#making-mods-general

1 messages · Page 402 of 1

gray bear
obtuse wigeon
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magic select area around bench > right click invert selection > feather by 2 ish pixels >make new layer draw in a dark gray >set opacity to 50% that tends to be what I do for shadows

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that way you don't have to match the shadow to the floor

gray bear
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u can't right click invert in aepsirte but ty

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or feather

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alright photoshop time

obtuse wigeon
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Ohh you use asprite gotcha, I gave up with it ngl, it was so different to photoshop I was WAY out of my comfort zone

vital lotus
gray bear
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it's a thing, feather is not

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in asperite

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menu says ctrl+shift+i

vital lotus
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Ah yeah, feather not there...

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Sorry for ping earlier, i mis tap but alr sent

gray bear
#

can also do that

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it that shadow too bright

obtuse wigeon
#

I think a tad darker

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maybe like 10% darker

gray bear
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50% is a lot

obtuse wigeon
#

I'll grab the my colour pallette values I use

gray bear
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why, why did the bench change color between screenshots

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it's the same color?!

obtuse wigeon
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It looks exactly the same to me

vital lotus
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Looks the same on my end too

gray bear
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when i look at both it looks the same

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but when i look at them one by one it doesn;t

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i might be going crazy

obtuse wigeon
#

for dark shadows I use #2f3030 and for light shadows I use #3d3e3e, then 50% opacity the shadow layer

nimble marlin
#

thank you so much!
yeah, I did a small edit to the plate sprite - removed the square border it had for the cooking menu interface. if that could be done in LOC side then it would be amazing ^^

gray bear
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oh yeah i like that b_nod

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should the shadow color change in winter squint

vernal crest
#

I am so manual when it comes to pixel art. I use the brush, paint bucket tool, select tool, and eraser. And that's...it.

obtuse wigeon
#

Usually same here, although I've been using a colour replacer script more and more so I don't have to do so many versions

vernal crest
#

I do not do things that require versions but if I did I'd use Lina's recolour tool

gray bear
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i copy n paste a lot

obtuse wigeon
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theres a recolour tool already...? I seem to spend most of my time making tools someone has already made

vernal crest
obtuse wigeon
#

Turns out that does exactly the same thing as mine except mine runs locally and uses a lot more of the commands line (and is currently very broken)

vernal crest
#

Relatedly, do you have any interest in joining Stardew Modmaker Community? We're a smaller server more dedicated to modmaking (though we don't exclude mod users who want to join).

obtuse wigeon
#

It was a pretty quick thing to do really, Thankfully I love python and am semi decent at it

obtuse wigeon
gray bear
#

i wonder if i could use the recolor tool for my craftables retex but like,,, i think it'll take less time to do manually

vernal crest
obtuse wigeon
gray bear
#

i know there was a way to select more than one tile in tiled and have it paste the way it is... unsure how to make it happen

vernal crest
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Selecting from the tilesheet? You should just be able to select them like you have

gray bear
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i mean like, if i select this entire silo from the map, and it lets me place the entire thing instead of one on the map
sorry if i'm explaining badly

vernal crest
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Yeah

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And that's not happening with your bench?

gray bear
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nope, not with other tilesheets either

vernal crest
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I have never encountered that SDVpufferthinkblob

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So if you select a bunch from paths it only shows one on the map as well?

gray bear
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yep

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ok i have, been on "random" mode apeart

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do not click these dice

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they r evil

vernal crest
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Haha oh dear

obtuse wigeon
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Theres been so many times that the random button has been enabled, it seems to enable by itself at times (or I'm pressing a hot key I don't know about)

tiny zealot
gray bear
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bald spot summit

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or, is it like wet? who knows

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don't talk to me about the fucked grass i'll,,, do something

mild furnace
obtuse wigeon
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Exactly the same here, it's a mish mash of I think 7 different librarys (of which I only need like 3) and breaks more often then works but it has nice little features that are specific to me

gentle rose
calm nebula
#

I do pixel art approximately the same way I juggle flaming bottles.

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Ie, not well, and with a lot of screaming

obtuse wigeon
tender bloom
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I’m also no good at those, even though I’m happy to slip you some pixel art

tiny zealot
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i can juggle, but basic bitch level only (three balloids)

gray bear
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if i keep looking at this

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i will change it forever

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pls help

dusky sail
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maybe this means you need to take a break and take a step back

gentle rose
twilit quest
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Very helpful! Thank you ^_^

twilit quest
# gray bear pls help

Hey, I just got up, but I've done a lot of map making, and my last map was against a panorama like this. Maybe I can help. What are you trying to do?

vernal crest
#

I think the help Bea is after is to make them stop changing the map lol

lucid iron
#

Yes

twilit quest
#

Hehehe. Okay, I've been there

lucid iron
#

Man this reminds me

gray bear
#

i struggle™

lucid iron
#

I need to bonk the cloud critters

gray bear
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i am gonna make the top bit wider and be done cause like, i think it's good. who knows

#

bonk the clouds?

twilit quest
#

Having dealt with Scope Creep™ on several of my mods, I sympathize.

gray bear
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i just wanted to make the summit more green

twilit quest
vernal crest
#

(Bea requests no pings on reply btw glymr)

lucid iron
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I need to make them not move into the sky panorama box basically

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Bonk them.

gray bear
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i did not know this chu

obtuse wigeon
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is a 180 by 200 map too big for a quite large town? I'm planning on making a few areas of a city but seperated into different districts

twilit quest
lucid iron
#

Oh well now u do

gray bear
#

the clouds are alive

obtuse wigeon
#

wait... what? clouds = very large critters in the code? that both mildy horrifying yet very resourceful

vernal crest
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That is a pretty big map

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Going to take NPCs half the day to walk across

obtuse wigeon
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Hmm good point

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didn't take into account npc seed

obtuse wigeon
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speed*

twilit quest
gray bear
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i too want sunrise

twilit quest
#

Sun's coming up. It's 6:43am here

lucid iron
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Sharogg made some panorama resources lately

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Using the mmap thingy

twilit quest
obtuse wigeon
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My goal is that the player can get from anywhere to anywhere else in no more than an ingame hour

gray bear
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when the sun hits ur eye, like a big pizza pie

obtuse wigeon
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and that's just for the out of the way places

lucid iron
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You gotta be mindful of ppl with potatoes

obtuse wigeon
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Thats another thing I was going to ask about, how performance intensive are large maps? I intend to use a lot of fake npcs so that the game doesn't have to run the schedules for everyone, similar to how downtown zuzu has fake npcs

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and I was going to test it on my laptop, which has the computer power of 3 lemons taped together

brittle ledge
#

Do we still have loading/performance issues with maps over 150x150 or did 1.6 fix that?

brittle ledge
lucid iron
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It scales linearly with number of obj on the map too

brittle ledge
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(For reference btw, I think Ridgeside 's main map is something like 145x146)

obtuse wigeon
#

objects as in things that aren't in the map file itself?

obtuse wigeon
inland rain
brittle ledge
#

Also, one complaint I hear about DTZ (and I've heard it about other large maps too) is that it's too empty, so I would focus less on the map size and more on filling it.

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Definitely load the map to game and run around it to see if it feels too open or cramped.

obtuse wigeon
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I'm so hyped for the open world!

inland rain
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yeah, don't use big locations, that's bad 😇

brittle ledge
inland rain
#

I definitely don't go by aedenthorn, that was originally an alias bc I didn't want to associate myself with modding lol

obtuse wigeon
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The emptyness is also something I find a bit meh, that's why I've split it up into seperate sections so I can fill out parts as I go

inland rain
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it's running fine! still a small hiccup when you move across chunk boundaries

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idk if I can fix that

lucid iron
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Is it alright if we call you erin then

inland rain
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without somehow enabling async

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I do go by erin

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i think you can see the stutter in the video

gray bear
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is yer map running

lucid iron
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Now you just need to bring back multiple map layers

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So we can dig down and fall into lava

gray bear
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i am starting to enjoy the funky shapes. anyone got any notes

inland rain
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oh that reminds of the idea of fog of war

obtuse wigeon
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Whens procedural cave system gen being made? gotta find diamonds some how

lucid iron
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Make the dirt funky too

gray bear
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i funked it up a bit thonk

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i think

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i should just stop copying code

hard fern
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at least, my laptop can run it just fine so far

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🤔 i'll see about installing warp points between maps though so it's easier to get around

obtuse wigeon
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I'm sort of basing mine off cities that I've been too, and trams seem to be a common method of travel, and given buses and trains are used already I figured why not

hard fern
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what is a tram...
<-american

obtuse wigeon
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A bus on rails, but unlike a train it's in the street

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think of san fran in movies

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Cable car is the american name after a quick google

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oh wait no that is specifically for cabled cars, but basically that but electric

brittle ledge
brittle ledge
gray bear
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transport

lucid iron
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Do horse

brittle ledge
gray bear
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uhh

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tiled hates me as usual

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im loading my tilesheets

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wtf

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log incoming

obtuse wigeon
ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 22 C# mods and 6 content packs.

gray bear
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for why

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oh wait,,, i need to put it in the map

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uhhh

obtuse wigeon
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You directory climed, add the tilesheet into the same folder as the map then use the action load to load it to the same place I believe? I don't know if I explained that the right way

gray bear
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pain nd suffering

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CP hates folders

brittle ledge
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Bea, button has a tool to fix map climbing

obtuse wigeon
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Visit Mount Vapius has been a reference to quite a few of my mods so far, it's great!

gray bear
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there be a tree

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i did not put a tree there

brittle ledge
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Is that a wild tree? They can spread now iirc

obtuse wigeon
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Check paths to see if tree is there which might be the cause

gray bear
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oh no. can i stop them from spreading?

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oh wait. i did tree there. lemme uh

vital lotus
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wait, wild tree spreads outside of farm now?

gray bear
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tis is not good tree spot

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nope it was my older edit

brittle ledge
#

Not sure about locational stuff, but palm trees can now spread like wild trees iirc

obtuse wigeon
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they can in the forest and I think mountain, but no where near the speed of the farm (It may have been a mod changing that though)

gray bear
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farmer is tree

vernal crest
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Bea use iro's plugin to avoid tilesheet climbing

gray bear
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i found the feedback thread, where is the plugin

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oh wait iz the file okay i uhhh

vernal crest
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You want the file that's pinned

obtuse wigeon
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Ye the tilesheetinator.js is the right file

vernal crest
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The "a fix for the fix" one

gray bear
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got it. thx PThumbs

obtuse wigeon
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I've just read through the Central Station docs and it's fantastic! I was expecting a lot more hassle to add custom locations

devout otter
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So Central Station's tourist.json has something like this right. { "Action": "EditData", "Target": "Mods/{{MainModId}}/Tourists", "Entries": { "{{MainModId}}": { "FromMap": "{{InternalAssetKey: assets/maps/tourists.tmx}}", "Tourists": { "YoungBoy": { "Index": 0, "Dialogue": [ "{{i18n: tourist.young-boy.1}}", "{{i18n: tourist.young-boy.2}}", "{{i18n: tourist.young-boy.3}}" ] }, } } } }

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Now hypothetically, if I want to do a TextOperations on just that first line of dialogue, is that possible?

tiny zealot
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you should be able to TargetField your way to it, but forgive me for not remembering the incantation exactly

obtuse wigeon
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It doesn't say no so I shall say Yes*

gray bear
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ok tilesheet shit solved

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but uh...

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i cannot sit

obtuse wigeon
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You need the sit tile property I think?

gray bear
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it's also on buildings so idk why i can walk voer it

obtuse wigeon
tiny zealot
vernal crest
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Yes you will need to make it sittable yourself because you're not using a vanilla tilesheet

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Is it on Buildings or is it on Buildings1 or some other numbered layer?

gray bear
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oh it's on buildings1 . i guess you can't more than one buildings layer?

obtuse wigeon
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You can, but properties only apply on Buildings

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well, layers tht aren't suffixed

vernal crest
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Yup, same for all of the numbered layers. The numbers are only for draw order.

gray bear
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i see

vernal crest
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You only really need numbered layers when you want to layer a whole bunch of stuff on one tile, like putting several clutter items on a counter.

devout otter
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I actually almost had it. I was missing the #. 😅

gray bear
oblique meadow
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Im sorry for the dumb question but I cant find it specifically documented. How can I take this and Add an "Or" to it

"When": {"HasFlag: CurrentPlayer": "{{ModId}}_GHOrchard"}

gray bear
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ok i am, confused about the advanced sit edit sweats i am reading the wiki page i'm just, h

obtuse wigeon
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I don't know if this will work or not but you can try it: "HasFlag:CurrentPlayer |contains={{ModId}}_<OtherThing>": true,

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so it would be (I think):

"When": {
"HasFlag: CurrentPlayer": "{{ModId}}_GHOrchard",
"HasFlag:CurrentPlayer |contains={{ModId}}_<OtherThing>": true
} 
oblique meadow
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I'll give that a shot and massage it if its not exactly. Thank you! I just needed a nudge

obtuse wigeon
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What have you got so far Bea? I might be able to help

gray bear
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nothing~ i don't even know which type of propety to add

vernal crest
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You don;t

obtuse wigeon
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(also just for clarification, the "Don't @" in your display name, does that mean don't use the discord reply feature, or just don't ping in reply?)

vernal crest
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It's an EditData patch in CP to the ChairTiles asset

obtuse wigeon
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I believe you EditD... you beat me to it aba

vernal crest
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Based on the tilesheet, not the map

gray bear
obtuse wigeon
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Gotcha, I shall keep that in mind, thank you!

vernal crest
#

You can always reply to them though Atlas, just don't always ping on reply

obtuse wigeon
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I'm just never sure with the ping and not ping reply, I never noticed it pinged before chu pointed it out to me

gray bear
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i do in fact hate ping replies more than regular ones. but some people spam

hard fern
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im more annoyed when the person doesn't just reply to me and instead @'s me after every message

vernal crest
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More than regular pings or regular replies? (I would argue that ping on reply is the regular reply because it's the default)

gray bear
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do i... target Data/Chairtiles

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more than regular pings i meant

vernal crest
#

By the way Bea here is an example of a patch editing Data/ChairTiles

{
  "LogName": "Add ChairTiles for custom tilesheets",
  "Action": "EditData",
  "Target": "Data/ChairTiles",
  "Entries": {
    "aba_national_park_tilesheet/8/0": "1/2/left/custom 0 0.1 0/-1/-1/false",
    "aba_national_park_tilesheet/0/0": "1/2/right/custom 0 0.1 0/-1/-1/false",
    "aba_national_park_tilesheet/24/5": "1/1/down/custom 0 0.5 0/-1/-1/false"
  }
},
gray bear
#

thank you t_pray

hard fern
#

(im lurking so i can absorb the chair info... my chairs are Not Sittable rn)

obtuse wigeon
#

Oh ye @ing me in the message rather than as a reply can be quite annoying, due to the fact I used the ping as a way to easily trace back the convo

vernal crest
#

I also prefer replies (and, unlike Bea and Airyn, prefer to always be pinged in them)

gray bear
#

is up when the farmer is with his back to camera

obtuse wigeon
#

Yes

gray bear
#

tilesheet asset name...

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i have 4

obtuse wigeon
#

Now that I have two monitors replying with a ping isn't as necissary, but when I was juggling 5 differet file exporer windows, photoshop, stardew, and vscode, it got very confusing

gray bear
#

can i put {{season}}_SummitBench_Edit

obtuse wigeon
#

I think you'll have to have seperate entries for each tilesheet?

#

token may work actually

vernal crest
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From looking at vanilla, you only need spring

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(Always look at vanilla)

obtuse wigeon
#

oh wait no I don't think tokens will work in the asset name, but given they're prefixed with the seasons themselves I think they'll work

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I forget that doing this with content patcher is almost identical to how vanilla does it

blissful panther
#

We thank 1.6 for things like that.

vernal crest
#

I get very confused sometimes when people come in here with pre-1.6 stuff

obtuse wigeon
#

The Great De-Hardcoding is one of my favorite things about 1.6

gray bear
#

[stares at code]

vernal crest
#

Like Quinnzell with the location data that was just a slash-delimited string per location

gray bear
#

getting there, it seems

vernal crest
#

I am looking forward to being able to use periods in the asset name as of .16 so I can have properly prefixed tilesheets

gray bear
#

or not

vernal crest
#

Find the vanilla entry for that bench and copy it, I suggest

gray bear
#

farmer this isn't how u sit

ornate locust
#

You have it three wide, I'm not sure that works

gray bear
#

large bench

ornate locust
#

You need to make each tile sittable separately

vernal crest
#

Nope

ornate locust
#

well, you can try it and see if it works. That's how the examples I was looking at worked

vernal crest
#

Vanilla has 3 wide

gray bear
#

uhh would the vanilla one be in chairtiles

vernal crest
#

Yes

ornate locust
#

If that's not it, then you're just missing the draw tiles

gray bear
#

must be himb

vernal crest
#

(Sorry, that was rather abrupt of me Midnight. Didn't mean to be.)

ornate locust
#

No it's cool, I'd rather people have right information!

#

You probably just need draw tiles, they're what makes it look like part of the chair is between them and the camera

gray bear
#

wait why is it down ,

vernal crest
#

I've spent quite a bit of time poking around ChairTiles because I spent aaaaaaages struggling to get mine to work because they don't accept periods in the names

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Because you sit on it facing down in vanilla, presumably?

gray bear
#

wrong chair!!!

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two of em

vernal crest
#

Oh yeah the right one is up

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(You should be crossreferencing against the tilesheet and its coordinates, are you?)

gray bear
#

oh... the sprite changes when i sit

ornate locust
#

or the draw tiles are at the wrong position or something. Usually if you're "in front of" the bench, it's a draw tile problem

vernal crest
# gray bear (my tilesheet?)

No, the vanilla ones to make sure you're copying the ChairTiles data from a bench that actually looks like yours

gray bear
#

ooh

vernal crest
#

And not, say, a picnic table instead or something

gray bear
#

alright lemme fix that

#

yeh im using the vanilla map info

ornate locust
#

well the draw tiles work, they just aren't the ones that match your bench. Getting there!

obtuse wigeon
#

Where are the Ice tiles stored that can be seen in game? I can't seem to see them in the outdoors or town tilesheets

vernal crest
#

Ice?

ornate locust
#

I'd think in a winter tileset somewhere

obtuse wigeon
#

In some events and festivals they use ice to replace the water tiles

vernal crest
#

(Possibly related: if you know what map the tiles show up on, you can open that map in Tiled and find them on the tilesheet by right-clicking on the map tile.)

#

Ah like the ice fishing one

ornate locust
#

Check the Festivals one

obtuse wigeon
#

Unfortunatly I don't know ehat map the tiles show on either I just know they exist, but the ice fishing sounds right

vernal crest
#

Yup looks like Festivals

ornate locust
#

I think it's in there

obtuse wigeon
#

Yep, perfect, thank you!

ornate locust
# gray bear <:sweats:958630101753425960>

I must have miscounted mine a hundred times, but you can just fix it by setting them to the right coordinates. One question, are they on a custom tilesheet? Because IIRC I had to designate the tilesheet when I did this, so it didn't look 100% like the vanilla examples

gray bear
#

custom yes

ornate locust
#

Aha

#

"MidnightsMisc/0/3": "1/1/up/highback_chair/0/5/false/Maps\\MidnightsMisc",

#

Here's one of mine. The end is the asset name for my tilesheet, with two \ as a separator

#

make sure the x/y coords are right for your draw tiles (mine there are 0/5)

gray bear
#

im confused on how to find the draw tiles. do i use debug mode

vernal crest
#

You have to draw them

ornate locust
#

If it's a custom tilesheet, you have to make them. They're basically just your bench but with no shadow

gray bear
#

o h

ornate locust
#

(if you just use the bench ones, the shadow will double)

#

Or for a couch, it'd be just the arm/bottom of the couch. It's whatever you want to show between your camera and your character

vernal crest
#

I have not used draw tiles so Midnight is the knowledgeable one here

ornate locust
#

When you sit down, it overlays the draw tile on the top layer

#

giving the illusion of ~depth~

vernal crest
#

(If you set to -1/-1 it does no draw tiles)

obtuse wigeon
#

(I also don't know draw tiles however I need to learn for my furniture mod)

ornate locust
#

The worst part of draw tiles is just the counting

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kept being one tile off

gray bear
#

i can't count

#

2/6 seems to do the trick but it changes the texture

vernal crest
#

For me it is the fact that the draw tiles are not on the same tilesheet by default

ornate locust
#

That's because you have not made draw tiles

#

It is overlaying the original bench's draw tiles

vernal crest
#

Yes it changes the texture because it's using TileSheets/ChairTiles

ornate locust
#

You need to make your own, just remove the shadow from the bench to do it. And then refer to the location of those on your tilesheet

#

"MidnightsMisc/0/3": "1/1/up/highback_chair/0/5/false/Maps\\MidnightsMisc",
again, mine here are on 0/5. And you have to add that bit at the end that points to your own tilesheets's asset. (not the path on your computer, the asset location)

gray bear
ornate locust
#

Make your own draw tiles

obtuse wigeon
#

(How badly does the game break if I don't align tiles to the grid?)

ornate locust
#

Just copy your bench and erase the shadow from it, that's your draw tiles

hard fern
#

.> hi.... i want to make my chair sittable too....

ornate locust
#

It'll move your data a full tile over

gray bear
#

???

obtuse wigeon
#

Ohhh okay so it will break very much gotcha

ornate locust
# gray bear

Copy that and erase the translucent shadow under it, yes. And that will be your draw tiles.

hard fern
ornate locust
#

It probably did function, just a full square away you couldn't reach LOL

gray bear
#

do i need the draw tiles for every variation?

obtuse wigeon
#

Oh ye no that is not good for a city, damn you CA why didn't you include a nice stone wall texture in the maps!

hard fern
gray bear
#

it work! i don't think my shadow is doubling? thonk

vernal crest
ornate locust
gray bear
#

is it doubling,,, i dun see

vernal crest
#

It is doubling

ornate locust
hard fern
#

it does look like it's doubling yes

vernal crest
#

Meaning it's getting more opaque

#

Not larger in pixels

gray bear
#

ok so i'll need to load the draw tiles, right

ornate locust
#

that's why they're called draw tiles, it just draws them on top of things

obtuse wigeon
vernal crest
#

No, just copy your bench over to the right on the tilesheet it's already on and then erase the shadow from the second one

gray bear
#

birb,,,

vernal crest
#

You do not need another file

gray bear
#

OH

ornate locust
#

ye

#

Then you just change the coordinates for the draw tiles to the copied bench with the shadow erased

vernal crest
gray bear
#

sorry for being so slow

vernal crest
#

Yup that's it

gray bear
#

so that's,,, 04 okie

ornate locust
#

Perfect

gray bear
#

thanks for bearing with me Aba and Midnight wormlove

ornate locust
#

I don't mind using the information I gained in the draw tile mines

vernal crest
#

And I have now learned how these draw tiles work for future

ornate locust
#

If the seat is tall enough, like a couch, you may only need the top part of the couch as a draw tile. And that's great, because without a shadow to worry about, you can just use the top couch tile

gray bear
#

im starting to understand why CA just put a floor under that bench

vernal crest
#

Actually, does this bench even need draw tiles?

ornate locust
#

this is for general reference, since people were learning about couch tiles

#

Yes

vernal crest
#

Oh yes nevermind

ornate locust
#

That's why this happened. not referencing them

gray bear
#

yeehaw

ornate locust
#

if a seat covers any of you, that needs to be on a draw tile

vernal crest
#

You could fix that just by changing the seat type

#

And make it a flat bench (which is what it looks like to my eyes)

gray bear
#

seat type is bench

vernal crest
#

(Not saying you should, just that if, like me, you thought "actually I want the farmer to sit on the swirly bits" you could do that)

ornate locust
#

like this couch, you just need the top of it as a draw tile. Since there's no shadow, I just used the couch top as its own draw tile

gray bear
#

can i remove the legs for the bench? or just keep it as is

ornate locust
#

but from the side, all I needed was the arm, since it's the only thing that covers you

gray bear
#

okay it's not 04 i experiment

ornate locust
#

It's 0/3 I think?

hard fern
#

😔 is there any way to fix the chair tiles draw layer flipping if you flip the chair in a map or should i just take the L

ornate locust
#

Starts at 0 and it's 3 tiles

#

I made that mistake CONSTANTLY

gray bear
#

counting angy

ornate locust
gray bear
ornate locust
gray bear
#

game pls i have the draw tiles

obtuse wigeon
#

I also get confused about the index starting at 0, after learning both python which starts at 0 and lua which starts a 1 it gets mighty confusing

ornate locust
gray bear
#
            "LogName": "Add ChairTiles for custom tilesheets",
            "Action": "EditData",
            "Target": "Data/ChairTiles",
            "Entries": {
                "spring_SummitBench_Edit/0/0": "3/1/up/bench/0/3/false/Maps\\spring_SummitBench_Edit",
            }
        },```
#

i can give whole json if needed

#

dunno about this seasonal thing, assuming it's like if i put them all into one tilesheet

ornate locust
#

Okay so you need "true" instead of false

gray bear
#

oh

#

🤡

ornate locust
#

Because that true/false bit is telling it you're seasonal

#

I don't think that's related to your draw tile issues, but that's what that bit is for

gray bear
#

no we have lines

#

screw you chair tiles!!!

#

why do u hate me PensiveButtPuffer

ornate locust
#

Hmm. hang on let me pull out the documentation...

vernal crest
#

Why would it be 0? It's based on tilesheet coordinates

#

It's going to be 4/0

#

No sorry, 3/0

ornate locust
#

No you're right, it's 3/0 not 0/3

#

I should not be trusted around numbers

vernal crest
#

4 tiles on the X coord, 0 on the Y

gray bear
#

me neither

vernal crest
#

Do you follow why that is, Bea?

hard fern
#

😔 ok so my chair won't sit. but i also have 900 other things wrong with my map so one sec

gray bear
#

i believe so

vernal crest
#

Do your tilesheets have your mod ID in their name Forsy?

ornate locust
vernal crest
#

* if your chair needs draw tiles

hard fern
#

...my tilesheets do not have my mod ID in them. should they?

gray bear
#

are u sure i need seasonal true

vernal crest
#

Well, yes, they should, but also no.

hard fern
#

it's the same kind of chair as the town benches

#

so i dont need to draw anything i dont think

ornate locust
vernal crest
#

They should because everything that isn't internal to your mod should be prefixed with your mod id. Buuuut in the case of tilesheets, there's a bug that means that they can't have periods in the name or the chairtiles break.

ornate locust
hard fern
#

"Memoria_Furniture01/80/176": "3/1/down/bench/-1/-1/false" can you tell i just copied the bench, and i want these three tiles to be sittable...

gray bear
#

yeah i figured as much thonk

ornate locust
gray bear
#

ok so, my shadow is gone. i think tis cause i enlarged the tilesheet

#

wait no, why does it do that

hard fern
vernal crest
hard fern
#

yes

ornate locust
vernal crest
#

No Forsy you have it written correctly for not having draw tiles

gray bear
#

oh the map

vernal crest
#

Most likely culprit if your tilesheet name is correct is that you've miscounted your tiles

gray bear
#

i believe its this

#

i used the first 3

#

lemme

vernal crest
ornate locust
#

Yeah change your map tiles to use the shadowed ones

#

looks like it shifted when you made it bigger

hard fern
gray bear
#

inchresting

hard fern
#

it's this big

vernal crest
#

Okay so you have listed your coordinates wrong

#

Did you put pixel coords?

#

They need to be tile coords

hard fern
#

SDVpuffersweats ah

#

i see..

ornate locust
#

that got me too

hard fern
#

like tile coords on my map? or

vernal crest
#

(Very easy to get without counting, just make sure you have your grid turned on)

gray bear
#

it's, not sittable

vernal crest
#

No, tile coords as in split your tilesheet up into 16x16px squares

gray bear
#

it was a second before,,, i just edited the map

hard fern
#

i fixed it lol

ornate locust
vernal crest
#

You have to update your ChairTiles patch if you added your shadowless chair to the left of the shadowed one

ornate locust
#

like which bench has the shadow

gray bear
#

right

ornate locust
#

The shadow bench should be on the left.

gray bear
#

they should be left should't they

#

fuck

ornate locust
#

That's the one your map uses

#

Just swap em

gray bear
#

i have about 1 braincell

vernal crest
#

Rule of thumb for Stardew: never expand a tilesheet or a map upwards or to the left after you've already done something with it

#

You will break all the coordinates

ornate locust
#

Always expand to the right/down

gray bear
#

back to editing

vernal crest
#

Imagine CA's holding onto the top left of your tilesheet

gray bear
#

i can just move the shadow

vernal crest
#

And he won't let go

blissful panther
gray bear
#

it's too alte for me

vernal crest
#

As soon as you've put it in game that's it he's grabbed hold of it. No choice but to go right and down after that.

gray bear
#

some of them, do have it on the left side

#

me and directions

ornate locust
#

It's not about what side it's on, it's about what side you add to

#

If you make a tilesheet bigger than it started, it has to go in a down/right direction, can't add the other way around or this happens

gray bear
#

i meant the fall one did have the shadow on the right side already

ornate locust
#

Aha

#

well hey, a bit less work to do

gray bear
#

true

#

ok so it works!! there is a thing where when sitting the shadow from the tree i think leaves but i dun think i can fix that

hard fern
#

oh i forgot i had more chairs.. can i ignore these

gray bear
#

not all chairs need to be sittable

hard fern
#

the player can't even reach them ✨

ornate locust
#

Then you can ignore those

gray bear
#

ok i have chairs. now i need my about 5 edits for recolors

#

,,,i take break

ornate locust
gray bear
#

some birds flying do in fact go in front of my map edit

#

this is fine

ornate locust
#

or you go crazy and bake the shadow into your draw tile texture

gray bear
#

what

ornate locust
#

Don't worry about it, a lot of effort for no gain LOL

#

like HYPOTHETICALLY you can just draw the shadow onto the draw tile, but that would be so much effort for what might not even match right

gray bear
#

also inch resting fact about summit it no rain there

#

or i broke the game

ornate locust
#

And then you'd have to do it for every recolor, it's so not worth it

gray bear
#

fear

hard fern
#

🤔 can you warp your horse when you use a warp totem or that wizard witch warp circle

#

i need to test that

#

oh you cant even use a warp totem on a horse

#

boo...

#

ok time to patch the secwet woods

whole raptor
#

Warp circle probably too, since it's just walking on it

gray bear
#

secwet

hard fern
#

well it's ok i'll just. bring my horse to the wizard ig

blissful panther
#

But then if another map/author uses that same seat, they just have a shadow on their seat now.

gray bear
#

dun steal me chair

ornate locust
#

It's a bench for one spot, not likely to be a problem

gray bear
#

DH do you know if the summit is like, immune or rain or something

blissful panther
#

I actually have no idea, I'm afraid!

gray bear
#

seems like it? why r the birbs doing that

gray bear
#

oh no.

#

okay i guess rotating tiles is illegal

#

back to tiled! (tomorrow that is)

iron ridge
gray bear
#

am tmx

#

was doing some of the recolor shit and uhm

#

wittily removed the back of the bench

#

can i uhh, just not have the draw layers

calm nebula
gray bear
#

some sorta magical place

#

indoors... so it's not affected by weather thonk

#

this is why we have a back aprt i guess

#

farmer wyd

hard fern
#

farmer moment

gray bear
#

why wittily, why change the bench

latent mauve
#

Is Wittily replacing your draw layer or the sprite sheet?

gray bear
#

sprite sheet

#

i made the draw layer invisible

#

bc wtf am i meant to do

#

above one is also wittily

#

guess it grew a back in winter

latent mauve
#

You may need to add a patch with a high priority to add the seat back again with a match to the recolor when Wittily is found

gray bear
#

wdym?

latent mauve
#

It's pretty normal for missing sprites from recolors to need patches to make the recolor compliant with things that add new sprites.

#

Gimme a minute to get off mobile and I can explain it better

gray bear
#

mk, ty

ornate locust
#

I have what may be a foolish question

obtuse wigeon
#

There are no foolish questions

ornate locust
#

Why isn't the recolor on a separate tilesheet?

#

like one that swaps in with a hasmod

#

Does Wittily add a bench variant or something?

gray bear
#

it changes the bench

ornate locust
#

To a different bench, I assume?

gray bear
#

it's all seperate tilesheets

latent mauve
#

okay, so was your screenshot from the patch export of the tilesheet?

gray bear
#

yeah the bench lost the back

#

nope from the game

latent mauve
gray bear
#

oh! i jsut wanted to demosrate the diff bench

latent mauve
#

okay, that's what I was trying to figure out.

#

Is the bench front visible in the vanilla tilesheet?

#

(in this case, the spring version of the tilesheet)

gray bear
#

the vanilla one? it's in uhh ChairTiles

ornate locust
#

I guess I'm confused why you're making it a new bench on the tilesheet instead of just replacing the bench in the tilesheet for when you have Wittily

gray bear
#

i am sorry, can u dumb this down? i literally don't understand

ornate locust
#

or is that just for comparison, maybe my brain is asleep

gray bear
#

this is the bench from wittily, straight from the tilesheets

latent mauve
#

If you're making a completely new tilesheet/adding to a tilesheet rather than putting something directly on top of an existing sprite in a tilesheet, then you need to create your own recolored version of it, because Wittily doesn't recolor anything that's not present in the vanilla sheet.

#

Where does Wittily patch that to, Bea?

#

I'll download Wittily and look if you can't figure it out.

gray bear
#

spring_outdoorsTilesheet2

ornate locust
#

actually that's a good idea

oblique meadow
#

Ok im stuck. Can someone point out where Im being dumb.
Smapi is giving error:
[game] No location with name Huskyn1nja.EG_GreenhouseOrchard

I am loading the location with

      // add the in-game location
      {
         "Name": "Huskyn1nja.EG_GreenhouseOrchard",
         "FromMapFile": "assets/EG_Greenhouse_Orchard.tmx"
      }
   ],```
and this is the file:
ornate locust
#

cracks open Wittily

gray bear
#

why are u using cutom lcoations

oblique meadow
#

Because this specific map doesnt already exist so Im building it

oblique meadow
#

.....

#

whelp

tiny zealot
uncut viper
#

CustomLocations has been deprecated since 1.6

#

It does accept a mod ID prefix I believe

gray bear
#

im trying to send husky the tutorial but my firefox no let me copy

ornate locust
#

oh no

#

Wittily... hm

gray bear
latent mauve
#

It's possible Wittily missed some tiles when the recolor got updated.

gray bear
#

it wasnt updated to 1.6

obtuse wigeon
#

Oh ye good point, I missed the custom locations field, I thought it said changes cause it began with a C, whoops

latent mauve
#

ah, then there are probably several missed tiles, Bea. xD

gray bear
#

i am confused about

#

why that matters

lusty halo
#

Turns out there was an 8 where it shouldn't have been even though I keep copypasting things from the old version so the texture wasn't showing. I will blame the summer heat as always. Coding is fun but boy is it also frustrating to heck and back...

latent mauve
#

If Wittily isn't using PatchMode:Overlay for their changes, then they may completely erase sprites in the blank spaces.

ornate locust
#

this has more code in it than I expected for a recolor, it has options

#

Oh yeah it's using replace

latent mauve
#

That was what I was trying to get to, LOL

#

So there is a solution

gray bear
#

im not trying to fix wittily

ornate locust
#

thus the problem

gray bear
#

does having an empty draw layer break something? i can sit

latent mauve
#

Correct, Wittily is erasing your bench front layer because of their PatchMode:Replace, so you need to create a second patch for your bench when Wittily is installed if you want it to match visually.

ornate locust
#

it's why it looks like this

#

A draw layer prevents this

gray bear
#

if i do a draw layer it'll be quite odd

ornate locust
#

This is also odd though

latent mauve
#

the second patch would use the Wittily Recolor version of the bench for the front layer

gray bear
#

this is a custom tilesheet, wittily has no way to override it

ornate locust
#

I don't know what you mean by that

gray bear
#

front layer for that bench is in chairtiles, wittily no have

ornate locust
#

Your mod can detect Wittily and make a change to make it look right anyway

#

is what we're trying to say

gray bear
#

i'm afraid im lost

latent mauve
#

alright, one moment.

gaunt orbit
latent mauve
#

The JSON

gray bear
#

i haven't uh, added all the recolor options as tokens yet

#

or made it viable yet lmao

#

can a token be the smae as a config option actually

latent mauve
#

okay, so you are pulling the draw layers from your custom sheet, Maps/spring_SummitBench_Edit

gray bear
#

mhm

latent mauve
#

What does that sheet look like?

gray bear
#

i did have this empty (the draw layer) but making it like this doesn't change anything really shrug

#

farmer just kinda sits like an asshat

obtuse wigeon
#

Have I been staring at the same tiles for too long or is it really easy to tell where the seams on these cliffs are?

tiny zealot
#

the sit frames are cursed because they are used for chairs and also horse (famously requiring the same kind of sitting irl)

gray bear
#

yeah saloon seats have the same issue

#

why would the wittily auhor remove the back part of the seat that was for protection

latent mauve
#

It looks like you might have a 1 pixel line that's the wrong shade and prevents it from being seamless

obtuse wigeon
#

okay good so it isn't just me, identical to the ones used everywhere

gray bear
#

my seat was fine what the fuck

hard fern
obtuse wigeon
#

tis a very snowy cliff, with a complete lack of detailing, that comes after laying everything down

gray bear
#

okay winter just breaks my seats

latent mauve
gray bear
#

wittily has different seats for every season

#

i should clarify im not loading wittily

#

just stole their benches

latent mauve
#

And yours isn't seasonal, based on the ChairTiles data

gray bear
#

if it is seasonal would everything need to be in the same tilesheet

#

winter just doesn't like any of my chairtiles

latent mauve
#

Yes, because "IsSeasonal" in Data/ChairTiles works by using the next object over for the next season's view

gray bear
#

lemme try that

latent mauve
#

for instance, this is the vanilla ChairTiles.png

gray bear
#

that's, gonna be a bit akward for the chair tiels

#

and i'd need to add more chairtile blocks

#

why winter, whyy

#

it works fine, in every other season

#

???

latent mauve
#

hmm

#

I'm gonna dig into the other files to find that bench real quick

gray bear
#

it's not refrencing chairtiles either bc that would match

latent mauve
#

Okay, so I may have misspoke earlier, so let me clarify

#

The normal view of the bench (not the front layer) can be on separate tilesheets if they are seasonal. The FRONT layer (or Draw Tiles) sprites, if seasonal, are placed in sequential order on the sheet used as the last value in the Data/ChairTiles entry.

#

So only the draw layers have to be ordered like that on the same tilesheet

#

If you are placing your own bench, not from the outdoorsTileSheet2 tilesheet, then you're right, Wittily should not be touching it at all

#

So I guess my question is: In Tiled, are you placing the bench from your custom tilesheet?

gray bear
#

yes

#

just realized i have seasonal on

#

feck

#

yeah that fixed it

latent mauve
#

Was it just the Seasonal setting breaking it?

gray bear
#

wait no. why

latent mauve
#

I was looking over your Data/ChairTiles and wondering if you somehow had your Draw Tiles offset one too far to the right.

gray bear
#

it's only the winter ver being like this

#

nope it's all of them

#

too far to the right u say? h

#

wait is this just Chairtiles overidding me

#

im going to test something

#

h nvm

#

e_stares i am sad

latent mauve
#

Scrolling up so I don't ask again if you've already posted it, but I do want to check what your custom tileset looks like

#

Is it just those two benches?

gray bear
#

yeh. bench and draw layer for each season

#

is this legal? it fixes it

#

i'm assuming bc it was spring it was usually ONLY spring

#

no nvm

#

it jsut no want get my draw layers

latent mauve
#

Well, your entry is still looking for spring_ as the base

#

in the key

gray bear
#

should i just add one per season

#

or remove the spring for it?

latent mauve
#

If you're going to have variants then you could possibly just use {{season}} as the token in the key, too

#

Or just add separate entries per season, which would ultimately do the same thing, but also fix it if you for some reason put the bench somewhere else that is normally an unloaded season (Ginger Island, how I hate your tileset rules)

gray bear
#

yeh token no work i just, add more

#

nope it's still, changing color

#

can i somehow get rid of the vanilla chairtiles

latent mauve
#

If your entry key is different and none of the recolors are targeting the same sheet name, then it shouldn't be able to touch your sprites. I am so confused as to how it's doing that.

gray bear
#

that makes 2 of us

#

perhaps an odd hardcoded behaviour

#

summit weird

latent mauve
#

as an experiment, try putting your bench on a different part of the summit

#

Just to rule out hardcoded draw layers in that specific pixel coordinate area

gray bear
#

alr

#

going to scream

#

draw layer a bit messed up but that's fine ur telling me CA HARCODED A BENCH

latent mauve
#

Well.

hard fern
#

Lol

#

We love to see it

gray bear
#

false alarm

hard fern
#

Oh

#

Why is it not tiling

gray bear
#

spring always looks fine i forgor. am i doing this wrong

hard fern
#

Seasonally

#

Wait

#

If the summit is considered indoors

#

🤔

gray bear
#

oh no

latent mauve
#

Actually I think it is.

gray bear
#

does that change shit

hard fern
#

Auto changing via seasons only works outdoors

#

With the {{season}} token

gray bear
#

i am doing this

#

oh wait u mean

#

fuck me

#

ok time for edit image i guess

latent mauve
#

The tilesheets themselves need an EditImage with a when condition, yep

obtuse wigeon
#

I don't think so, seasonal plant recolours that use the {{season}} token also work indoors, unless you mean specifically maps and not edit image?

gray bear
#

😱

hard fern
latent mauve
#

Well, in Tiled, it won't change the bench tilesheet reference from the spring_ to summer_ automatically if it's an indoor map, yes?

gray bear
#

no, it no do

#

this is an outdoors only feature

obtuse wigeon
latent mauve
#

So that's the part that you need an EditImage for to tell the {{season}}_tilesheet to overlay or replace the spring_tilesheet.

gray bear
#

screaming, crying

hard fern
#

Which just reminded me i named my tilesheets wrong oppsie silly me

gray bear
#

ok so. spring and summer are fine

#

fall and winter are still being mean

#

nope nvm had to leave and come back

#

nope nvm the nvm

#

?????

latent mauve
#

doublecheck that the fall and winter sheets are correct.

gray bear
latent mauve
#

Okay, my brain has stopped processing right now, I'm gonna get some food and then maybe try to make a sample bench example myself to try to see if I can figure out why it's being weird.

gray bear
#

enjoy your food! i will also take a small break, bench ahte me

latent mauve
#

If I can get a working example to happen later, you can just copy my code and just change the spritesheets as needed.

gray bear
#

hey uh, can using debug season break shit

lucid iron
#

Well u should eep

gray bear
#

i might have uhm

#

o-oh

#

fire i am so sorry

#

the real error was me all along

latent mauve
#

LOL

#

I was wondering if you were resting between debug seasons

hard fern
#

...

#

Lol

gray bear
hard fern
#

Yeah you need to sleep a day to get it to Season

latent mauve
#

no worries, the puzzle woke me up a bit xD

gray bear
#

i am going to have some yogurt

lusty halo
#

Quick question, can I write this code like this since they both use the same 'answer':
"When": { "FH_Appliances_Microwave, FH_Countertop_ExtraShelf": "2nd House Upgrade" },

#

(I forgot about Merge...but right now I don't have the brain to reread about it if this is possible to do)

gray bear
#

i understand the blue bits i think but what is that one random tile over there

lusty halo
#

Aww, too bad. Let me see if I can do it with Merge unless anyone knows already if it is or isn't possible.

gray bear
#

merge should work

#

i think? i'm not an expert

   "Merge: FH_Appliances_Microwave, FH_Countertop_ExtraShelf": "2nd House Upgrade"
}```
lusty halo
#

"Merge: {{FH_Appliances_Microwave}}, {{FH_Countertop_ExtraShelf}}": "2nd House Upgrade"

lusty halo
#

yeah the guide used a "Krobus" answer example so I'm pretty sure it should work.

#

thanks for the help!

gray bear
#

of course! 💜 glad to be able to

urban patrol
#

is there a way to find out if someone is playing multiplayer from their log

obtuse wigeon
#

I can give it a test, bare with

gray bear
#

i tried to uh, put stuff into front so the birds stop going trought them

#

did not consider, that

obtuse wigeon
urban patrol
#

thanks for checking, i'm looking at a log from a bug report not coding though lol

#

trying to figure out why an event didn't trigger for them, and i thought maybe it had to do with them playing multiplayer since it has a Hostmail precondition

#

speaking of which, bump

obtuse wigeon
#

I lied there is! search for Context: loaded save in the log, same line will say farmhand somewhere if the log is from the not host

#

I can't see anything in the host log however

urban patrol
#

aha! not a multiplayer issue then

obtuse wigeon
#

It still could be if the log is from the host, but Hostmail would trigger then, so Imma also say not multiplayer!

urban patrol
#

honestly i hate to cry user error but i'm not convinced they didn't accidentally skip the event sdkjshkdfjh

obtuse wigeon
#

skipping events prevents hostmail preconditions?

urban patrol
#

no i mean maybe the event started and they accidentally clicked skip before it even started without realizing, or something

obtuse wigeon
#

Ohhh gotcha

urban patrol
#

OR it could be some incompatibility with one of their million other mods

#

or, of course, it could be a me issue, but it's worked fine for others, so i don't know what could be wrong

obtuse wigeon
#

logs from modded games with hundreds of mods are so annoying to try and debug due to all the latent errors, but I can't speak cause I'm also the exact same

urban patrol
#

yeah and i requested a patch summary full too in order to check flags so this thing is a trillion lines long

obtuse wigeon
#

That's gunna be so much parsing, at least theres a search function in editors

urban patrol
#

yeah thank god lol

#

they do have the mail flag for having read the letter, and they confirmed they had read it, but they don't have the flag for event seen

whole raptor
#

Anyone knows if there's a way to see which tilesheets were used in the map in Tiled? SDVpufferthink

urban patrol
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 104 C# mods and 279 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

gentle rose
#

as in, at least one of the tiles is in the map

whole raptor
#

Yep

gentle rose
#

warning: this involves the tiled console

click View > Views and Toolbars > Check console

copy this into the console window:

tiled.activeAsset.usedTilesets().map(ts => ts.name)

and press enter

#

it will print the names of the used tilesets

uncut viper
#

(i didnt even know Tiled had a console, even though in hindsight it makes perfect sense)

gentle rose
#

I don't write js code without a console to commit crimes in

iron ridge
#

i didn't know you could evaluate things with it

uncut viper
#

all just js under the hood babeyyy

gentle rose
#

(tiled isn't js under the hood but has a very extensive js api)

iron ridge
#

thankfully it's c++ but qt has a javascripr thing

uncut viper
#

(not all i know. but enough to have fun with)

#

(i should know better by now than to make a not 100% accurate joke in a chat full of nerds)

gentle rose
iron ridge
#

is it not qt's js runtime?

gentle rose
#

it's their runtime but tiled built their own special api on top of it

iron ridge
#

ah

gentle rose
#

and heavily restricted which parts of the qt api you can access

whole raptor
#

Day by day I burn with bigger hatred for Tiled... or just SVE maps in Tiled, not sure 😅

gentle rose
whole raptor
#

Extension? Elaborate SDVpuffereyes

gentle rose
#

but it makes messing with tilesheets way easier

#

by automatically fixing them without having to move things to different folders

#

(the toughest part of this extension by far has been explaining what it does lmao)

urban patrol
#

(it's amazing)

whole raptor
#

Yeah, I'm not gonna pretend I understand even half of what it does, but looks interesting SDVpuffersquee

gentle rose
#

for example, I opened this SVE map directly from the mod folder without moving any tilesheets or symlinking anything thanks to my extension

whole raptor
#

Mostly that I have no clue what's vanilla and what's not + having to get all the sve tilesheets in the folder

gentle rose
#

without my extension, it would have looked like this until I moved all the tilesheets

whole raptor
#

Oh, interesting

gentle rose
#

(and you only have to do those once)

hard fern
#

I wonder if i could separate just the sve edits to the vanilla houses from like. The rest of sve (like the little garden plots some houses have...)

gentle rose
#

wdym?

#

in terms of how the assets are arranged, sve has vanilla map edits in a separate folder to new locations

whole raptor
patent lanceBOT
hard fern
#

Mm just thinking about sve and stuff, it changes all the vanilla maps so i was wondering if i wanted to try just making a separate mod for myself with all the edits but like.

#

Doing surgery on the town and stuff scares me lol

whole raptor
#

Quick question... if you were doing a standalone Lance mod... would you use the Adventurer's Summit map or tried to sqeeze the boat somewhere on the vanilla mountain map (the problem with the latter is that it's a goddamn lake with the river under the bridge being dry...)

hard fern
#

🤔 i would probably ude the separate adventurers guild map because i like that map. Lol

limpid talon
#

man I'm making my to-do list for my mod and the points just keep coming...

gentle rose
#

make a new extension map from the mountain that's just a dock

whole raptor
#

Tbh it's one of my favorite ones from SVE too 😅 So I guess I'll have to add the stairs and remove mines from the vanilla Mountain... unless I just use SVE mountain, but that might cause some issues with other mods without specific compatibility...

gentle rose
#

that map annoyed me in actual gameplay because it added a bunch of distance just to get to the mines and/or guild lmao

whole raptor
#

Also would be nice to use it, if I ever get around to splitting Wizard and Enchanted Grove stuff SDVpufferthinkblob

#

My first thought was editing the vanilla Mountain to have the river and stash the boat there SDVpufferthinkblob

#

But I really don't want to bother with the bridge...

gray bear
#

i fed the summit

#

gonna add some trees to cover all the akward

autumn tide
#

Hey! Is this formatted correctly for adding conditions before a piece of dialogue?
"$query PLAYER_HAS_SEEN_EVENT current (event name): false # (dialogue line...)"

brittle pasture
#

no
if you want negation use !PLAYER_HAS_SEEN_EVENT

autumn tide
#

gotcha, tysm!!

gray bear
#

thonk well i'm going to bed

whole raptor
#

Is it decent..? SDVpufferthinkblob I have no clue if it's even possible to make such a narrow path from the bridge to the stairs...

autumn tide
brittle ledge
#

Looks good to me, I'd remove the trees to for navigation purposes.

whole raptor
#

Noted, thanks

autumn tide
#

it still looks really good tho!

hot gale
#

The size of the town you could build in that area 👀

autumn tide
#

Hi! Uhh I wanna add dialogue to other NPCs after the player ‘divorces’ krobus, but the wiki only lists a built-in divorce dialogue topic for spouses, not roommates like Krobus. Any tips on how I would make a new conversation topic after ‘divorcing’ krobus?

brittle ledge
#

Use a trigger action to add a conversation topic for it, probably

autumn tide
#

How would I set that up? Like where would I put the trigger action

brittle ledge
#

Uhhh take a look at the trigger actions page on the official wiki, but I believe you edit Data/TriggerActions

#

You'd have it conditional on a game state query where the player has divorced Krobus.

autumn tide
gentle rose
#

I have moved on from copying learning from Casey to copying learning from chu 😌

lucid iron
#

MPL-2.0 btw

somber canopy
#

Hello! I'm new to making maps, and have run into an issue: The game is trying to use the tilesheets from the content (unpacked) folder instead of the correct ones within the mod's asset file. I'm still learning tiled- how do I fix this?

lucid iron
#

I hope u r yoinking the sensible things

ocean sailBOT
#

When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.

If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

twilit quest
lusty halo
#

I really need to have less time pass between coding, I tend to forget the simpliest things like "smart layering = less coding". I might not need to use Merge at all. I feel a fool. SDVconcernedCA Ah well, I blame the Summer Heat as usual. SDVemoteconfuse

inner harbor
#

(i'll patch it for ES when its released)

hard fern
#

🤔 you can make spacecore do HD portraits right

gentle rose
# lucid iron MPL-2.0 btw

(ty but I am kidding about copying it, just had a glance at how you handle your asset in livestock bazaar)

merry rampart
#

anyone know how to consolidate tilesheets in tiled?

my situation is i have two tilesheets that are exactly the same thing (spring_outdoorstilesheet) both in use by the map. unfortunately i didnt notice until it was too late x.x i dont wanna have to go through everything and redo it....

urban patrol
#

as far as i know the only thing to do is to delete the one that has fewer tiles in use and redo it :(

gentle rose
brittle ledge
#

Could we add button's tilesheet climbing fixer to the !tilesheetclimbing command?

latent mauve
#

There's a tileset de-duplicator script that I found on a quick google search, but it's not a Tiled script and I've never used it, so I can't speak to how trustworthy/reliable it is

#

There is source code though

autumn tide
#

hey! how could one edit a NPC so that all interactions give less friendship? I wanna make krobus more difficult to befriend so you really have to work to roommate him, then add tons of perks if you properly befriend him

brittle ledge
#

C#

#

I suppose you could add a trigger action to all of his dialogue to decrease friendship, but that seems like a lot of work

autumn tide
#

yeah that does seem tedious

#

even if use i18n to make it shorter

lucid iron
#

Just make his friendship go down a bit every day

autumn tide
#

uyn b

#

cat sorry

brittle ledge
#

You could also have him reject gifts (not 100% sure if you can do it across the board easily, but you could do his stated likes/loves)

lucid iron
#

That's just a simple triggeraction end o day thing

brittle ledge
#

Chu with the galaxy brain

autumn tide
#

hmm any other ideas? cause I do want it to be fairly proportional

lucid iron
#

Percent debuff is hard and would need some c# probably

autumn tide
#

gotcha

#

maybe I could set up a more complex formula for friendship loss at the end of the day?

uncut viper
#

you cant really do that with CP

#

doesnt really allow for reading data like that in a way thatd be helpful

lucid iron
#

Another thing is like i feel ppl may get confused by this if you don't communicate it well

autumn tide
#

thanks for the suggestions :) I'll prob do a mix of all the advice

brittle pasture
#

the content modder yearns for UPDATE Characters/Dialogue/Krobus SET value=concat(value, '#$action AddFriendshipPoints -10')

autumn tide
uncut viper
#

it was a joke

#

not something you can do

lucid iron
#

Yearning for for/sql/etc

autumn tide
#

💔

merry rampart
autumn tide
urban patrol
#

you would need to make sure it has the line "MarkActionApplied": false for it to repeat

mortal leaf
#

Hey folks! I'm new here and I have a pretty bold first project I want to create 😛

latent mauve
#

(without the script)

mortal leaf
#

Basically I'm not thrilled with any of Stardew's magic mods right now so I want to make my own, with a whole skill and profession choices at level 5 and 10 etc

mortal leaf
#

But I'm at the skill level of changing Abigail's hair to red type shit

#

😄

#

❤️ Thank you guys for helping I already feel the support!!

autumn tide
urban patrol
#

you would need C# for more advanced stuff, but i bet you could do/fake a lot of it with content patcher, which can add buffs and run trigger actions, as well as a bunch of other stuff. best of luck and we're here if you have any questions!

autumn tide
#

the binning skill mod might be a good place to start for a reference!

mortal leaf
#

I didn't know content patcher could do that! I thought CP only replaced one thing with a new thing!

#

I've been referencing the Love of Cooking but i'll check that out too!!

round timber
#

CP can do sooo much

lucid iron
#

A custom skill still requires C# at this stage

mortal leaf
#

I can handle C# just don't know where to begin!

urban patrol
#

yeah, this will likely be best accomplished with a combination C#/CP mod or a CP mod with an existing framework (i think spacecore can register custom skills? or there's another one, i forget)

lucid iron
#

!startmodding

urban patrol
ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

round timber
#

ack

urban patrol
#

jinx

mortal leaf
#

that would save me big headache!

urban patrol
#

yeah let me check the docs, one sec (unless someone else knows)

mortal leaf
#

I'm seeing the words custom skills on the doc a lot here seems promising 😄

#

Fuck yea okay

brittle pasture
#

spacecore does custom skills yet
there are examples in luck/archaeology/cooking/scaring/etc. skill on nexus

lucid iron
#

I guess it's also about what magic is supposed to do

urban patrol
#

yeah assuming i'm reading it correctly it's doable through the C# side of spacecore

lucid iron
#

Some stuff is ez some is wow what an unfortunate thing you have decided to attempt

latent mauve
autumn tide
#

(can't really help here but good luck @mortal leaf !!)

mortal leaf
#

Well I have some cool ideas! You have air spirit, go faster (ez) water spirit waters crops (hard?) earth spirit mines rocks (idk???) and fire spirit blasts baddies (custom weapon???)

#

Some would be easy forsure but uh

uncut viper
#

it wouldnt be the most difficult thing to make a tilesheet consolidating script so if iro offered i'd def take them up on it

#

(with a few tweaks my map fixer could probably do it too, actually...)

#

most of the code would basically be the same kinda process used to fix gids

hot gale
#

Villagers gain exp for doing jobs now :D

lucid iron
#

Well taking water spirit for example

  • water nearby hoedirt: ez
  • render a water spirit doing thr dirt water: intermediate
  • making the water spirit sync across multiplayer: pain
  • give water spirit pathing logic so that she has to walk to the dirt: pain2
mortal leaf
#

!!! Let's just start with bare heckin bones 😄