#making-mods-general
1 messages Β· Page 404 of 1
or do they
is that hair or an antennae
hair enough for me
what timings would you do (if you happen to know)?
It's a dwoop
very scientific
pronounced like the Stardew valley dwoop sfx
the npcs are coming to life
it's a WIP portrait framework!
wise words
I think it would be a quick change in between the 3 frames
oh yeah Mud I forgot to ping you but I fixed that dialogue box thing
idk why he insists on walking across my keyboard all the time
has things to say
I saw the update, thanks much for the quick work 
I would have to tweak it to know how exactly but it would be like a second in between or smth like that
right now I set it to 3060ms-100ms-100ms just to test it out
I basically have a video of 30 min of Persona dialogue to see how it looks in Persona xD
I got the idea some time ago and fortunately Iro is helping wiht the code 
I'm gonna die doing the frames for all the NPCs I want to do but it looks awesome so it's worth it
It's Iro's New HD Portraiture Plus U. Bros
With New Funky Mode?
I think the change between the three could be better if it's quicker than this then, so the brain can somewhat fill the gaps and make it look more smooth I guess?
& Knuckles
test with 3060-100-100 (to make an empty overlay frame, all you have to do is set the texture to null)
(Mostly cause I'm looking at Persona and I have no idea how they make it look so smooth with only 3 frames
)
oh no that's the new one I just sent, the previous one was just 3060-170 with no frame for the empty overlay 
Oh it looks nicer than I thought, can you try and see how it would look with something like 80 just to see?
sure, 3060-80-100?
It looks good like this but I kinda want to see how it would look like if possible
Yeah, if not 3060-80-80
This is just cause I want to test it a bit
pretty soon I should be about ready to send you a very early version to play around with, anyway 
Oh nice
Then I will need to speedrun every RSV villager's mouth I can so I can see them move 
this is 3060-80-100, I can test out 80-80 tomorrow but tonight my migraine is coming back
so no more screen for me
Oh this looks smooth af not gonna lie
can I randomize the blinking
I just need to do something about this It's bothering me so much 
like the time between blinks
Just for reference it looks like this normally, just a bit less defined but it bothers me too much
What am i even looking at
not currently and tbh it's not high on my to do list
but maybe at some point
Daiabigail blinking
Ooh..i see ..
It's for just a second but it bothers me to see it change
bit of a scrub question here, does anyone know where to find a template folder with all the files needed to get a custom npc to show up in game? winging it with wiki info seems to have done more harm than good
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
many thanks (:
Could I get some help with this again? I'm sorry but the more I try to follow advice about the timing portion, I seem to just get stuck on the same thing
While I do want it to cycle, it keeps triggering my Event Repeater and I'm 90% sure it's not supposed to
Your queries have an extra " after true
Not supposed to have it
I don't understand the relevance of event repeater
I will also warn you that editing cursors ontimechange is going to suck very much performance wise
also none of your UpdateRates are working properly because you cant put two "Update" fields like that
Ah, what am I supposed to do in regards to the update fields and ontimechange?
(the original golden hour mod has the same problem though, not much to do there without C# nonsense)
"Update": "OnLocationChange, OnTimeChange" in that case
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#update-rate
thank you
π wow naming npcs is truly hard. i think like ive only had a handful whose names ive actually liked enough to keep the same for this long
Naming is really hard, I usually just search "names of X, like Aztecan, that start with X"
Or I just start saying different stuff in my head till I find one I like how it sounds
cache invalidation and naming things, as they say /lh
π€ hmmm i think i found a good name actually
i just had to scroll mindlessly
this is how i also find out that demetrius is just the masculine version of the name demeter
lol
behind the name is really really good if you're still looking!https://www.behindthename.com/
Find the meaning, history and popularity of given names from around the world. Get ideas for baby names or discover your own name's history.
i sometimes just browse the historical names bc i'm a huge nerd-
yeah, that was the website i was using
ohh okay lol
My custom NPC won't change cloth as setting "IsIslandAttire": true, in the island.
anybody know how to work that system? not sure what's wrong.
are they actually on their resort schedule?
He go automatically in island and talking resort dialogs.
just "Appearance" is not reflected
!json can you share your json?
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
ok, seems mostly correct. i think you might need to give each Appearance entry a Precedence value
lower values are chosen first. try for example giving the winter and swim outfits
"Precedence": 0
and the default outfit
"Precedence": 10
i don't think there is, sorry
the last time i had to test island stuff i just slept over and over until my NPC was chosen. then every time i restarted that day they would be chosen again
alright, quick slept
You folks were very helpful in assisting me with finding the json where the strings for Grandpa's initial interactions are stored. I'm now searching for the file where the dialogue for the initial event with Lewis and Robin is stored. I searched in all the places I thought it might be, but it's not turning up. ^_^; (It's not in Data/Eveints/Farm.json, for example, or Temp or Characters/Dialogue/Robin. I've been searching on "crusty" and "rustic" (since these appear in the dialogue) but I'm having trouble finding the right file. XD;;;
Data/Events/BusStop
OF COURSE. Duh. Thank you, @uncut viper
You are impressively fast
Some days my brain just feels like a sieve
Time for a refresher on text-operations. Thank goodness for excellent documentation
(also for future searches you can set notepad++ or VSC or whatever you use to search for text in whole folders instead of single files)
Ooooh, I think someone told me that once, and I forgot. XD Thank you! (Time was you could do that from Windows...not anymore. π
https://smapi.io/json/none/7b95bab8b9ca41579c1fc0666f235987 (I don't know what's wrong--before it was saying the } was in the wrong position and I don't know what position its supposed to be on Notepad++ and I feel like I'm making things worse atp)
You need a comma after it
(I think for VSC you use ctrl + shift + F to search in all files rather than just the open one)
I think Vincent remarks on his dad being home, right? Does anyone know the trigger for that? I want someone else to remark on it, and I can't find it in CTs, so I assume it's a different trigger
if nothing else obvious presents itself, you could use eventSeen_ with his event when he introduces himself on your porch
yeah I was gonna do that, I just was wondering if I was missing something
I'm not sure where that dialog even is
vincents dialogue, id assume
but iirc since i was looking at that wiki page earlier, i think its just the $d command
i think it uses jodi as an example there
His dialog has crap-all in it
and looking in Vincents dialogue now i can see that it does use the $d command
Oh wait I found it
I was confused because it's the $d, yeah
alright, trigger action it is
anyone can use that dialogue command fwiw
Yeah but isn't that like just... variants for if he's there or not?
I don't want that
I want someone remarking once on him coming home
eventSeen_63 seems like a good CT to use then
believe it or not thats not even technically what it checks
what
case "kent":
worldStateConfirmed = Game1.year >= 2;
break;
}
it only checks if its year 2+
lmao incredible
wh
if you changed Kent's unlock condition, it wouldnt be right
folks, that's a stardew
we love parseDialogueString and all its quirks here
I think I'll do a trigger action for Kent's remark on my NPC so it isn't the first thing out of his mouth and eventSeen_63 for my guy remarking on Kent so he says it when it happens
dont forget you have the memory CTs available too if you wanted
like the one week one
What do you mean?
not that i think your way is bad either i just wanted to mention it bc of the "first thing out of his mouth" remark
was i misunderstanding that remark, i thought you meant like bc you didnt want it to happen like, RIGHT away immediately
Nice
Does Intellisense auto suggest Vanilla maps? I don't remember it happening previously but it just auto suggest the BusStop map without it being anywhere in the content pack or open files
huh what is intellisense
It's the auto complete thing when you have a json schema in the file (or just general gode), the schema specifically tailors it to Content Patcher mods and checks to see if theres any formatting issues
It's great cause it tells me when I've used the wrong brackets, I end up doing that so often
that might be "intellicode" guessing and/or recording things, which is the LLM version of intellisense 
I use VS and disabled it in the options, VSC supposedly has it too
(idk anything about the schema for those though)
I thought I also disabled the LLM version? I know I disabled the github copilot forcefully added in 1.102 (I think)
I think the copilot stuff's separate from that, but yeah, not familiar with VSC specifically
I noticed it auto-completing code with random variable names/values and shut off intellicode first
no thats just the schema
"$schema": "https://smapi.io/schemas/content-patcher.json",
it defines what's valid in the direct cp schema objects
π mine doesn't do any of that
the map name suggestion is the part that doesn't seem like a schema thing
there's also like some vsc thing to suggest shit u typed already in the same file
yeah, a schema for entries would have to know about specific data files 
ive personally not had vsc suggest something that wasn't already in a file i had open π€
this might be llm for all i know but i think it's just "hey u used these words! do you want more"
I thought it stopped after entering "Entries", and I thought It mightv'e been VSC auto complete drom open file but nope, not files in the folder I'm working in or files open have Maps/BusStop written anywhere, I've just turned off the LLM Intellicode so I hope it wont do it again (I think it got reset when downgrading for testing the json schema issue that was occuring)
there may also be a pre-installed extension in addition to the option, the ms docs are slightly unclear
(the option should work either way, but yeah)
LLMs shakes fist
GUYS I know it can sound silly as question but : I'm making a personal fish mod (there re some sprites found on internet so i dont think its cool to publish something its not yours..) and I'm thinking to remove the fish eggs items... since i dont need them (i just want to have a large amount of fishes to catch!) however will remove eggs for every fish i added (100+) improve loading speeds of the game?
basically not at all
i meant the roes
theyre all one item just flavored differently
Ohh i see
you dont manually make every single roe
save for caviar i guess
Well, thanks! that's nice to hear
I was afraid to implement so much things with just fish additions
You can use Profiler to identify which mods are causing your worst performance problems. You install the latest version and then upload your log to SinZ's website and it will show you which mods are taking the longest to do things (including Content Patcher mods now). #1359454014319755294 message
Oh wow! seems very helpful!
https://www.nexusmods.com/stardewvalley/mods/12135 You mean this?
I downloaded the profiler example content pack
No, the one I just linked to
Mhm seems the mod that's tooking most ms to start is clear glasses, isnt supposed to reduce loading times?
No, most of the performance improvements from its predecessor were merged/made obsolete in 1.6. My understanding is that now most of the time it causes more performance issues that it helps with and should only be used if you like the look of it and are okay with the performance hit.
Oh i see. I should disable it then cause i dont use it for visuals
Clear glasses wouldn't so much directly be causing lag as much as it's taking one for the team
The spikes will be it deliberately telling the gc to run so during the day it can be less active
resource clumps! but I may have to make them less common
i did kinda notice my game lag more with it installed though π€
So I made a spellbook and you can buy it because json assets is cool! But it is a sword and follows sword logic.
I am thinking, what if the spellbook used the book reading animation? Would look cool as hell
My question is, if I do use json assets to add a thing, can I add logic to the thing?
please do not use json assets to add a thing
Ah man but I wanna
json assets has been deprecated since 1.6 came out
you will also not be able to do everything you can do when adding with CP
because you can not edit the same data
Gotcha!
however, regardless of what you use, adding extra logic is C# territory
That makes sense json assets seems neat but I can see it being limited
Right but like
I could right??
if you can write C# sure
I can copy my other friends' homework that's all
you can replace the entire game with Pong if you wanted to
i would rather you did that than use json assets
If it's deprecated why did it work so well π
deprecate doesnt mean broken
It means not updated anymore right?
it means not supported in favour of what made it obsolete
Json assets is deprecated because all of it's features have been eaten
the only reason it was updated was to prevent the thousands of mods using it from being a total wash
Gotcha! I'll look into CP. Thank you Button β€οΈ
as a player i am not installing a mod that requires me to use json assets in 2025
And also everyone β€οΈ
Back in 1.5 times it (or dga) was needed because there's no string id so ja served to map ppl's thing in a non conflicting way
Now u just use string id 
I remember casey's cursed hashing thing that I stole for Evil Code
https://github.com/spacechase0/StardewValleyMods/blob/develop/SpaceCore/Skills.cs
Is this a template? I'm meant to fill this out and then you get a skill that uses Spacecore?
Or am I just a goob?
no. thats spacecore's internal code that is not for you to use
you use spacecore's API
I thought u had to implement the abstract class tho
There's a few skill mods out there, I recommend checking one of them out
hi! i wanted to contact you about it and completely forgot
i edited some lines in Eugene's events (the GNMT compat) but that overrided/was overrided by Rasmodia so i just added compatibility from Eugene's side instead - it is fully handled on there so you can delete it from Rasmodia
(incidentally don't use love of cooking as a template for a new skill, some people do but it's a poor choice since it's completely buried in other features and bad code. better to use YACS or archaeology or something from that series)
Archaeology/YACS noted. The heck is YACS? lol. Gonna admit something slightly embarassing. ChatGPT is actually better at coding than me π
Yet Another Cooking Skill
Blueberry!!
I love your work β€οΈ
You have been blueberry this whole time β€οΈ
thank you! in this case though my work is a very bad reference point lol
Are you the author of YACS?
nope, only the love of cooking - YACS came a little later
by the way, chatgpt handles SDV mod code very, very badly and a lot of people come here asking why their mods don't work, when it turns out chatgpt took a poor guess at what it had to do
no it's not lol
dont use it
I'm using it to literally tell me hey doofus you gotta reference Spacecore so I feel like it's appropriate tho
it's best to reference other open-source mods, if they have a license that allows it, and follow tutorials when they're available
You should listen to people with actual working mods telling you not to use ChatGPT
on that note, you can easily reference spacecore like so:
https://github.com/b-b-blueberry/CooksAssistant/blob/master/LoveOfCooking/LoveOfCooking.csproj#L31-L36
using your own mod folder path, of course
I will ask here first yeah β€οΈ
also, mods made with chatgpt generated code cant be posted or shared here
(or any other significantly AI created thing if not chatgpt specifically)
I won't use it to generate code ever - but I do think there's a good purpose for it as a tool.
If I'm not able to understand my own code yeah this won't end up working!
it doesn't understand your code either
That's okay, I'm not asking it that1
I think asking an AI anything is the worst usage of it.
but yeah in any case feel free to drop questions here and we'll try and point you in the right direction 
β€οΈ Thank you guys. I'm still trying to figure out how to communicate with Spacecore. But we're getting there one tiny bit at a time π
I think I found the API, so honestly I should just be able to read that and then I might actually understand blueberry's code
https://github.com/spacechase0/StardewValleyMods/tree/develop/SpaceCore/docs
There's documentation for it here btw
slime's code is much more understandable than mine:
https://github.com/Pet-Slime/StardewValley/blob/master/ArchaeologySkill/Objects/Archaeology_Skill.cs
and you beat me to an example
this line is particularly important, but ofc the actual skill behaviours as it affects gameplay are scattered all over
https://github.com/Pet-Slime/StardewValley/blob/master/ArchaeologySkill/Core/Events.cs#L44
you don't particularly need the API for spacecore, that's mostly for when it's used as an optional dependency for some side features. making a skill though is a definite dependency so you just reference its methods directly for the most part
This is a fantastic place to start, thank you!!
You guys are awesome. I will report back with a magic mod π
no problem! yacs/archaeology is slime's mod though not mine so i don't know their project structure, but those two links are probably the absolute basic requirements for a spacecore skill
https://smapi.io/json/none/0ede070325ee426abb36963ba24f7f82 | so I'm back again, same-ish issue. I've put a comma and I've been playing around with fixing what is caught as a syntax error
But I'm at a loss. I don't think I'm missing any commas, it keeps telling me that it's expecting a ":" instead of "}" and I don't understand because the base mod and other things I've been referencing seem similar to what I have and I'm just lost
Youre missing a comma on line 13 after the }
your main issue is that your Update key-value pair isn't formatted correctly
remembering of course that keys and values are pairs joined by a : colon, and each pair is separated by a , comma -- but you've written "Update": "OnLocationChange", "OnTimeChange":
there's an example of how to correctly format it here:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#how-often-are-patch-changes-applied
How is it supposed to be formatted?
Is there supposed to be a second comma?
so yours is a key-value pair followed by a new key OnTimeChange with no value
On line 13 I'm not seeing a comma at all?
again, there's an example in the link above, which you can read and cross-check with this fixed version here
https://smapi.io/json/content-patcher/7101d88b0c5b46fe862e8f9bb443b9c1
Ah, I'll look at this and try again! Thank you
I'm seeing a comma on both the link and my Notepad??
shrug
you need a comma there
it's worth keeping in mind that frequently updating LooseSprites/Cursors is going to cause a bit of slowdown in your game, especially OnTimeChange, since generally quite a lot of mods target it with edits of their own, and all of them will need to be reevaluated and reapplied when you invalidate the asset at your update rate
not that you can probably avoid it depending on what you're doing
(cursors is my least favorite spritesheet, the none standard spacing throws me off everytime)
I'm trying to do a day-night shift with assets--if it doesn't work out atp, it doesn't work but I'll at least have this practice
Also, this is what I'm seeing Atlas
Yep that commas right, you might've sent an old json link by accident (or clipboard has a stroke)
i created a set of 4 backgrounds that change based on the time of day, they work pretty well
oh for sure it'll work, i'm just saying it'll affect performance a little more than usual
I haven't seen that map since you started working on it, it looks so good!
i still need to do a little tweaking to it but yeh, i might start work on the second part of it soon... although idk which side i want to do.. down, or right
I vote the right, entirely because it looks like there'll be more canopy and I love canopies
mm yeah i think i wanna go to the right next too
my only suggestion would be adding a little a grass on the bottom edges of buildings where they meet the ground to make them more nestled-in
i have at least a good idea of what i want to put there at least
oh, like the dark grass?
i think that's one of the things i forgot to do on this map
oh i mean like with marine's silo in the forest map
actually now i look at the forest the big tree stump to the left of there is much better
I think those tiles are part of the texture and not an overlay, if you have a custom tilesheet you could make them yourself but recolour support wouldn't work with them
I put grass everywhere to hide imperfections so DO IT
i will always be the devil on the shoulder reguarding grass
lmao
god this reminds me i am nooot looking forward to actually making my expansion's maps

Outdoor maps scare me
Exactly the same, trying to make an entirely snow expansion but the cliffs are so easy to tell where the seams are
recolours have been the saviour of the snowy season, vanilla is so bright and so blue
real
god.i need to actually make more tilesheets compatible but
my wip pile says no

Oh random question. was drafting out a heart event and i was wondering how annoying it'd be to make the farmer hold a custom weapon and swing it around, i assume it'd be doable without needing extra assets but 
well, for the farmer sprite that is
animating them to use their sword animation (or other weapon animations) unfortunately results in weirdness in my experience
oh nooo 
I know I've seen events from other mods that use the normal weapon swing animation, (I think Eli and Dylan does) so if you're okay with the vanilla animation it may be okay?
hmm
yeah i dont particularly need a custom animation
basically was thinking for the event i have a NPC ask the farmer for their opinion on a weapon and i wanted one of the response options to be "mind if I take a swing?"
just a couple of regular weapon swings would suffice methinks
i'm combing through the events files now, do you remember what events you saw this in?
i'm seeing one that references ||FogHound|| do you think that's it?
i can't tell because it's all i18ned and i'm being lazy
Yes that's the event, I couldn't remember name of the thing
i'm seeing a lot of showFrame farmer 57, which might be it? i'd have to cross-reference with the wiki
The wiki has a page of vanilla animations somewhere. I saw it when i was considering having the farmer fish
yeah, that's what i was trying to use when animating the farmer to swing a sword myself
aha, I am behind
i failed but idk if that was me or because it's not possible

yeah the only other showFrame is 0 which i know it's not that :P
and there's no animate command at all afaict
57 is harvesting right? isn't that using the sythe which is the same animation?
I think it's harvesting by hand
it's in a lot of animations, like catching a fish too
It's probably some manual stuff then
Scythe is listed under melee weapon animation
Ohh okay gotcha
frame 57 is the farmer with their arm out and grimacing, i think
You may want to ask Nova on the Scarp server
sounds like they did some manual magic
if you do get an answer, let me know?
sure!
i'm trying to get visual studio up and running for the first time. i've installed it and .NET 6, but when i go to create a new project, i don't have any templates to filter by. do i need to install additional components?
(stalled at step 3 of the IDE reference guide)
can you send a screenshot of what you see?
be sure to install .NET desktop development workload from the visual studio installer:
aha that would be it. i declined all of those
yeah, the vs22 installer is kind of confusing tbf
i mean by all means decline github copilot in the optional files there
but you do need .net development
if you don't want AI, disable-- yeah
that's sort of the recurring theme this year for microsoft updates
looks good 
yup
wow taking those two out made it a whole GB lighter
brb gunna go disable that immediatly
iirc I also disabled live share but only because it was unnecessary and I'm very low on disk space haha
IDEs are generally pretty big
if i'm hurting for space, i can probably just uninstall one of the several 100+ GB steam games i never play anymore lmaooo
my steam library is currently 1.4TB I think, a whole seperate drive for it bc I cannot be bothered combing through my library
my entire hard drive is 256GB iirc
woof
and windows takes like 40 lmao
In total my computer has 7 TB entirely bc I am a data horder and have been collecting general shite for roughly 10 years, My phone and laptop are always full no matter how much I remove
but how will you ever function without cortana telling you how to live your entire life? and copilot feeding you wrong information about it?
AYO why is reading not on the animation list??
XD
oh, those are all firmly disabled, not only because they suck but also because I'm very particular about my start menu and task bar setup
I wish they could be uninstalled though, you're right
should i check 'place solution and project in the same directory'?
I don't think the farmer has a reading animation
But when you read books he does... something
operating system installed on a hard drive...
if you want. not really a big deal
I think most of the animation is just a book animation
I lied, it's an nvme SSD
I just call them hard drives for some reason
I imagine you're right π
Maybe a book animation overlaid on an item use animation
The best you can get is a reg edit to prevent them for starting, I'm dreading the update which removes the ability to regedit old things back
don't speak this into existence lmaooo
It's alright, people will find ways to break it
I only wish I could uninstall for the aforementioned space limitations haha
Oh it's already been spoken in oct last year 
sometimes i wish i lived in a hole underground.
also glad I'm not the only who still calls SSDs Hard Drives
basically, if you don't check this, you will have a folder for your solution that just has a folder for your project (and the solution file) inside it.
I forget to check this half the time tbh
and if you do check it, what happens? it places the solution at the same level as the project?
yup
also, any recommendations for/against signing into github in VS?
make sure it's not your personal GitHub with your real name
pointless, i prefer to just use some other git program like Fork
their git/github client is nice ish ig
argh
Okay I know how to use SpaceCore to animate someone fishing while facing forward. I have that down. How do I do it in an event? they animate differently
I figured I'd look at Willy, but yet again he's hardcoded or something and it just works for him
TemporaryAnimatedSprite or...addTemporaryActor and then animate?
vanilla NPC or modded?
Modded
yeah i'd say TAS and warp them out
clint too... what secrets does he hide
the secret of Hammer
My downloaded steam library is 1.7 TB split across two drives in part as I had to make room for my 950gb skyrim modpack
I know how to do temporary actors, so I'll do that one
I defo Haven't ever downloaded a skyrim pack that big before but I think I have 2 100gb ones on there , TB mod pack is insane!
the modpack itself isn't that big, but for logistical reasons its easier to keep the modpack and the underlying downloads folder so updates are less painful
is this a mistake in the button press tutorial? if not, can someone explain why it says public class but the code is internal sealed class?
oh I'm a dummy, this event does the temporary actor thing with Willy too, I just have a hard time reading these event blocks
Rubs eyes
internal sealed are keywords that change the accessibility of the class, where internal means nothing outside of your mod (external) can see or access your ModEntry class or anything within, and sealed means it can never be extended into a subclass
typically nobody will be accessing your mod instance anyway, so feel free to leave it as public as most do and don't worry too much
I'm somewhat surprised internal/private works, but I guess since smapi's using reflection to instantiate it anyway it doesn't matter too much
(smapi doesn't expose mod instances, and if someone's going to the effort to get your instance the internal keyword is not going to stop them)
can something be just internal and not sealed, and vice versa?
absolutely
sealed is also pretty harmless as a smapi mod isn't allowed multiple classes that extend from Mod anyway*
is internal sealed the default? why does the tutorial have that as the class?
sealed is not default, and I can't remember what the default visibility is
so my solution can only have one class in it?
your class ModEntry : Mod extends Mod and thus is considered Mod and has all of its combined properties and members. sealed simply means that nothing can extend from ModEntry
default is private iirc
your solution can have as many classes as you like! but only one that extends Mod
the Project/assembly can only have one class extending from Mod (ie your entry point)
you may want to look for an actual in-depth C# tutorial to explain these concepts better than we can
if there was more than 1, smapi wouldn't know which to use and would use none of them.
and if there was 0, you aren't a smapi mod
yeah that's fair, thank you for the help. i'm such a beginner right now that i can't tell what's C# knowledge and what's SDV modding knowledge
structures like Mod are native to stardew modding only of course, but the foundational principles and concepts are things you'll want to pick up before you can understand how we use them here
!csharp
oh wasn't there a command to link to the book
!yellowbook
A good book for learning c# is https://www.robmiles.com/c-yellow-book
thanks!
might want to alias that for people who can't remember the colour of the book
(i'm people)
I love that the author of the book said it can be translated as long as something yellow is on the cover
but the book is called yellow book
if the book were called bluebook i would still not remember the colour of the book.
has flashbacks to yellow and white pages
Yellow sounds like Yell Ow, C # is Sharp and would make you Yell Ow
allow me to award you this novelty extendable arm for such amazing reaching
Oh perfect, I can grab things a mere 2 foot further
oh if we are going for reaching, I vaguely remember the front cover of the "for dummies" series of books having yellow and this is a learning book
i was going to ask if there's a reason why the book is yellow
but given the translation information i don't think there's a reason
you are not allowed to charge more than the price of a translation of the novel "Pride and Prejudice" by Jane Austen in your language
I think it's the authors fav colour
23.95 great british pounds for me, bonus
hello! might be stupid question from a brand new sdv mod maker: for making NPC mods, is the disposition written in the same file as content.json?
it's either in content.json, or imported by it
I don't think disposition is used anymore?
you can organize your files however you like
and yes Data/NPCDispositions is obsolete, though when people in 1.6 land refers to "dispositions" they mean Data/Characters
oh yeah, since 1.6? I read that somewhere. Then the tutorial i'm reading is probably outdated, huh.
oh yeah don't use Data/NPCDispositions
Ahh okay gotcha
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
oh it's the same one. I was wondering because here they said to make a new file that matches the FromFile name and I don't really understand what that means.
They mean "create a file called dispos.json inside the assets/data folder"
(And Tia - the tutorial writer - is calling it a disposition because they started modding before 1.6 so it's habit for them)
Ohhhh, yeah that makes more sense. it's the file location. got it.
Include tells the mod to import that file's content like how you'd write it out directly into content.json
you can write out everything in content.json if you want, but using Include allows you to keep files small and organize them
you can also use Include in a file you are Including
I've seen somewhere that when writing mods I'll probably be using Include a lot. So this is how it works :0
ok, got it. Thank you so much :D
I didn't realise how much of the vanilla stardew maps would need to be changed to fit together and be accessible in the OpenWorld mod
so like i was going to make a bench to match Yri's recolor 1.6 but it doesn't edit the bench
this is a vanilla bench, should i try and match it to the fence color
why is this like that? is it cause of my ui
so all I have to do is translate Pride and Prejudice and sell it for the price I want? /lh
ah, it is. oop
is there anything in Data that controls where the extra npcs during passive festivals go?
i wanna add an extra bridge to the forest but im not sure if it would interfere with one of the npcs during the trout derby
I want to say they're added by a tmx map but I can't find it in the files so I may be wrong
i just looked at the map and my answer is yes, it would. i wanna add the bridge right where the fishing twins would stand x.x
so i have to either forgo the idea or find a way to move them...
Okay so the shop and sign are maps, but the people I cannot find
yeah..
i have no idea where they are
i found their dialogue, but not their sprites or their map positions
hmm they're not in fishing derby
i wonder if
Character/Assorted_Fishermen.png
how dare ur CA these are women /j
think he just adds them to forest somehow
ok there's the sprites
yeah. i have no idea how
i'm thinking it must be C#....
which doesnt help me
alright. this map is not getting an extra bridge, convenient as that would be
if you just wanna add a bridge to the forest you can
yes, but the bridge would be blocked by the fishing twins during the trout derby
and i have no way to move them
aren't they just npc you can "pass" throught?
when is the trout derby?
20 and 21 of summer
hullo! this one's asking for a general reccommendation rather than a question. For making my own NPC sprite for a male character, is there a tutorial or a base that's a good jumping off point? I can draw, but I haven't drawn pixel art before or made a character sprite
the be solid
if they block the bridge it would break npc pathing
I think using a vanilla characters sheet as the base is the best
i don't think npcs walk on map edits
and follow the npc tutorial for info on which sprite is which
path finding is a mystery ~
Just pick an npc that has a similar body type and height and you can edit as much as you want
NPCs do walk on map edits, but it can sometimes act a bit funky and they take a longer way
So those fishing characters are assorted_fishermen0 through 9, and are spawned by the forest's C# code. There are a couple very obtuse ways to remove them entirely, but I'm not familiar with any frameworks that would currently let you move them. 
they're "real" NPCs but without any scheduling, so they're just spawned in the code rather than implement some kind of passive festival spawn system for that, ig
welp. this forest isnt getting an extra bridge, then
each vanilla* passive festival has a bunch of code to rely on
Ok, ty!!
...hmm 
BETAS does have a WarpNPC action that might work on the pseudo-NPCs, but I should be asleep and can't test it myself
get some sleep Esca
in case anyone wants to mess around with that, I think the names for those kids are derby_contestent4 and derby_contestent5
https://stardew.button.gay/docs/betas/tractions#WarpNpc
does this check if it's not Auto or Off? that's what im going for
I think it checks for "Auto,Off" , pretty sure it's a literal check
No, it's an OR check
// player has blacksmith OR gemologist
"When": {
"HasProfession |contains=Blacksmith, Gemologist": "true"
}
oh okay, thank you Aba!
(You can check the CP docs for things like this, Bea)
yeah i was just looking there, alright. Do i need that space?
i'll just add it
this recolor is so pretttty
It's very pokemon esk/cartoonish, i also like it
it's Yri's Retro Recolor. Someone updated it for 1.6 with permission so it's even nicer
It's taken so long to get to this point, this is going to take forever
there are so many config options but luckily none of them change the fences 
are you connecting everything? 
I am, for the Open World mod that Erin made, my content pack places them all interconnected but I have yet to see how NPCs work in the location
I recon at max 2 more days, I should have a working interconnected map by the end of the day at least, beutification takes a while through (and the Paths layer doesn't work at the minute)
me: is this enough clutter and building layers?
monkey brain: mOARRRRR
paths layer is a mystery none of us can understand
I wanna say its on the openworld mods end cause the maps exported do have the Paths layer on it, so I just have to wait to see if it is a bug or my lack of knowledge of it
well it's very nice. hope the artist knows they are appreciated π
Dolphin drew him, she was asking about his clothes in SMC a few days ago
(And she should have listed herself as the artist in the credits file for Portraits for Extras...but has maybe forgotten to lol)
ah, thank you Aba. I love how is turned out, she did a fantastic job
Any modders consider making an expanded casino mod π
!modideas feel free to add it to the mod ideas github, someone might pick it up eventually!
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your ideaβmodders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
It would be cool to have more minigames ngl, but as much as I wish it, I do not have the skills for that
Yeah minigames are firmly C# territory if I'm not wrong
Minigame framework when π
with the ammount of different minigames it would be easier making the mod itself
No piracy talk, please!
@ivory plume Hello! May I please DM you about something git commit related?
piracy is forbidden here
Sorry!
what are they calling piracy websites these days...
luffy spreads
awful name, maybe don't post it.
uhh new topic time
I can make a minigame framework to allow people to make new minigames using C#. That would be fairly easy! 
That's true! Should make it so much easier!
alab I only found out today that git commits log your github email if you don't change it so I've spent half the day trying to edit all my git commits ever π
how to make a C#? do i just glue something sharp to a C
I did the same, but it was a repo I just made so a quick delete and re make the repo fixed it (I now use my alias email)
I think you have to play ones of these keys
ah yes, bush
Imagine if it wouldn't be a bunch of work to have a bigfoot sighting happen here, where the bigfoot just runs from behind a tree to the edge, has a little "oh shit" dialogue bubble appear, and then turn to run downwards offscreen. 
Oh I love the idea, Looney toons esk running on air
as funny as that sounds, this is beyond my ability
Oh, it's in no way a suggestion! I know how absurdly much work it would be, don't worry.
What is the bigfoot sighting in the game? is it like a critter or a weird event? (in the context of the vlouds being critters)
after it happens you get a message "no bigfoots were harmed during the making of this mod"
unsure tbh
He's a hardcoded little TemporaryAnimatedSprite!
It's possible to set music on persistant track in C# ? (like the music normal music launched at the start of the day that won't interupt when you change map except if the map have custom song)
Lol
Does some here have the updated Alex thing furniture mod for 1.6 cause the one in nexus is old
I can't seem to use the furniture cause it doesn't work
I search hot to migrate the mod from 1.5 to 1.6 but I don't understand how to do it....

Is that this mod? https://www.nexusmods.com/stardewvalley/mods/4279
Yes
I just want to make a gym room for alex but I can't find even just the bench press furniture
The permissions don't allow anyone to make a public update
So you will either have to learn to do it for yourself or find an alternative, I'm afraid
(Yes I know someone made an update in the comments - they weren't allowed to)
There are plenty of other Content Patcher packs with items very similar if not the same (if they use vanilla sprites), I recon if you search for "gym clutter" or even "clutter" on nexus you're bound to find alternatives
Ok i'll try thank you I saw a decorative clutter for sign maybe it'll work...somehow
If you can find vanilla assets and/or draw some, I can make you a furniture mod for them.
Hi
When I translated a mod, the i18n file was finished and it works without any problems, but when I interact with other objects, it says there is no translation. I couldn't solve it. I looked at every file in the mod and couldn't find anything to translate. Can anyone help?
Pls ππ
And can you share a link to the mod you're translating?
I don't think it's their mod?
oh wait, yeah, link the mod
So don't share the code if it's not yours
(Better that we download so the mod author can get the downloads, imo)
(this might feel like a bit of an obvious question, but do your translation keys match the ones used by the original mod?)
u right 
Please slow down, I'm not very knowledgeable, I just translated it to play, I'm just asking, what name do modders give to these interaction dialogs when interacting with items...
It works but I have missing translations and I don't know which files.
try looking for "mapstrings"
So some of them work? Did you use the default.json from the original mod as a base?
Oh, do I need to translate that too? I'm looking right now.
MapStrings don't need to be translated for mods to work
Of course, when I changed the name, I got an error, so I overwrote it and it worked.
it's possible the original author didn't set up the i18n to include map strings, but we can't be sure without knowing which mod you're translating
that's just my amateur guess though
you named your file default.json?
do you have a link to the original mod? will be able to help more if you do.
Does the single picture in the file considered an asset?
Can you share the file you made? Which language is it?
I guess I don't need to translate it
yeah my guess was wrong
I should've said "if you can find images that can be used for the furniture, I'll write the code needed to put them in the game as furniture". It doesn't matter if you find a whole file with lots of sprites on it with just one sprite on it that you want to use or an image that only has one sprite on it. Both work.
I'm opening a Turkish discord for a minute.
Alright
Is it from vanilla? If it is, you can just tell me what the name of the file is.
Since discord is banned in TΓΌrkiye in Turkish, I will keep you waiting for the VPN to be slow. Sorry.
Why are we waiting for a Turkish discord?
I am writing from translation, my English is still not good enough to write fast and I am opening this very stupid discord from my computer.
I'm sorry, I don't have it on my computer because it's banned in TΓΌrkiye.
I see. So you can't get the file from your computer onto discord?
What I mean is that I don't have a Discord account open on my computer, I opened it right now and the file is being sent.
But this damn vpn is so slow
Yes, it works, there is no translation for the things I interact with, such as the trash can or the name of the tarot card.
And please tell me if I'm not a jerk, can't I just upload files here?
You can't, as your level isn't high enough
You can upload yours, yes
!json may work?
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
I didn't think the level restriction applied in here
Did you translate these lines?
My i18n file is working, what I mean is there is no translation in the objects I interact with.
Do you mean it says (no translation:some words)?
The file didn't go through, I think I'll hit my head against the wall.
try using the first link here
YES, but there are small details in the objects such as bookshelves, trash cans, etc.
If it says that, it means that either TheFrenchDodo wrote the i18n keys wrong or that you accidentally changed or deleted them.
So the issue might be with your i18n file.
That is why I asked you to check if you do have these lines in your file.
(I'm sorry if I am misunderstanding you. I am trying my best.)
I guess it's my fault for not improving my real English. I'll continue without it. I couldn't even manage to upload a file. I'm sorry for wasting your time. Thanks for your help.
You didn't waste our time! And your internet failing is not your fault 
That's right, it's my country's fault. Why would you ban Discord? They banned it because they asked for personal data and didn't give it to me. I'll forget about it. I'll study English and come back when I can write fast.
See you
Good luck!
What do you mean by file name?
It's a .png file, right?
Yes but i don't thinks its from vanilla
If it's not from vanilla and you didn't draw it, we cannot use it.
(You didn't take it from the Alex Things mod, did you?)
Ohhh
I compared a pic but the alex things had gray colored bench press while the vanilla is red
I'm happy to write the code but I don't want to have to go looking for sprites myself
(I'm looking but admittedly the bees are extremely disoriented today so i'm not finding the stuff for alex's room)
Hey, I'm new to modding and was hoping to duplicate the Garden Pot entry with Content Patcher but am wondering if that's even possible or if it's hardcoded to that entry?
I figure someone here might be able to save me a few more hours of digging, haha.
like, the recipe?
The item and recipe. So I could have Garden Pot 1 and Garden Pot 2.
might be towninterior2? what are we looking for
Exercise equipment sprites
tilesheet large
hello! there's a garden pot mod on nexus that does something similar to what you want, so maybe you could peek into it to see how it does things?
Thank you! Do you know what it's called? I looked at all the ones I could find and the ones that came close (not retextures) are all .dll.
big embed go hek
towninterior
it's the one linked above, entirely content patcher!
288, 144 is the start position but there's no like, certain recntangle
Oh yeh I looked at this one but it's largely just a retexture and recipe change.
Im finding it in sprinters resource it might take some time
spouse room
Darn I was tricked into searching for myself!
I'm probably not explaining very well (new) but Im trying to create a second Garden Pot that I can change without editing the vanilla one.
a
yes i see it now
hm
nope the one from bathhouselooks exactly, the same
Wow these are all over the shop
Different colours though
Yeses that it yay!!!
true
I did find sams guitar though
Tricky? I thought Garden Plot might have a tag like signs do but I couldn't see one in Data, Which makes me think it might be hardcoded but I'm guessing really.
everyday we play another game of "where are the sprites?"
Merhaba, hala ihtiyacΔ±n varsa yardΔ±mcΔ± olabilirim 
Okay I can do a mod where you get the weight bench, the barbells, the helmet, and the two balls. Am I missing any?
But but but can you please throw at him what I threw at you I don't think I can do it again@vernal crest
Yes I will explain to Kedi
I think the poster in alex room is missing
Lemme check
It's more the problem of "can you grow things in it", tbh. I have seen examples of a custom planting thing before but it was done as a custom building so it's completely different in your case. May not be doable without C# 
Kedi, they just managed to send me their i18n file and the problem is that they don't have most of the keys.
The posters are also there
Is it okay if I share it here so Kedi can see?
Huh, how
I wrote something nice but my translation turned it into a curse word. Please act like I made a compliment.
I don't want to share Dodo's original file, but it has 1,200 lines. Davud's has 208.
Could it be an old version/YanlΔ±ΕlΔ±kla eski bir sΓΌrΓΌmΓΌ Γ§eviriyor olabilir misin? 
Of course, if you don't know Turkish, you won't understand my poorly translated translation.
Impossible
Alex's muscle posters
Yeh this is exactly what I was worried about! Thank you for looking into it. Might have to shelve that one for now and work on something simpler.
As a follow up does sign_item work on any item and if so does it always put the object png in the same location?
I had this problem with Sebastian, now I'm more careful, but he wanted to dance with me in the flower dance and I offered to turn him down, so shut down Sebby!
Maybe? For example, Davud said that when they click on the tarot deck they get the (no translation) error. These are the keys that are in the English and you can see when I search in the Turkish file they aren't present.
You have nearly 1,000 less lines in your file than the English one has.
what
Oh yeah they're on the walls, I can do those too.
OH I'M CRYING
Orijinal sΓΌrΓΌmde yaklaΕΔ±k 1200 satΔ±r var, ama seninkinde 208 satΔ±r var
The file you sent me has 208 lines total. This is the end.
Thank you that's all of it I guess
Kalan 992 satΔ±r eksik, no translation mesajlarΔ±nΔ± o yΓΌzden veriyor
Okay it will take me a bit to do because it's past midnight and as you can see I am also trying to help with this translation issue.
Vov tΓΌrkΓ§e anlamΔ±yorum eksik olmamasΔ± lazΔ±mdΔ±
Oh right I was allowed to share. Hang on Kedi I'll upload it
you know, I have no idea, but the best way to find out is to experiment!
commit crimes! see if they stick!
Its fine I can wait
Kodumda hata olmustu bu yΓΌzden ai den dΓΌzenlemesini istedim acaba Γ§eviri mi karΔ±stΔ±rdΔ±
Gene hata vermiΕti ama o yΓΌzden direk o dosyaya yapΔ±stΔ±rdΔ±m herseyi sorun Γ§ΓΆzΓΌlmΓΌΕtΓΌ
Δ°Εin iΓ§ine AI karΔ±ΕtΔ±rma
Ama Γ§evirince hata vermiΕti gene Γ§evirmek istemiyorum
Stardew modlarΔ±yla alakalΔ± iΕlerin Γ§oΔunu becerebilen bir yapay zeka yok
Sounds like a good idea! Thanks again for helping confirm my suspicions!
DoΔru ama kodlarΔ±m sorun olmustu teΕekΓΌr ederim gene Γ§eviricem
Hata verirsen genelde json formatΔ±nda hata olmuΕtur
have fun modding! i can't wait to get back to my projects too hehe, so it's always nice to see other people thinking their way through stuff 
VirgΓΌl, iki nokta, Γ§ift tΔ±rnak gibi Εeylere dikkat et
O lanet olasΔ± virgΓΌller kafamΔ± Γ§ok karΔ±stΔ±rΔ±yolar
EΔik Γ§izgilere de dikkat et, onlarΔ±n ΓΆzel rolleri var kodlamasΔ±nda
Are you on Nexus? Would love to see your stuff.
Dawjdhasjdsfd hepimiz o yollardan geΓ§tik yegen
Chatgbt grok onlarΔ± Γ§Δ±karmam gerektiΔi sΓΆylΓΌyordu yoksa dosyam Γ§alΔ±smaz
AlakasΔ± yok
Ay swn tΓΌrkΓ§e biliyorsun dimi
Γevirmiyorsun
Aaa dur adΔ±n kedi
Ben TΓΌrkΓΌm ne Γ§evirmesi dhuadbad

Hehehe tamamdΔ±r 2 gΓΌndΓΌr al ile kafam bozuldu
AyrΔ±ca bir TΓΌrkiye sunucusu var gayet de aktif
Chatgbt sorunumu Γ§ΓΆzmesi iΓ§in jon dosyamΔ± atΔ±yorum gereksiz seyler soyleyip kafamΔ± yedi
...
Lanet olasΔ± chatgbt
ChatGPT ile hiΓ§ uΔraΕma kendin yap
I am! This is my one pride and joy made after 1.6 dropped: https://www.nexusmods.com/stardewvalley/mods/34054
Daha Γ§abuk sonuΓ§ alΔ±rsΔ±n yapa yapa da ΓΆΔrenirsin
Dosyamda sorun olmustu virgΓΌller kaynaklanΔ±yor galina
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
Deepseek den yapabildim virgΓΌllerimi ve Γ§evirimi daha estetik yapabilirim demiΕti bende tamam dedim
Amazing! Will be using some of your mods for sure!
Bu json dosyandaki format hatalarΔ±nΔ± gΓΆsterir
Bende diyorum bΓΆyle biΕi yok mu ...
It's just translation, all they have to do is replace the stuff inside the quote marks on the right. No slashes, no commas!
It's another case of AI screwups
(I know, I've been reading along haha)
@vernal crest ay bu sahΔ±sa desene seni mΔ±ncΔ±klamak istiyormus Γ§eviri kΓΌfΓΌre Γ§evirdi yataga atΔ±cam sanar diye atmadΔ±m
@formal crown
Γok vaktini Γ§aldΔ±m
awww, that's really kind of you! If you do make that sign mod you should ping me if you release it, I'd love to give it a go! (and I can publish to the #mod-showcase for you since you don't have the mod author role yet) 
Onun
Ah ha ha that does translate very badly!
Aw, thank you, I'll be sure and let you know if I succeed!
(That instinctive timeout was me based on how that translated, sorry. It's removed now! But yes, we do need to keep things to English, unfortunately.)
I think I almost went to hell
Davud's thanking you, Aba, they're so glad that they'd hold you tight and hug, haha, 
@formal crown How did you improve your English?
Ben platonik olduΔum iΓ§in sΔ±kΔ± tutundum ama yetersizim
Sorry DH, I felt bad that I couldn't help Davud so I asked Kedi for help.
The moderator has said no more Turkish :(
It's a matter of how often you expose yourself to it/Tamamen kendini ne kadar maruz bΔ±raktΔ±ΔΔ±nla ilgili
Thank you, I understand.
And I do hate to do it, but it does (unfortunately) become impossible to moderate without the language being kept to what everyone on the team speaks. 
When I don't understand, I quit.
It's okay, there's a Turkish server linked in Sunucu Rehberi section
Under the Friends tab
Mayhaps this could be a limited exception for mmg since we don't really have a better solution to multilingual modmaking? Or at least a limited run in threads or something 
β€οΈ I understand that rules must be adhered to.
I see right away that I want to add you as a friend, I found you and I need to grab a friend like that.
I agree with Quill, there're so few Turkish modmakers and there might be more of us who are afraid of asking for help since most either wont know how things actually work or don't speak Turkish
A thread may not be a bad idea for multi lingual help, especially given it can be deleted immediatly if stuff goes haywire without affect mmg
Ye
Does the Turkish server have a modding section, out of curiosity? I'm wondering if it might be worth a pin here in particular linking to the friend servers that have a section for modding for cases like this.
That's what I was thinking with the thread suggestion 
This feels like it might be worth a #1019646506665525441 thread/post, though!
Yes for mod usage, but not for modmaking
I'd be willing to make a post there (Just checking incase someone has already started doing it)
Because I'm literally the only known person who makes mods often, rest of the knowledgables are translators
We obviously can't make any promises, but things will definitely be discussed!
π€
@formal crown I logged into the server, my VPN is slow, can I get your VPN recommendation?
Will get my thoughts together in a thread shortly!
(I'm not Turkish, but I personally use Proton and have heard good things about MullvadVPN)
I've got Planet
I've already started downloading, thank you, I'll try both. π
Wow, you have a planet gjkdmf discount on that too, thanks
ugh
I'm making a content pack for the open world mod Erin made, I've got it to work on the map but there are a few things I want to check on the map itself, I believe it's loaded into the game as a standalone location aswell however debug warp (debug warp OWInterconnects) doesn't seem to recognise it as a map, Is this not how you load a map into the game? I did copy it from one of my other mods that add a map that works
{
"Action": "Load",
"Target": "Maps/OWInterconnects",
"FromFile": "Assets/InterConnects.tmx"
},
I have no idea how the open world changes things but normally you need a location too
that's how you load a map file in but not a location to go along with it
[[Modding:Location_data]]
Ahh okay gotcha, so there was somewhere I went wrong, for future reference loading a map into the open world map is just an EditData action on aedenthorn.StardewOpenWorld/landmarks
Thank yous for your help
@fervent otter We have a beginning! (Pig not included in mod lol)
Hello! I'm very new to modding, so I apologise if this is a silly question. Using Extra Machine Config, is it possible to add one additional fuel with both a specific category and colour?
Yellow flowers as an example
Yay!!!
i believe so
i'm gonna take a look at the docs
RequirementTags should do the trick
The bench is a bit of a pain because it's actually split into five different places on the spritesheet, so I am going to make a config to let you choose between this version which is actually five different pieces of furniture (but can be affected by recolour mods) and one that is just one piece of furniture but will stay vanilla if you use a recolour mod.
god CA dissected that bench
Oops I forgot to place the barbell but it's there too
im always lost if i should tag people when trying to provide help
it's looking great aba
@fervent otter However it's 2am so I'm going to bed now. I will add the other bench option in the morning and then send it to you to test before I put it on Nexus.
The people yearn for asset forwarding
I figure that since I'm being helpful to them I'll err on the side of pinging unless they have "no ping" in their name like you.
The people are unsure if they yearn for asset forwarding because google won't tell them what it is xD
the people yearn for the asset to be in one location
Are you people or are you 3 geese in a trenchcoat though
Asset forwarding as in... using a loaded asset as a source for a patch to another asset? Because I've thought of how cool that would be before.
Yeah
At least allow it for EditImage
Yeah, I've run into a few situations where I could solve something I wanted to do with that, and then realised "...oh".
The Ancient Egyptian minor deity?
That's 2 humans who yearned and officially 'the people'
Thank you! If it should work then I'm probably messing something else up. I'll give things another go tomorrow. Thanks again for replying
Since when has alab been two humans
Ngl I would love asset forwarding too within CP
Dangit
No problem! If you want you can send your code tomorrow and people will be able to help. π
don't worry aba i'm not 100% on what that is and i am afraid of new things
I have not been able to figure out a) what that would do to solve my problem and b) what anyone would want it for in any situation lol
Well if u had it then u can glue together the asset on top of a blank png
Imagine...
{
"Format": "2.7.0",
"Changes": [
{
"Action": "EditImage",
"Target": "Maps/springobjects",
"FromAsset": "Maps/townInterior", // Instead of FromFile
"FromArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16 },
"ToArea": { "X": 256, "Y": 96, "Width": 16, "Height": 16 }
},
]
}
Instead of gluing it together in aseprite or whatever software
what...is the difference
So I could still let it be recoloured by a recolour mod but then use it as one piece of furniture?
Yeah
Patching a bit of Maps/townInterior into Maps/springobjects, including what any other mod has patched into it.
Okay yes I do yearn
Yeah, we really do. 
i think i yearn
Two humans, three medjed, and a frog yearn
aba i think u also yearn to sleep no
(oh ok! i just know how it be when u on discord and avoid other things)
(That wasn't mean to sound upset with you or anything, I'm not!)
I think it's possible to avoid the graph theory a little bit
(don't worry, didn't read it that way
)
Limit target to a particular namespace of assets, and limit the connection to 1 deep
h, i should like finish with the summit already but, trying to add ambient lighting to it failed
i wonder if it doesn't count for it
Unfortunately I feel like pathos will bonk me for too much magic
sounds like dark magic chu
(magic in the sense of "programming magical knowledge of arrangements"
yes, dark magic
I imagine he might entertain an implementation of it, but I know I wouldn't want to be the one tackling it. 
can any of the wise C# tell me if the summit is like, allergic to some changes
Probably? (Im not wise)
(i'd say u are)
Speaking of C# would i need it to make a return scepter that just warps you to my custom location... Cuz like warp totems are consume on use ..
No spacecore can do it pretty sure
Nah just use spacecore to make it not consume
Item use trigger
Oh wait rlly
it let me do things like day and night tiles and change warps but it doesn't like ambient light, otherwise i'm using the wrong values
Yahoo im saved
I was going to say use SpaceCore's on item used trigger action with BETAS' give item thing to just give the player another one on use. That way's much better! 
Try using wildly different values Bea
time to go wild
Or do a quick EditMap patch of railroad or somewhere to compare
With no map, just map properties
yeah that'll help me figure out if it's just rejecting the edits
If you can get this approved and implemented by tomorrow morning (my time) that'd be great π/j
I'll need 6-8 weeks sorry
Hmm but I'll be bored of this furniture mod by then 
You can do it in C# yourself 
The problem is quite simple when u know the shape of the graph already
A lot easier than frameworking it
Graphs all the way down π
I refuse to explain further because you need to sleep

Sorry for dropping in here, but could someone direct me to a tutorial on how to make forageables spawn in a custom map? π I'm making this custom location, and even though I have the location data for adding forageables, nothing is spawning, and I have no idea what I missed. Tried looking through the wiki and Google, but couldn't find anything. Even asked on Reddit, but haven't gotten any help.
Are you using Farm Type Manager (Which I think has support for foragables) or are you intending to go with a vanilla approach?
I couldn't find any tutorial for how to use Farm Type Manager (admittedly, I wasn't looking very hard), so I'm just trying to do it the vanilla way
https://stardewvalleywiki.com/Modding:Location_data, midway down this page there'll be a "forage" entry, I don't think vanilla has much customisation in the way of foragables? I'm not certain though because I haven't used them myself
This is what I used, and nothing spawns.
If you wish to use Farm Type Manager (FTM) heres the link for it's documentation: https://github.com/Esca-MMC/FarmTypeManager
Unfortunatly I can't help you much with foragables, someone else may be able too however












