#making-mods-general

1 messages · Page 396 of 1

royal stump
#

JA items existed in the normal object data, it was just like "get an ID from item Name"
(to avoid trying to recognize them by int IDs)

gentle rose
#

which I hope are a great many

lucid iron
#

In pre 1.6 i figured you needed ja to tell you about the actual specific generated parentsheetindex

calm nebula
#

Chue would you ever want to have fast food dumplings in the US

lucid iron
#

Uh how do you mess up dumpling

#

So sure why not

gentle rose
dapper crown
#

@manic gull Can you provide a little more context so I can understand your mod?

  1. Did you use an LLM to generate any code? If so, I'm afraid nobody here has the hours necessary to entangle this mess.
  2. Is this your original work or are you attempting to port a mod by someone else?
  3. Is your mod supposed to have any direct dependency on or integration with SVE?
lucid iron
#

Well I hope you don't put in any smelly eggs

calm nebula
#

Which was not great either!

#

You know how currently aquarium dies if you put in two fish with the same internal name?

#

That's why

obtuse wigeon
lucid iron
#

All of you are deported from china forever/j

humble timber
#

lmao

royal stump
#

(being censored by discord)

#

not that anyone respected that back then with item packs ig

calm nebula
#

Do you really

hard fern
#

i love dumbpling

lucid iron
#

No :)

calm nebula
#

I like to joke that I used to program as if every other modder was incompetent and the users were actually out to get me

royal stump
#

anyway it's nbd, I just prefer an API over the enlightened era of "I will harmony patch other mods w/o ever speaking to them" SDVpuffersquee

dapper crown
calm nebula
#

If there is any fucking way a content mod can put a null in an asset i will expect to find a null there.

patent lanceBOT
blissful panther
#

I'm not sure how it ended up like this, but the biggest problem I can see in this mod is:

JA = Helper.ModRegistry.GetApi<IJsonAssetsApi>(""spacechase0.JsonAssets"");
Monitor.Log($""Destroy Furnace JA-ID: {destroyFurnaceId}"", LogLevel.Debug);

Etc, etc.... so many double quotes are... double double quotes for some reason.

lucid iron
blissful panther
#

With those fixed, it's just a couple of Stardew changes.

patent lanceBOT
gentle rose
royal stump
lucid iron
#

This morning I was looking at portraiture support and bc plat is gone i also just harmony patched it

royal stump
#

it's just easier to maintain if someone is like "please put a method in the api" instead

calm nebula
lucid iron
dapper crown
lucid iron
#

There were framework reasons why I can't use the normal method (hoverItem field on IClickableMenu)

royal stump
#

anything in FTM before like 2021 is "idk what the Mod class is or what a framework is or how to decompile the game"

#

after that it's just "okay if I stop using partial I need to fix every file"

calm nebula
#

You wrote ftm without decompiling?????

royal stump
#

I was using someone's public github decompile of like sdv 1.2

lucid iron
#

That's cursed good job

royal stump
#

and literally just prodding the game with intellisense

calm nebula
#

How

#

Wow. I'm amazed

obtuse wigeon
#

That's unbelievably cursed and massivly impressive

royal stump
#

all FTM did at first was add objects to gamelocations from a json class SDVkrobusgiggle

lucid iron
#

The very first thing i did when i was gonna mod is coming here and asked about whether the game is obsfucated

gentle rose
#

I mean tbf. prodding the game with intellisense is much more effective than you'd think

#

I did a lot of that when I started modding SDVpuffersquee

calm nebula
#

Not when game1 is ten thousand lines!

lucid iron
#

Yeah i also just intellisense view source when im lazy

blissful panther
#

Yeah. We don't want to be harsh, though!

@manic gull, the biggest problem you seem to be having is in my message here: #making-mods-general message

  1. There are a lot of unnecessary double quotes. ""this"" versus "this", for instance.
  2. The hardcoded paths to Stardew and SMAPI are unnecessary. The ModBuildConfig package will add those when you point it to the correct game path like this in the csproj:
<PropertyGroup>
  <GamePath>C:\game\path\here</GamePath>
</PropertyGroup

Get those fixed, and people able to help can help out with the parts that are specifically Stardew changes!

royal stump
#

yeah game1 was like "okay player = farmer, uhhhh nevermind the rest"

gentle rose
#

no like. intellisense autocomplete

calm nebula
#

I wonder if there will be a game2

#

It would be so funny

lucid iron
#

Say esca since you are redoing ftm as esca flavored trigger action actions

calm nebula
#

If y'all open up haunted chocolate and it's game2

blissful panther
#

Wait, Esca's doing what? SDVpuffereyes

lucid iron
#

Can i register custom actions with ftm

dapper crown
#

Yeah im pretty sure now that its supposed to be a mod port to new ver, just completely missing that context..

gentle rose
#

iirc game1 is a monogame thing

blissful panther
#

Game is a MonoGame thing. Game1 is just the default class name for their templates.

royal stump
lucid iron
#

Yay

gentle rose
#

but it's been a very long time since I made a monogame game SDVpuffersquee

lucid iron
#

I want to make ftm handle spawning and despawning of my custom enemies (eventually (mayhaps))

calm nebula
#

Custom enemies

dapper crown
#

Game1 shoulda been called StardewGame or something

lucid iron
dapper crown
#

🕊️

lucid iron
#

No rush though my thing doesn't even have a NewMod(1).cs yet

calm nebula
#

Please

royal stump
#

@blissful panther an expanded trigger action system like this for CP, basically

lucid iron
#

Pizza.

gentle rose
#

so THAT'S why I was setting override to blank

diy skipping prefix without skipping SDVkrobusgiggle

lucid iron
#

Bery stylish

#

What if you just postfix get_Portrait

royal stump
#

"settings" is a class entirely made up by each action handler, so you'd register an "action handler" factory object, and the handler* can do w/e it wants

lucid iron
#

That's what portraiture foes

gentle rose
#

animation seemed easier this way but I'm not set on it

blissful panther
#

I wonder how badly this breaks some of MEEP's dialogue box stuff... SDVkrobusgiggle

gentle rose
#

what does meep do to the dialogue box?

#

this uses a postfix and a non skipping prefix SDVpuffersquee

lucid iron
#

Iro if you break the 🐬 and the 🎣 I'll be so sad

#

Like -250 friendship level of sad

gentle rose
lucid iron
#

Uh you can test whenever dolphin releases portraits for extras

#

It's this little thing

#

I should clarify I'm joking here and it seems unlikely that we'd conflict

gentle rose
#

yeah, I don't see why we would SDVpuffersquee

lucid iron
#

But hrm

#

You might have trouble fetching the speaker's real name?

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I think all of them have npc.Name = ???, I'll do something about this later

gentle rose
#

I'm gonna have a look at migrating to getPortrait so I don't have to tbh

#

I do hate having to redraw parts of the UI

lucid iron
#

Get portrait doesn't really solve everything tho you gotta do extra draw logic for animation regardless

gentle rose
#

yeah but I don't have to redraw ui which is good for compat

#

I have to do extra logic for anims anyway

lucid iron
#

Something I've done before is a transpiler that replaced a specific spritebatch.draw with my own

#

Then i do whatever extra draw i need inside

gentle rose
#

I don't want to transpile in this mod >:(

lucid iron
#

Then perish

gentle rose
#

wait I already am patching drawPortrait

#

chu why are you confusing me on purpose GooseBonk

#

have mercy on your local confused person

calm nebula
#

It is intentional

lucid iron
#

Idk i didn't audit your code

calm nebula
#

We could also go for fast food dumplings like the ones i had in a Beijing fast train station

gentle rose
#

however... what if I move my draw to my prefix SDVpufferthinkblob then I don't have to redraw the UI

#

it doesn't actually need to be in the postfix for any reason

lucid iron
#

Atra if you come to China we going to the fancy pants dim sum place

calm nebula
#

I'll be in beijing in November!

lucid iron
#

Ah no dim sum up there then

#

And also i used up vacay this year

patent lanceBOT
lucid iron
#

They would replace the most common flavor of transpiler I do

gentle rose
#

aren't infixes just non-IL transpilers?

#

so. why does typing a command in the chatbox un-borderless-fullscreen my game

lucid iron
#

I dunno if they are released tbh but the idea seems like you can target a particular callsite

calm nebula
#

I'm basically planning on going to Beijing every year in November

#

What

gentle rose
#

that's an interesting name for a mod SDVpuffersquee /lh

calm nebula
#

Ok I'll stop being off topic

gentle rose
#

oh I could just. not redraw the ui. why was I redrawing the ui

humble timber
#

mods? in my making mods general?

lucid iron
#

Impossible

dapper crown
gentle rose
#

rider the first one isn't more readable than the second one

calm nebula
#

Consider an xor

lucid iron
#

I dislike that you are putting expressions in switch case

gentle rose
#

I'm not

#

that was rider's idea

lucid iron
#

I amend my complaint to rider cus what is this

gentle rose
#

exactly!

calm nebula
#

typing.Value ^ __instance.getCurrentString().Length > blah

gentle rose
#

but they do different things, atra SDVpuffersquee

#

I'd just have to add a ternary anyway

dapper crown
gentle rose
#

right? why is that even a recommendation that rider makes

calm nebula
#

Yes, but it's more clear!

gentle rose
#

a ternary is never more clear /lh

calm nebula
#

(When things are different from previous state we do different tbings)

#

I'm not serious btw

#

Although I personally would have done the xor because I'm not a programmer

gentle rose
#

reporting you to crumble

dapper crown
#

Ternaries are fine, sometimes

#

im surprised that I only have one ternary in fishbot tbh

#

Found one

gentle rose
#

(c# modders, what would you use to store a width, height value?)

lucid iron
#

Point

gentle rose
#

not Rectangle? that's what Texture2D uses

dapper crown
#

Rectangle is a point + dimensions

lucid iron
#

thats a position and width height

dapper crown
#

Vector2 is a bit more general, dk if you wanna use that instead

lucid iron
#

vector2 if you got floats for some reason

gentle rose
#

yeah ik, just talking semantics, Texture2D uses rect for their size so you can do Size.Width instead of Size.X

lucid iron
#

ask the monogame ppl about it SMCPufferjail

#

possibly a philosophy thing, if Point is reserved for pure positional info

#

for sdv rather than size, the more useful value is a source rect

#

which is definitely a rectangle cus it's got position

gentle rose
#

not useful for me in this case because it can vary

#

because I'm just defining tile size in the spritesheet essentially

lucid iron
#

you can still use a source rect for that

gentle rose
#

yeah that's my thinking

lucid iron
#

if the texture isnt sliced exactly

gentle rose
#

just a 0,0 source rect

lucid iron
#

but eh up to you

#

in trinkets i just used 2 ints width and height cus i am define exactly what the layout needs to be

gentle rose
#

...I'm gonna be true neutral and make my own struct

lucid iron
#

the reason was something to do with Point not working correctly via CP at the time

#

so having them as individual fields was easier to edit

#

you may find this a compelling reason too

gentle rose
lucid iron
#

i dont think you can edit this unless you make your own json converter

gentle rose
#

doesn't need to get directly edited rn, I'll deal with that later SDVpuffersquee

lucid iron
#

i recmmend testing with a pack tbh kyuuchan_run

#

notice a lot of cp quirks from the get go

gentle rose
#

(I haven't implemented content patcher connectivity yet)

#

that's actually my next item on my to do list (SDVpufferwaaah)

upper forum
#

Hey, so I've been wondering something about publishing mods. Do mods get better discoverability/visibility if they get consistent updates, or is it better to wait until they're basically complete and then publish? Obviously you want a working core for the mod before publishing either way, but I'm wondering if breaking it into smaller updates would help get more eyes on it, or does that not really factor into more visibility on Nexusmods?

gentle rose
#

I think the recommendation is against WIP mods

#

people don't like to download things that aren't complete, and updates don't get much visibility

hard fern
#

Its better to upload your complete mod, and if you have subsequent updates just update over time

blissful panther
#

I think it really depends what WIP/incomplete means in the context of your mod. The first version of Smart Building for instance was... ouch. In hindsight, that was hard incomplete.

calm nebula
#

I would do a complete mod and a nontrivial update five days in

#

😛

#

I also would drop the first release on a Friday night

#

But the real truth is: mods i wrote in 2hrs took off. Mods i spent weeks on don't break 1k downloads

ornate locust
#

Absolutely don't aim to break up your mod into updates. Update if you need, but don't plan to break it up like that specifically for eyes on

#

that would be actively detrimental to what you want

upper forum
#

I see, thanks for the input, guys! I'm making a portrait mod and it's... a lot of portraits, lol. And I've been toying with the idea of uploading them in batches (all the bachelors and bachelorettes, a bunch more NPCs, etc)

lucid iron
#

you could do that if you want

#

compilation mod at the end

humble timber
#

i think thats a lot more normal for portraits yeah

ornate locust
#

Personally, I prefer a fairly cohesive look to NPC portraits, so having them all at once would be better. But if it's a portrait mod, that is more normal to do it in batches actually

#

just indicate you plan on finishing it out

#

Like with portraits, you don't have to play to see the "content" like other mods

#

Can just pop it in. So it works better with batches than other mods

upper forum
#

Yeah. Though I do worry that having it be too small of a mod would hurt its initial visibility since I imagine folks do prefer all the NPCs looking the same

ornate locust
#

That is a worry too

brittle ledge
upper forum
#

Ooh, that's a good idea, thanks!

hard fern
#

Personally if i know the author is planning on updating it then I'd be willing to wait even if it's incomplete at the moment

brittle ledge
#

I'll also say that the first week of your release (when it has a chance to hotmod) is the time when you have the most visibility on it on Nexus,

upper forum
#

Yeah, that's been my impression too, as a long-time mod user lol

#

hotmod as in, be in the trending section?

urban patrol
#

does anyone know if monsters the framework (https://www.nexusmods.com/stardewvalley/mods/10673) still works (says updated 2022, so i’m not sure if 1.6 would have borked it)? is registering custom monsters through spacecore’s API preferable? is that easier than doing it from scratch myself? for reference, i don’t know C#, but i have some experience with java

royal stump
# urban patrol does anyone know if monsters the framework (https://www.nexusmods.com/stardewval...

MTF is still incompatible with SDV 1.6, as far as I know (and smapi.io/mods says so).
If you're doing custom monster classes in C#, you need to do one of these to prevent crashing whenever SDV tries to save:
a) register it with spacecore (and possibly remove them overnight yourself, because I think they stay on-site indefinitely otherwise?)
b) spawn them only through FTM
c) do custom serialization yourself (probably don't, it's annoying and any mistakes are silent until save-crash)

dapper crown
#

My fishbot was on 1st page trending for like two days at most SDVpuffercry

hard fern
#

(whats mtf)

royal stump
#

spacecore's the safest as far as not-crashing, and you can do A+B to make sure FTM never crashes due to missing them*, etc

#

Monsters - The Framework, casey's custom monster design framework

lucid iron
#

d) do the removal in Saving and restore on Saved yourself

urban patrol
lucid iron
#

restore optional ofc

royal stump
lucid iron
#

its ok they can explode

urban patrol
#

i was doing some preliminary reading yesterday and the wiki mentioned that SMAPI handles crashes for you so that you get an error instead of force quitting—is that only in some cases?

lucid iron
#

especially midsave mods tho why do they not respect this

#

it's the whole point ???

#

i also remember seeing that android smapi disables the vanilla midday saves for this reason

urban patrol
#

also, do frameworks go through SMAPI?

gray bear
#

this will just run everyday without some kinda when condition right

royal stump
#

I think the newer quicksave PC mod does, but FTM's also weird so we worked on some interfacing anyway

lucid iron
#

all non xnb mods go through smapi

royal stump
#

the older one was passed between hands a few times and never called/provoked the SMAPI events

lucid iron
#

you just may be going through content patcher who goes through smapi

urban patrol
gray bear
#

so it'll just happen once? at the start of the save?

lucid iron
#

i think a big area with no trycatch is draw

#

very easy to explode that one

brittle pasture
#

and day ending logic

#

(not the SMAPI event)

urban patrol
#

yeah lol i remember when i fucked up my pet icon textures it just died trying to draw the menu

royal stump
gray bear
#

confused bea noises

#

but what else is new. time for a new save? uhhh

brittle pasture
#

(if _newDayAfterFade calls your code and it explodes the game explodes with it)

lucid iron
#

nrt narathip obviously has a decompile

brittle pasture
#

(why did that message take 10 years to send)

lucid iron
#

and when i asked about shop menu they helped check things for me

gray bear
#

(discord is being mean)

lucid iron
#

i dont think it's public anywhere

royal stump
#

discord's been like that today

#

and yeah I can probably join their discord to ask, but the actual decompile process would require me to fix python on my pc SDVpuffermlem

#
  • no updates for the pathos repo in 1.6
gray bear
brittle pasture
#

welp, speaking of android apparently narathip's EMC fork still explodes

lucid iron
#

i like having a excuse to not provide support /j but actually /srs

urban patrol
#

“MarkActionApplied”: false, i believe

brittle pasture
#

back to recommending version 1.6.0

urban patrol
#

oops that’s @ bea

gray bear
#

thanks!
-# please don't ping me in replies though

lucid iron
#

so nic putting aside the C# sauce

#

what type of custom monster do you want?

#

FTM can do simple reskinned monster with custom stat if that's all you need SDVpufferthumbsup

urban patrol
#

my loftiest goal is a 64x64 big ol spider thing

lucid iron
#

reskinned pepper rex fire breathing spider Dokkan

urban patrol
#

doesn’t have to have super complex behaviors, probably just some skittering, maybe some lunging or jumping

lucid iron
#

yea hm sounds like you want a big version of the spider enemy in hard mines

brittle pasture
#

does FTM support arbitrary monster sprite size

gray bear
#

ah yes, more spiders

urban patrol
#

ironically i hate spiders and shuddered through every minute of drawing

brittle pasture
#

if C# is involved I think you can make any monster sprites as big as you want without changing behavior

royal stump
lucid iron
#

what if you just make it so that there are a ton of spooders

royal stump
#

you could probably mimic the rex code to get non-1x1 pathing to work, etc

urban patrol
#

yeah i figured i would need some level of C# for this

calm nebula
#

Non 1x1 pathfinder should be fine

lucid iron
#

dont spiders just

calm nebula
#

Unless you want them to take warps

lucid iron
#

pick an open spot

#

and go there

calm nebula
#

Spiders jump though

lucid iron
#

no path finding involved really

calm nebula
#

Yup

gray bear
#

well this doesn't seem correct

brittle pasture
#

(for Darkwings the big void chickens are just sized up shadowguys)

royal stump
#

yeah picking a jump target for a 4x4 would be new code
(not complicated, but new)

brittle pasture
#

(the ||Goose|| too)

gray bear
#

or maybe i'm bad at rectangles

calm nebula
#

Also a jump target that is 4x4 seems uncommon enough

urban patrol
#

would you believe i’ve never actually fought spiders in sdv myself

calm nebula
#

So maybe the spider crushes thinfs

urban patrol
#

i mainly played before 1.6 came out

calm nebula
#

I have also never fought spiders

urban patrol
calm nebula
#

We like spiders

#

They are allowed to live in the house

royal stump
#

same, I only know about monsters by spawning every class I see SDVkrobusgiggle

#

(same @ pre-1.6) (I am bad with spiders irl)

gray bear
#

i fought a spider

#

annoying

calm nebula
#

All y'all forgetting spiders are 1.5 smh

brittle pasture
#

I like spiders, I live with at least two rn

royal stump
#

I mean I only played-played in 1.3

#

until mid-fall, though I did clear the mine by then

gray bear
urban patrol
#

if it helps visualize btw this is the basic sprites i have rn (warning for a spider, obviously)

gray bear
#

why did i just click that

lucid iron
#

terror

calm nebula
#

I've only really played 1.5 tbh

lucid iron
#

(good job, but terror)

gray bear
#

start reading bea goshdarnit

obtuse wigeon
#

That is beautifully horrific

calm nebula
#

Any earlier is before my time

obtuse wigeon
#

I love it

calm nebula
#

Any later is after my time

#

That's creepy

gray bear
#

alright i

urban patrol
#

it’s made of baby doll parts and i’m glad i captured the horrific nature of it. but i sure don’t like looking at it

lucid iron
#

go nagai turtle (don't click if you are frighten)

gray bear
#

don't get these triggr actions

obtuse wigeon
calm nebula
#

That's creepy

gray bear
#

is Grass not a C# class type

royal stump
brittle pasture
urban patrol
#

it wasn’t readable with 8 legs

gray bear
#

#not technically a spider

urban patrol
#

#notmyspider

gray bear
#

anyway im confused and lost

lucid iron
#

man i once thought about like

#

a rigging system

#

spline animation in sdv

#

it was gonna be 3hard5me

gray bear
lucid iron
#

so i just stole the snek code and called it a day

gray bear
#

🐍

obtuse wigeon
gray bear
#

chutulu now in the sdv near u

hard fern
#

i somehow read sdv as sewer???

urban patrol
#

i remember we had an issue with that before

gray bear
#

i-

#

i am going to do that

#

thx

obtuse wigeon
#

mutant carp? nahh Cuthulu carp!

hard fern
#

aaaaaaaaaaaaaaaa SDVpufferflat i hate working on my mod. not because i hate the mod but because i hate working

#

why can't it just materialize itself from my brainwaves

gray bear
#

god same

brittle pasture
#

cthulhu carp should activate all 12 Rage Bait modes

gray bear
#

selph is cooking

royal stump
#

just checked to make sure, but "Grass" seems to be the correct class name for betas

gray bear
hard fern
#

is the grass yeeted

gray bear
#

it was i just uh, needed a new save

hard fern
#

LOL

urban patrol
#

trigger actions are so annoying to test lol glad that worked

gray bear
#

yes and i cleared some trees and bushes to not spawn inside my stall

#

so if someone installs this on an ongoing save it will run once correct?

#

that's all i need

calm nebula
#

Yup

#

Although you can remove the mark action applied noe

gray bear
#

yeah t'was just for testing i got the pixels right. it will not be in the release t_pray

ornate trellis
#

i hate when i have tilesheet issues because i always forget how to fix em

gray bear
#

reasons me and tilled are seperated honestly

ornate trellis
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 58 C# mods and 58 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

ornate trellis
#

.....windows NT??? gov you're drunk

gray bear
#

whats a windows nt

gentle rose
#

windows nt = windows

dapper crown
#

Its the name of the kernel

gentle rose
#

it shows up a lot SDVpuffersquee

autumn tide
ornate trellis
#

thanks i just made it

#

the win NT i remember is from 1993 but anyway wth happened to my tliesheets and shit

gray bear
#

wait

#

i know about this tilesheet error

gentle rose
#

all windows since then is win nt SDVpuffersquee

gray bear
#

where are ur tilesheets void

ornate trellis
#

inch resting

#

in my maps folder

hard fern
#

did you load them(?) if they're not sitting pretty right next to the maps themselves

gray bear
#

wait this isn't the climbing one

ornate trellis
#

a

gray bear
#

yeah are they in the exact folder the map is in

gentle rose
#

no, this is an event error it looks like?

ornate trellis
#

I did in fact not load them

hard fern
#

there was an error i saw where it was like "cant find something something.xnb"

ornate trellis
#

Another L for the Void

gray bear
urban patrol
#

is this an issue buttons' map fixer could find and fix?

gentle rose
#

oh no I was just reading a different error lmao

ornate trellis
#

me: make sure to fucking load the map this time
also me: forgets to load the tilesheet instead

gentle rose
#

try the tiled extension though if you aren't yet! it won't load your tilesheets for you but you won't regret it

ornate trellis
#

the jokes write themselves

gray bear
#

if they're in the folder with the map that shouldn't happen

#

the error that is

urban patrol
gray bear
#

me when button.gay solves all my problem

ornate trellis
#

augh, another error

gentle rose
urban patrol
#

i'm still so excited to try your extension btw. i haven't made any maps since you released it but i'm looking very intently

ornate trellis
#

yippie, its fixed

gentle rose
#

you know what it ended up saving me a ton of time on? looking at other people's maps

#

I don't even need to move them out of my downloads folder

urban patrol
#

omg yeah having to download RSV and SVE and unpacking them into my workspace folder was suuuuch a pain

gentle rose
#

one shortcut and all the tilesheets just work

urban patrol
#

they're all named the same thing so duplicates don't work

gray bear
#

good for the map people

gentle rose
#

like I thought it would mostly be for making maps but it turns out any stardew use of tiled can benefit lmao

gray bear
#

use tiled without wanting to break my pc?

#

revolutionary

#

(the fact i spelled that right on the firsty try is odd)

hard fern
#

i feel like im going crazy bc my mouse is suddenly acting funny

#

and not selecting things

#

"An extremely expensive looking coffee maker. Rich people must enjoy spending money on fancy appliances.", but here's another map string

#

(it took me like 5 tries to copy this??)

gray bear
#

mouse might be a traitor

#

more serious answer is it might be malfunctioning?

#

all my mice have done this

placid pond
#

I haven't quite yet but I'll keep trying TT^TT

hard fern
golden basin
#

is there a mod that adds a GTQ for how many of a certain animal is bought or owned?

lucid iron
#

EAC i think?

#

selph.ExtraAnimalConfig_ANIMAL_COUNT

golden basin
#

Can i just write it like this ? selph.ExtraAnimalConfig_ANIMAL_COUNT Fellowclown.TW_Movoraptor 6

lucid iron
#

You need a 0 for the second argument friendship

ornate trellis
#

i feel like i am having a dejavu with this dumb event scripting

hard fern
#

trying to map mod while fighting tummyache demons :( not fun

tropic thorn
#

Probably a dumb question: in Fashion Sense framework, is it possible configure each sleeve separately?

gentle rose
#

update 👀 (rasmodia portrait and mouth animation by @safe kraken, janky blinking edit/animation by me which is why it's janky)

hot gale
#

Has anyone been successful in creating a randomized NPC, and making them wander around? I have been able to create 'unique' NPCs on the fly with C#, they essentially use the same method the Farmer does when hitting randomize in character creation. My issue now is I can't get them to animate when moving properly.

obtuse wigeon
lucid iron
#

randomized npcs yggy

#

thats usuaally want CC or MEEP is for

obtuse wigeon
hot gale
#

I have a C# system to make them wander without the need for a schedule, but I can't get their stitched sprites to animate properly like the farmer does

gentle rose
#

farmer renderer is famously cursed

hot gale
#

Yeah I ran into issues using the farmer pipeline so I replicated the sheets and renamed them which solved the issue of using the Farmer body but now I cant get it to animate haha

lucid iron
#

if you got enough "parts" like hair/shirt/pants/face you can build their textures via content patcher

hot gale
#

Oh? Will they work when moving?

lucid iron
#

thereafter spawn them as some flavor of anti social NPC

hot gale
#

My NPCs are going to be villagers in a city management mod im working on, ala Mine Colonies

lucid iron
#

they are completely ordinary npc aside from moving/not movingness, so if their animations are incorrect then check if you overlayed the texture wrong

#

nothing stops you from doing the same thing in C# ofc, since the suggestion is to build the randomized texture in content pipeline and then do whatever

#

do not attempt to use Farmer for this

hot gale
#

I've been trying to simply replicate the process in which the Farmer functions as far as stitching the sheets and adding animation but have been running into a lot of issues

lucid iron
#

yes, because farmer is cursed Dokkan

#

srsly an npc only needs 16 sprites for walk cycle

hot gale
#

My issue is I dont want to create NPCs myself, I just want to use the 'randomize' feature to create unique ones on the fly - which.. is kinda working aside from them sliding around lmao

lucid iron
#

well if you rather do it the hard way then have fun Bolb

#

my point is more you don't need npc data to make npc and really if you just need a visual thing then AnimatedSprite is sufficient

hot gale
#

That is more or less what I am trying to do, my worry is using CP to create them wont allow me to utilize them fully with my C# mod, though I may be wrong

#

The C# creates them and will manage them

lucid iron
#

you can do the same thing (build semi randomized textures) in C#, content patcher is just a C# mod

#

besides actually editing the texture, you may also look at writing your own draw code for these guys

hot gale
#

Hmm that's interesting

lucid iron
#

Critter is a good base class to use, you have update + draw and do not need to deal with multiplayer

#

going back to "face/hair/shirt/pants" if you just draw these in order with same position

#

they get layered and you got a moving thing SDVpufferthumbsup

hot gale
#

I see

#

I am going to explore that

#

oof that posted real ugly

#

They kinda just... slide lol they stitch together 'properly' though

obtuse wigeon
#

(how does your console have scan lines?)

lucid iron
#

farmer renderer do be like that Dokkan

hot gale
#

In windows 11 you can skin the terminal

lucid iron
#

Farmer also just have more netsync'd thing that you likely do not need

hot gale
#

Thanks chu√e, I think you have saved me a very large headache

obtuse wigeon
#

omg what, time to customise the terminal

lucid iron
#

they act as a sort of mini save

hot gale
#

Can also be transparent

lucid iron
#

btw if you plan on just using AnimatedSprite for stuff

#

you gotta call the Animate* methods

#

in your update loop

#

game gives u the 4 directions plus a raw one if you need them to do a special animation

hot gale
#

Any chance there is an edited sheet out there that contains the bare minimum 'farmer' sprites with hair, clothes etc? 🥲

#

or can I just use the farmer_ sheets if they are renamed - I suspect not since they include a ton of extra sprites

lucid iron
#

unlikely your needs are pretty specific kyuuchan_run

hot gale
#

bah

#

I suppose making them isnt hard just time consuming

lucid iron
#

and also AnimatedSprite wants you to arrange them like NPCs (down, right, up, left)

#

once u get a template going it shouldnt be that bad Bolb

hot gale
#

So I would just need the top bit of like Alex

lucid iron
#

yea

hot gale
#

The Farmer body is armless, thats so convenient /s 😭

lucid iron
#

It's cus farmer got all these funny tool use anims

#

For layering imagine if alex hair is on its own spritesheet that's shaped the same

hot gale
#

Right

#

Im just trying to understand the layout of the farmer sheet so I know what I need

#

NPCs are Static + 3 frames of anim

#

Doesnt seem to be the case for Farmer haha

obtuse wigeon
#

The fact the farmer has teeth is midly unsettling, then legs on all of the sprites are so weird too!

hot gale
#

Right lmao

calm nebula
lucid iron
#

The hair and shirt are just 4 sprites one per direction

calm nebula
#

Right facing is left facing but inverted

lucid iron
#

So u can reuse those just by adjusting them up and down slightly

hot gale
#

Is that all the frames though?

calm nebula
#

And I think the third frame can be a copy of the 1st

lucid iron
#

Might not even need to make your own texture if u just handle it on the code with offset

calm nebula
#

If they are just walking sure

hot gale
#

The farmer seems to move much more smooth than that, I guess we sprint huh

calm nebula
#

You have a bunch of running and I think down facing tool usage in there

hot gale
#

Ahh yes I see, the matching arms for the 3 total frames just to the right

#

Thanks everyone

tropic thorn
#

It is quite complicatedSDVpuffercry

hot gale
#

Thanks!

hot gale
#

Cursed indeed

#

Modified Pelican Town im using for my town management mod

#

Its more or less a placeholder, just needed a large area to test with

obtuse wigeon
#

Will the buildings have set locations to be placed or can they be placed anywhere? similarly to how you build shed on the farm?

hot gale
#

Yeah mayor lewis is the point of contact to construct buildings in the town, similar to how robin functions for the farm and island etc

#

You will be able to place fabricated buildings like the town hall, residences, production buildings, farms, etc. Player will also be able to place decoration and farm in the town as well

#

I have Lewis able to produce the fabricated town hall, which spawns your initial villagers atm

obtuse wigeon
#

oh I am so HYPED for a this mod, I love city managment/building games

hot gale
#

Think mine colonies but in stardew, if you're familiar

obtuse wigeon
#

I'm very familliar, love mine colonies!

hot gale
#

Me too :D

#

Im like 2500 lines of code in already for the C# portion, chugging along :D

#

I have a lot of the systems designed and laid out, my biggest hurdle so far has been making the villagers LOOK how I want them to

#

I originally thought about just using Junimos, but thought I could go bigger than that :p

#

Biting me in the ass rn haha

#

Somehow drawing the villagers as if they were farmers has been the hardest part 🤣

obtuse wigeon
#

omg junimos as an optional setting would be so cute, but from your experience I can safely say I think I will always avoid making actual farmer like sprites that use randomisation

hot gale
#

haha it has not been fun

#

Been on this for days tbh

obtuse wigeon
#

you're doing well so far that's for sure

lucid iron
#

You can expose the partial layers to content mods which would let people add more

hot gale
#

What do you mean

lucid iron
#

You know how a number of framework mods are like

hot gale
#

Ohh, yeah I plan on exposing as much as I can so people can build on it as well

lucid iron
#

"go edit someperson.Modd/Data which will do stuff"

hot gale
lucid iron
hot gale
#

Added mouseover on them since they are all going to be random, will help with tracking them down lmao

#

Part of me wants to nail this down before I proceed, another part of me wants to just move on and keep working on the backend systems etc and fixing this later ;p

#

Stitched and complete base farmer walking anims

#

Frames go 1/2/1/3 so I replicated and added the extra frame myself so its just 1/2/3/4

hot gale
#

Oh, I bet that will heavily conflict with adding the hair/clothes to it... hmm

devout otter
#

About local tokens. Can we do something like this? { "Action": "Include", "FromFile": "patches/yesaha.json", "LocalTokens": { "L@Portrait": "PrettyMan", "L@Sprite": "PrettyMan" } }, { "Action": "Include", "FromFile": "patches/yesaha.json", "LocalTokens": { "L@Portrait": "GlowingMan", } }, What happens if an action within has both tokens?

velvet narwhal
#

wdym both tokens

#

(also, it would scream at you for missing any localtokens in the 2nd edit, but order of operations would make the GlowingMan the one that top decks)

devout otter
velvet narwhal
#

if you're using the same include, yep

#

it'll say something like "Action: Include #2 is missing LocalToken: L@Sprite"

devout otter
#

Aa that's what I need to know. Thanks!

uncut viper
velvet narwhal
#

uhh

#

i don't know what the template looks like, but if you're editing the same exact entry, the latest(?) bottom(?) one will be the one that wins out

uncut viper
#

thats always the case with any kind of patch though not unique to localtokens

#

(i just thought it important to clarify that to make sure its not confused that GlowingMan would necessarily "top deck")

#

(and to stress that they are entirely separate patches and overwriting is not guaranteed)

velvet narwhal
#

i have very defined and dedicated templates so i don't have overriding entries anymore puffpensive

#

the headache i had with my chaos trigger actions... pain...

uncut viper
#

also was it you or chu that seems to have incepted people into thinking localtokens have to start with L@ /lh

velvet narwhal
#

chue

#

mine are just all caps

#

true chaos incarnate is making them snake case kyuuchan_nod2

lucid iron
#

it's me PecoSmile

obtuse wigeon
#

nahh SCREAMING_SNAKE_CASE is chaos incarnate

lucid iron
#

but every single time im like

#

"the L@ is just a naming scheme not a requirement"

uncut viper
#

why the @

lucid iron
lucid iron
obtuse wigeon
uncut viper
#

it makes me think of cartography

lucid iron
#

"HasValue:{{L@NPC2}}": true

#

this would check if the token actually has value n not apply patch if so

obtuse wigeon
#

I fear I'm entirely clueless as to why it reminds you of cartography? that's maps and direction related things right?

lucid iron
#

but u would still need "L@NPC2": ""

uncut viper
#

L@ = lat = latitude

obtuse wigeon
#

oh I do like that, I may end up starting to use it

uncut viper
devout otter
#

Want to start making distinctions between my Dynamic Tokens and Config Tokens too.

velvet narwhal
#

ig that's fair SDVpufferthinkblob

lucid iron
#

you can always start a new convention

velvet narwhal
#

...my configs have spaces in them so i know they're configs

lucid iron
#

romance of the 3 kingdoms

uncut viper
#

just please do not put commas in your token names ever or i will be very cross

rancid sapphire
#

I'm on switch is there any mods for switch?

calm nebula
#

no

#

effectively

#

Button I'm putting emoji in my token names

uncut viper
#

emoji are fine, just not commas

obtuse wigeon
#

no commas? what about different encoding? gunna make all tokens in ISO 8859 and the rest in UTF <some number>

uncut viper
#

my "dont use commas in token names" t-shirt has people asking a lot of questions already answered by my shirt

lucid iron
#

{{L:Token}}

uncut viper
#

dont think CP would even let you do that

lucid iron
#

it let me cus its a fullwidth char

uncut viper
#

tthen feel free, as its not a comma

lucid iron
#

{{L,Token}}

obtuse wigeon
#

talking about fullwidth characters, apparently zero width characters are supported in CP

lucid iron
#

its just newtonsoft right

obtuse wigeon
#

I believe so

patent lanceBOT
undone fable
#

gang what am i missing here i've been going at it for 35 minutes 😭

vital lotus
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

vital lotus
#

Are you sure static is a valid type? That aside, hopefully someone could help point the error. I'm not familiar with fashion sense.

undone fable
#

static's the name for the condition group

#

unless im doing it wrong 😭 then whoops

uncut viper
#

that is not the name of a condition group. it should be one of the condition types, which static is not

#

you may be confusing it with GroupName?

undone fable
#

but on the doc it mentions being able to create condition groups, i've made one under the name static

uncut viper
#

as listed in the docs i linked, Name is for a specific logical condition. GroupName is used for checking against a condition group

undone fable
#

OOH wait wait now i get it thank you so much 😭

#

i was confusing it with the groupname!

oblique meadow
#

Can someone possibly help me translate this error. It happens when I sleep to upgrade from farmhouse 1 to 2 but only while married. When not married it works fine

---------------
IndexOutOfRangeException: Index was outside the bounds of the array.
   at xTile.Tiles.TileArray.set_Item(Int32 x, Int32 y, Tile value) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\xTileSource\xTile\Tiles\TileArray.cs:line 70
   at StardewValley.GameLocation.setMapTile_PatchedBy<mushymato.MMAP>(GameLocation this, Int32 tileX, Int32 tileY, Int32 index, String layer, String tileSheetId, String action, Boolean copyProperties)
   at StardewValley.Locations.FarmHouse._ApplyRenovations_PatchedBy<CF.FarmhouseFixes>(FarmHouse this)
   at StardewValley.Locations.FarmHouse.updateFarmLayout()
   at StardewValley.Locations.FarmHouse.MakeMapModifications(Boolean force)
   at StardewValley.GameLocation.resetForPlayerEntry()
   at StardewValley.Game1._newDayAfterFade()+MoveNext()
   at StardewValley.Game1.<>c.<newDayAfterFade>b__782_2()
   at System.Threading.Tasks.Task.InnerInvoke()
   at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
---------------```
#

I am not 100% sure what it's mad at me about...

royal stump
#

one of the farmhouse rooms is trying to edit a tile that isn't within the farmhouse map, I guess

#

I'm not really familiar with how spouse rooms/upgrades/etc interact, though

lucid iron
#

are you married

oblique meadow
#

in game. Yes

lucid iron
#

yea it tried to set tile 49 19 and couldnt so you died

#

marriage is tough times

uncut viper
#

tbf you're not supposed to be married before farmhouse 2

lucid iron
#

theres a farmhouse 1 marriage map tho

oblique meadow
#

You can be married in farmhouse 1. Just thought no kids without farmhouse 2

lucid iron
#

but yea husky no fix for this rn just make your map at least 49 19 big

uncut viper
#

i think we need a clearer definition of what we all mean by "farmhouse 1" then

lucid iron
#

50x20

uncut viper
#

do we consider the starter to be farmhouse 0 bc i was assuming the starter was 1

lucid iron
#

i mean that Maps/FarmHouse1_marriage is a farmhouse map that exists

#

surely u can reach this right NotteThink

oblique meadow
uncut viper
#

unmodded the game will not let you marry without upgrading your house once

lucid mulch
#

Farmhouse, Farmhouse1, Farmhouse2

uncut viper
#

if we're working off that assumption then thats fine you can ignore me it just wasnt clear we were goin off map file names and not colloquial terms

brave fable
#

if only CA had used the much more natural and understandable naming scheme of Farmhouse, Farmhouse (Copy), and Farmhouse (Copy 1)

lucid mulch
#

implicit 0

oblique meadow
#

Nope. I completely understood what you were saying 🙂

lucid mulch
#

Farmhouse final rev2

oblique meadow
#

Farmhouse 2: Even Farmhousier

uncut viper
#

(relatedly, i know the game also explodes if you do debug marry or marry via some other means without upgrading once bc it cant find the map file with the _marriage suffix. if you added one though, would it just work fine?)

vernal crest
oblique meadow
# lucid iron 50x20

This worked. Thanks. Just a silly fix for a farmhouse that at its biggest is only 19 tiles wide

uncut viper
#

my LocalTokens, my Dawntrail, and my Conversation Topics

lucid mulch
vernal crest
#

What's dawntrail?

uncut viper
#

FFXIV's latest expansion

#

FFXIV being Final Fantasy XIV, the MMO

vernal crest
#

I'll risk the confusion with conversation topics because they're all prefixed with my mod id

#

Ah I see. I've heard of that meow_noddies

lucid iron
#

What about LocTok

#

And ConTok

#

DynTok

#

No relation to popular chinese social media platform btw

brave fable
#

if Lokens is wrong i don't want to be right

lucid iron
#

what r the other two then

brave fable
#

Dokens and Copics, naturally

lucid iron
#

there's a lot of implications of lewis not existing as an entity, for example he runs all the festivals

#

making a regular npc invisible forever is simple but you gotta do something about those special cases

#

this doesn't even get into modded content that might add events involving him

uncut viper
#

also, that kind of mod is not allowed to be discussed on this server

lucid iron
#

[game] Changing net field parent for '' collection from '' to ''.

#

does this mean anything

obtuse wigeon
#

Are those double quotes or single?

brave fable
#

those would be single

obtuse wigeon
#

Changing the parent of a null child object from a null parent to another/or the same null parent?

lucid iron
#

its some wacky netcode thing i think

obtuse wigeon
#

is this a recent report for a mod? or something that you've had? it was mentioned on reddit and the forums before with no solution or inkling of a cause, both relating to multiplayer

lucid iron
#

no i just saw it in dev

#

i have seen it before but as you can see it's very cryptic kyuuchan_run

obtuse wigeon
#

Do love a good mystery, only when I have the tools to solve the mystery however, unfortunatly the post on reddit is like 8 months old so the log uploaded is gone, but the from field and the to field are identical (albeit Item: bush), and it happens on when the players sleep, so I'm thinking something on day update relating to multiplayer causes it

lucid iron
#

well yes i know this already more or less Dokkan

obtuse wigeon
#

I guessed bahah, that's like entirely where my knowledge gets too

lucid mulch
#

the netfield, target parent and source parent all not having a name set is... interesting

lucid iron
#

i figured out why, it's cus i put my self in a situation where i have duplicate friendship entries blobcatgooglyblep

zenith sapphire
#

Guys I'm making a mod where it adds fish to modded places like Ridgeside etcs. But in the manifest which dependency i should put for Ridgeside for things like fishes etc? cause i put Rafseazz.RidgesideVillage as unique id but it doesnt seems to work

vernal crest
#

Why are you putting it as a dependency at all?

zenith sapphire
#

Because i think for the way its structured the mod, since i'm not good at modding but i wanted to add some fishing for personal purpose (my wife love to go fishing in stardew) i tried to copy and edit a mod (not you again mod) and that mod works putting dependency if you are putting a fish in a map from that mod

vernal crest
#

You shouldn't need a dependency, especially if it's just a personal mod.

zenith sapphire
vernal crest
#

But if you need to make sure your mod is editing after RSV, you'd need Rafseazz.RSVCP

devout otter
#

Though presumably you can just do a "Priority": "Late", on your patch, depending on how you are doing it.

vernal crest
#

You can just add "Priority" - yeah, what Dolphin said lol

zenith sapphire
devout otter
#

On the place when you are editing the fish data, the "Action": "EditData", stuff.

#

just insert this line "Priority": "Late",.

zenith sapphire
#

Oh, the console gave me this: [Content Patcher] Ignored Not You Again: using Priority requires Format version 2.0.0 or later

#

I suppose the mod i'm editing its outdated

devout otter
#

Just bump up the format number at the beginning of your content.json.

vernal crest
#

(Make it 2.7.0 because that's the latest.)

zenith sapphire
#

Okay to explain the error, basically it gave me " Cant apply patch for location "Custom_Ridgeside_RSVSewers'""

Now , it's telling me it cant apply the patch for all the modded locations previously i added correclty

vernal crest
#

!json Can you please share your json?

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

vernal crest
#

!log And also please upload the log and send us a link so we can see the whole context for the error

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

junior mist
#

hey y'all venturing into mod making and not sure i've properly done the setup to get started. in the wiki instructions there's a section that mentions referencing a .dll file, but i'm not sure where i'm supposed to get that from?

vernal crest
#

Are you intentionally starting with C#? You can achieve many things without it.

zenith sapphire
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 60 C# mods and 177 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

stark spindle
#

hey does anybody know if there an equivalent to the DigitEntryMenu that is accessible?

zenith sapphire
gentle rose
stark spindle
#

yeah i guess i can do the reflection way

junior mist
vernal crest
#

If it's in the section about decompiling the game code and it's Stardew Valley.dll that it's telling you to open, that's just in your Stardew Valley folder.

devout otter
vernal crest
#

(That's meant to be in the tone of "I'm curious about whether you've read instructions pointing you to that that task" not an accusatory tone.)

junior mist
vernal crest
zenith sapphire
vernal crest
vernal crest
zenith sapphire
#

Sure

junior mist
teal crest
#

Can I ask a question? It was cut out "(no " and I don't understand why that kind of things happen. Anyone know?

finite ginkgo
#

(No translation: whatever) means an i18n token couldn’t find the provided key in your i18n files

vernal crest
teal crest
finite ginkgo
#

Not sure why it’s missing, possibly in a previous text box alone, or cut by the dialogue parser for some reason

vernal crest
# zenith sapphire Ok this is my export:

Your log has warnings that you're trying to edit locations like Custom_HM_MineralTown but there's no mention of such a location in your json or in your exported Data/Locations asset. Are you sure you're editing the right file and/or sending us the right file?

#

It could also be related to the fact that the vanilla wedding lines are bugged so anything editing them is also bugged.

teal crest
zenith sapphire
#

Yea for the Custom HM Mineraltown i fixed it , putting the correct location for the updated verison of the mod but for the others seems something its off.. BUT i checked and i dont think its a problem of uniqueID, but some specific maps seems simply doesnt work with this mod/system

vernal crest
#

Well, there were quite a few that I checked where that was the case. So if you've fixed those errors and are down now only to ones where you're sure the location name is correct, you'll need to send through your updated json and updated log.

#

Because it's extremely unlikely that it's going to just not work for some locations when it does for others because the locations have to be done the same way in order for them to exist in the game.

zenith sapphire
#

Yea i know , the error you saw in the previous log :
[Content Patcher] Can't apply data patch "Not You Again > EditData Data/Locations > text operation #94" to Data/Locations: record 'Custom_Ridgeside_RSVSewers' has no value, so field '7' can't be modified using text operations.

its the weird one, bacause i warped on that map , using debug warp Custom_Ridgeside_RSVSewers

#

And it worked smoothly and i even used the comand "whereami" and i got : Custom_Ridgeside_RSVSewers

#

So i dont understand why the mod cant find that location

vernal crest
#

Yes that one does exist. You didn't provide a log after you added "Priority": "Late" to your Data/Locations patch though, so please do that. And also share the latest copy of the json.

zenith sapphire
#

Ok sorry , let me do it real quick

vernal crest
#

I'm also curious, does the mod "Not You Again" work normally? As in does the version you haven't edited work?

#

Hm. I just downloaded it and it looks totally different to what you have.

zenith sapphire
#

Because i have the previous version , for 1.5 i suppose

#

I'm afraid to upgrade my mod too because i'm afraid i have to do alot of work , but maybe i'm wrong

vernal crest
#

Are you playing with 1.5?

zenith sapphire
#

No I'm playing in 1.6 , lastest version 1.6.15

#

The mod works, just the fish arent being added in their spawn points but the fish are being added as items

vernal crest
#

Okay, editing an old mod is not an ideal way of dipping your toes into modmaking I'm afraid. I'm trying to find the older version of tia's one to see if that would work because the TextOperations breadcrumb paths in your json are looking very strange.

zenith sapphire
#

You can get it througth the CJB Item spawner but you cant actually fish them (the most important thing i need xD)

zenith sapphire
vernal crest
#

Yeah I think...and I need to just confirm this by checking the wiki, but I think that the way of adding fish to locations pre-1.6 was totally different to what it is now and that what you're trying won't work.

zenith sapphire
#

Because the only thing i did was adding fishes copying some strings of the mod

vernal crest
#

Yup ok confirmed, location data was totally different before 1.6 so what you're doing doesn't work at all.

#

Yes, you're going to have to download the 1.6 version of Not You Again and edit that.

#

It's going to be a lot of work because it's completely different now and doesn't use Json Assets (which is obsolete in 1.6 and shouldn't be used).

#

When you start on the 1.6 version, I recommend editing the manifest so that it's called something of your own choosing so when people help you with it they can clearly see it's your edit rather than Tia's original work (which will help avoid confusion).

zenith sapphire
#

Oh i see... dang i suppose it will take ages since all the additions T_T

vernal crest
#

I'm sorry, this does suck for you

#

At least for future you can now understand that it's important to always use mods that are up to date for the current game version to edit/use as an example of your own.

zenith sapphire
#

Yea i learned the lesson ! Anyway i hope this new way to do things and getting rid of the JA will improve performance and be more lightweight

brave fable
#

it's not really more performant, but it's more understandable and extendable, which are big positives

zenith sapphire
#

With the JA you had a folder where put the sprites of the fishes , but without it , where I'm supposed to put the fish sprite?

vernal crest
#

They're in the assets folder

#

(And you're not disturbing me, I'm happy to answer questions SDVpuffersmile )

drowsy pewter
#

I really love looking at all the art CA made for the movies. Theyre so creative and uniquely him, but you can tell he had fun making them look completely differemt

fading walrus
drowsy pewter
#

I cant wait to see haunted chocolatier hahaha

lucid mulch
#

I'm scared to eventually see the code of HC and find all of the mistakes from a code perspective from stardew repeated

zenith sapphire
#

The fish item exist but with a stop Icon xD

vernal crest
#

Did you add the fish sprite name to the "add sprites" patch?

// adds sprites
        {
            "LogName": "Aquarium fish load",
            "Action": "Load",
            "Target": "Mods/tiakall.seabass/AquariumFish, Mods/tiakall.seabass/SeaBass, Mods/tiakall.seabass/DuskyGrouper, Mods/tiakall.seabass/PinkMaomao, Mods/tiakall.seabass/PotatoCod, Mods/tiakall.seabass/RedbandedPerch",
            "FromFile": "assets/{{TargetWithoutPath}}.png"
        },
zenith sapphire
#

Ohhh i tought that was just an aquarium function

vernal crest
#

No, that's for putting all of the images into the game. You have to do that before you can use them in a Texture field.

zenith sapphire
#

Oh now i understand , i was trying also to put the extreme long string in a better way so it can be readable :

vernal crest
#

You can just turn on word wrap

zenith sapphire
#

Oh in MVisualstudio?

vernal crest
zenith sapphire
light venture
#

hello, i am new to making mods however i have coding experience. I am trying to make a quick edit to an existing mod. How do I check the current location of the player in C#? Basically what I wanna try is skip what the mod is doing in the current function if the player is in the farm cellar, so something like if (Current_location == StardewValley.Locations.Cellar) return

#

but I can't manage to find a list of the reference variables names

zenith sapphire
# vernal crest You can just turn on word wrap

I'm so close to understand the way to add them with the new version! But still even adding the image in the place you said i get a "stop sign" as image and getting this from SMAPI:
[Content Patcher] Can't apply load "Not You Again > Aquarium fish load (Mods/tiakall.seabass/Tarozzo)" to Mods/tiakall.seabass/Tarozzo: the FromFile file 'assets\Tarozzo.png' doesn't exist.
[game] Failed loading texture Mods\tiakall.seabass\Tarozzo for item (O)tiakall.bass.Tarozzo: asset doesn't exist.

vernal crest
zenith sapphire
#

Yea! and that's weird because i have it! could be possible because my picture its a 1x1 sprite instead of 1x3 like others?

vernal crest
zenith sapphire
#

I duplicated and edited the Redperch

vernal crest
#

No, the load patch. The "aquarium fish load" part

zenith sapphire
vernal crest
#

Ok, my only guess is that you don't have file extensions turned on so your file is actually called Tarrozzo.png.png. Can you check if file extensions are turned on? It should be in the Visualizza menu somewhere.

brave fable
#

shouldn't that be Tiakall.seabass.Tarozzo as the item ID¿ you should also ensure the Name exactly matches the entry ID.

vernal crest
#

(It should actually be something else entirely, as I did say you should rename the mod so people don't think it's actually Not You Again.)

brave fable
#

ah, ID assumed this was just editing the existing mod's assets

zenith sapphire
zenith sapphire
#

Just checked

vernal crest
#

It's adding new fish to Not You Again (and removing the original fish?) so basically using NYA as a base for a new mod.

vernal crest
zenith sapphire
#

Luckily someone noticed it caue my eyes are too blind right now xD, thank you so much

vernal crest
#

Haha happens to us all

#

(Not me anymore because I only ever have one copy of a mod's folder, but it used to before I started doing that)

zenith sapphire
#

So tomorrow i will rework it entirely and make a version mine, i should edit the manifest and put instead of tiakall.seabass , another name right?

brave fable
#

a great bonus to using VS for making mods is you can keep your work folder separate from your mods folder and have it pack, deploy, and zip your mod to wherever it needs to go whenever you build

#

ideally you should change the ID first above all else

#

and replace all written mentions of the ID with the {{ModId}} token whenever possible

#

(in VS and other text editors you can use ctrl-shift-F to find and replace in all files)

teal crest
latent cape
#

Hello, I only just tried to try add SVE to make my mod compatible with it, but when I tried to view the SVE map in tiled, there's so many missing files and all of them are red (Still playable in game). I already downloaded all mod that's required for it. Anyone know how to figured this one out?

#

Like apparently all of the png files are missing, I have no clue on how SVE works

vernal crest
#

You need to put all the tilesheets in the same folder as the maps, including the vanilla tilesheets. Or use irocendar's tiled plugin to trick tiled into thinking the tilesheets are in the map folder

hard fern
#

stardew tilesheet unfudger

#

amazing name

vernal crest
#

I haven't even tested it myself yet but boy have I recommended it to a lot of people over the past two weeks

hard fern
#

i havent tested it either lol

obtuse wigeon
#

It's fantastic, I HIGHLY recommend it

vernal crest
#

I'm not convinced yet that it will be a better approach than my current symlink-from-master-folder

latent cape
# vernal crest

I can't exactly figured this out(?) I already did the installation step, putting the tilesheetinator to tiled extension and it made the config file too. But i can't seem to fine the options for the other steps, did I like missed something because I never really do things wildly in Tiled

vernal crest
#

Although... Maybe I will use it for things like looking at SVE maps so I don't have to put their tilesheets into my maps folder

vernal crest
latent cape
obtuse wigeon
vernal crest
vernal crest
# latent cape nothing

Then you may have installed it incorrectly. Did you save the file exactly as tilesheetinator.js in the plugins folder? You may have to restart tiled and/or enable it in the plugins list after installing it too.

#

I'll go install it so I can see for myself what to do

vernal crest
latent cape
latent cape
#

Does it have something to do with these

obtuse wigeon
#

Plugins are extensions, they're close enough to be interchangable

latent cape
#

thats what i also thought, but I had my doubts

obtuse wigeon
#

When you open the extensions folder you should see this if you put the tilesheetinator correctly

vernal crest
gentle rose
#

yes please update tiled before using the extension!

obtuse wigeon
#

when you click on the "Maps" tab, next to file and edit, etc, do you see the options "Fix stardew tilesheets" and other options with a green puzzle peice?

latent cape
#

Ah yeah, apparently my tile is 2 updates late

gentle rose
#

(hi. I'm kinda dizzy rn so idk how much support I can actually offer, but I do know this can happen if your tiled is outdated)

latent cape
#

oops

gentle rose
#

no worries, lmk how you find it!

gray bear
#

(hope you feel better soon iro 💙 )

blissful panther
#

Also, I don't believe the fix Stardew tilesheets function will do anything to fix SVE tilesheets? I'm not sure how you handle them with it!

gentle rose
blissful panther
#

Not a clue! SDVkrobusgiggle

obtuse wigeon
gentle rose
#

you can add it as a tilesheet mod folder!

vernal crest
#

Just the SVE ones are yeah

obtuse wigeon
blissful panther
#

Oh, then that should be good!

vernal crest
#

You need both the vanilla ones and the SVE ones, from different folders

#

Yup there we go, the options are present now I've updated

gentle rose
#

right now on my personal PC I have the DaisyNiko and Luminestra tilesheet mods set up which is nice, I already opened modded maps a couple times, did the shortcut, and later discovered they use daisyniko's tilesheets and they just got fixed together with the vanilla ones SDVpuffersquee

#

10/10 never going back

obtuse wigeon
#

I didn't think of adding DN and Lum tilesheets to it, good idea

latent cape
vernal crest
#

Ooh that's magical

gentle rose
#

(wait until you try the tilesheet adder!)

vernal crest
#

I just added the vanilla maps folder, then added the SVE tilesheets folder using "Manage Stardew Tilesheet Mods" and then did "Fix Stardew Tilesheets". I thought from the setup of the tilesheets mod bit that I was going to have to add each of those individually.

gentle rose
#

no!

#

that's all you need to do

obtuse wigeon
#

I thought the same thing originally too

gentle rose
#

the multiple rows are for different mods

vernal crest
#

(What's the tilesheet adder for then?)

blissful panther
#

Oh yeah, while you're here (though don't you dare think about trying to fix it when you don't feel good SDVkrobusgiggle), I noticed it doesn't auto-fix the mine tilesheet in the farm cave map!

vernal crest
#

Is that to replace exporting and then importing a tsx?

gentle rose
#

thank you for letting me know though, I'll see if I can make a more intuitive UX in the future

gentle rose
gentle rose
obtuse wigeon
vernal crest
gentle rose
#

yup!

#

the next update (once I take a break from the portrait framework) will include some utilities to allow you to add them with the properties and animations

vernal crest
#

I feel extremely justified (by how easy this was and how well it worked) in having recommended this plugin every time I've talked to someone about map tilesheets since you shared it xD

gray bear
#

how portrait going

gentle rose
#

(and also possibly a "where is this tile used" feature because I already coded it lmao)

gentle rose
gray bear
#

i like that blink

latent cape
obtuse wigeon
#

Just tested the farmcave map with the tilesheetinator and it works fine with adding the tilesheet

vernal crest
latent cape
#

Sorry for asking a lot SDVpufferdizzy

gentle rose
obtuse wigeon
#

(If youre talking about the SVE tilesheets its Mods\Stardew Valley Expanded\[CP] Stardew Valley Expanded\assets\Tilesheets, It may be slightly different for you))

vernal crest
latent cape
#

Okay thats fixed, thank you so much

vernal crest
#

(But the SVE ones will be when you choose "Manage Stardew Tilesheet Mods")

latent cape
#

@gentle rose Thank you for making this blessed plugin

vernal crest
#

Pivot is over because the build was for a different version of Stardew

#

Hmm now do I edit this SVE map since I already have it open and then run the risk of forgetting and later thinking it's a real part of SVE...

#

(Answer: yes)

#

@gentle rose Is there any way to read what this says in full?

obtuse wigeon
vernal crest
#

Right now I am imagining it says "leave blank if noot noot"

gentle rose
obtuse wigeon
#

Seems to work fine on mine, resixing the dialogue box doesnt change the prefix section however

vernal crest
gentle rose
#

anyway just ignore the prefix unless you know you'll need it

#

whoops! good catch, ty aba SDVpuffersquee

obtuse wigeon
#

Does the prefix only load files with that specific prefix or does it just add a prefix to all the tilesheets?

hard fern
#

yahoo i tiledata'd the first floor of my map

obtuse wigeon
#

like if you had the files AV_spring and summer if I include the prefix AV_ would it only load AV_spring or would it load both of the files as AV_AV_spring and AV_summer

hard fern
#

sighhh now i still have so much work

gentle rose
#

the latter

obtuse wigeon
#

Gotcha, thank you

gray bear
#

time to see if bea wrote the code for this right~

#

the answer may suprise you

#

i did not

hard fern
#

:(

gray bear
#

if i put an i18n value in a json without the i18n: part again for the 3rd time do i get something

vernal crest
#

Yes! An error 😌

gray bear
#

makes sense

#

was gonna complain about an asset being mean but realized i didn't add .png to it

#

im on fire today

vernal crest
#

Hooray, a little orchard house! (Lumi's outdoor tilesheets building added to SVE's countryside_clairehouse map using iro's tilesheetinator)

hard fern
#

i didnt know trees grow in houses XD

vernal crest
light venture
gentle rose
humble timber
#

LMAOOO

brave fable
humble timber
#

this is why my expansion doesnt have even a temporary name yet. i know. i know whatever i pick will stick

brave fable
#

unique name here accounting for unique building interior guids appended to the usual location name for instanced locations

gentle rose
#

unfortunately, code stuff tends to require a name for the code files/solution SDVpuffersquee (I'm pretty happy with the tentative current name for the portrait framework, but I'm not telling until I settle on it for sure lmao)

humble timber
#

LOL fair enough

hard fern
#

if it's any consolation i picked a name for my expansion and then changed it

#

so it doesnt always stick

brave fable
#

it's not. im inconsolable

hard fern
#

:(

#

ive been having fun writing a map string for every trash can i put in the house

#

making the farmer peek into the trash only to be disappointed that there's nothing exciting in it

brave fable
#

ah, the classic pokemon experience

humble timber
#

real

hard fern
#

"Hey, this trash can isn't empty! ...There's nothing interesting in here though. What a shame.",

lucid iron
#

Evil

#

Put in one real trashcan

brave fable
#

by real do you mean has nothing but trash inside

lucid iron
#

Yeah

gray bear
#

garbag

hard fern
#

"This has to be the most empty trash can in the whole house. There's not even a speck of dust.",

#

another one....

fading walrus
# hard fern another one....

"There's a spider living at the bottom of this trashcan. Better leave their home be, they'll eat the fruit flies.",

I couldn't resist giggle

hallow prism
#

trash can't... 🙁

gentle rose
calm nebula
#

Solution1

lucid mulch
#

a good testbed to have code that interacts with Game1

hard fern
#

why is the map fixer mad at me :(

#

there's another one too :( and i have no clue why

lucid iron
#

Maybe tell button about it

calm nebula
#

@uncut viper

hard fern
#

the thing that gets me is that it's only like, 3 maps that have this problem 🤔 two of them have the second red error and there's only one with the first one

#

and i know for a fact i just made copies of them and edited them

#

the map loads in just fine though. but im a little dumb and put a buildings tile in front of where i need to be to click on the tile to get in the house.

#

hooray! my map strings load in!

#

why does this one display weird though

#

compared to the other strings that are just one line, they dont have this weird gap at the bottom

brave fable
#

Difficult-looking law books stand in a formidable row. They mock me.

hard fern
#

ohh my kitchen is dark. guess who forgot to put lighting in it

gray bear
#

ur doing le thing

#

gap is because of length i'd imagine

#

no room for x

hard fern
#

a

#

i see

#

i also have stole the sound from elliott's piano

#

hm. well.