#making-mods-general
1 messages · Page 402 of 1
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
that way you don't have to match the shadow to the floor
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
Invert is def a thing in aseprite, i used it but can't recall the shortcut
I'll grab the my colour pallette values I use
It looks exactly the same to me
Looks the same on my end too

when i look at both it looks the same
but when i look at them one by one it doesn;t
i might be going crazy
for dark shadows I use #2f3030 and for light shadows I use #3d3e3e, then 50% opacity the shadow layer
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 ^^
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.
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
I do not do things that require versions but if I did I'd use Lina's recolour tool
i copy n paste a lot
theres a recolour tool already...? I seem to spend most of my time making tools someone has already made
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)
Haha maybe in future you should ask us first just in case, if you want to avoid the work (though I understand that sometimes making your own thing is still what you wanna do).
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).
It was a pretty quick thing to do really, Thankfully I love python and am semi decent at it
Oh that would be quite cool actually! I'd gladly join
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
Do you mind if I DM you the invite? I'll get put in gay baby jail if I put it in here.
Bahah feel free too, I'm always open to DMs (advertising it in my bio tends to illicit many spam messages though)
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
Selecting from the tilesheet? You should just be able to select them like you have
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
nope, not with other tilesheets either
I have never encountered that 
So if you select a bunch from paths it only shows one on the map as well?
Haha oh dear
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)
i also made my own (in C), but it works the way i work (insane) so i never tried to make it nicer for others to use /lh
bald spot summit
or, is it like wet? who knows
don't talk to me about the fucked grass i'll,,, do something
Does it literally just stream in pixel data and map it, or is it diffing
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
libpng and a sidecar text file for palettes https://github.com/ichortower/HatMouseLacey/blob/main/source/tint.c
the way I do pixel art, I may as well do it in tiled 
I do pixel art approximately the same way I juggle flaming bottles.
Ie, not well, and with a lot of screaming
I did just that for buildings and it works suprisingly well
I’m glad you don’t let me take the flaming bottles
I’m also no good at those, even though I’m happy to slip you some pixel art
i can juggle, but basic bitch level only (three balloids)
maybe this means you need to take a break and take a step back
I meant using 1x1px tiles 
Very helpful! Thank you ^_^
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?
I think the help Bea is after is to make them stop changing the map lol
Yes
Hehehe. Okay, I've been there
Man this reminds me
i struggle™
I need to bonk the cloud critters
i am gonna make the top bit wider and be done cause like, i think it's good. who knows
bonk the clouds?
Having dealt with Scope Creep™ on several of my mods, I sympathize.
i just wanted to make the summit more green
An understandable desire
(Bea requests no pings on reply btw glymr)
So you know how cloud shadows are critters
I need to make them not move into the sky panorama box basically
Bonk them.
i did not know this chu
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
Oh! Gotcha, thank you, I missed that. Sorry, Bea ^_^; I always mess up when I try to Discord too early in the morning XD
Oh well now u do
the clouds are alive
wait... what? clouds = very large critters in the code? that both mildy horrifying yet very resourceful
Glymr would u like some 🌄
speed*
From what people have said in comments on other large-scale additions, they get frustrated having to cross a lot of empty space
i too want sunrise
Sun's coming up. It's 6:43am here
I am excited to try those
I do too, that's why I plan on having bus (or tram) stations across different parts bc I know it will a pain to move across
My goal is that the player can get from anywhere to anywhere else in no more than an ingame hour
when the sun hits ur eye, like a big pizza pie
and that's just for the out of the way places
You gotta be mindful of ppl with potatoes
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
and I was going to test it on my laptop, which has the computer power of 3 lemons taped together
Do we still have loading/performance issues with maps over 150x150 or did 1.6 fix that?
Quite. DTZ is one of the heftier performance mods out there, partly because of the maps.
It scales linearly with number of obj on the map too
(For reference btw, I think Ridgeside 's main map is something like 145x146)
objects as in things that aren't in the map file itself?
Gotcha okay, I shall 50% down size, and split it into a more loading screen district based ordeal
I think that's a good idea
https://youtu.be/POCUI6E-p50 almost ready!
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.
Definitely load the map to game and run around it to see if it feels too open or cramped.
I'm so hyped for the open world!
yeah, don't use big locations, that's bad 😇
Speaking of large maps
How's it running for you? (do you still go by Lucy/Erinthe btw or do you prefer aedenthorn?)
I definitely don't go by aedenthorn, that was originally an alias bc I didn't want to associate myself with modding lol
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
it's running fine! still a small hiccup when you move across chunk boundaries
idk if I can fix that
Is it alright if we call you erin then
without somehow enabling async
I do go by erin
i think you can see the stutter in the video
is yer map running
Now you just need to bring back multiple map layers
So we can dig down and fall into lava
i am starting to enjoy the funky shapes. anyone got any notes
oh that reminds of the idea of fog of war
Whens procedural cave system gen being made? gotta find diamonds some how
Make the dirt funky too
i had plans for Big Map but i ended up breaking it up into a few like, 80x80 maps that are hopefully not too performance intensive...
at least, my laptop can run it just fine so far
🤔 i'll see about installing warp points between maps though so it's easier to get around
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
what is a tram...
<-american
A bus on rails, but unlike a train it's in the street
think of san fran in movies
Cable car is the american name after a quick google
oh wait no that is specifically for cabled cars, but basically that but electric
You can use the minecart system since it's dehardcoded, or you could do Central Station (or both) for trains!
We call the ones in San Fran trolleys generally, I believe 
transport
Do horse
That's in Pennsylvania 
I was going to use central station to get from the valley to the new place, then basically highjack the minecart system or similar to only show locations in the city for the trams/trolleys, I haven't actually fully looked at the central station mod docs if there is any, probably best I go do that
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.
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
Visit Mount Vapius uses both if you need an example!
Bea, button has a tool to fix map climbing
Visit Mount Vapius has been a reference to quite a few of my mods so far, it's great!
uhh i lost the link
there be a tree
i did not put a tree there
Is that a wild tree? They can spread now iirc
Check paths to see if tree is there which might be the cause
wait, wild tree spreads outside of farm now?
Not sure about locational stuff, but palm trees can now spread like wild trees iirc
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)
farmer is tree
Bea use iro's plugin to avoid tilesheet climbing
You want the file that's pinned
Ye the tilesheetinator.js is the right file
The "a fix for the fix" one
got it. thx 
I've just read through the Central Station docs and it's fantastic! I was expecting a lot more hassle to add custom locations
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}}" ] }, } } } }
Now hypothetically, if I want to do a TextOperations on just that first line of dialogue, is that possible?
you should be able to TargetField your way to it, but forgive me for not remembering the incantation exactly
It doesn't say no so I shall say Yes*
You need the sit tile property I think?
it's also on buildings so idk why i can walk voer it
something like "TargetField": ["{{MainModId}}", "Tourists", "YoungBoy", "Dialogue", "#0"] (sub in the mod id yourself, of course)
Yes you will need to make it sittable yourself because you're not using a vanilla tilesheet
Is it on Buildings or is it on Buildings1 or some other numbered layer?
oh it's on buildings1 . i guess you can't more than one buildings layer?
Yup, same for all of the numbered layers. The numbers are only for draw order.
i see
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.
Yep, that does it. Thanks!
I actually almost had it. I was missing the #. 😅

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"}
ok i am, confused about the advanced sit edit
i am reading the wiki page i'm just, h
I don't know if this will work or not but you can try it: "HasFlag:CurrentPlayer |contains={{ModId}}_<OtherThing>": true,
so it would be (I think):
"When": {
"HasFlag: CurrentPlayer": "{{ModId}}_GHOrchard",
"HasFlag:CurrentPlayer |contains={{ModId}}_<OtherThing>": true
}
I'll give that a shot and massage it if its not exactly. Thank you! I just needed a nudge
What have you got so far Bea? I might be able to help
nothing~ i don't even know which type of propety to add
You don;t
(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?)
It's an EditData patch in CP to the ChairTiles asset
I believe you EditD... you beat me to it aba
Based on the tilesheet, not the map
it's a case by case basis, you can if i'm not answering so i see it
Gotcha, I shall keep that in mind, thank you!
You can always reply to them though Atlas, just don't always ping on reply
I'm just never sure with the ping and not ping reply, I never noticed it pinged before chu pointed it out to me
i do in fact hate ping replies more than regular ones. but some people spam
im more annoyed when the person doesn't just reply to me and instead @'s me after every message
More than regular pings or regular replies? (I would argue that ping on reply is the regular reply because it's the default)
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"
}
},
thank you 
(im lurking so i can absorb the chair info... my chairs are Not Sittable rn)
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
I also prefer replies (and, unlike Bea and Airyn, prefer to always be pinged in them)
is up when the farmer is with his back to camera
Yes
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
can i put {{season}}_SummitBench_Edit
I think you'll have to have seperate entries for each tilesheet?
token may work actually
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
I forget that doing this with content patcher is almost identical to how vanilla does it
We thank 1.6 for things like that.
I get very confused sometimes when people come in here with pre-1.6 stuff
The Great De-Hardcoding is one of my favorite things about 1.6
Like Quinnzell with the location data that was just a slash-delimited string per location
I am looking forward to being able to use periods in the asset name as of .16 so I can have properly prefixed tilesheets
or not
Find the vanilla entry for that bench and copy it, I suggest
farmer this isn't how u sit
You have it three wide, I'm not sure that works
large bench
You need to make each tile sittable separately
Nope
well, you can try it and see if it works. That's how the examples I was looking at worked
Vanilla has 3 wide
uhh would the vanilla one be in chairtiles
Yes
If that's not it, then you're just missing the draw tiles
must be himb
(Sorry, that was rather abrupt of me Midnight. Didn't mean to be.)
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
wait why is it down ,
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
Because you sit on it facing down in vanilla, presumably?
Oh yeah the right one is up
(You should be crossreferencing against the tilesheet and its coordinates, are you?)
oh... the sprite changes when i sit
(my tilesheet?)
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
No, the vanilla ones to make sure you're copying the ChairTiles data from a bench that actually looks like yours
ooh
And not, say, a picnic table instead or something
well the draw tiles work, they just aren't the ones that match your bench. Getting there!
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
Ice?
I'd think in a winter tileset somewhere
In some events and festivals they use ice to replace the water tiles
(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
Check the Festivals one
Unfortunatly I don't know ehat map the tiles show on either I just know they exist, but the ice fishing sounds right
Yup looks like Festivals
I think it's in there
Yep, perfect, thank you!

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
custom yes
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)
im confused on how to find the draw tiles. do i use debug mode
You have to draw them
If it's a custom tilesheet, you have to make them. They're basically just your bench but with no shadow
o h
(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
I have not used draw tiles so Midnight is the knowledgeable one here
When you sit down, it overlays the draw tile on the top layer
giving the illusion of ~depth~
(If you set to -1/-1 it does no draw tiles)
(I also don't know draw tiles however I need to learn for my furniture mod)
For me it is the fact that the draw tiles are not on the same tilesheet by default
That's because you have not made draw tiles
It is overlaying the original bench's draw tiles
Yes it changes the texture because it's using TileSheets/ChairTiles
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)
make another tilesheet?
i am sorry, all of this is going over my ehad
Make your own draw tiles
(How badly does the game break if I don't align tiles to the grid?)
Just copy your bench and erase the shadow from it, that's your draw tiles
.> hi.... i want to make my chair sittable too....
don't do that
It'll move your data a full tile over
Ohhh okay so it will break very much gotcha
Copy that and erase the translucent shadow under it, yes. And that will be your draw tiles.
i once accidentally shifted my objects layer off by one and that made it impossible for my door to function no matter how hard i tried 
It probably did function, just a full square away you couldn't reach LOL
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!
the door was on tile like 3 10 but the tiledata for the door on 3 11 so they would never line up 😔
it work! i don't think my shadow is doubling? thonk
Button actually did an experiment and found exactly in which way the object will shift depending on which way it's off grid
That;s why I said to erase the shadow from the draw tiles
is it doubling,,, i dun see
It is doubling
It is literally drawing your draw tiles on top of you. Since they both have a shadow, it will double
it does look like it's doubling yes
ok so i'll need to load the draw tiles, right
that's why they're called draw tiles, it just draws them on top of things
Oh that is pretty cool! not useful in my case but I love little experiments like that
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
birb,,,
You do not need another file
OH
ye
Then you just change the coordinates for the draw tiles to the copied bench with the shadow erased
I don't know if it's useful in any case lol she was just curious but it did not replace the standard advice of "just snap to grid yo"
sorry for being so slow
Yup that's it
so that's,,, 04 okie
Perfect
thanks for bearing with me Aba and Midnight 
I don't mind using the information I gained in the draw tile mines
And I have now learned how these draw tiles work for future
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
im starting to understand why CA just put a floor under that bench
Actually, does this bench even need draw tiles?
Oh yes nevermind
yeehaw
if a seat covers any of you, that needs to be on a draw tile
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)
seat type is bench
(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)
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
can i remove the legs for the bench? or just keep it as is
but from the side, all I needed was the arm, since it's the only thing that covers you
okay it's not 04 i experiment
It's 0/3 I think?
😔 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
counting 
Okay so the thing that's happening to you, it's why I made my entire mod LOL
sad
because the couch I am showing you is a vanilla couch that normally faces right. I made ones from other angles because flipping it in Tiled does not flip chair tiles
game pls i have the draw tiles
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
Can you show us your current code?
"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
Okay so you need "true" instead of false
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
Hmm. hang on let me pull out the documentation...
Why would it be 0? It's based on tilesheet coordinates
It's going to be 4/0
No sorry, 3/0
4 tiles on the X coord, 0 on the Y
me neither
Do you follow why that is, Bea?
😔 ok so my chair won't sit. but i also have 900 other things wrong with my map so one sec
i believe so
Do your tilesheets have your mod ID in their name Forsy?
You just have to make a mirrored one on your tilesheet with the right sitting data and a mirrored draw tile, if you're making custom chairs
* if your chair needs draw tiles
...my tilesheets do not have my mod ID in them. should they?
are u sure i need seasonal true
Well, yes, they should, but also no.
it's the same kind of chair as the town benches
so i dont need to draw anything i dont think
I am not, make it false
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.
I have found Documentation, it's for when all the draw tiles are on the same sheet and labeled a little misleadingly
"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...
yeah i figured as much 
Nothing goes between your character and the camera, no draw tiles needed
ok so, my shadow is gone. i think tis cause i enlarged the tilesheet
wait no, why does it do that
so should i remove that part? 🤔
Is that tilesheet loaded as Maps/Memoria_Furniture01?
yes
Nah that looks fine to me, -1/-1 means no draw tiles
No Forsy you have it written correctly for not having draw tiles
oh the map
Most likely culprit if your tilesheet name is correct is that you've miscounted your tiles
Is your tilesheet actually at least 1,280px wide and 2,816px tall?
Yeah change your map tiles to use the shadowed ones
looks like it shifted when you made it bigger
er
inchresting
it's this big
Okay so you have listed your coordinates wrong
Did you put pixel coords?
They need to be tile coords
that got me too
like tile coords on my map? or
(Very easy to get without counting, just make sure you have your grid turned on)
it's, not sittable
No, tile coords as in split your tilesheet up into 16x16px squares
it was a second before,,, i just edited the map
i fixed it lol
I have a question. Are your draw tiles on the left or the right on your expanded tilesheet?
You have to update your ChairTiles patch if you added your shadowless chair to the left of the shadowed one
like which bench has the shadow
right
The shadow bench should be on the left.
i have about 1 braincell
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
Always expand to the right/down
back to editing
Imagine CA's holding onto the top left of your tilesheet
i can just move the shadow
And he won't let go
All because he's trying to save you from the sheer amount of internal screaming you'll have to do if you do it.
it's too alte for me
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.
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
i meant the fall one did have the shadow on the right side already
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
oh i forgot i had more chairs.. can i ignore these
not all chairs need to be sittable
the player can't even reach them ✨
Then you can ignore those
Yeah either you make that side of it NOT sittable or it's something you can't control. So you're done!
or you go crazy and bake the shadow into your draw tile texture
what
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
And then you'd have to do it for every recolor, it's so not worth it
fear
🤔 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
Warp circle probably too, since it's just walking on it
secwet
I suppose you could go even deeper into the effort and EditImage a shadow onto the draw tile sheet so that a recolour could apply before your shadow overlay patch?
But then if another map/author uses that same seat, they just have a shadow on their seat now.
dun steal me chair
It's a bench for one spot, not likely to be a problem
DH do you know if the summit is like, immune or rain or something
I actually have no idea, I'm afraid!
seems like it? why r the birbs doing that
thanks anyway
oh no.
okay i guess rotating tiles is illegal
back to tiled! (tomorrow that is)

it shouldn't be unless you're using tbin for some reason
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
It's weird but I think the summit is actually indoors
some sorta magical place
indoors... so it's not affected by weather 
ok
this is why we have a back aprt i guess
farmer wyd
farmer moment
why wittily, why change the bench
Is Wittily replacing your draw layer or the sprite sheet?
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
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
wdym?
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
mk, ty
I have what may be a foolish question
There are no foolish questions
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?
it changes the bench
To a different bench, I assume?
it's all seperate tilesheets
okay, so was your screenshot from the patch export of the tilesheet?
this one
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)
the vanilla one? it's in uhh ChairTiles
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
i am sorry, can u dumb this down? i literally don't understand
or is that just for comparison, maybe my brain is asleep
this is the bench from wittily, straight from the tilesheets
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.
spring_outdoorsTilesheet2
actually that's a good idea
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:
cracks open Wittily
why are u using cutom lcoations
Because this specific map doesnt already exist so Im building it
Theres no "Action": "Load"
i think CustomLocations still requires you to prefix your location name with Custom_ (but also don't use CustomLocations any more)
CustomLocations has been deprecated since 1.6
It does accept a mod ID prefix I believe
im trying to send husky the tutorial but my firefox no let me copy
Rokugin here with a quick tutorial on adding a custom location to Data/Locations using Content Patcher.
Github repo can be found here, with the download for the whole mod here.
This tutorial assumes you have SMAPI and Content Patcher installed.
I suggest using VSCode for automatic formatting and real...
It's possible Wittily missed some tiles when the recolor got updated.
it wasnt updated to 1.6
Oh ye good point, I missed the custom locations field, I thought it said changes cause it began with a C, whoops
ah, then there are probably several missed tiles, Bea. xD
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...
If Wittily isn't using PatchMode:Overlay for their changes, then they may completely erase sprites in the blank spaces.
this has more code in it than I expected for a recolor, it has options
Oh yeah it's using replace
im not trying to fix wittily
but Wittily might be breaking your bench
thus the problem
does having an empty draw layer break something? i can sit
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.
if i do a draw layer it'll be quite odd
This is also odd though
the second patch would use the Wittily Recolor version of the bench for the front layer
this is a custom tilesheet, wittily has no way to override it
I don't know what you mean by that
front layer for that bench is in chairtiles, wittily no have
Your mod can detect Wittily and make a change to make it look right anyway
is what we're trying to say
i'm afraid im lost
alright, one moment.

What does your Data/ChairTiles patch look like?
The JSON
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
okay, so you are pulling the draw layers from your custom sheet, Maps/spring_SummitBench_Edit
mhm
What does that sheet look like?
i did have this empty (the draw layer) but making it like this doesn't change anything really 
farmer just kinda sits like an asshat
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?
the sit frames are cursed because they are used for chairs and also horse (famously requiring the same kind of sitting irl)
yeah saloon seats have the same issue
why would the wittily auhor remove the back part of the seat that was for protection
seams evident
I can tell but that's what bushes and trees are for, to hide things like that.
It looks like you might have a 1 pixel line that's the wrong shade and prevents it from being seamless
okay good so it isn't just me, identical to the ones used everywhere
my seat was fine what the fuck
im uh, a little confused at what im looking at, but it looks like 🤔 cliff?
tis a very snowy cliff, with a complete lack of detailing, that comes after laying everything down
okay winter just breaks my seats
If their seat was seaonal, that would explain why three of them are empty.
wittily has different seats for every season
i should clarify im not loading wittily
just stole their benches
And yours isn't seasonal, based on the ChairTiles data
if it is seasonal would everything need to be in the same tilesheet
winter just doesn't like any of my chairtiles
Yes, because "IsSeasonal" in Data/ChairTiles works by using the next object over for the next season's view
lemme try that
for instance, this is the vanilla ChairTiles.png
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
???
it's not refrencing chairtiles either bc that would match
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?
Was it just the Seasonal setting breaking it?
wait no. why
I was looking over your Data/ChairTiles and wondering if you somehow had your Draw Tiles offset one too far to the right.
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
i am sad
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?
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
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)
yeh token no work i just, add more
nope it's still, changing color
can i somehow get rid of the vanilla chairtiles
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.
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
alr
i am
going to scream
draw layer a bit messed up but that's fine ur telling me CA HARCODED A BENCH
Well.
false alarm
spring always looks fine i forgor. am i doing this wrong
oh no
Actually I think it is.
does that change shit
The tilesheets themselves need an EditImage with a when condition, yep
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?
😱
Its a map thing, when outdoors if you have a tilesheet called spring_somethingsomething it'll change to fall in fall if you have a fall version of the tilesheet
Well, in Tiled, it won't change the bench tilesheet reference from the spring_ to summer_ automatically if it's an indoor map, yes?
Ahh okay gotcha, I think I missed a view messages by accident
So that's the part that you need an EditImage for to tell the {{season}}_tilesheet to overlay or replace the spring_tilesheet.
screaming, crying
Which just reminded me i named my tilesheets wrong oppsie silly me
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
?????
doublecheck that the fall and winter sheets are correct.
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.
enjoy your food! i will also take a small break, bench ahte me
If I can get a working example to happen later, you can just copy my code and just change the spritesheets as needed.
hey uh, can using debug season break shit
Well u should eep
Yeah you need to sleep a day to get it to Season
no worries, the puzzle woke me up a bit xD
i am going to have some yogurt
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)
i understand the blue bits i think but what is that one random tile over there
no
Aww, too bad. Let me see if I can do it with Merge unless anyone knows already if it is or isn't possible.
merge should work
i think? i'm not an expert
"Merge: FH_Appliances_Microwave, FH_Countertop_ExtraShelf": "2nd House Upgrade"
}```
"Merge: {{FH_Appliances_Microwave}}, {{FH_Countertop_ExtraShelf}}": "2nd House Upgrade"
yeah the guide used a "Krobus" answer example so I'm pretty sure it should work.
thanks for the help!
of course! 💜 glad to be able to
is there a way to find out if someone is playing multiplayer from their log
I can give it a test, bare with
i tried to uh, put stuff into front so the birds stop going trought them
did not consider, that
Not that I can find in the log, usually consoles output connected players I thought
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
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
aha! not a multiplayer issue then
It still could be if the log is from the host, but Hostmail would trigger then, so Imma also say not multiplayer!
honestly i hate to cry user error but i'm not convinced they didn't accidentally skip the event sdkjshkdfjh
skipping events prevents hostmail preconditions?
no i mean maybe the event started and they accidentally clicked skip before it even started without realizing, or something
Ohhh gotcha
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
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
yeah and i requested a patch summary full too in order to check flags so this thing is a trillion lines long
That's gunna be so much parsing, at least theres a search function in editors
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
Anyone knows if there's a way to see which tilesheets were used in the map in Tiled? 
(linking the log in case anyone wants to look themselves, but i don't expect it) https://smapi.io/log/291f1218443f448284aa04a26901f540
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
yup! you want the ones that are actually used?
as in, at least one of the tiles is in the map
Yep
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
(i didnt even know Tiled had a console, even though in hindsight it makes perfect sense)
I don't write js code without a console to commit crimes in
i didn't know you could evaluate things with it
all just js under the hood babeyyy
(tiled isn't js under the hood but has a very extensive js api)
thankfully it's c++ but qt has a javascripr thing
(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)
they aren't using qt's api! in fact, they barely expose it
is it not qt's js runtime?
it's their runtime but tiled built their own special api on top of it
ah
and heavily restricted which parts of the qt api you can access
Day by day I burn with bigger hatred for Tiled... or just SVE maps in Tiled, not sure 😅
haaaaaave you tried my extension yet?
Extension? Elaborate 
https://discord.com/channels/137344473976799233/1399862293331972246 check pins for latest version, first message for instructions
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)
(it's amazing)
Yeah, I'm not gonna pretend I understand even half of what it does, but looks interesting 
basically, right now when you open an sve map, what annoys you?
for example, I opened this SVE map directly from the mod folder without moving any tilesheets or symlinking anything thanks to my extension
Mostly that I have no clue what's vanilla and what's not + having to get all the sve tilesheets in the folder
without my extension, it would have looked like this until I moved all the tilesheets
Oh, interesting
so that second part is what my extension fixes! it automatically fixes tilesheets even if they're in the wrong places, all you have to do is tell it where your unpacked maps folder is and where your tilesheet mods are
(and you only have to do those once)
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...)
wdym?
in terms of how the assets are arranged, sve has vanilla map edits in a separate folder to new locations
I encourage taking SVE apart bit by bit
(I definitely won't touch any of the town stuff)
New quote added by atravita as #6582 (https://discordapp.com/channels/137344473976799233/156109690059751424/1408172240775807049)
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
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...)
🤔 i would probably ude the separate adventurers guild map because i like that map. Lol
man I'm making my to-do list for my mod and the points just keep coming...
make a new extension map from the mountain that's just a dock
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...
that map annoyed me in actual gameplay because it added a bunch of distance just to get to the mines and/or guild lmao
Also would be nice to use it, if I ever get around to splitting Wizard and Enchanted Grove stuff 
My first thought was editing the vanilla Mountain to have the river and stash the boat there 
But I really don't want to bother with the bridge...
Hey! Is this formatted correctly for adding conditions before a piece of dialogue?
"$query PLAYER_HAS_SEEN_EVENT current (event name): false # (dialogue line...)"
no
if you want negation use !PLAYER_HAS_SEEN_EVENT
gotcha, tysm!!
well i'm going to bed
Is it decent..?
I have no clue if it's even possible to make such a narrow path from the bridge to the stairs...
maybe remove the tree near the stairs, and move the tree blocking the view of the bridge on the right?
Looks good to me, I'd remove the trees to for navigation purposes.
Noted, thanks
it still looks really good tho!
O.o I wonder how well this would work with my new city management mod
The size of the town you could build in that area 👀
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?
Use a trigger action to add a conversation topic for it, probably
How would I set that up? Like where would I put the trigger action
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.
Oh I didn't know I could do that!
I have moved on from copying learning from Casey to copying learning from chu 😌
MPL-2.0 btw
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?
I hope u r yoinking the sensible things
!tilesheetclimbing
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"/>.
Also look at the Tiled Tilesheet Extension Feedback thread for a Tiled add-on by irocender that should make handling tilesheets easier
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.
Ah well, I blame the Summer Heat as usual. 
I do it for East Scarp so yeh, its possible, just gotta move the obstacles.
(i'll patch it for ES when its released)
🤔 you can make spacecore do HD portraits right
(ty but I am kidding about copying it, just had a glance at how you handle your asset in livestock bazaar)
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....
as far as i know the only thing to do is to delete the one that has fewer tiles in use and redo it :(
if it's a lot of tiles, if you send me the map I may be able to quickly throw a script at it
Could we add button's tilesheet climbing fixer to the !tilesheetclimbing command?
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
Someone who knows what they're looking at may have better luck understanding how it works: https://github.com/TomONeill/tmx-tileset-deduplicator
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
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
Just make his friendship go down a bit every day
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)
That's just a simple triggeraction end o day thing
Chu with the galaxy brain
i know omg!
hmm any other ideas? cause I do want it to be fairly proportional
Percent debuff is hard and would need some c# probably
gotcha
maybe I could set up a more complex formula for friendship loss at the end of the day?
you cant really do that with CP
doesnt really allow for reading data like that in a way thatd be helpful
Another thing is like i feel ppl may get confused by this if you don't communicate it well
got it
thanks for the suggestions :) I'll prob do a mix of all the advice
the content modder yearns for UPDATE Characters/Dialogue/Krobus SET value=concat(value, '#$action AddFriendshipPoints -10')
wait how would that work? clueless sorry
Yearning for for/sql/etc
💔
ive tried using this and it doesnt work. it just errors and exits every time i try
how would I trigger it work daily?
you would need to make sure it has the line "MarkActionApplied": false for it to repeat
Hey folks! I'm new here and I have a pretty bold first project I want to create 😛
I'm gonna try a thing to see how hard it is to fix in a text editor
(without the script)
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
oh cool!
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!!
yeahhh same here I straight up just started making slight chages to someone's mod then hyperfixated into making a full-fledged expansion-
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!
the binning skill mod might be a good place to start for a reference!
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!!
CP can do sooo much
A custom skill still requires C# at this stage
I can handle C# just don't know where to begin!
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)
!startmodding
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
ack
jinx
Can you help me see if Spacecore has such a framework?
that would save me big headache!
yeah let me check the docs, one sec (unless someone else knows)
I'm seeing the words custom skills on the doc a lot here seems promising 😄
Fuck yea okay
spacecore does custom skills yet
there are examples in luck/archaeology/cooking/scaring/etc. skill on nexus
I guess it's also about what magic is supposed to do
yeah assuming i'm reading it correctly it's doable through the C# side of spacecore
Some stuff is ez some is wow what an unfortunate thing you have decided to attempt
yeah, I couldn't quite figure out how to do it, maybe take irocendar up on their offer to try to run a script through it if you haven't already
(can't really help here but good luck @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
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
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
!!! Let's just start with bare heckin bones 😄





ah

