC, Factorio
I still play games but not as much as I used to
a lot of it is just stardew, terraria, and minecraft
i am,, going to get a job and be an adult soon. less gayme time for me
full acheivments in bauldurs? wow, hows those fancy golden dice looking?
Good choice 
the power is called gay and hyperfixated
But real adult money is fun!
Fun.....
You get to say things like "do i want to put this money in my 401k or nah"
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
Or in my case "Can I buy and eat a whole chocolate cake before it goes bad" cue feeling very ill later in the day
Or "actually I could just pay for Bitwarden and then force everyone I love to use my family plan"
it's pretty old now, I'm nearly 23 and I remember it being around Long before I went to uni when I was 18
Founded 2010...
ITS 15? WHAT
That tracks, I probably haven't even used it in like 5 years
so me using it when I was 15 was probably right, wow
anyone know where uh the new craftables added by 1.6 are
Big craftables you mean?
ye
Look at the stuff with string ids in the data
what's the context
?
What are you trying to do
oh. just edit their sprites really
TileSheets/Craftables
are the new ones added by 1.6 also there?
1.6 doesn't add new big craftables
What new ones are added by 1.6?
if you mean craftable objects then you can see their data is Data/Objects
I'm pretty sure there are new big craftables yea
wait I was thinking of something else sorry
But Bea you can find the target rectangle by the sprite index
If the Texture is null that means it use default
which would be tilesheets/craftables i assume
(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
(yeah he usually does that hence why i assumed he did here, but this is nice too)
alright, got it. thanks guys
I saw this yesterday but forgot to comment, is even possible use the Appearance system for HD portraits...?
depends on which mod we're talking about
Portraiture does its own thing completely separate from Appearances
It is if you are using the flavors that actually scales up the texture
Spacecore or scale up 2
electric boogalo
Oh, I see. I tried once (Without Scale up or Space Core) and couldn't so I thought it wasn't possible
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 
Interesting, I don't think I will try it now but maybe someday it will come in handy this. Thanks for the answer 
I literally spent two hours comparing money market funds
Is it possible to allow Barn + Coop for a custom animal ?
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
Thank I will take a look on "Extra Animal Config" mod
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
Can someone put in the showcase? I would appreciate it 
Showcased!
Thank you! 
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
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
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
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
oh shit youre right
wait no
its literally the same debug build
just running with or without de debugger attached
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?
(inlining? as in running 2 instances at once?)
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
Ahh okay thank you for the explanation
problem with inlining is that harmony patches aren't inserted alongside the original body
how come delegates arent inlined
or are they sometimes
guess i'll have to user a transpiler
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?
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
by that I mean one of these
Patching method does nothing cus the patched version of method is never called 
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?
Buildable T i think
Although why is this part paved
If it is farm wouldn't people just put paths 
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
Can delegates be inlined? How would the jit verify that a given delegate reference won't change later?
What if it's a local delegate only used there
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
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
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.
I think you'd have better luck politely asking the author
Or find an interface with support for your particular modded ui element
I already did.
They said that they aren't making Stardew Valley mods anymore.
This is honestly the only UI I have been able to find that I like.
!modideas
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.
To use this command, type !modideas.
Consider putting it in here then 
Or asking whatever mod that's incompatible with the ui interface
Wait, that might actually work!
I decided to do it myself, and I'm honestly very happy with how it's turning out.
Might.
I think you're thinking of guarded devirt
But i thought that was net 7 or 8
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
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
This little guy?
That's the one!
26x16 tile coordinate wise at least. So that'd be...
legend has it dh is still calculating it to this day
(The calculation timed out, I got distracted trying to find it manually.)
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
(no way of knowing without knowing how wide the tilesheet is btw)
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
Festivals is 512x512
pixels, I assume, not tiles?
making it 32 tiles wide
which I believe makes this tile 505
Oh, I could have done that a much easier way. Tiled says tile ID 538?
oh I forgot rows are zero indexed lmao
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?
C# mods can do anything™
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
your idea kinda sounds similar to this: https://www.nexusmods.com/stardewvalley/mods/30491
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®
It's close but not quite it, this looks like it sorts ALL chests, given I use automate it wouldn't work with it quite the way I want to, Arguably I could even make a custom building for it so sheds can still be used for other things
(Two cakes!)
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
beware of mutexes
guys?
That gets around a number of problems
The remaining nonsense is mostly multiplayer related
you need to Load any custom sprites before using them
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
Load assigns an asset name to a png, you then use that asset name in the Texture field of object/crop/etc data
Buildings can have attached real Chest entities
For mill
Just do it. You'll be fine
Jump in the deep end, gotcha
You'll fuck up the multiplayer the first time but it'll be fine
It'll work fine in single player
The multiplayer is the thing I am certainly going to leave until last
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
but how do i know its id
I suppose I should make a simple building in CP first so I can mess about with that without messing up actual shed functions
!startmodding learning the basics of content patcher will probably be a good place to start
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
To use this command, type !startmodding.
Stardew Modding Wiki
Stardew Valley 1.6 revamped how buildings work and now you can add a new building with just Content Patcher. There are also new ways to add textures/skins to existing buildings that have advantages over previous methods. This guide will walk through how to use these features, starting from "put my new building in the game please". If your goal i...
i know the basic jsut confused on what i refrence do i reefrence spring objects or my own file
if your item has a custom texture reference that
if you want it to look identical to something in springobjects use springobjects
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
It's the same idea, copy the pngs over from dn tilesheets while editing remove them once done
like copy them into the same folder as the map file?
Yep
or use my extension
make sure not to leave them in your folder if you publish the mod though!
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
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?
you can set those too! uh I forgot what the shortcut is for my own extension hold on
right yes
or Map> Manage Stardew Tilesheet Mods
so use that shortcut and select one of the folders for the recolour options
doesn't matter which one, it should apply the correct recolour anyway
so just pick one of the folders with actual tilesheets in it
VSC kind of sucks but it works
if you can dotnet compile via VSC and its more convenient for you to do so instead of Community or Rider, more power to you
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
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
is smapi smart enough to realise circular dependancies? 2 mods the rely on each other and therefore have both as required dependancies
But if u just compile from cli then anything is ok
no
SMAPI will refuse to load if that's the case
Oh ye it does suck, but familiarity often beats useage
Okay gotcha no circular dependancies
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.
all mods that add extra dig spot drops are already compatible with each other though?
unless I'm missing something
unless you mean the texture for the dig spot itself?
I thought you just add it to the location data
in which case thats not doable unless every mod author specifically opts in
Yeah, that's what I meant
This channel isn't really for requests anyways
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
Put em on ideas github
The problem is that it looks like very very few on there actually get done
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
It's up to someone to take an interest in the idea, this is a hobby not a job
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
You can commission someone tho
I will do this.
I believe you can do that with Alternative Textures, just load multiple AT packs that modify the dig spots and enable the randomly pick option in the AT config
theyd have to be AT packs in the first place
Yeah hence suggestion to make the personal mod 
also I don't think AT supports dig spots?
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
But i was thinking just CP here
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
if AT supports it there would have been a dig spot variety pack by now
and then give that mod to people
I'll just make it for myself then.
Feel free to ask if you are unsure on steps
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)
I could've sworn it did, never mind
the modding wiki or the modding section of the official wiki
K
You can edit that in but in content parcher land it is not that important
The stardewvalleywiki.com/modding wiki
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
I just find it kinda annoying writing out a whole edit data action only for it to not work bc it was a different data type, If I had the go ahead I'd gladly do it
if anything i would just add it to the notes describing what the field does
That's what I was originly thinking hence why I was wondering if there was a request place like we have here on the discord
Might need to do it in smaller chunks tho, there's an anti spam thing
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
I also think tables kind of suck on phone and prefer only highlighting the important bits
Gotcha, I guess when I come across a cell without a specified type, ie BuildCost for buildings I'll add the type it requires
Doesn't cp let you just put in "4000" and it works tho
yeah
What's the file for the dig spot in vanilla?
Cursors?
somewhere in cursors
it works for either 4000 or "4000" without preference?
Yeah i think so
the new wild seeds dig spot is cursors1.6
Content Patcher will convert between strings and ints and bools
"true" is equivalent to true in content patcher land too
(oh and floats)
There's some weird cases where the convert does not work
Oh okay, I guess that isn't needed then, didn't realise it auto convert it, good to know
Or weird case like Vector2 where i always had to put "0,1"
Any way to make a map edit while in a event?
i think that Vector2 thing is fixed now
Use a temp map or a TAS?
Ah ok thanks
But like im trying to make a fade, then after it edits. Is that possible with it?
(though i cant actually find the changelog about the Vector2 thing so idk if im misremembering or not)
Hm you need the asset to update instantly for this to work
Are you talking to me or Button?
You
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?
I think u can invalidate the map asset with that betas traction right
Pure cp way is locationchanged map edit but pls don't 
Sorry I recently started event modding idk what that rlly means lol
not quite, subtle difference but the BETAS traction will run the CP debug command patch update
oh you mean with BETAS
So button would it work for this u think
i wonder how dangerous a BETAS InvalidateAsset traction would be
probably maybe
if you have a way to change the patch in time
Event just call traction during fade maybe
it also wont do any transitions or anything
Maybe change u to some other map first unclear
like if you make a map edit thats visible on screen it'll just pop in
hmm ok
im also not entirely sure what happens during an event
The change to other location is just normal event stuff
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)
i would say it mostly depends on the location in question
Ok
and whether or not its constructed on demand
or a temp map with no asset name to invalidate in the first place
so what I'm trying to do is do a fade, then after the fade a map edit happens
what would be the Target of a CP patch then for a temp map
me or atra?
atra
alr
do you want this change to be permanent or just for the event?
perm
okay got it
would I be able to add a tiledata to said edit?
The map that gets loaded i think
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
Yeah
Technically u can do this with cp locationchanged but it'd be a lot more finnicky
Alr I think I'll use betas idk how though
@violet valley You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
like with the $action command
BETAS adds a bunch more stuff you can use with the $action command
instead of just AddMail, AddItem, MarkAnswerSeen, etc
(it also adds a lot more than that too but the one in question here is an action)
so i could use it for what I'm making?
ok
thanks
this is the one you want
Ok how exactly do I use it
? do I switch to a temp map and use that?
is their any tutorial for making a crop thats a tree
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
oh ok
As in a custom fruit tree? or custom crop that produces fruit?
ill look into it though thanks button
does the corp tutorial cover that or
I know this is a stupid way to do it, but will this work?
I just edited the Clover Dig Spot code a little.
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
Seems fine time to test 
Nice, thanks
DynamicTokens themselves dont have an update rate
You would get same dig spot for a whole day every day
patches that they are used in have update rates
But they'd change across days
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
That's fine ig
Is there an easy way to make it random for each one?
(wdym the smapi checker)
you can use dynamic tokens, have a token be a random value and patch in depending on that token's value
Not without C#
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.
Ah, okay
I'll just leave it then
Isn't it StardewValley.Buildings.Shed
I'm guessing its referencing this line "IndoorMapType": "StardewValley.Shed",
(from memory)
"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
Okay so, how do I calcuate how much crops should sell for and how much their dishes should go for?
wait no StardewValley.Shed is correct
can you post your full code
you can't go wrong with comparing against vanilla crops/item prices
sure, here it is in a link cause its kinda long https://smapi.io/json/content-patcher/8168bd24a42848389620e0759de50aab
if your crop is going to be relatively rare you can make it pricier
Same issue, I can also place multiple with just 1 buildings ingredients and it doesn't use the ingredients up either
Oh it really doesn't like this, it's casuing the hotbar to jump rapidly up and down
uhh try removing .tmx from the map name?
oh wait
did you load your map file in the first place
Why is that something I keep forgetting, I'll give that a go and see if it fixes it
you gotta load it to Maps/something and then put something as the indoor map name
who'd have thunk it, searching every single basegame map for a specific tiled takes a while
I wonder why
anyway I'm searching for the mystery pumpkin from festivals that we were talking about earlier
Still? wow, is it actually a tile or is it an item?
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
Ohhh gotcha bahah
and the tilesheet is in the Maps folder, so it would be a tile
so is springobjects and most of those arent tiles
probably bc at one point CA wanted to decoratively put items down on maps
I think CA might?
might what?
Have places where items are decorative on maps
There is however
No such excuse for menutiles
is there a way to figure out if a specific tilesheet tiled is used for an item in game? 
Didn't fix it, still getting the same error
MissingMethodException: Constructor on type 'StardewValley.Shed' not found.```
(springobjects is not used in any tmx)
wack, can you post the code again
not as far as my search can find
Can you just use decorativelocation instead
remove Maps/ from the IndoorMap field
you can always search the XMLs directly for the specific tile id
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
Even though I've loaded it into the Maps/ path?
I mean if it's used as an item, not in a map
the game adds Maps/ automatically
oh. spriteindex and texture, then
(also you can't, the xmls use offset IDs)
(see the vanilla entries)
Ohh okay gotcha
well, you shouldn't
I'm having a script check that part
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.
(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)
There is already a player only warp! The touchaction ones 💖
it worked and now has an acessable interior, thank you!
I want an excuse to use the new feature though. 
It's exciting to have!
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?
yes
Yeah
okay ace, time to add that
locationcontext tags for the valley and desert are just Default and Desert, no?
"Name": "IslandOverwrite",
"Value": "False",
"When": { "Island Overwrite": "True",
"LocationContext": "Default, Desert" },
},```
so then this should work in theory. If I'm at the valley, or the desert, and the config says island overwrite is true, then set to false 
are they supposed to be separated?
like 
I can confirm the pumpkin isn't used in any maps @blissful panther @coarse dune
- comma-separated values in CP tokens are generally "OR", though I don't think the documentation ever explicitly says so
- you should probably use
"LocationContext |contains=Island": "false",to account for mod contexts - idk much about CP configs or dynamic tokens, so I can't confirm the rest

(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
Pls look into the eggs in the egg festival
look into them in what way
You know what would be a great mod idea? Randomizing the egg positions
Thank you!
not in scope for my tiled extension, unfortunately 
expand the egg hunt to include all gamelocations
New quote added by atravita as #6536 (https://discordapp.com/channels/137344473976799233/156109690059751424/1403516438811246703)
it might still be used in the game in other ways, though!
(did you actually want me to check them or was this a joke?
)
I kinda want to see you check them because it'll be funny
aren't they hardcoded? pretty sure they aren't in the map file 
They are
Just tried adding a building chest via Content Patcher and i just got a smattering of errors, Do I have to specify the texture for the chest image, if so, how? I don't see it on the wiki
https://smapi.io/log/c908eafdff6a4bef820f093a9aae33ff
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
[SMAPI] The game crashed when drawing, and SMAPI was unable to recover the game. haha oopsie
Does it have an empty list for conversion rules
Yes, As I'm going to do stuff with the chest using C# (or atleast try)
happy now? 
(fun fact: there are more eggs on even years than odd years)
How would I go about making a conversions list so that it doesn't crash and doesn't actually do anything so that it can be done using C#? I'm quite unsure about that part
(Dynamic Difficulty... ~sometimes~ )
That's for you to figure out
(you might say it's an... easter egg)
how differnt is it to make a tree rather than a crop
I give up
i know this convo was earlier, but i dont rlly understand what PatchUpdate does
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
I'm unhelpfully at work still
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.
Reguardless, just tried my idea and I still get the same eoor so I shall have a gander at other ideas and options
ty ;_; the alternate formatting of location context for dynamic tokens helped, and I seem to have forgotten the location context for the actual action section too
if I get another bug report in the next day I'm deleting my computer
why r u making conversion list
Making the chest data + open action is all thing you do cus after that it's time for the C# bits
after getting the crash, atra asked if I had an empty conversions list, and I did, so I thought having a none empty conversions list it would stop the crashing but it didnt
This is the chest data and the open action right?
"Chests": [
{
"AV_ASB_SortInput": {
"Type": "Chest",
"Sound": "openChest",
"ChestFullMessage": "The input is full, please close the input and wait a few moments.",
"DisplayTile": "4, 2",
"DisplayHeight": 1.5,
}
}
],
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
is sortinput part of the auto-sorter buildings mod?
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
yes, its the CP componant that makes a building like a mill that has a chest on the outside
is it important that the c# component is there? because it isn't loading in your log rn
its the source chest id, specifically called "AV_ASB_SortInput"
You can reply without ping like this 
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
But anyways i was pretty sure the mill had an action tile to open the building chest
Ahh whoops, sorry about that
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
(you can, with the 3rd chest type whose name i forgor)
(input only allows putting in, output only allows taking out)
I think I have the right chest type, Chest which sounds like it open a normal chest UI
Looking at the mill in data/buildings, is seem to use the action BuildingChest but I don't see it mentioned on the list of tile actions
It's very specialized and literally does nothing when not attached to a building with chest
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"
what happens if you load a map that uses 64x64px tiles into the game 
Adding action tiles also didnt work, game crash again
Log: https://smapi.io/log/bfa30e9c50064f9cbc36b51cf39b2837
content.json: https://smapi.io/json/content-patcher/93113e82081e44a68229a5729adcc207
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
Tile actions aren't a content patcher concept it's a game map concept
Some are simply undocumented
Man you have 3 different mods patching building draw rn please test without them
You get the 1.6.10 problem

i forgor the details but some nonsense caused xTile to give 64x64 tile sizes and making every map confused
im almost odne with my first fucking mod
i need a uttorial on how to make a manifest json
there're templates for C# and CP mods here
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
im making a crop mod what manifest would it look like
I'd assume you're using Content Patcher, so probably the one on the right
and when you're otherwise done with it, there's advice here about filling in the UpdateKeys part for a mod page
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks
I DID IT
I think I got rid of the mods patching building draw, here's the updated log that also crashed: https://smapi.io/log/cc2baab9b6e04c0eb2a2ad099ad4de5e?Levels=error~critical
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
good job 
ngl bus(People) looks nice when it's fixed up 
oh god why is it cropped like that. baby's first time using obs
try putting in "DrawLayers": []
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
here, better version 
Same issue, crash once again with "[SMAPI] An error occurred in the game's draw loop: NullReferenceException: Object reference not set to an instance of an object."
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,
usually it's much easier to edit an existing map, since the layers will already be set up correctly and any tileset properties like animations will also be there
some other things like warps and doors are also tricky to get right so starting from a working example helps avoid problems
try setting Id in the chest entry
Once again, still crashed with many error outputs relating to the same draw loop that i've had many times
That sounded snarky, it wasn't supposed to be, like at all, sorry
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
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
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
Oh I really hope so, just so I can say I'm not this inept
i see the problem maybe, your chest definition is wrong
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
ooh dang totally missed that
Do bare with me while I scream violently into the void
this is also how my brain feels when i try to code without enough sleep
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
honestly my tip is just
now time to figure out why the action tile doesn't work
look at the decompile
your action tile doesn't work bc it should be 4,3
the building is 3 tall right 
I have been, it's been open next to my content.json the entire time and I just completely missed it
oh my life i am going to melt
Tile is a dictionary not a string, gotcha
the "list as dict" quirk is limited to the Entries level
beneath that you should follow the actual structure as seen in unpack
its also a CP quirk, so dont imitate it when working on the C# portion
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
how exactly do I use "changetoTemporaryMap"? do I load a blank json with the png? idk im confused help
(for events)
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.
Ah ok so I just add it as a map?
Have you made a custom map?
Yes
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.
says toekn cannot be found
You are going to have to provide some context there friend
Yeah lol
one sec
k
Did u forget
it say modname/objects is invalid target modname cant be used as token because token cant be found
Please provide your actual log and json
for what? still need more context XD
Via the website, not uploaded directly here
okk
also it keeps saying this
is their a link to the website
)

