#making-mods-general
1 messages · Page 396 of 1
which I hope are a great many
In pre 1.6 i figured you needed ja to tell you about the actual specific generated parentsheetindex
Chue would you ever want to have fast food dumplings in the US
I take that as a challenge
@manic gull Can you provide a little more context so I can understand your mod?
- Did you use an LLM to generate any code? If so, I'm afraid nobody here has the hours necessary to entangle this mess.
- Is this your original work or are you attempting to port a mod by someone else?
- Is your mod supposed to have any direct dependency on or integration with SVE?
Well I hope you don't put in any smelly eggs
Yeah, older mods (like stf, aquarium, ftm) often relied on the internal name instead
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
(I have managed to turn them into soup, not dumpling soup, just a very stodgy soup, taste was great, feel was not)
All of you are deported from china forever/j
lmao
aren't internal names supposed to be unique? 
(being censored by discord)
not that anyone respected that back then with item packs ig
Please. Do you expect a content modder to follow good practices
Do you really
i love dumbpling
No :)
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
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" 
Namespacing? You want me to put spaces in the name? /j
If there is any fucking way a content mod can put a null in an asset i will expect to find a null there.
New quote added by irocendar as #6557 (https://discordapp.com/channels/137344473976799233/156109690059751424/1406334360659165307)
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.
I was told to harmony patch it by pathos 
With those fixed, it's just a couple of Stardew changes.
New quote added by atravita as #6558 (https://discordapp.com/channels/137344473976799233/156109690059751424/1406334343235764284)
this is the part that confuses me the most too, because... that isn't an LLM's doing
(idk any specific context for that, I was thinking of some mods that will break when I rename FTM methods
)
This morning I was looking at portraiture support and bc plat is gone i also just harmony patched it
it's just easier to maintain if someone is like "please put a method in the api" instead
The secret reason why ftm was nested classes i see
Yeah the specific context was LA support for a stardewui menu
Yeah, that and extremely outdated practices, non-existent version of a nuget package, and a ton of references to stuff that doesnt exist
There were framework reasons why I can't use the normal method (hoverItem field on IClickableMenu)
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"
You wrote ftm without decompiling?????
I was using someone's public github decompile of like sdv 1.2
That's cursed good job
and literally just prodding the game with intellisense
That's unbelievably cursed and massivly impressive
all FTM did at first was add objects to gamelocations from a json class 
The very first thing i did when i was gonna mod is coming here and asked about whether the game is obsfucated
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 
Not when game1 is ten thousand lines!
Yeah i also just intellisense view source when im lazy
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
- There are a lot of unnecessary double quotes.
""this""versus"this", for instance. - The hardcoded paths to Stardew and SMAPI are unnecessary. The
ModBuildConfigpackage 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!
yeah game1 was like "okay player = farmer, uhhhh nevermind the rest"
no like. intellisense autocomplete
Say esca since you are redoing ftm as esca flavored trigger action actions
If y'all open up haunted chocolate and it's game2
Wait, Esca's doing what? 
Can i register custom actions with ftm
Yeah im pretty sure now that its supposed to be a mod port to new ver, just completely missing that context..
iirc game1 is a monogame thing
Game is a MonoGame thing. Game1 is just the default class name for their templates.
yep, it's designed to allow for API-added action types
Yay
but it's been a very long time since I made a monogame game 
It is what
I want to make ftm handle spawning and despawning of my custom enemies (eventually (mayhaps))
Custom enemies
Game1 shoulda been called StardewGame or something
Aka children/j
🕊️
No rush though my thing doesn't even have a NewMod(1).cs yet
Please
I probably can't avoid having some "monsterFTM" classes even in the rework, so w/e spawn/despawn monster action might support that automatically
but if necessary, yeah, it should be easy enough to register a custom one
@blissful panther an expanded trigger action system like this for CP, basically
Pizza.
so THAT'S why I was setting override to blank
diy skipping prefix without skipping 
"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
That's what portraiture foes

animation seemed easier this way but I'm not set on it
I wonder how badly this breaks some of MEEP's dialogue box stuff... 
what does meep do to the dialogue box?
this uses a postfix and a non skipping prefix 
what are those and how do I test if they're broken
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
yeah, I don't see why we would 
But hrm
You might have trouble fetching the speaker's real name?
I think all of them have npc.Name = ???, I'll do something about this later
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
Get portrait doesn't really solve everything tho you gotta do extra draw logic for animation regardless
yeah but I don't have to redraw ui which is good for compat
I have to do extra logic for anims anyway
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
I don't want to transpile in this mod >:(
Then perish
wait I already am patching drawPortrait

chu why are you confusing me on purpose 
have mercy on your local confused person
It is intentional
Idk i didn't audit your code
We could also go for fast food dumplings like the ones i had in a Beijing fast train station
however... what if I move my draw to my prefix
then I don't have to redraw the UI
it doesn't actually need to be in the postfix for any reason
Atra if you come to China we going to the fancy pants dim sum place
I'll be in beijing in November!
New quote added by celestia187 as #6559 (https://discordapp.com/channels/137344473976799233/156109690059751424/1406341402131959932)
I wish we had infixes
They would replace the most common flavor of transpiler I do
aren't infixes just non-IL transpilers?
so. why does typing a command in the chatbox un-borderless-fullscreen my game
I dunno if they are released tbh but the idea seems like you can target a particular callsite
that's an interesting name for a mod
/lh
Ok I'll stop being off topic
oh I could just. not redraw the ui. why was I redrawing the ui
mods? in my making mods general?
Impossible
rider the first one isn't more readable than the second one
Consider an xor
I dislike that you are putting expressions in switch case
I amend my complaint to rider cus what is this
exactly!
typing.Value ^ __instance.getCurrentString().Length > blah
Switching on a bool is wild
right? why is that even a recommendation that rider makes
Yes, but it's more clear!
a ternary is never more clear /lh
(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
reporting you to crumble
Ternaries are fine, sometimes
im surprised that I only have one ternary in fishbot tbh
Found one
(c# modders, what would you use to store a width, height value?)
Point
not Rectangle? that's what Texture2D uses
Rectangle is a point + dimensions
thats a position and width height
Vector2 is a bit more general, dk if you wanna use that instead
vector2 if you got floats for some reason
yeah ik, just talking semantics, Texture2D uses rect for their size so you can do Size.Width instead of Size.X
ask the monogame ppl about it 
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
not useful for me in this case because it can vary
because I'm just defining tile size in the spritesheet essentially
you can still use a source rect for that
yeah that's my thinking
if the texture isnt sliced exactly
just a 0,0 source rect
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
...I'm gonna be true neutral and make my own struct
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

i dont think you can edit this unless you make your own json converter
doesn't need to get directly edited rn, I'll deal with that later 
(I haven't implemented content patcher connectivity yet)
that's actually my next item on my to do list (
)
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?
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
Its better to upload your complete mod, and if you have subsequent updates just update over time
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.
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
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
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)
i think thats a lot more normal for portraits yeah
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
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
That is a worry too
I would actually ask this question in #modded-stardew and ask the users if they prefer all in one packs or broken out and which they're more likely to download. The portrait mods that get the most traction overall tend to be complete (DSV, SCA, Nyapu) but there are plenty of others that have success with less coverage, I think.
Ooh, that's a good idea, thanks!
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
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,
Yeah, that's been my impression too, as a long-time mod user lol
hotmod as in, be in the trending section?
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
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)
My fishbot was on 1st page trending for like two days at most 
(whats mtf)
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
d) do the removal in Saving and restore on Saved yourself
oh i didn’t think to check smapi.io, thank you! i’ll look at doing it through spacecore then since i already work with it a lot in my mod, though i’m not averse to having FTM too
restore optional ofc
basically what I mean with C, but also android and mid-say save mods don't respect those 
its ok they can explode
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?

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
also, do frameworks go through SMAPI?
this will just run everyday without some kinda when condition right
I think the newer quicksave PC mod does, but FTM's also weird so we worked on some interfacing anyway
all non xnb mods go through smapi
the older one was passed between hands a few times and never called/provoked the SMAPI events
you just may be going through content patcher who goes through smapi
you need to mark action unapplied if you want that
so it'll just happen once? at the start of the save?
it does, but it's not 100% reliable
i think a big area with no trycatch is draw
very easy to explode that one
yeah lol i remember when i fucked up my pet icon textures it just died trying to draw the menu
yeah, afaik it still does this specifically for FTM, because the normal save events and pre-1.6 android save events don't happen I guess
(I still don't have the code or android version
)
(if _newDayAfterFade calls your code and it explodes the game explodes with it)
nrt narathip obviously has a decompile
(why did that message take 10 years to send)
and when i asked about shop menu they helped check things for me
(discord is being mean)
i dont think it's public anywhere
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 
- no updates for the pathos repo in 1.6
how would one, do that? for testing purposes
welp, speaking of android apparently narathip's EMC fork still explodes
i like having a excuse to not provide support /j but actually /srs
“MarkActionApplied”: false, i believe
back to recommending version 1.6.0
oops that’s @ bea
thanks!
-# please don't ping me in replies though
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 
my loftiest goal is a 64x64 big ol spider thing
reskinned pepper rex fire breathing spider 
doesn’t have to have super complex behaviors, probably just some skittering, maybe some lunging or jumping
yea hm sounds like you want a big version of the spider enemy in hard mines
does FTM support arbitrary monster sprite size
ah yes, more spiders
ironically i hate spiders and shuddered through every minute of drawing
if C# is involved I think you can make any monster sprites as big as you want without changing behavior
not without a custom class, it just replaces the sprite field on monster instances for that setting
what if you just make it so that there are a ton of spooders
you could probably mimic the rex code to get non-1x1 pathing to work, etc
yeah i figured i would need some level of C# for this
Non 1x1 pathfinder should be fine
dont spiders just
Unless you want them to take warps
Spiders jump though
no path finding involved really
Yup
well this doesn't seem correct
(for Darkwings the big void chickens are just sized up shadowguys)
yeah picking a jump target for a 4x4 would be new code
(not complicated, but new)
(the ||Goose|| too)
or maybe i'm bad at rectangles
Also a jump target that is 4x4 seems uncommon enough
would you believe i’ve never actually fought spiders in sdv myself
So maybe the spider crushes thinfs
i mainly played before 1.6 came out
I have also never fought spiders
that would be cool
same, I only know about monsters by spawning every class I see 
(same @ pre-1.6) (I am bad with spiders irl)
All y'all forgetting spiders are 1.5 smh
I like spiders, I live with at least two rn
I mean I only played-played in 1.3
until mid-fall, though I did clear the mine by then

if it helps visualize btw this is the basic sprites i have rn (warning for a spider, obviously)
why did i just click that
terror
I've only really played 1.5 tbh
(good job, but terror)
start reading bea goshdarnit
That is beautifully horrific
Any earlier is before my time
I love it
alright i
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
go nagai turtle (don't click if you are frighten)
don't get these triggr actions
knowing that make it INFINITLY worse
That's creepy
is Grass not a C# class type
"oh a junji ito...wait that's not how he draws faces"
you're missing a pair of legs
too few pixels even with 4x4 tiles lol
it wasn’t readable with 8 legs
#not technically a spider
#notmyspider
anyway im confused and lost
man i once thought about like
a rigging system
spline animation in sdv
it was gonna be 3hard5me

so i just stole the snek code and called it a day
🐍
Oh I wish that was a thing so bad, I'd be making an eldritch horrow mod if that esisted
chutulu now in the sdv near u
i somehow read sdv as sewer???
wait just to check: did you try it on a new save after adding the mark action applied line
i remember we had an issue with that before
mutant carp? nahh Cuthulu carp!
aaaaaaaaaaaaaaaa
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
cthulhu carp should activate all 12 Rage Bait modes
selph is cooking
just checked to make sure, but "Grass" seems to be the correct class name for betas
!!!
is the grass yeeted
it was i just uh, needed a new save
LOL
trigger actions are so annoying to test lol glad that worked
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
yeah t'was just for testing i got the pixels right. it will not be in the release 
i hate when i have tilesheet issues because i always forget how to fix em
reasons me and tilled are seperated honestly
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
.....windows NT??? gov you're drunk
whats a windows nt
windows nt = windows
Its the name of the kernel
it shows up a lot 
okay random cause idk how to help or anything and I'm not even involved in the convo but I love that image omg
thanks i just made it
the win NT i remember is from 1993 but anyway wth happened to my tliesheets and shit
all windows since then is win nt 
where are ur tilesheets void
did you load them(?) if they're not sitting pretty right next to the maps themselves
wait this isn't the climbing one
a
yeah are they in the exact folder the map is in
no, this is an event error it looks like?
I did in fact not load them
there was an error i saw where it was like "cant find something something.xnb"
Another L for the Void
do elaborate
is this an issue buttons' map fixer could find and fix?
oh no I was just reading a different error lmao
me: make sure to fucking load the map this time
also me: forgets to load the tilesheet instead
try the tiled extension though if you aren't yet! it won't load your tilesheets for you but you won't regret it
the jokes write themselves
(the map fixer in question: https://stardew.button.gay/tools/mapfixer)
me when button.gay solves all my problem
augh, another error
https://discord.com/channels/137344473976799233/1399862293331972246
tiled extension thread btw, this handles it so you don't need to move things back and forth just to use tiled
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
yippie, its fixed
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
omg yeah having to download RSV and SVE and unpacking them into my workspace folder was suuuuch a pain
one shortcut and all the tilesheets just work
they're all named the same thing so duplicates don't work
good for the map people
like I thought it would mostly be for making maps but it turns out any stardew use of tiled can benefit lmao
use tiled without wanting to break my pc?
revolutionary
(the fact i spelled that right on the firsty try is odd)
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??)
mouse might be a traitor
more serious answer is it might be malfunctioning?
all my mice have done this
I haven't quite yet but I'll keep trying TT^TT
Right as i complained it stopped. So yes my mouse is a traitor and just hates me
is there a mod that adds a GTQ for how many of a certain animal is bought or owned?
Can i just write it like this ? selph.ExtraAnimalConfig_ANIMAL_COUNT Fellowclown.TW_Movoraptor 6
You need a 0 for the second argument friendship
i feel like i am having a dejavu with this dumb event scripting
trying to map mod while fighting tummyache demons :( not fun
Probably a dumb question: in Fashion Sense framework, is it possible configure each sleeve separately?
update 👀 (rasmodia portrait and mouth animation by @safe kraken, janky blinking edit/animation by me which is why it's janky)
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.
I know Stardew Druid has wondering npcs, only in one area though, plus I don't actually know if they'tr true npcs or not
WOOO!! the blinking is a very nice touch
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
farmer renderer is famously cursed
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
if you got enough "parts" like hair/shirt/pants/face you can build their textures via content patcher
Oh? Will they work when moving?
thereafter spawn them as some flavor of anti social NPC
My NPCs are going to be villagers in a city management mod im working on, ala Mine Colonies
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
nice
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
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
well if you rather do it the hard way then have fun 
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
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
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
Hmm that's interesting
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 
I see
I am going to explore that
oof that posted real ugly
They kinda just... slide lol they stitch together 'properly' though
(how does your console have scan lines?)
farmer renderer do be like that 
In windows 11 you can skin the terminal
Farmer also just have more netsync'd thing that you likely do not need
Thanks chu√e, I think you have saved me a very large headache
omg what, time to customise the terminal
they act as a sort of mini save
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
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
unlikely your needs are pretty specific 
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 
yea
The Farmer body is armless, thats so convenient /s 😭
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
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
The fact the farmer has teeth is midly unsettling, then legs on all of the sprites are so weird too!
Right lmao
The hair and shirt are just 4 sprites one per direction
Right facing is left facing but inverted
So u can reuse those just by adjusting them up and down slightly
Is that all the frames though?
And I think the third frame can be a copy of the 1st
Might not even need to make your own texture if u just handle it on the code with offset
If they are just walking sure
The farmer seems to move much more smooth than that, I guess we sprint huh
You have a bunch of running and I think down facing tool usage in there
Ahh yes I see, the matching arms for the 3 total frames just to the right
Thanks everyone
I use this guide https://stardewvalleywiki.com/Modding:Farmer_sprite to help myself understand how farmer animation works
It is quite complicated
Thanks!
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
Will the buildings have set locations to be placed or can they be placed anywhere? similarly to how you build shed on the farm?
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
oh I am so HYPED for a this mod, I love city managment/building games
Think mine colonies but in stardew, if you're familiar
I'm very familliar, love mine colonies!
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 🤣
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
you're doing well so far that's for sure
You can expose the partial layers to content mods which would let people add more
What do you mean
You know how a number of framework mods are like
Ohh, yeah I plan on exposing as much as I can so people can build on it as well
"go edit someperson.Modd/Data which will do stuff"
Framework mods refers to C# mods that add new functionality to the game's code, and allows content mods to make use of them without having to make their own C# component. They usually work by reading custom data set in content mods and then apply their changes accordingly.
This page details the various...
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
or I guess 0/1/2/3
Oh, I bet that will heavily conflict with adding the hair/clothes to it... hmm
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?
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)
Oh, so the amount of LocalTokens must be exactly the same in each include?
if you're using the same include, yep
it'll say something like "Action: Include #2 is missing LocalToken: L@Sprite"
Aa that's what I need to know. Thanks!
(what do you mean the one that top decks)
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
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)
i have very defined and dedicated templates so i don't have overriding entries anymore 
the headache i had with my chaos trigger actions... pain...
also was it you or chu that seems to have incepted people into thinking localtokens have to start with L@ /lh
it's me 
nahh SCREAMING_SNAKE_CASE is chaos incarnate
why the @
re: this, you can sorta handle it by checking if token is empty
vibes
looks like a coin/token is what I would've thought
it makes me think of cartography
"HasValue:{{L@NPC2}}": true
this would check if the token actually has value n not apply patch if so
I fear I'm entirely clueless as to why it reminds you of cartography? that's maps and direction related things right?
but u would still need "L@NPC2": ""
L@ = lat = latitude
oh I do like that, I may end up starting to use it
can also do {{Merge: {{L@NPC2}}, FallbackValue |valueAt=0}}
I don't think so. I just think it's a good idea because I'm easily confused between tokens. 
Want to start making distinctions between my Dynamic Tokens and Config Tokens too.
ig that's fair 
you can always start a new convention
...my configs have spaces in them so i know they're configs
romance of the 3 kingdoms
just please do not put commas in your token names ever or i will be very cross
I'm on switch is there any mods for switch?
emoji are fine, just not commas
no commas? what about different encoding? gunna make all tokens in ISO 8859 and the rest in UTF <some number>
my "dont use commas in token names" t-shirt has people asking a lot of questions already answered by my shirt
{{L:Token}}
dont think CP would even let you do that
it let me cus its a fullwidth char
tthen feel free, as its not a comma
{{L,Token}}
talking about fullwidth characters, apparently zero width characters are supported in CP
its just newtonsoft right
I believe so
New quote added by atravita as #6565 (https://discordapp.com/channels/137344473976799233/156109690059751424/1406436416787054783)
gang what am i missing here i've been going at it for 35 minutes 😭
!json
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.
Are you sure static is a valid type? That aside, hopefully someone could help point the error. I'm not familiar with fashion sense.
static's the name for the condition group
unless im doing it wrong 😭 then whoops
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?
but on the doc it mentions being able to create condition groups, i've made one under the name static
as listed in the docs i linked, Name is for a specific logical condition. GroupName is used for checking against a condition group
OOH wait wait now i get it thank you so much 😭
i was confusing it with the groupname!
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...
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
are you married
in game. Yes
tbf you're not supposed to be married before farmhouse 2
theres a farmhouse 1 marriage map tho
You can be married in farmhouse 1. Just thought no kids without farmhouse 2
but yea husky no fix for this rn just make your map at least 49 19 big
i think we need a clearer definition of what we all mean by "farmhouse 1" then
50x20
do we consider the starter to be farmhouse 0 bc i was assuming the starter was 1
i mean that Maps/FarmHouse1_marriage is a farmhouse map that exists
surely u can reach this right 
So the map naming scheme for the farmhouses is Farmhouse, Farmhouse1, Farmhouse2. So I was working based on that.
unmodded the game will not let you marry without upgrading your house once
Farmhouse, Farmhouse1, Farmhouse2
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
if only CA had used the much more natural and understandable naming scheme of Farmhouse, Farmhouse (Copy), and Farmhouse (Copy 1)
implicit 0
Nope. I completely understood what you were saying 🙂
Farmhouse final rev2
Farmhouse 2: Even Farmhousier
(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?)
I like the idea of differentiating between token types too but I found the L@ made the tokens difficult to read so I'm just going with LT_ as a local token prefix, with DT and CT for dynamic and config.
This worked. Thanks. Just a silly fix for a farmhouse that at its biggest is only 19 tiles wide
my LocalTokens, my Dawntrail, and my Conversation Topics
hmmm, I wonder if I ever get around to progressing on the LSP side of the fence I could have them coloured differently
What's dawntrail?
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 
What about LocTok
And ConTok
DynTok
No relation to popular chinese social media platform btw
if Lokens is wrong i don't want to be right
what r the other two then
Dokens and Copics, naturally
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
also, that kind of mod is not allowed to be discussed on this server
[game] Changing net field parent for '' collection from '' to ''.
does this mean anything
Are those double quotes or single?
those would be single
Changing the parent of a null child object from a null parent to another/or the same null parent?
its some wacky netcode thing i think
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
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
well yes i know this already more or less 
I guessed bahah, that's like entirely where my knowledge gets too
should have a stack trace in trace logs of where it happened if I'm reading the code right
the netfield, target parent and source parent all not having a name set is... interesting
i figured out why, it's cus i put my self in a situation where i have duplicate friendship entries 
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
Why are you putting it as a dependency at all?
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
You shouldn't need a dependency, especially if it's just a personal mod.
All i know is that if i dont put the dependencies it doesnt work..
But if you need to make sure your mod is editing after RSV, you'd need Rafseazz.RSVCP
Normally you'd do it for the Content Patcher part of the mod, which is Rafseazz.RSVCP.
Though presumably you can just do a "Priority": "Late", on your patch, depending on how you are doing it.
You can just add "Priority" - yeah, what Dolphin said lol
Sorry , what you mean? because I'm new on this
On the place when you are editing the fish data, the "Action": "EditData", stuff.
just insert this line "Priority": "Late",.
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
Just bump up the format number at the beginning of your content.json.
(Make it 2.7.0 because that's the latest.)
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
!json Can you please share your json?
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
!log And also please upload the log and send us a link so we can see the whole context for the error
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
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?
Are you intentionally starting with C#? You can achieve many things without it.
This is my log (i have alot of mods so i probably have a bunch of errors of others that i will watch with more time but for now i'm interested on fix this problem)
https://smapi.io/log/3b0e0d247d6f430aa83e583c5b6200e1?Levels=warn~critical
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
hey does anybody know if there an equivalent to the DigitEntryMenu that is accessible?
This is my Json, maybe its messed up because there are ALOT of fish additions
wdym by accessible? like public? because I think most of us just get private methods by reflection most of the time 
yeah i guess i can do the reflection way
lol yeah, i've been learning it for a bit now and wanted to do something to contextualize what i've learned so far.
thanks 🙂
Okay, in that case, where are you seeing instructions to reference a dll?
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.
bottom of the page here; https://stardewvalleywiki.com/Modding:IDE_reference#Add_a_reference_to_another_DLL
"Target": "Data/Locations",``` Try putting the late priority on here, too.
Why are you trying to do that? To my understanding, you shouldn't be doing that in most instances and certainly not just to get an initial "hello world" type mod working.
(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.)
maybe i confused myself, but it seemed like having the dll file as well as manifest.json were both required as a setup to get started?
You have confused yourself, yeah. The .dll you're thinking of is the one that your IDE will create when you compile your mod. The link you're looking at is about how to reference the .dll of someone else's mod (or, I guess, another one of your own) if you need to do that.
Tried to do so but nothing happened, just got the error for every addition i made instead of just a bunch
Follow the instructions on this page: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started and only follow the stuff on the IDE reference page when the get started guide links to it (and only for the specific section the get started guide is linking to).
Can you please put patch export Data/Locations into your SMAPI console when you're loaded into a save and then upload the file it exports into the json website and share the link with us?
Sure
cool cool, thank you for your responses. much appreciated
Can I ask a question? It was cut out "(no " and I don't understand why that kind of things happen. Anyone know?
(No translation: whatever) means an i18n token couldn’t find the provided key in your i18n files
Ok this is my export:
Is this your own mod or one you're editing? If it is, it means your i18n key is wrong (or missing). If it's not and you're just playing, this is the wrong channel and you want #1272025932932055121 instead.
yes that is normal display. but this one lacks "(no"
Not sure why it’s missing, possibly in a previous text box alone, or cut by the dialogue parser for some reason
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.
i just tested to check them cause those one don't show correct message. so erased key from i18n file
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
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.
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
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.
Ok sorry , let me do it real quick
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.
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
Are you playing with 1.5?
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
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.
You can get it througth the CJB Item spawner but you cant actually fish them (the most important thing i need xD)
Do you think i should just download the newer version of NotYouAgain mod and try to convert mine to this?
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.
Because the only thing i did was adding fishes copying some strings of the mod
Oh maybe that's why
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).
Oh i see... dang i suppose it will take ages since all the additions T_T
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.
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
it's not really more performant, but it's more understandable and extendable, which are big positives
Sorry if i disturbt you but , in the new version, how the new fishes sprites are? because i dont see them anywhere
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?
They're in the assets folder
(And you're not disturbing me, I'm happy to answer questions
)
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

I cant wait to see haunted chocolatier hahaha
I'm scared to eventually see the code of HC and find all of the mistakes from a code perspective from stardew repeated
I put the sprite on the assets folder, and used its name on this: "Texture": "Mods\tiakall.seabass\NameOfTheTexture",
The fish item exist but with a stop Icon xD
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"
},
Ohhh i tought that was just an aquarium function
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.
Oh now i understand , i was trying also to put the extreme long string in a better way so it can be readable :
You can just turn on word wrap
Oh in MVisualstudio?
Visual Studio is not a great choice for editing .json mods but yes you can turn on word wrap: https://learn.microsoft.com/en-us/visualstudio/ide/reference/how-to-manage-word-wrap-in-the-editor?view=vs-2022
Thanks! that's really usefull
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
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.
It's telling you that you don't have a file called Tarozzo.png inside the folder called assets.
Yea! and that's weird because i have it! could be possible because my picture its a 1x1 sprite instead of 1x3 like others?
No, that wouldn't affect it and it should be just one sprite anyway. Can you show me what you wrote for the load patch, please?
I duplicated and edited the Redperch
No, the load patch. The "aquarium fish load" part
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.
shouldn't that be Tiakall.seabass.Tarozzo as the item ID¿ you should also ensure the Name exactly matches the entry ID.
(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.)
ah, ID assumed this was just editing the existing mod's assets
Yea i know i was just doing a test before doing as you said a complete rework it completely instead of just editing
I have file extension on
Just checked
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.
Okay. Hm. I notice the folder you're editing is on your desktop rather than in a Mods folder. Have you accidentally put the fish image in the wrong folder?
Oh.. my god... its 3am here and i'm very dumb and tired
Luckily someone noticed it caue my eyes are too blind right now xD, thank you so much
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)
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?
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)
looks like I found why that problem happen, thanks. (not sure I should patch up in my mod though cause it's from default event code)
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
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
I haven't even tested it myself yet but boy have I recommended it to a lot of people over the past two weeks
i havent tested it either lol
It's fantastic, I HIGHLY recommend it
I'm not convinced yet that it will be a better approach than my current symlink-from-master-folder
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
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
What happened when you pressed ctrl+shift+.?
nothing
If I could make symlinks work reliably on my windows system I'd use them, even explorer crashes regularaly when interacting with file paths, might need to reinstall
That's definitely weird. I've had no issues at all getting symlinks working on windows 10
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
(I just realised that we are two people who both have "please @ me" in our names who replied to one another with pings off lol)
I did open the Edit > Plugins > Open and it leads me to the extension folder rather than Plugins? I did restart Tiled, but i didnt do other stuff
(it happens so often
)
Does it have something to do with these
Plugins are extensions, they're close enough to be interchangable
thats what i also thought, but I had my doubts
When you open the extensions folder you should see this if you put the tilesheetinator correctly
Do you have "Update available" visible in the bottom right of your screen?
It did so, yeah
oh wait
yes please update tiled before using the extension!
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?
Ah yeah, apparently my tile is 2 updates late
(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)
oops
no worries, lmk how you find it!
(hope you feel better soon iro 💙 )
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!
are they all in one folder in the sve mod?
Not a clue! 
You just add them as mod tilesheets in the extension
you can add it as a tilesheet mod folder!
Just the SVE ones are yeah
They are
Oh, then that should be good!
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
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 
10/10 never going back
I didn't think of adding DN and Lum tilesheets to it, good idea
So it did, Thanks Aba for pointing it out
Ooh that's magical
(wait until you try the tilesheet adder!)
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.
I thought the same thing originally too
the multiple rows are for different mods
(What's the tilesheet adder for then?)
Oh yeah, while you're here (though don't you dare think about trying to fix it when you don't feel good
), I noticed it doesn't auto-fix the mine tilesheet in the farm cave map!
Is that to replace exporting and then importing a tsx?
thank you for letting me know though, I'll see if I can make a more intuitive UX in the future
it's to easily add a tilesheet from a mod or from vanilla! (without properties or animations yet)
hmm, it should
I'll have a look in a bit
Thats odd? it seems to work for me? hang on let me give it another try incase I remember wrong
Oh yeah I guess if you do it the normal way you'd either need to move it to the map folder or end up with tilesheet climbing
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
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
how portrait going
(and also possibly a "where is this tile used" feature because I already coded it lmao)
(like before, rasmodia portrait and mouth animations are dacar's, blinking is a janky edit I made)
i like that blink
Wait, can you help me out on where do I browse for the "Choose unpacked maps folder"?
Just tested the farmcave map with the tilesheetinator and it works fine with adding the tilesheet
Have you unpacked your game files? If so, go to "Content (Unpacked)/Maps"
Sorry for asking a lot 
I'm glad you like it! if anything isn't intuitive (like the modded tilesheets), please let me know! (and obviously if anything doesn't work lmao)
I did hold on
whoa
(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))
I briefly pivot back to monsters because chu got me a new build to try but then I will return to maps
Okay thats fixed, thank you so much
(But the SVE ones will be when you choose "Manage Stardew Tilesheet Mods")
@gentle rose Thank you for making this blessed plugin
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?
Right now I am imagining it says "leave blank if noot noot"
widen the dialogue box iirc? I've been meaning to fix that anyway 
Seems to work fine on mine, resixing the dialogue box doesnt change the prefix section however
anyway just ignore the prefix unless you know you'll need it
whoops! good catch, ty aba 
Does the prefix only load files with that specific prefix or does it just add a prefix to all the tilesheets?
yahoo i tiledata'd the first floor of my map
wdym?
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
sighhh now i still have so much work
the latter
Gotcha, thank you
time to see if bea wrote the code for this right~
the answer may suprise you
i did not

:(
if i put an i18n value in a json without the i18n: part again for the 3rd time do i get something
Yes! An error 😌

makes sense
was gonna complain about an asset being mean but realized i didn't add .png to it
im on fire today

any help please?
Hooray, a little orchard house! (Lumi's outdoor tilesheets building added to SVE's countryside_clairehouse map using iro's tilesheetinator)
i didnt know trees grow in houses XD
I'm only a baby C# modder but I've done a check for player location before by checking the new location in the player warped event. https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Events
thank you! Game1.currentLocation seems to be what I'm looking for
(the fact that the name stuck is a great reminder to me not to throw a temp name on things without thinking, because it will end up being the permanent name
)
LMAOOO
incidentally if you want to compare types, you can use the is keyword, I.e. Game1.currentLocation is Cellar or Game1.currentLocation is not FarmHouse or Farm, otherwise you can compare by name with Game1.currentLocation.NameOrUniqueName == "Cellar"
this is why my expansion doesnt have even a temporary name yet. i know. i know whatever i pick will stick
unique name here accounting for unique building interior guids appended to the usual location name for instanced locations
unfortunately, code stuff tends to require a name for the code files/solution
(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)
LOL fair enough
if it's any consolation i picked a name for my expansion and then changed it
so it doesnt always stick
it's not. im inconsolable
:(
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
ah, the classic pokemon experience
real
"Hey, this trash can isn't empty! ...There's nothing interesting in here though. What a shame.",
by real do you mean has nothing but trash inside
Yeah
garbag
"This has to be the most empty trash can in the whole house. There's not even a speck of dust.",
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 
trash can't... 🙁
Smh
Class1.cs
and the solution name? 
Solution1
a good testbed to have code that interacts with Game1
Maybe tell button about it
@uncut viper
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
Difficult-looking law books stand in a formidable row. They mock me.
ohh my kitchen is dark. guess who forgot to put lighting in it


