#making-mods-general
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Did you sleep
I did
oh wait i can't add this to railroad... unless i make it an indoors location which seems like a bad idea
how cursed would that be 
i mean you wont get rain
so not that cursed? im trying to see if my values are off or if the summit just doesn't wanna accept them
do you consider not seeing rain ok then
New quote added by atravita as #6583 (https://discordapp.com/channels/137344473976799233/156109690059751424/1408848542528966719)
uhh did it, still rained
See the log file for details
https://smapi.io/log/14de38fc7f6642bba8b8f3c68cda161e
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 20 C# mods and 6 content packs.
wdym where are the details
you need yo click the TRACE button
This might be a weird question, but is it possible to call to a map file to use for a building?
For example, can I use SourcRect to capture a section of a map tilesheet to use as the asset for a building?
I forgot trace isn't enabled by default
ah i see. had the tilesheets in the folder
It's possible to MapEdit using CP to do this so I don't see why it wouldn't be possible with C#
š¤ hmm would it be easier for me to just Extend my map to the right and make the second part of it there... then just split it up once im done
that way i'd actually be able to see how they connect
That's what I'm doing with my expansion, it makes it so much easier to see how they align
doing this not to provide comp but to avoid map edits bc i hate them
even when making the railroad not outdoors the rain stays

uhhh
struggle
i fear summit be hardcoded
hmmm... g r e e n w o r m s
worm
help plz
I can't get the wooden bridges to work on my map, they're on the building layers but they do have the passable T under their custom tile properties. They're still not walkable
which vanilla map has bridges?
path to quarry
hmm, those are just buildings without anything special
yeah
I've been refering to the riverlands farm map to model the bridge behavior off of
should just be in outdoors
experiment
are you editing a vanilla map or adding your own? how did you set passable T?
oh that's the tilesheet values
I'm building off of the 4 corners map, reusing all that I can
when I loaded up this tilesheet these values were already set
i'm trying to avoid needing to do my own stuff as much as possible to avoid things breaking
for now at least
so youāre loading your map, not using EditMap?
I'm using Tiled
yeah but, how are you applying the edit?
I'm loading in my own saved version of a map and replacing it as a new farm type instead of replacing another farm type
I'm new to this so there's something I'm probably bungling here lol
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.
Content.json, right?
the majority of this I copied from the stardew wiki, only changing a few names to rename the farm
Hey guys! Hope you can help me. I have added an item that works like the fieldsnack, crafting and not cooking. For some reason it is still showing up in people's cooking tracker.
This is the code I have:
{
"LogName": "Adds medicine bottle",
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"Hange_Medicine": {
"Name": "Hange_Medicine",
"DisplayName": "Hangeās Medicinal Remedy",
"Description": "A bitter herbal concoction that restores health and energy.",
"Type": "Crafting",
"Category": -7,
"Price": 100,
"Texture": "Mods/Hange/Medicine",
"Edibility": 80,
"IsDrink": true,
"ContextTags": [
"color_yellow_green",
"potion_item"
]
}
}
},
{
"LogName": "Adds Medicine texture",
"Action": "Load",
"Target": "Mods/Hange/Medicine",
"FromFile": "assets/images/Medicine.png"
},
{
"LogName": "Medicine Crafting Recipe.",
"Action": "EditData",
"Target": "Data/CraftingRecipes",
"Entries": {
"HangeMedicine": "92 1 770 1 422 1/Field/Hange_Medicine/false/none/"
}
},```
did you exclude it from perfection
š¤ im not sure if that will cause it to show up or not
not in the cooking category, no
whats category -7
OH
because of category -7
field snack is category 0
Yeah, I checked the category list. Hadn't thought about that
you'd be suprised how a single value can break shit. eeveyrthing so fragile
No kidding
Oh, I know. Was driving myself nuts not understanding why my marriage schedule wasn't working. Bed...
Thought it was capital Bed like other locations, nope
You may be able to mass edit with vs code
?
You trying to add SetProperties to a bunch of tiles? You may be able to use find and replace in vs code - may be faster to add the property after every }, and delete the superfulous ones after the fact depending on the file I guess
i just copied it over and over
Same idea, Find and Replace just does that part for you
i jsut need 4 tiles
oh lol well nvm then
wonder if that'll work
i have given up on summit for now i just wanna test shit
still not walkable 
ah at least i'm not going crazy
damn
No spawn prevents things from spawning
can anything spawn on a bridge
I gotta go but maybe the fact that I can't walk on water may be preveting me, I'll try it when I get back
type is dirt/grass etc
is type needed
Tbh bridges can now be put on layer Back2 or something, I feel like "passable building bridge" is a leftover from times when we only had 1 layer per type
for footsteps i think
but how can walk on
back is walkable
If it's on the back layer it's walkable
What do you mean?
? you can walk on water
well i suppose no one is gonna put a random bridge not above water
if it's on back i can also step on it from like the front
you could put it above a cliff or smth but what itās over shouldnāt matter
i mean yeah this is why u put invisible buildings around the bridge
to stop people from walking off of it
i mean u can't go from the bridge onto water/cliff no?
only because there are invisible tiles
is water passable
Everything that's not on building layer is passable
just in a bridge in the middle of the summit
As someone not so great once said, we must build a wall
im in cliff hell rn
well this is a gaming princable in general
Maybe i should make a bridge...
Im cliffing my map
Anyone know how to handle a building sprite being way too big for the builder window? lol
you can try to center it with build menu offset
canāt make it smaller unless you fancy transpiling some draw code
maybe Iāll throw something in carpentry catalogue once I have time idk (no promises)
well tbh
you may be able to shrink it without transpiling if you're willing to do some redrawing in a postfix
just redraw the background, draw it at the correct size, redraw the frame
I'm not saying that's strictly what you should do but you can do it
(and if I can get out of transpiling draw, I generally do
)
there's actually a chance depending on how the building is drawn that you don't even have to redraw the frame

in my current mod I actually managed to get away without having to redraw anything by just setting a value in a prefix
Villagers will intelligently path to and from work, or to the clinic if they need it
Have a barracks to assign Soldiers, Soldiers delve into the mine to fight enemies, gain exp, and collect loot to bring back to the town Warehouses
At the Barracks you can assign gear to Soldiers as well
Every morning the villagers will spawn at their respective cabins, and at night they will head back home for bed
Sure!
Hello again! I'm working with the Dialogue Display Framework Continued and want certain elements to only appear if these two conditions are met:
- It's currently not an event dialogue
- If the NPC speaking CanSocialize (aka has birthdays, hearts, gift options, etc.)
I've looked up a lot of stuff (e.g. in-built GSQ IS_EVENT vs SpaceCore token spacechase0.SpaceCore/CurrentlyInEvent) but have no idea how to put any of this together. Still trying to get the hang of coding in general after not doing it for a really really long time, sorry.
Also with 2), I have no idea where to start since the usual way seems to be to hard code in known NPCs using the EditData > Entries method. Would prefer something more dynamic that can include NPCs who are modded in as well without having to manually include settings for them, but if that's not doable then it is what it is I guess.
@formal crown help me help me
if i have a stacktrace that says at <stardew function>_PatchedBy<Mod1__Mod2>, what does that mean? like both Mod1 and Mod2 patched the stardew function? but why are there two mentioned in the same patchedby thing?
yes, it means they both patched that method
why does the line have both?
because they both patched that method?
should i just be reading it as the exception happening in the vanilla method, and the patchedby stuff is just how smapi attaches patches or something
patched by is just letting you know that the patches are there in case they are relevant, itās hard to tell which of the three (vanilla or the two mods) or a compat issue between them is causing the issue
but are you making your own mod or looking for help? because the people over at #1272025932932055121 can help you figure it out if itās the latter
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
unfortunately im just looking at a screen recording of the smapi window, i get a stack overflow and then the game crashes and the log doesnt have the stack overflow info
I'm pretty sure it's just that I'm chaining too many enemy deaths while wearing the napalm ring tho so I'm not that concerned
I was mostly trying to figure out if there was something else I was overlooking
Does anyone know how to use the migrator script for Furniture Framework? I am unsure how to make it compatible by hand so am attempting to use the script but the instructions are vague and it keeps telling me that the mod folder I am attempting to use has to be a mod folder. š„¹
oh interesting
ngl Iād be pretty concerned if I managed to cause a stack overflow
but it sounds like you know what youāre doing anyway (btw, it would be harmony handling the patching, not smapi)
what script?
Don't know if there is a rule against links, but https://github.com/Leroymilo/FurnitureFramework/blob/main/doc/Author.md#migration-to-furniture-framework-30 this one
what's vague about that? whats the error exactly? whats the contents of your folder you're giving it?
content and manifest along with the assets folder since it said to use the path to where the manifest is
What was vague is what exactly I was supposed to type in, for example the full path it gives in the folder or just the folder name (Cause neither are working)
I might just need really specific instructions
either relative to current directory or absolute path should work
python C:\Users\banan\Downloads\FurnitureFramework-727f9c4c1a835d747a360a4ba99e89e820654f7c/migrator/main.py python C:\Users\banan\Downloads\FurnitureFramework-727f9c4c1a835d747a360a4ba99e89e820654f7c/migrator/main.py Mods -o C:\Program Files (x86)\GOG Galaxy\Games\Stardew Valley\Mods[FF] Brume Cloud Foilage -o Mods | Is what I have typed in at the moment among the many that I have tried (Was trying to migrate mods for personal use unless permission was gotten)
- you need quotes around those paths
- that is why would you mods folder be in downloads
python C:\Users\banan\Downloads\FurnitureFramework-727f9c4c1a835d747a360a4ba99e89e820654f7c/migrator/main.py python C:\Users\banan\Downloads\FurnitureFramework-727f9c4c1a835d747a360a4ba99e89e820654f7c/migrator/main.pywhy are you doing that twice?
This is the latest, python C:\Users\banan\Downloads\FurnitureFramework-727f9c4c1a835d747a360a4ba99e89e820654f7c/migrator/main.py [FF] Brume Cloud Foilage -o Downloads | The downloads is because it wanted the path to the migration script which is in my downloads (I have no idea how I ended up with two paths to the script) and would the quotes be "" or <> and around all paths?
I think I managed to get it to work š But ty for the help, I would have been struggling for hours especially because it did not say anywhere that I needed to put quotes
quotes would be the quote character, "
Thank you!
Bridge person back! still haunted by bridges. Putting the bridge on back & putting water on back-1 let me walk over the bridge but broke the water animation. Putting the water on back and the bridge on back 2 makes it underwater and unwalkable. and putting the bridge on the building layer with it having passible T looks good and correct and isn't letting me walk on it
it's best if you look at the Forest map for an example of working bridges, they're layered quite precisely and use very specific tiles
I've been refering to the forest farm map for bridges and copying that layout
Bridges are typically made by placing the bridge on Buildings with a Passable property, or you could try putting it on Back1
Pretty much never want to take water off the Back layer if you can help it
it sounds like they tried back1
but yea water only works on Back so, do passable Buildings layer
if you're trying different things by trial and error it sounds like you're not just copying the Forest bridges
I started by just copying but when that didn't work I moved to trial and error
they tried having it be on buildings but it wasnāt working
Buildings passable is gonna be what you have to do
You need the Passable property on the Buildings object layer
did you try having the passable through tile data like i suggested earlier?
as it happens though the Forest bridges do work, so it's an issue in how you've copied it
really gotta open up my PC on a sunny sunday morning
Try adding it on the TMX not in the tileset properties
via one of these things?
the tile is already marked passable
Yep
I'm still learning
that's why the forest bridge works 
the tilesheet I'm using has the bridges marked as passable
Then they need to check that there isn't a conflicting TileData object in the back layer
Just water, which may not be letting me walk on it
Water T doesn't affect passability, only having a Back Passable F (to prevent passing) or a Buildings Passable T (to allow passing)
water is normally passable because itās on the back layer. walking on it is prevented by invisible tiles on the buildings layer
there's specific water tiles which are marked either Water T only, or Water T Passable F, which prevent you from walking off the bridge
...huh I've been adding my own water on the back layer and none of it has been passable
Is that the vanilla water tile?
in the forest, the entire bridge is placed on Buildings and is marked Passable T, so it can be crossed as normal
in the Forest there's 2 things stopping you from walking off the bridge
otherwise you'd be able to just stroll into the water
ty all for the help, I managed to select the one water tyle that was already PassableF which has been shooting me in the foot this whole time
If you are using your own water tile, then the properties for that tile may be set wrong
the first is this specific water tile, which is marked Water T Passable F
yay
you only want to use that tile on the border of the bridges, and not under the bridge
yup I just grabbed the first random one I saw to fill in all the water which happened to be that one
glad you got it! for the completeness' sake i'll also highlight that in the Forest there's also some invisible Buildings tiles that prevent you from walking off the bridge for some reason
this is the culpert
by their powers combined you absolutely superduper definitely cannot walk off the bridge
yay now I can have normal bridges
New quote added by atravita as #6584 (https://discordapp.com/channels/137344473976799233/156109690059751424/1408957382826135735)
very responsible for you to create a convenient link to this bridge troubleshooting information š very mod author of u
Smh
You're not on the getting mailed a melon list, bluebs
(Don't say anything about logistics)
I'm trying to add my custom map but it's not working :/
can someone help tell me what I did wrong?
heres the error
your map name is different everywhere you've written it š«
you've written PelicanTownShrineEntrance, {{ModIdPelicanTownShrineEntrance, {{ModId}}PelicanTownShrineEntrance, and {{ModId}}/PelicanTownShrineEntrance
of all of these, you probably just want to use the last one
and while unrelated to the map issue, you cannot add duplicate fields like you've done with "AddWarps" there. only one of each field can be written
what you can do with AddWarps is combine all the warps in a single value, I.e. "AddWarps": "35 7 mapname 20 43 36 7 mapname 21 43"ćusing your own map name
I've also changed the 2nd warp to start at 36 7 instead of 35 7, since I'm assuming that was a mistake in your code, as you can't have one tile go to 2 places
(also also, do recall that the Backwoods are banned from NPC pathfinding, if you intended NPCs to be able to visit this shrine)
ohh that makes sense haha I missed the spelling my apologies! and the other info is great! thank you guys

aw dang I'm still getting the error ): what else did I do wrong?
add warps has to be underneath map properties
let me find an example to show you
oh wait no it doesn't, ignore me
it has to be a list, so inside [ ]
"AddWarps": [ "32 0 Custom_BlueMoonVineyard 55 63" ], like this
your first EditMap patch there only has Entries, and does not have at least one of the required fields (listed in the error)
since it's for Data/Locations, it's probably supposed to be EditData instead of EditMap
second patch should probably also be Load instead of EditMap
wow i can't read tonight lol listen to ichor
nic i think you were also correct about that third patch
ooo I'll try those edits out thank you guys!!
!json also, for future reference, you can upload your json to here to share it
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
!log and your log can be uploaded to here to share it
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
okay I'll use the .json website in the future!
also this is probs my a silly question but what is the log?
the screenshot you sent of the error
the output from the SMAPI terminal
a combined C#/CP mod needs 2 manifests, right?
yeah, 2 folders 2 manifests 2 furious
and a partridge in a pear tree?
Hey! If anyone online here's familiar with how to use @lucid iron 's peliQ mod for gifting specific items (tysm chu
), what should I do to have a character gift an iridum quality starfruit wine?
well im over here 
u should look at item queries on the wiki
Quality is the thing you want
and ofc FLAVORED_ITEM x x to get the wine
oh hey! didn't know if youd be online lol
"spring_1": "Hello @! I understand that humans consdier this date the beginning of the following year, and that this is a highly celebratory occasion. Um, congratulations!$1#$b#I believe this is a common celebratory drink for this occasion.#$action mushymato.PeliQ_AddItemByQuery (4){{KrobusKrobusKrobus}}IridiumStarfruitWine#$e#I tried some but I got really sick...",
Is this correct?
Typo: consider
What's the KrobusKrobusKrobus token
thanks! def gonna paste all my code in google docs or something later lol, i make so many spelling mistakes-
uhhh I'm not sure what a token is?
In content patcher land if you put something between {{ }} that is a token
ohh okay
Did you mean to use {{ModId}} here?
Yeah, should I remove the {{}} then?
But u should prefix ur IDs with {{ModId}}_
ModId is one of the tokens content parcher provides by default
I've got no clue what I'm doing lmao, just mimicking what I see with help form yall and the wiki
It'll be replaced by your actual mod id at runtime
Besides that I think it should be fine?
okay! thanks for the help :)
ty!
This will let you make sure your peliq stuff is good before you move on to checking the dialogue syntax
(whats the (4))
alr! still pretty confused overall but knowing I have this server I can trust the process lol
I meant it to be iridium quality
you put that in the ItemQueries patch then
Do someone did any modded tab / page recently?
Last time i was trying it i tested gameMenu.tabs and gameMenu.pages.
not sure what you're asking, but Better Game Menu is a pretty recent mod that also adds an API for adding tabs to the game (pause) menu
(dialogue) having a problem with $q/$r in a dialogue line that is in response to a conversation topic (which i am setting).
no matter which of three options i choose, i always get the response id of the first item. here are the two dialogue entries in question:
"{{ModId}}_CT_SpotQuestion": "{{i18n:Norm.SpotQuestion.1}}#$q {{ModId}}_QTown/{{ModId}}_QForest/{{ModId}}_QBeach SpotQuestion_AnyAnswer#{{i18n:Norm.SpotQuestion.2}}#$r {{ModId}}_QTown 0 SpotQuestion_AnyAnswer#{{i18n:Norm.SpotQuestion.a}}#$r {{ModId}}_QForest 0 SpotQuestion_AnyAnswer#{{i18n:Norm.SpotQuestion.b}}#$r {{ModId}}_QBeach 0 SpotQuestion_AnyAnswer#{{i18n:Norm.SpotQuestion.c}}",
"SpotQuestion_AnyAnswer": "{{i18n:Norm.SpotQuestion.3}}",```
observed: all answers add `_QTown` to my list of given dialogue responses.
am i missing something?
Does that change if you switch it so they don't all have the same SpotQuestion_AnyAnswer NPC reply?
grouch time
checking my bug reports, and, hmm, I see why that would be a problem
i cant see why. is the problem behind the dirt patch?
š¤ does trying to shove a mermaid's pendant in an npc's face repeatedly and having them reject you lower friendship at all.
I sure wonder what "cs Pond" is
or the succinctly named "Garage"
after consulting the code, yes. -20 the first time and -50 for each subsequent attempt
(if they are datable and "friendship <10h" is the reason for rejecting you)
does anyone know the animation timing for this lil plant flop?
so you won't get a friendship penalty if they're not dateable?
yeah you just get the "you can't marry X" message
aw
you can look at the animation by going into the tileset settings inside a map where it's animated
do you get the same generic string if you try and give a bouqet to a non dateable npc too
interestingly though, they dont seem to lose friendship if the reason for rejection is that you're already married or engaged
I tried doing that, some of the animations came through but this one wasn't animated
yeah, they're not all animated in all maps. i recommend trying Town
bouquet leads to different strings and no friendship loss
got it, I'll give it a shot. thx!
i also think maybe there's a way to embed a .tsx and get animations already done for you, but idk how exactly
Depending on the map, I think the default for those is 600
š well, and here i thought i could have my npcs actually reject the player to their face
oh well
wdym, why cant you
bc of the "you can't marry x" message
I was able to successfully yoink the waterfall animations from the forest map but I think rn all the maps are loading in with my bad animation-less tileside
are you not able to see the leaf animated in the Town map? wdym about the way they're loading in
If youāre going to make multiple maps, I strongly encourage you to create a default with all the usual tilesheets youāll use and build the animations. Yes thereās easier ways to do it. But itās so much nicer to just load, save as, and go
I suspect they've loaded a copy of the original tilesheet from the image, not a copy with all the animations in it
tho unless im reading the code wrong (possible; im sick and tired) it seems like theres a 50% chance it wont use those dialogue keys but instead use a generic
so take that under advisement
wat?
why would it do that, that's strange
I got the original from a copy of one of the farm maps that had some of the animations missing, I figured out the plant flop animation
Oh there's a way to just replace it with a copy that doesn't have the animations missing.
if you know where one is, anyway
Which tilesheet is it?
by "copy of one of the farm maps"-- i just want to make sure, but you're getting your maps from the unpacked folder, not downloading them from anywhere, right?
I've done this before, accidentally used one with the wrong animations and had to replace it
spring_outdoors, I think I'll just rebuild it since it's only the one animation I'm seeking atm
It's really easy to replace it with a fully animated one
my current project is a lil banged up from me fumbling around and figuring this out for the first time lol
Just⦠learn good habits now. Thatās all Iāll say. The amount of back work cleaning up my first projects was⦠rough
Open a map with it animated properly, like the town map. Click this
that'll make a .tsx of it. Then you can click the button to the left of that on your map and import it
got it, awesome! ty!
Er, embed it. Not import it. Import it, then click that button to the left to embed it
i've been in code all day, brain bad
If you've already used the tileset, you can also do a little trick to automatically use it instead, too. In that case, you click that button with the arrows on it and select the TSX you made and then embed it
It'll just swap it all out
very understandable, all the braincells have been used up
event coding really burns up the brain cells sometimes
excellent ty! yes o boy it does
I was making patches for festivals and I swear every big mod used different versions of the same tileset so I had four copies in there and figured all that out while trying to consolidate them
my ability to problem solve sets with the sun
My brain held out long enough to redo my mod's dialog randomization so I can extend it more in the future when I need/want and also to finish coding and testing a heart event, so I won't complain too much
hello cheetos i have come with a question: is it doable to edit skull cavern treasure room loot with just content patcher? idk where i should look for it 
no
Item Extensions may have something for it but thats a complete guess on my part, i have 0 idea if it actually does, but thats where id look
@fervent otter I'm planning to do a Nexus release but that probably won't be for a while, so have a play with this and let me know if you have any feedback. The furniture should be available in Robin's shop as part of her rotating stock and is definitely available in the furniture catalogue. You can also cheat for it using CJB Item Spawner by searching for "exercise" or "abagaianye".
There are two versions of the weights bench - one that's just one piece of furniture that will stay vanilla if you have a recolour mod that would change the spouse room bench and one that will change colour from a recolour mod but is split up into a bunch of pieces that you have to place separately. You can disable the many-pieces one in the config.
im here to scope creep you by saying you could (should (would)) make a floor tile item for those foam gym mats
What gym mats?
like the really large blue ones?
Is there a framework that lets you modify where the slots on furniture are placed? I feel like that was a thing but I'm not too sure
Oh perfect! Calcifer is already a dependancy, I didn't realise it had that feature thank you!
Is there a way to prevent a mod from loading if another mod is also present using the manifest? i.e below or similar
{
"UniqueID": "AtlasV.AtlasCatalogue",
"IsIncompatable": true
}
no
you can just make all your patches only apply when said mod is not present
My issue is I want an AlternativeTextures mod to not load when another mod is present and that doesn't have a content.json
Looks like I'm going to learn ATs CP API
well you can also just tell people to not use the two together
(whether they'll listen is up in their air)
I'd prefer to have it automatic but oh well, time to learn!
Nvm the AT CP integration doesn't work how I expected
what mod lets you make npcs out of the farmers kids again
littlenpcs?
It's a very healthy lake after linus' special order
I'm trying to use MMAP to make connected textures however I can't seem to get it to work like at all, I'm using the "Include" Action for the local tokens to make the tables, and they do appear in game, it's just the connected textures that dont work
Json: https://smapi.io/json/content-patcher/821eac857a554e9994d6b6fce82c9c0a
Log: https://smapi.io/log/5818049b5c0544479b313cca59e4736f
LocalToken Snippet:
{
"Action": "Include",
"FromFile": "Furniture/Table/TableData.json",
"LocalTokens": {"Material": "Oak", "SpriteIndex": 0}
},
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 29 C# mods and 5 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
You should probably ask chu in their channel since this stuff is so new that I don't know if anybody else has actually used it
Ahh gotcha, Didn't realise this specifically was new, explains why I didn't come across it when I first made this mod
I also don't think you're even using the build that has the connected textures in it
Oh I may not be actually
Wait, maybe that is not true. I misread and was looking at MCP's version number haha
Stardew colour overlays are wierd, exact same item yet the colours are pretty drastically different
finally made myself an msbuild template for mods and why didn't I do this sooner 
it's so easy to do
Did you use a specific tutorial or just patch together bits of different references? I've been meaning to make one but it's so daunting without a decent amount of prior knowledge
it's so much simpler than you're thinking
I just used this
but the tl;dr is that you basically just take an existing project, remove some stuff and add a json file
basically magic
That is so much simpler than I thought that's ideal!
!startmodding a lot of mods are possible using Content Patcher and other frameworks like it, where you just write data/content for them and don't need to write any C#
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 itās easier to start with making content packs, since you don't need to learn programming.
so it depends on what you want to accomplish. some things do require C#
im making my first custom npc and was wondering if its possible with just content patcher to make a dialogue box that you can open 2 different shops from like the blacksmith shop does, but have that happen like how krobusā shop works with it being accessible after talking to him. i have the npc(who doesnāt have a schedule) and shop set up and feel like iāve just been going in circles looking on the wiki š. if anyone could help it would be very appreciated!
different locations you mean?
you can't do that with just content patcher, and i'm not sure if another mod allows to have menu to open different shops
can't say i've seen a framework for that. sorry, read that wrong the first time
Button's BETAS have trigger action action to open a shop. So if hooked to question dialogue perhaps it could achieve the dialogue separate menu thing you're after?
I'm not too familiar with dialogue questions tho...
do we have a command for betas
Nope but heres the nexus page https://www.nexusmods.com/stardewvalley/mods/27100
u can make one dear cheeto
The documentation is linked in the nexus description
that thumbnail is so good
hoo I don't know we could do that
I'm not too sure if it needs discusion before hand though
If it's me, I will put 2 desks and Left is A shop counter, right is B shop.
Using 2 desks it's easily done without any framework in content patcher, if you don't want to have a dependancy, I'd suggest that option that AgeBdeR suggested
ššš
š š
ššš
junimo i summon thee
I think in this case it's worth asking Button if she's happy to have one first, seeing as it's her mod?
is button ok with pings?
that's the line of thinking I had, I know commands are used sparingly and meme commands tend to be avoided but I figured some kind of discussion mightve been needed
well nvm the command for now. what the trigger action do
i think this wiki page has info about dialouge cmds?
commands for mods are fine as long as there is a legitimate use case (frameworks like BETAS would benefit for example) so yeah id check with button if its cool first
thank you Vin!
does apple circle actually summon the junimos?
It would seem so

no lol i just happened to look in here
the circle called u here /j
it's a square anyway
how,,, do dialouge questions even work
there's literally an example ok
like set it for the specific tile the NPC stand?
I kinda forget how Clint menu is like...
i think that's C#
there's options like upgrade tools and smash geodes
and regular shop
yea, was curious if setting question on map coordinate dialogue could mimic the appearance of the multiple shop menu
thanks for the help! ill look into the documentation
i think dialouge does allow for trigger actions
they definitely do
I'm making a VSCode extension to deploy and zip none C# mods, but I'm looking for an icon for it that's easily recognisable, I'm guessing the SDV chicken can't be used due to copywrite (or similar protection) but is the pufferchick protected under a similar protection?
oh and theres a decent chance this extension will be shared so the icon I use will need to be available to be shared
theres already vscode extensions using stardew assets as marketing material
in general CA doesn't mind unless you're doing it commercially/claiming ownership
hoo, any of em recommended?
Oh okay that's good to know, given I won't be doing either of them then it should be fine I guess, thank you
me: lemme test if my event works so far
smapi: [game] Event 'VoidWitchCult.CP.TheFishmongerNPC_CoolGalBernadette10Hearts' not found.
me: ?????
what flavor of stupid shit i missed is it today, i wonder
do you guys know why my map is so dark and doesn't do weather? I already added the Outdoors T map property
did you make a copy of a vanilla map and then edit that?
no, but I've made maps without doing that before and it responded fine
is it worth just doing so anyway?
ok im as always not seeing my own mistakes :I
hmm I'm not too sure then, it is recommend on the wiki to use a copy of a vanilla map with similar properties, that's what I've always done and haven't come across the issue you're having so I can't help much, but I would recommend using a copy of a vanilla map
alright I'll just convert it, I can not be bothered to figure this out rn lol
normally if smapi says event not found its probs a typo isnt it? but i cant find any since I copy pasted the event name actually and not sure where else to look
im gonna make myself some food, I guess. I'll leave my event here in case someone can spot something I didnt(and yes I added the temp map in my content.json) https://smapi.io/json/content-patcher/c9e37f860db94c938c0c9976a57dc5c0
well i don't see how you can copy the event name unless you manually type the mod id then copy the rest of the event name
yeah i meant as in i copy pasted the id and then copy pasted the event name after the {{ModID}}
ok, does the location exist, did you load a blank event file first?
Yeah that'd be my guess too, you forgot the load
i suggest providing whole json and a log so we can have more info
i did in fact not do that. don't ask me why but ive didnt do it for any of the temp ones at they worked...but i dont remember why...maybe because i was on a diff map first? is there a difference if you need a blank load or not depending if you start on the map vs if you jsut use the change map command?
cuz thats probably indeed the reason then 
blank load is needed for any location that is not already loaded by a mod or vanilla
if it's a temp map i don't believe you can start an event in a temp map
no idea how it's done
hm
Then how do you even get to this temp map?
If your other ones are using changeToTemporaryMap (and maybe changeLocation, not sure) then you don't need to load an events file for the map you switch to because the data is still contained in the original location.
This one is different because the entire event is supposed to be in this location so it's not a temp one as far as the game is concerned.
I am just trying to do her 10 heart event in the saloon. but since I made it so a part where her stage is where she performs is changed on the map i was like ok to not fuck things up and not have the troubles of other mods possibly changing the saloon i jsut do a temp map with my edits on it for the event.
now that yxou say it tho i thing i did a stupid in a diff way tho because its supposed to be in the saloon so it should trigger when you go into the saloon which im p sure it cant because it starts on my temp map
so....start event in saloon and instantly change to....temp map? idk
Yeah you need to switch map in the event itself, which has to start in the saloon
Yeah, just change it before letting it fade in
ah, ok yeah so I did confuse myself again then.
or i guess my brain skipped a few steps and then confused itself, well, either way. thanks for the help i gonna correct it and then it should probs work 

lmao now my map is just black i mightve done the viewport stuff wrong, i really think i should probably eat something first i feel like im making extra mistakes because i havent eaten yet today :I
well...on a good note the dialogue works how its supposed to. idk about the rest since i am stuck in the void lol
might I ask, how do I make this lamp light up at night? I've added the light, daytiles and nighttiles properties in tiled but nothing seem to work
š (doesn't have to be the blinking anim, it can be a brand new, shop-specific animation) (rasmodia credit to @safe kraken as always, except for janky blinking edit which is my fault)
This is gonna kill me when I redo TDIT isn't it
you need to add a "light" property
I did, but it didn't work. Do I need to add the forceLoadPathLayerLight as well?
are you editing a vanilla map?
also your day and night tiles are the same values, which tilesheet is this from? index might be incorrect
oh wait no they aren;t, i see. outdoors_tilesheet ?
yes, I'm editing the Bus stop map, and i'm using the vanilla spring_town tilesheet
can you send your code?
Is the way you put your map into the game EditMap or Load?
-# please stop pinging me in replies as well
here,
and really sorry about the pinging x'(
Alright so. EditMap wouldn't add the map properties
You can either
- add them manually, i can show you how
- change the action to Load
thank you so much,
can you show me how please :D?
first option? right
You just add another value of MapProperties to your action block.
so for example
"DayTiles": "Front 21 14 907"
}```
and then add everything you added to the map in Tiled
example. don't mind how many warps are in there 
Unrelated to the issue, you can have HasMod check for both of these mods instead of one at a time
Already teaching others! 
I had a great teacher 
Thank you so much!!
No problem! glad I could help as I've struggled with this as well 
I made a mod that adds a free instant-use coffee machine to the clinic, so players can have speed boosts in early game as well as a reason to actually enter the place!
https://www.nexusmods.com/stardewvalley/mods/36898
You can make the post yourself and ask one of em to showcase
if you edit your message with the text you want as the blurb I can publish it for you
#beaten /j
damn, I was bested
Like that?
Yep! showcased!
Thank you muchly! 
mm coffee
hey cheetos! i've got a question for y'all
i'm just getting started with all this, and i've been reading the modding guides on the wiki. i know what i want to make - it'll be a UI mod basically. i'm just not sure right now how i can know whether a mod will be possible to make using CP or if i'll need to use C# (i'm fine with either since i know how to code!) any guidance would be greatly appreciated
by UI do you mean a recolour or a custom UI?
custom ui
would be c#
okay, thanks for the help!
what does the custom ui do
Hello, i have an idea for a mod but no idea how to go about it: a mod which says: you have a wedding tmr, do you want to change clothes?
there was a mod that changed you into clothes for the wedding. is that what you mean? i suppose it depends on how you want it to work. using vanilla clothes?
nope, i meant just a reminder for people so they dont mistakenly end up in rags for their weddings
unsure doesn't mean it can't! there's many things, hopefully someone more knowlegable can tell
i would just set a CT when you propose that expires one day before the wedding, then have a trigger action to send mail when the CT isnāt active
CT?
conversation topic
you don't know when the wedding will be
there isn't a way to check is there?
its usually 3 days so, good enough probably
maybe once you propose to someone it sets the counter
load bearing good enough 
too many variables
if it's not even good enough to account for vanilla situations I'd disagree personally
is this C# category?
unless there's a mod out there with a WEDDING_TOMORROW gsq
could you have a trigger action that extends the CT by a day when thereās a festival?
was there a mod that like
delayed the wedding event to after you leave farmhouse
i vaguely recall it
(Sleep in Wedding iirc)
this could work for festivals, but not for someone else's wedding
(gee, wonder who made it)
hows retirement going atra
that said more people are willing to eschew multiplayer support so the load bearingness is possibly more up in the air with this
i guess u can maybe do some increment stats thng
it would also just be a dead simple C# mod though
but yea itd be a lot easier if u do the tiny amount of C# required to expose wedding day counter

genuinely so simple a C# mod that it would be fitting for a tutorial mod
if you're trying to use commands for yourself it's generally recommended to do so in #governors-mansion , but you're probably looking for !json
Thank you for the warning
iām learning C# right now, maybe i could take a crack at it
only a chapter into the yellow book though lol
[looks around]
henlo junis who might be reading
i have added myself to https://stardewvalleywiki.com/Modding:Community#Modders
may i be an orange
@outer glacier
think you're supposed to get bouncer's permission to do so first but idk if thats still a "depends on the junimo who responds" thing
the guide just says to post a req in here
the page you linked says not to add yourself to the wiki before asking
@gray bear The cat is not active but I have a code error on line 149 of my i18n file can you help pls
i dunno what guide you're talking about
oh! i was, already on the wiki
Davud its better to just post your json and ask for help than ask specific people
i just added a few of my other mods
I'm terrible at uploading files
!json use this website please
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.
didnt think you kept your wiki entry if you got rid of your orange
you were orange at one point righti mnot making that up
i was yes
you can even get rid of orange?
memory success
you can choose to get rid of your community role as a one time courtesy if you decide you dont want it
if you ask the junimos really nicely they'll remove it from u
aha
i think its a one time thing anyway

I DID IT
š„³š„³
you dont have a comma at the end of line 148
I couldn't find
I'm looking
end of 148, not 150 (bea edited it but you may have already been looking)
^ yes as button said
"fall_Sun2": "Pierre'in dükkanının önündeki takvimi biliyor musun?#$b#Onun için korkuyorum...#$b#Günleri sayılı!$1#$e#Anladın mı?"
should be
"fall_Sun2": "Pierre'in dükkanının önündeki takvimi biliyor musun?#$b#Onun için korkuyorum...#$b#Günleri sayılı!$1#$e#Anladın mı?",
I didn't put 148, okay, there's no other, right? There's a comma in lines 149 and 159.
Hmmm
every key/value pair must end with a comma
it's only line 148
I did a copy and paste
"fall_Sun2" is the key and "Pierre'in ..." is the value
Thanks
(i keep typing the numbers wrong
i sorry)
I think I deleted it, sorry
I have trouble with punctuation marks too š„¹
happens to everyone at one point, no worries
Is there a schema for the manifest? Or did I just make up remembering there being one?
š¤ idk if there's a schema but there's a "you do this or else kaboom"
yes https://github.com/Pathoschild/SMAPI/blob/develop/docs/technical/web.md#using-a-schema-file-directly
it'll warn in your editor if configured right and things are done wrong
Showcasing the new lumberjack job in action :D Showcasing how they are able to chop trees, accumulate resources and deposit them into the Warehouses. Also showing the barracks GUI with the ability to assign soldiers and equip them with gear - also shows the villagers smart pathing to their jobs in the morning!
Town treasury will convert any leftover FU (Food Units generated from the Greenhouses) into gold every night - having your town earn you gold!
More Jobs being added soon!
Welp that didnt work
How do I remove a post in #mod-showcase lmao
Just @ the role or?
i think typically you DM bouncer when you want to ask junimos for something, instead of pinging the role
ty, been a while since I was active here
You just do the same on the showcase as you did to that post, right click >apps >publish
wa
Oh you figured it nvm
their issue was removing a post. u can't. i think maybe an embed video will work better?
I thought that's how it worked? ahh well
they uploaded the video
(Not a mod but related to mod making) The extension is getting there! woo!
Thatās supposed to be how it works, but if it doesnāt, you can always ask a Junimo/bouncer to remove the post.
(Side note why does github copilot use 18MB when I've never used it? wtf)
you should be able to unpublish your own showcase posts
you should but its not working right now for whatever reason, we will have the bot ppl look into it
Poor Robin, she's so overworked that she doesn't have time to unpublish showcases
(The bot is Leah, not Robin.)
(how on earth did I miss that? I did see ginger went with it, I forget Leah exists ingame)
(poor Leah, forgotten)
looks like penny to me! there is only 1 singular ginger character in the game after all
is penny even ginger? she's like, red hair
ginger is red hair tho
thats called ginger i thought
i think elliot could be ginger depending on who you ask
elliott is ginger, marnie is a brunette
Elliot is the confusing inbetween of ginger and strawberry blond
we won't even talk about why caroline has green hair
not even worth getting into atp man we can't even figure out what ginger is š
⨠magic ⨠(and possible adultery)
the difference between brunette and ginger is difficult to tell in a game as saturated as stardew
elliot seems blonde adjest but i'd say marnie is ginger
i can settle for that
brunettes like alex and leo have like, really darker hair
that's true that's true
from left to right:
elliot, marnie, alex, leo
don't ask why leo's one is missing a color i double checked
lol
@vernal crest Thank you so much for making this... I get to make a room for Alex because of this. it was great and the recolor for the bench weights was a nice addition. I would be nice if you can sit on the bench cause the one in the hotspring can be sit on but its fine even witout one. Thank you again
actually staring at marnie and alex ones yeah okay she could be brunnete. someone ask ca
it turned out great...
lovely!!
alex has taken over ur house
Oh that is so very Alex great work on the room and great work on the mod aba
his house now
aba is great like that
this is why we don't ask AI things, kids
sandy's hair is fucking pink
leo has nothing to do with this
on a technicality pink is just light red, but in the context of hair, that just doesn't matter cause you'd never describe pink hair as red
jodi and vincent,,,, idk
wwww look at you with your cheeto name!
oh yeah asked for it back
also i looked into the page thing and a cheeto eneds to be lvl 100+ to make commands
Ahhh gotcha, I think I'm like halfway there
keep yappingā¢
wait what command do you want to make
hi yall
hey
Hi
Can you help me please šš
I haven't even touched this part, my god, are you playing games with me
it doesnt matter if they dont have a value
Ok I'm doing it
you still have another duplicate, line 310 is the same as line 314
Finally finished, I removed the repeats
I tried that, it didnt work for me unsure why, I reported that to the Junimos and they removed it for me
I couldnt delist it from here or in the showcase channel
Trying to decide what my lumberjacks should do while they wait for trees to grow š¤
Question; it says in the wiki these have a 50% chance of respawning daily whereas 23 states "Spawn a random oak, maple, or pine tree at growth stage 2ā3 when the location is created."
Does that mean 23 trees will not respawn?
Idk which one 23 is
"Spawn a random oak, maple, or pine tree at growth stage 2ā3 when the location is created." when the other ones specifically state the trees will respawn
Would be handy for me if they only spawn the one time
@uncut viper Hi! sorry for commenting on your mod page instead of messaging here, i got nervousš . I started making my first npc a few days ago so i don't doubt there might be some issues with the code. Here are my logs and json file https://smapi.io/log/a635bc1cd0c249b9a8286426f21b5874 https://smapi.io/json/none/4c27e442f32441bd8b033eeca57688ab
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 16 C# mods and 2 content packs.
(no worries, its just definitely not the kind of troubleshooting i want to do in a comments section spread out across hours or days lol)
can you upload your i18n file too please?
this is all the related stuff in my i18n file https://smapi.io/json/none/fc9768a9629c48d393c6271d654a9521
(in the future please don't cut anything out of the jsons, just send the whole thing)
for starters I notice that with the way you have your dialogue and i18n tokens set up that you're ending up with empty dialogue segments where two # symbols are placed right next to each other, which may be relevant
but also based on an issue I was having the other day too I'm pretty sure the problem is just that your responses contain no dialogue and are JUST actions, which the game didn't seem to like when I tried other things with it
(or well, they are just actions but also start with another blank dialogue section, which probably doesn't help either)
even when i add dialogue at the start of the responses it shows whatever i put then puts the shop up and it still freezes
so idk
what did you change the dialogue to?
also, is this NPC meant to be an actual real NPC, or just a thing to click on for a shop?
i just put āhiā to test it
its a real npc, it just doesnāt have a schedule
id need to know exactly what you changed the json to, as there are several different places that things could have changed or not changed
will they ever have a schedule? I ask because if theyre just going to stay static in one spot forever, itd probably be easier to just make a counter with MMAP (a different mod) to create a shop selection
i dont plan on making a schedule so ill probably look into adding that
and i put "hi" at the very start
quick question, in english, reflection would be both the act of thinking and the act of being a mirror surface, right?
please just send your updated json. i dont know what the very start means here since you have several dialogues and severral responses
I would say specifically thinking about something that's happened in the past?
Reflection for thinking would be correct but I don't think I would really use it as an act of being a mirror
A mirror's surface has a reflection but I wouldn't say reflection was the act of being a mirror
yeah my wording is not great
i think you can reflect on current or future things as well though
like i can reflect on the current state of my life
it's hard to word especially that late š
Like "reflecting on my loss in the mines yesterday " in trying to figure out what you did wrong, etc.
True!
i mainly wanted to check that the word had different meaning like it has in french
I don't know if I've ever seen it used for the future, though...
thanks š
i think one can reflect on the choices presented before them to make a choice
That definitely!
and in that case lumina then yeah it has multiple meanings one for thought and one relating to something mirrored back at something
it doesnt have to strictly be mirrored though either if that matters to you, so it has a third meaning in that sense
it can more generally mean to like, bounce off a surface
similar to deflect
an arrow can reflect off armour, for example
Actually, there's sort.of a third. Something can be a reflection of, say, your determination.
A bit more obscure, though.
life has many doors reflections, ed boy
if your i18n has not changed then you still have blank dialogue sections due to the aforementioend double #'s
Anyway, sorry! At this rate, we'll need #linguistics-off-topic. /j
this ones related to mod making though!
also as a junimo by participating you are giving your implicit endorsement of the convo /j
I mean yeah, jokes aside, this was obviously fine!
yes i promise i asked for a mod thing
Yeah English is hard
tbh i didnt even realize you didnt specifically say it was for a mod thing at the start
i just went with it
Lumi can I complain about the French word "hâte"
you couldve been asking for linguistics homework for all i know i just trusted you
what do you hate about hâte???
if it helps, ^ accent in french is usually the mark of a lost s, so you may have easier time linking it to haste
makes for a fun double take if you're reading something in passing and sort of gloss over it 
ok i spent two hours to find the name of something, but i have a name now. maybe i'll change my mind later but i can get to rest at least š
it is quite fun to think about meaning and etymology and such, but it is made tricky by having to be satisfied with the result in english and in french
localisation go brrrr 
sometimes i get a little disappointed bc english doesn't exactly have like... certain ways for addressing people like other languages do...? like you can give nicknames, or whatever, but it's hard to get the "vibe" right...? idk if im explaining that right lol
like honourifics, or something?
yeah, kinda?
but im also thinking like, affectionate diminutives (is that the right word) for a person's name
does each C# class consist of exactly one method, Main? with Main being made up of several statements? how many classes/methods might a stardew mod be made up of/what can one class accomplish?
i'm trying to get a sense of scale but there are so many parts a program gets broken down into
š¤ is there a dialogue key for when an npc accepts a bouquet but the player is already married
or will i have to just add dialogue for that based on a condition
no
š conditions time
Accept the bouquet? Like, with a polyamory mod?
you dont need a mod to give other NPCs a bouquet when you're married
i was checking the wiki and thats where the spouse jealousy thing comes into play too
Aah.
do u wanna look at some mod sauce
i was just thinking of writing up some unique lines for when you... cheat on your spouse, i guess. 
i can tell you that your understanding as presented is not correct
you wouldnt be able to tell if it was cheating or not anyway just by checking their marriage status
(not taking polyamory into account, i'll write different lines for that)
probably, i learn best by having examples confirmed or denied
wdym
(unless i send the message just before you say youre not taking polyamoury into account, in which case ignore me)
oh. lol
though im curious how you'd detect polyamoury
with a config, i guess
well u can look at the mod compat repo which links source
but theres many ways to organize C# so there's no really a single answer here
just have the player tick the "polyamory mode" box or something
(also re: C#, not to mention that mods dont use the Main or Program.cs method of things bc SMAPI is the one that loads our assembly and looks for a certain class/entry point)
do you have a specific one youād recommend or should i just look at a variety
oh thatās very good to know
(but that doesnt mean thats the standard way of things)
the book was like USE MAIN OR IT WILL FAIL
Got it. Hiding files all over the filesystem
i think nic is just learning for learnings sake right? for eventual modding
me?
there is no particular want
yeah iām reading the yellow book in preparation to make C# mods
well idk, go look at button and my spaget then 
i take great care to not make spaghetti
i was annoying everyone in here the other day with my questions about C# when following the wiki tutorials lol
if u go https://smapi.io/mods and then tick advanced options u can see if a mod has source linked
id be surprised if anyone was truly annoyed but its just that teaching "C# in general" is a lot bigger an ask
that few here would be really qualified to do
yeah, which is why they gently recommended i read the book which was so fair
thats one of those things where the best resources really will probably be outside this server
i think its useful to have a thing you wanna make while learning tho
like say the wedding reminder mod perchance
yeah i was thinking about doing that one before i jump into my own desires, like custom monsters n stuff
Dont look at my code or you'll develop bad habits
noted š«”
im not not happy with most of my code but unfortunately im very very bad at commenting it
so i wouldnt necessarily recommend looking at mine either
yeah iāll probably need a lot of comments to understand lol
CMF is pretty simple tho
custom machine framework?
Custom Museum Framework, sorry
if ur code needs comments to understand then maybe it's too complex and could be refactored 
ah yours!
i think monster variety is not so bad
i think comments explaining what the code literally does can somtimes mean a problem but i think comments that explain your design choices or thought processes are helpful
tell that to my java code from college i went and reread, where i commented things like what i++ is
no wonder i dropped that class i did NOT know what i was doing
you could probably blame that on your professor wanting many comments and people would believe you
i hear thats not uncommon
man, probably š i donāt remember but i do remember she was crazy about comments
one of my professors did the opposite and would mark you down if you added inane comments
100% why my code is the way it is, though I do it less in more recent stuff 
that and tutoring people who hated programming & just needed it to graduate
Who hates programming and just needs it to graduate š
the majority of my classmates were majoring in networking
alternate math credit maybe
I want to point out I'm not an university trained programmer so ||dont look at my code and also I dont comment like that||
but a couple C++/C# overview classes were required for everybody in IT
the departments were kind of a mess, but it's probably not the worst idea to know what code is
majoring in networking? like... making connections with people?
(in turn, I had to learn how to use a version of Oracle from like 1989)
i do think just knowing how to think in a coding way is a hugely important skill
IT network setup and routing logic and all that, idk
Python is the youngest language I use and I'm on ||python 3.6||
Just happy I'm ||at least in the 3s||
Anyways
We are #programmers-off-topic . Back to quarantine with me
see thats what i first thought the kind of networking you meant, but i thought programming was a lot more important to that than it is apparently
yes back to mods
moral of the story nic: good luck when learning from modders
(it's on topic because I just deleted some of my EMP comments about what a 3-line cache check does)
or is it just a random tree property
I think 23's for setting up random starter trees on the farm and such? it's not in the day-update tree regeneration
well turn off the tap /j
I see, that would help me greaty, ty!
cant believe i have to make a new mod page again
if someone offered mod page c*mmissions iād take them up on it lol
everyone wants to make a monorepo, noone wants to make a monomodpage
dp has corrupted you all 
update key tho
update subkeys tho..
wow
thats scary
but it works doesnt it 
better than monorepo even
the point is moot since i do not own a monorepo 
The last time I touched a mod page was in 2023
I'm old and boring
@ivory plume did you have any thoughts on a few tokens i had in mind, and whether or not you think theyd fit in enough to be worth a PR or should be custom tokens provided by a third party mod? the tokens i had in mind were FileInFolder, Prefix, Suffix, and Slice. the latter three would all be String Manipulation tokens. Prefix/Suffix take an input and affix that input to every item in the set. for example, {{ Prefix: MyMod, {{HasFlag}}}} would return every flag from HasFlag but with MyMod prepended in front of them. Slice would return the string.substring() of every token in a provided set e.g. {{Slice, 3, {{HasFlag}}}} would return every flag from HasFlag but missing the first 3 characters. if it were -3 instead, it would lop off the last 3 characters. (why Slice and not Substring: i feel like substring may potentially lead people into thinking it does something else related to looking for a string inside a string, maybe)
the reason i wanted these is bc of the other token idea, FileInFolder, which would return a set of file names when given an input that is a relative folder path relative from content.json, so for example {{FileInFolder: assets/Maps}} might return map1.tmx, map2.tmx, tilesheet.png if those files existed in it. my thinking with this is that if you could get a list of PNGs in, say, your assets/Portraits folder, and remove the file extension (Slice), and Prefix each filename with "Portraits/", you could slap that into a Load target and load a whole folders worth of portraits at once with help from {{TargetWithoutPath}}. if you didnt slice the file extensions you could Include a whole folders worth of includes at once by using it in the FromFile field with the right Prefix.
basically i want these tokens either way so if you dont want em im still gonna make em on my own but if you thought theyd fit in Content Patcher itself i can make them a PR instead 
the other day i saw a page that acknowledged @ bblueberry from the sdv discord for teaching them how2harmony
while you are there, add a |Step optional named argument to Range so you could do {{Range 600,2600 |Step=100}} or for some othe usecases that actually showed up like wanting to check for odd numbers {{Range 1,101 |Step=2 |contains={{MyToken}} }}
Regarding FileInFolder my performance senses tingle at it, particularly as Content Patcher does not fully treat the filesystem as immutable and so would likely have to check the folder every time
do FirstValidFile or HasFile check the folder every time?
MARGO was that wasn't it, a monomod
Names like SliceEach might make it clearer that they operate on each set item instead (e.g. rather than slicing the set itself). Otherwise I'm open to those tokens in theory; they could introduce performance issues, but that could be something we address (e.g. by accessing or mimicking SMAPI's underlying file lookup).
i agree on the naming thing! i hadnt considered that it could be interpreted as slicing the set itself til you said it. I can give it a shot then and keep performance in mind while doing it now that I know you're open to it and I can't get by with lower standards like if I made my own token mod
Would you prefer them each as separate PRs, or just one PR for all the tokens at once, or maybe split the string manip ones vs fileinfolder alone or some other split?
Smaller self-contained PRs are always ideal if possible.
Understood
thank you!
(mark prefix, suffix and slice as deterministic while you are there, it enables the token to be considered immutable if other deterministic/immutable stuff are inputs)
yeah that makes sense to me
also re: step I would say Id try that too but I wouldn't know how to handle someone using Step on something that is not Range
its what makes {{Range 600,2600}} not too bad, but {{Range 600, {{Time}} }} still not fun
named arguments can be read inside the value provider
like Random |key
do they just do nothing at all if used on a token that doesnt support it? ive never actually tried using a named argument somewhere it didnt belong, i just assumed CP would have some error or something there to report it that id have to touch if i added another one
the ones you are thinking of are the reserved inputs iirc like |Contains which are global
oh i see. turns out if you look at the class that holds the inputs things become clearer
has anyone heard of this
sounds fake but okay
oh Iāve actually been wondering about token versions of text operations for ages tbh
now that i think about it that makes perfect sense, thats how i18n token passthrough works innit
Publish Mod
you can't prove i did. this is a witness testimony. you need evidence 
how does one š
Anyone has tips on how to play test your mod most effectively and quickly to know if any bugs is around other than using debug (warp and ebi) command?
debug commands are the gold standard, to me. they can shortcut almost anything you would need to do.
recommend also patch reload/patch update/patch export, the trifecta of content patcher commands, if you're not already familiar
Haven't heard the export one before, thanks!
patch export is kinda like unpacking the one asset, but after smapi and all other mods have made their mark on it first
very useful to see what the asset became after everyone changed it to see if its in the state you actually wanted
Any chance there is a debug command to grow all trees where you are, or any way to make them grow instantly with console
oop nevermind CJB has it
I'm glad you like it and your room looks great! I did actually try making it possible to sit on the weights bench but since you can't control where you sit on furniture...well...as you can see it didn't work haha.
For people putting off updating to 1.6 for this essential mod, the wait is over! Crop Hats updated to 1.6 https://www.nexusmods.com/stardewvalley/mods/11787 
oh good i didn't think i could live without my cranium cranberries
aba it occured to me that u can solve many things with mmap here
I suspected that was the case and it is already on my todo list to look at MMAP's features xD
1, you can glue together the bench from all the disparate tilesheets with many draw layers
2. you can change where seats be at




