#making-mods-general

1 messages Ā· Page 405 of 1

soft cypress
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I'll try using Farm Type Manager

lucid iron
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Did you sleep

soft cypress
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I did

gray bear
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oh wait i can't add this to railroad... unless i make it an indoors location which seems like a bad idea

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how cursed would that be thonk

lucid iron
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i mean you wont get rain

gray bear
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so not that cursed? im trying to see if my values are off or if the summit just doesn't wanna accept them

lucid iron
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do you consider not seeing rain ok then

gray bear
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iz testing

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there's no rain in the summit either even though it is counted as outdoors shrug

patent lanceBOT
gray bear
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uhh did it, still rained

ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 20 C# mods and 6 content packs.

gray bear
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wdym where are the details

obtuse wigeon
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I dispise that warning! theres never any details!

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Oh wait no there is

gray bear
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whe-where

obtuse wigeon
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you need yo click the TRACE button

hot gale
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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?

obtuse wigeon
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I forgot trace isn't enabled by default

gray bear
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ah i see. had the tilesheets in the folder

obtuse wigeon
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It's possible to MapEdit using CP to do this so I don't see why it wouldn't be possible with C#

hard fern
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šŸ¤” 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

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that way i'd actually be able to see how they connect

obtuse wigeon
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That's what I'm doing with my expansion, it makes it so much easier to see how they align

gray bear
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doing this not to provide comp but to avoid map edits bc i hate them

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even when making the railroad not outdoors the rain stays

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uhhh

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struggle

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i fear summit be hardcoded

hard fern
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mmm amazing

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i sure love... tiled...

obtuse wigeon
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hmmm... g r e e n w o r m s

gray bear
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worm

somber canopy
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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

gray bear
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which vanilla map has bridges?

brittle pasture
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path to quarry

hard fern
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mountain, forest, town maps all have wodden pridfe.

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*brige

gray bear
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hmm, those are just buildings without anything special

hard fern
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yeah

somber canopy
gray bear
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weird

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where are the bridges tilesheets

hard fern
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should just be in outdoors

gray bear
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experiment

somber canopy
urban patrol
gray bear
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oh that's the tilesheet values

somber canopy
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I'm building off of the 4 corners map, reusing all that I can

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when I loaded up this tilesheet these values were already set

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i'm trying to avoid needing to do my own stuff as much as possible to avoid things breaking

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for now at least

urban patrol
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so you’re loading your map, not using EditMap?

gray bear
somber canopy
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I'm using Tiled

gray bear
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yeah but, how are you applying the edit?

somber canopy
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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

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I'm new to this so there's something I'm probably bungling here lol

gentle rose
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can we see your json (using the validator), please?

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!json

ocean sailBOT
#

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.

somber canopy
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Content.json, right?

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the majority of this I copied from the stardew wiki, only changing a few names to rename the farm

serene moat
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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": "Hange’s 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/"
            }
        },```
gray bear
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prolly category

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see what field snack is listed under

hard fern
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did you exclude it from perfection

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šŸ¤” im not sure if that will cause it to show up or not

gray bear
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not in the cooking category, no

serene moat
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But why is it showing as cooking?

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I have
"Type": "Crafting",

hard fern
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whats category -7

serene moat
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OH

brittle pasture
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because of category -7

gray bear
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field snack is category 0

serene moat
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I could kiss you

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Thanks!

gray bear
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-7 is cooking

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anyway bridges

serene moat
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Yeah, I checked the category list. Hadn't thought about that

gray bear
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you'd be suprised how a single value can break shit. eeveyrthing so fragile

hot gale
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No kidding

serene moat
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Oh, I know. Was driving myself nuts not understanding why my marriage schedule wasn't working. Bed...

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Thought it was capital Bed like other locations, nope

gray bear
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mmm code

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i have to do this for every single tile don't i

hot gale
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You may be able to mass edit with vs code

gray bear
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?

hot gale
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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

gray bear
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i just copied it over and over

hot gale
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Same idea, Find and Replace just does that part for you

gray bear
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i jsut need 4 tiles

hot gale
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oh lol well nvm then

gray bear
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wonder if that'll work

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i have given up on summit for now i just wanna test shit

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still not walkable thonk

somber canopy
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ah at least i'm not going crazy

gray bear
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u lie wiki

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it should just work considering the tileshet just has those set

urban patrol
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maybe try in tiled via tile data?

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farm may also be Weird

gray bear
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i am in summit

urban patrol
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damn

gray bear
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can't escape it

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oh wait

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prolly should do that

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what does "NoSpawn" and "Type" do

somber canopy
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No spawn prevents things from spawning

gray bear
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can anything spawn on a bridge

somber canopy
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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

urban patrol
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type is dirt/grass etc

gray bear
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is type needed

whole raptor
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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

urban patrol
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for footsteps i think

urban patrol
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back is walkable

whole raptor
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If it's on the back layer it's walkable

gray bear
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well if it's on water iz no problem

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can't walk on it

whole raptor
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What do you mean?

hard fern
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? you can walk on water

gray bear
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well i suppose no one is gonna put a random bridge not above water

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if it's on back i can also step on it from like the front

urban patrol
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you could put it above a cliff or smth but what it’s over shouldn’t matter

hard fern
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i mean yeah this is why u put invisible buildings around the bridge

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to stop people from walking off of it

gray bear
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i mean u can't go from the bridge onto water/cliff no?

gentle rose
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only because there are invisible tiles

gray bear
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is water passable

whole raptor
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Everything that's not on building layer is passable

gray bear
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just in a bridge in the middle of the summit

whole raptor
#

As someone not so great once said, we must build a wall

hard fern
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SDVpufferflat im in cliff hell rn

gray bear
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well this is a gaming princable in general

hard fern
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Maybe i should make a bridge...

gray bear
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"put a invisble wall where players shouldn't go"

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what u cliffing

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im in summit hell

hard fern
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Im cliffing my map

gray bear
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i am staring at mineā„¢

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maps r hard

hot gale
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Anyone know how to handle a building sprite being way too big for the builder window? lol

brittle pasture
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can’t make it smaller unless you fancy transpiling some draw code

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maybe I’ll throw something in carpentry catalogue once I have time idk (no promises)

gentle rose
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well tbh

you may be able to shrink it without transpiling if you're willing to do some redrawing in a postfix

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just redraw the background, draw it at the correct size, redraw the frame

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I'm not saying that's strictly what you should do but you can do it

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(and if I can get out of transpiling draw, I generally do SDVpuffersquee)

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there's actually a chance depending on how the building is drawn that you don't even have to redraw the frame

hot gale
gentle rose
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in my current mod I actually managed to get away without having to redraw anything by just setting a value in a prefix

hot gale
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Villagers will intelligently path to and from work, or to the clinic if they need it

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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

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At the Barracks you can assign gear to Soldiers as well

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Every morning the villagers will spawn at their respective cabins, and at night they will head back home for bed

ivory plume
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Sure!

weary pivot
#

Hello again! I'm working with the Dialogue Display Framework Continued and want certain elements to only appear if these two conditions are met:

  1. It's currently not an event dialogue
  2. 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.

still shadow
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@formal crown help me help me

brisk wedge
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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?

gentle rose
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yes, it means they both patched that method

brisk wedge
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why does the line have both?

gentle rose
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because they both patched that method?

brisk wedge
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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

gentle rose
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patched by is just letting you know that the patches are there in case they are relevant, it’s hard to tell which of the three (vanilla or the two mods) or a compat issue between them is causing the issue

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but are you making your own mod or looking for help? because the people over at #1272025932932055121 can help you figure it out if it’s the latter

brisk wedge
#

ah ok i see

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i'm sort of debugging my own mod? i think

gentle rose
#

can you share your log here then?

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!log

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

brisk wedge
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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

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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

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I was mostly trying to figure out if there was something else I was overlooking

stark ledge
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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. 🄹

gentle rose
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oh interesting

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ngl I’d be pretty concerned if I managed to cause a stack overflow SDVpuffersquee but it sounds like you know what you’re doing anyway (btw, it would be harmony handling the patching, not smapi)

stark ledge
iron ridge
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what's vague about that? whats the error exactly? whats the contents of your folder you're giving it?

stark ledge
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content and manifest along with the assets folder since it said to use the path to where the manifest is

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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)

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I might just need really specific instructions

iron ridge
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either relative to current directory or absolute path should work

stark ledge
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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)

iron ridge
#
  1. you need quotes around those paths
  2. that is why would you mods folder be in downloads
  3. python C:\Users\banan\Downloads\FurnitureFramework-727f9c4c1a835d747a360a4ba99e89e820654f7c/migrator/main.py python C:\Users\banan\Downloads\FurnitureFramework-727f9c4c1a835d747a360a4ba99e89e820654f7c/migrator/main.py why are you doing that twice?
stark ledge
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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?

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I think I managed to get it to work 😭 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

iron ridge
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quotes would be the quote character, "

stark ledge
#

Thank you!

somber canopy
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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

brave fable
#

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

somber canopy
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I've been refering to the forest farm map for bridges and copying that layout

latent mauve
#

Bridges are typically made by placing the bridge on Buildings with a Passable property, or you could try putting it on Back1

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Pretty much never want to take water off the Back layer if you can help it

lucid iron
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it sounds like they tried back1

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but yea water only works on Back so, do passable Buildings layer

brave fable
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if you're trying different things by trial and error it sounds like you're not just copying the Forest bridges

somber canopy
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I started by just copying but when that didn't work I moved to trial and error

urban patrol
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they tried having it be on buildings but it wasn’t working

latent mauve
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Buildings passable is gonna be what you have to do

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You need the Passable property on the Buildings object layer

urban patrol
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did you try having the passable through tile data like i suggested earlier?

somber canopy
brave fable
#

as it happens though the Forest bridges do work, so it's an issue in how you've copied it

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really gotta open up my PC on a sunny sunday morning

latent mauve
#

Try adding it on the TMX not in the tileset properties

somber canopy
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via one of these things?

brave fable
#

the tile is already marked passable

latent mauve
#

Yep

somber canopy
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I'm still learning

brave fable
#

that's why the forest bridge works SDVpufferpensive

somber canopy
#

the tilesheet I'm using has the bridges marked as passable

latent mauve
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Then they need to check that there isn't a conflicting TileData object in the back layer

somber canopy
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Just water, which may not be letting me walk on it

brave fable
#

Water T doesn't affect passability, only having a Back Passable F (to prevent passing) or a Buildings Passable T (to allow passing)

urban patrol
#

water is normally passable because it’s on the back layer. walking on it is prevented by invisible tiles on the buildings layer

brave fable
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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

somber canopy
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...huh I've been adding my own water on the back layer and none of it has been passable

latent mauve
#

Is that the vanilla water tile?

brave fable
#

in the forest, the entire bridge is placed on Buildings and is marked Passable T, so it can be crossed as normal

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in the Forest there's 2 things stopping you from walking off the bridge

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otherwise you'd be able to just stroll into the water

somber canopy
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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

latent mauve
#

If you are using your own water tile, then the properties for that tile may be set wrong

brave fable
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the first is this specific water tile, which is marked Water T Passable F

somber canopy
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yay

brave fable
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you only want to use that tile on the border of the bridges, and not under the bridge

somber canopy
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yup I just grabbed the first random one I saw to fill in all the water which happened to be that one

brave fable
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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

somber canopy
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this is the culpert

brave fable
#

by their powers combined you absolutely superduper definitely cannot walk off the bridge

somber canopy
#

yay now I can have normal bridges

patent lanceBOT
brave fable
#

very responsible for you to create a convenient link to this bridge troubleshooting information 😌 very mod author of u

calm nebula
#

Smh

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You're not on the getting mailed a melon list, bluebs

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(Don't say anything about logistics)

tame orbit
#

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

brave fable
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your map name is different everywhere you've written it šŸ’«

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you've written PelicanTownShrineEntrance, {{ModIdPelicanTownShrineEntrance, {{ModId}}PelicanTownShrineEntrance, and {{ModId}}/PelicanTownShrineEntrance

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of all of these, you probably just want to use the last one

uncut viper
#

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

brave fable
#

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"态using your own map name

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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

uncut viper
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(also also, do recall that the Backwoods are banned from NPC pathfinding, if you intended NPCs to be able to visit this shrine)

tame orbit
#

ohh that makes sense haha I missed the spelling my apologies! and the other info is great! thank you guys SDVpufferheart SDVemoteheart

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aw dang I'm still getting the error ): what else did I do wrong?

urban patrol
#

add warps has to be underneath map properties

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let me find an example to show you

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oh wait no it doesn't, ignore me

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it has to be a list, so inside [ ]

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"AddWarps": [ "32 0 Custom_BlueMoonVineyard 55 63" ], like this

tiny zealot
#

since it's for Data/Locations, it's probably supposed to be EditData instead of EditMap

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second patch should probably also be Load instead of EditMap

urban patrol
#

wow i can't read tonight lol listen to ichor

tiny zealot
#

nic i think you were also correct about that third patch

tame orbit
#

ooo I'll try those edits out thank you guys!!SDVemoteheart

urban patrol
#

!json also, for future reference, you can upload your json to here to share it

ocean sailBOT
#

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.

urban patrol
#

!log and your log can be uploaded to here to share it

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

tame orbit
#

okay I'll use the .json website in the future!
also this is probs my a silly question but what is the log?

urban patrol
#

the screenshot you sent of the error

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the output from the SMAPI terminal

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a combined C#/CP mod needs 2 manifests, right?

tiny zealot
#

yeah, 2 folders 2 manifests 2 furious

hard fern
#

But only one ring to rule them all

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Or something

urban patrol
#

and a partridge in a pear tree?

autumn tide
#

Hey! If anyone online here's familiar with how to use @lucid iron 's peliQ mod for gifting specific items (tysm chu SDVpufferheart ), what should I do to have a character gift an iridum quality starfruit wine?

lucid iron
#

well im over here blobcatgooglyblep

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u should look at item queries on the wiki

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Quality is the thing you want

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and ofc FLAVORED_ITEM x x to get the wine

autumn tide
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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?

lucid iron
#

What's the KrobusKrobusKrobus token

autumn tide
autumn tide
lucid iron
#

In content patcher land if you put something between {{ }} that is a token

autumn tide
#

ohh okay

lucid iron
#

Did you mean to use {{ModId}} here?

vital lotus
#

Dynamic token prolly?

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Or could be a mistake

autumn tide
#

Yeah, should I remove the {{}} then?

ornate locust
#

If it's not a token, yeah

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I have successfully re-randomized my NPC dialog

lucid iron
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But u should prefix ur IDs with {{ModId}}_

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ModId is one of the tokens content parcher provides by default

autumn tide
#

I've got no clue what I'm doing lmao, just mimicking what I see with help form yall and the wiki

lucid iron
#

It'll be replaced by your actual mod id at runtime

autumn tide
#

OHH okay

#

I thought that was a stand-in lol

lucid iron
#

Besides that I think it should be fine?

autumn tide
#

okay! thanks for the help :)

lucid iron
#

As mentioned previously AquaThumbsup

autumn tide
#

ty!

lucid iron
#

This will let you make sure your peliq stuff is good before you move on to checking the dialogue syntax

uncut viper
#

(whats the (4))

autumn tide
#

alr! still pretty confused overall but knowing I have this server I can trust the process lol

autumn tide
uncut viper
#

you put that in the ItemQueries patch then

flat furnace
#

Do someone did any modded tab / page recently?
Last time i was trying it i tested gameMenu.tabs and gameMenu.pages.

tiny zealot
#

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?
vernal crest
#

Does that change if you switch it so they don't all have the same SpotQuestion_AnyAnswer NPC reply?

tiny zealot
#

i'll check. if it does, i'll be grouchy /lh

#

that does change it. commence grouching

hard fern
#

grouch time

brittle pasture
#

checking my bug reports, and, hmm, I see why that would be a problem

uncut viper
#

i cant see why. is the problem behind the dirt patch?

hard fern
#

šŸ¤” 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"

tiny zealot
#

(if they are datable and "friendship <10h" is the reason for rejecting you)

somber canopy
#

does anyone know the animation timing for this lil plant flop?

hard fern
tiny zealot
#

yeah you just get the "you can't marry X" message

hard fern
#

aw

urban patrol
hard fern
#

do you get the same generic string if you try and give a bouqet to a non dateable npc too

uncut viper
#

interestingly though, they dont seem to lose friendship if the reason for rejection is that you're already married or engaged

somber canopy
urban patrol
uncut viper
#

bouquet leads to different strings and no friendship loss

somber canopy
urban patrol
#

i also think maybe there's a way to embed a .tsx and get animations already done for you, but idk how exactly

oblique meadow
#

Depending on the map, I think the default for those is 600

hard fern
#

šŸ˜” well, and here i thought i could have my npcs actually reject the player to their face

#

oh well

uncut viper
#

wdym, why cant you

hard fern
#

bc of the "you can't marry x" message

somber canopy
uncut viper
#

you can customize it

#

RejectBouquet_NotDatable and RejectMermaidPendant_NotDatable

hard fern
#

o

#

ty

#

i think ive been staring at tiled too long... my brain is running slow

urban patrol
oblique meadow
ornate locust
#

I suspect they've loaded a copy of the original tilesheet from the image, not a copy with all the animations in it

uncut viper
# hard fern o

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

ornate locust
#

why would it do that, that's strange

uncut viper
#

shrugs

somber canopy
ornate locust
#

if you know where one is, anyway

#

Which tilesheet is it?

urban patrol
#

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?

ornate locust
#

I've done this before, accidentally used one with the wrong animations and had to replace it

somber canopy
#

spring_outdoors, I think I'll just rebuild it since it's only the one animation I'm seeking atm

ornate locust
#

It's really easy to replace it with a fully animated one

somber canopy
#

my current project is a lil banged up from me fumbling around and figuring this out for the first time lol

oblique meadow
#

Just… learn good habits now. That’s all I’ll say. The amount of back work cleaning up my first projects was… rough

somber canopy
#

oh absolutly

#

tis a mistake I'll only make once (hopefully)

ornate locust
#

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

somber canopy
#

got it, awesome! ty!

ornate locust
#

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

somber canopy
ornate locust
#

event coding really burns up the brain cells sometimes

somber canopy
#

excellent ty! yes o boy it does

ornate locust
#

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

somber canopy
#

my ability to problem solve sets with the sun

ornate locust
#

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

humble timber
#

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 SDVpufferthink

uncut viper
#

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

humble timber
#

agony..

#

okay thank you i will look into it

vernal crest
#

@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.

brave fable
#

im here to scope creep you by saying you could (should (would)) make a floor tile item for those foam gym mats

vernal crest
#

What gym mats?

hard fern
#

like the really large blue ones?

obtuse wigeon
#

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

obtuse wigeon
#

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
}
proud wyvern
#

no

hard fern
obtuse wigeon
#

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

hard fern
#

well you can also just tell people to not use the two together

#

(whether they'll listen is up in their air)

obtuse wigeon
#

I'd prefer to have it automatic but oh well, time to learn!

#

Nvm the AT CP integration doesn't work how I expected

golden basin
#

what mod lets you make npcs out of the farmers kids again

hard fern
#

littlenpcs?

hard fern
#

ok thats... maybe too many fish...

#

wrong channel

#

šŸ’€

obtuse wigeon
#

It's a very healthy lake after linus' special order

obtuse wigeon
#

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}
},
ocean sailBOT
#

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

vernal crest
#

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

obtuse wigeon
#

Ahh gotcha, Didn't realise this specifically was new, explains why I didn't come across it when I first made this mod

vernal crest
#

I also don't think you're even using the build that has the connected textures in it

obtuse wigeon
#

Oh I may not be actually

vernal crest
#

Wait, maybe that is not true. I misread and was looking at MCP's version number haha

obtuse wigeon
#

Stardew colour overlays are wierd, exact same item yet the colours are pretty drastically different

gentle rose
#

finally made myself an msbuild template for mods and why didn't I do this sooner pffft

#

it's so easy to do

obtuse wigeon
#

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

gentle rose
#

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

hard fern
#

basically magic

obtuse wigeon
#

That is so much simpler than I thought that's ideal!

slow coral
#

do i read a C# book?

#

is that the way to make a stardew valley mod?

tiny zealot
#

!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#

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

tiny zealot
#

so it depends on what you want to accomplish. some things do require C#

floral stream
#

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 krobus’ shop works with it being accessible after talking to him. i have the npc(who doesn’t have a schedule) and shop set up and feel like i’ve just been going in circles looking on the wiki 😭. if anyone could help it would be very appreciated!

gray bear
#

different locations you mean?

hallow prism
#

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

gray bear
#

can't say i've seen a framework for that. sorry, read that wrong the first time

vital lotus
#

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...

gray bear
#

do we have a command for betas

vital lotus
#

!betas

#

well worth a shot to try haha

obtuse wigeon
gray bear
#

u can make one dear cheeto

obtuse wigeon
#

The documentation is linked in the nexus description

gray bear
#

that thumbnail is so good

vital lotus
#

hoo I don't know we could do that

gray bear
#

orange can make commands

#

it's uhh /define iirc

#

wait no

obtuse wigeon
#

I'm not too sure if it needs discusion before hand though

teal crest
#

If it's me, I will put 2 desks and Left is A shop counter, right is B shop.

gray bear
#

don't think so

#

i dunno the command itself it's govenor and i can't use it

obtuse wigeon
#

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

gray bear
#

šŸšŸšŸ
šŸ šŸ
šŸšŸšŸ
junimo i summon thee

gentle rose
gray bear
#

is button ok with pings?

obtuse wigeon
#

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

gray bear
round timber
#

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

gray bear
#

thank you Vin!

vital lotus
#

does apple circle actually summon the junimos?

obtuse wigeon
#

It would seem so

vital lotus
round timber
#

no lol i just happened to look in here

gray bear
#

the circle called u here /j

#

it's a square anyway

#

how,,, do dialouge questions even work

#

there's literally an example ok

vital lotus
#

like set it for the specific tile the NPC stand?

#

I kinda forget how Clint menu is like...

gray bear
#

i think that's C#

#

there's options like upgrade tools and smash geodes

#

and regular shop

vital lotus
#

yea, was curious if setting question on map coordinate dialogue could mimic the appearance of the multiple shop menu

floral stream
gray bear
#

thonk i think dialouge does allow for trigger actions

vital lotus
#

they definitely do

gray bear
#

can't say i understand those strings

#

it got numbers

#

...why do i never scroll down

obtuse wigeon
#

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

iron ridge
#

theres already vscode extensions using stardew assets as marketing material

#

in general CA doesn't mind unless you're doing it commercially/claiming ownership

vital lotus
#

hoo, any of em recommended?

obtuse wigeon
#

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

ornate trellis
#

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

limpid talon
#

do you guys know why my map is so dark and doesn't do weather? I already added the Outdoors T map property

obtuse wigeon
#

did you make a copy of a vanilla map and then edit that?

limpid talon
#

no, but I've made maps without doing that before and it responded fine

#

is it worth just doing so anyway?

ornate trellis
#

ok im as always not seeing my own mistakes :I

obtuse wigeon
#

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

limpid talon
#

alright I'll just convert it, I can not be bothered to figure this out rn lol

ornate trellis
#

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

hallow prism
#

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

ornate trellis
#

yeah i meant as in i copy pasted the id and then copy pasted the event name after the {{ModID}}

hallow prism
#

ok, does the location exist, did you load a blank event file first?

vernal crest
#

Yeah that'd be my guess too, you forgot the load

hallow prism
#

i suggest providing whole json and a log so we can have more info

ornate trellis
#

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 thonking

hallow prism
#

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

ornate trellis
#

hm

vernal crest
#

What's your event before this?

#

The one that switches into it?

ornate trellis
#

theres none

#

its just its own thing

vernal crest
#

Then how do you even get to this temp map?

hallow prism
#

ok i can't tell what you are doing exactly then!

#

maybe explaining would help

vernal crest
#

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.

ornate trellis
# hallow prism maybe explaining would help

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

vernal crest
#

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

ornate trellis
#

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 josweat

#

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

solemn lagoon
#

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

gentle rose
#

šŸ‘€ (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)

safe kraken
#

This is gonna kill me when I redo TDIT isn't it

gray bear
solemn lagoon
gray bear
#

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 ?

solemn lagoon
gray bear
#

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

solemn lagoon
#

here,
and really sorry about the pinging x'(

gray bear
#

Alright so. EditMap wouldn't add the map properties

#

You can either

  1. add them manually, i can show you how
  2. change the action to Load
solemn lagoon
#

thank you so much,
can you show me how please :D?

gray bear
#

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 sweats

#

Unrelated to the issue, you can have HasMod check for both of these mods instead of one at a time

vernal crest
gray bear
#

I had a great teacher Winnie_Happy

solemn lagoon
#

Thank you so much!!

gray bear
#

No problem! glad I could help as I've struggled with this as well t_pray

versed wyvern
gray bear
#

You can make the post yourself and ask one of em to showcase

obtuse wigeon
#

if you edit your message with the text you want as the blurb I can publish it for you

gray bear
#

#beaten /j

obtuse wigeon
#

damn, I was bested

versed wyvern
#

Like that?

obtuse wigeon
#

Yep! showcased!

versed wyvern
#

Thank you muchly! vampyyay

gray bear
#

mm coffee

fair locust
#

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

iron ridge
#

by UI do you mean a recolour or a custom UI?

fair locust
#

custom ui

iron ridge
#

would be c#

fair locust
#

okay, thanks for the help!

lucid iron
red egret
#

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?

gray bear
#

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?

red egret
#

nope, i meant just a reminder for people so they dont mistakenly end up in rags for their weddings

gray bear
#

oooh

#

unsure if cp can do that tbh

red egret
#

oh

#

nvm then šŸ™‚ i will leave the idea here if someone wants to take it.

gray bear
#

unsure doesn't mean it can't! there's many things, hopefully someone more knowlegable can tell

red egret
#

im very noob

#

back to my portraits šŸ™‚

urban patrol
#

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 isn’t active

gray bear
#

CT?

hard fern
#

conversation topic

uncut viper
#

you don't know when the wedding will be

gray bear
#

there isn't a way to check is there?

lucid iron
#

its usually 3 days so, good enough probably

hard fern
#

maybe once you propose to someone it sets the counter

uncut viper
#

3 days, unless there's a festival, or a mod changes it

#

Or another wedding

lucid iron
#

load bearing good enough Dokkan

gray bear
#

too many variables

uncut viper
#

if it's not even good enough to account for vanilla situations I'd disagree personally

gray bear
#

is this C# category?

uncut viper
#

unless there's a mod out there with a WEDDING_TOMORROW gsq

urban patrol
#

could you have a trigger action that extends the CT by a day when there’s a festival?

lucid iron
#

was there a mod that like

#

delayed the wedding event to after you leave farmhouse

#

i vaguely recall it

calm nebula
#

(Sleep in Wedding iirc)

uncut viper
gray bear
#

(gee, wonder who made it)

lucid iron
#

hows retirement going atra

uncut viper
calm nebula
lucid iron
#

i guess u can maybe do some increment stats thng

uncut viper
#

it would also just be a dead simple C# mod though

lucid iron
#

but yea itd be a lot easier if u do the tiny amount of C# required to expose wedding day counter

gray bear
still shadow
#

Json.

#

.json

#

What was the command...

uncut viper
#

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

still shadow
#

Thank you for the warning

urban patrol
#

i’m learning C# right now, maybe i could take a crack at it

#

only a chapter into the yellow book though lol

gray bear
lucid iron
#

@outer glacier

uncut viper
#

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

gray bear
#

the guide just says to post a req in here

uncut viper
#

the page you linked says not to add yourself to the wiki before asking

still shadow
#

@gray bear The cat is not active but I have a code error on line 149 of my i18n file can you help pls

uncut viper
#

i dunno what guide you're talking about

gray bear
#

oh! i was, already on the wiki

uncut viper
#

Davud its better to just post your json and ask for help than ask specific people

gray bear
#

i just added a few of my other mods

still shadow
gray bear
#

!json use this website please

ocean sailBOT
#

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.

uncut viper
#

SDVpufferthinkblob 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

gray bear
#

i was yes

red egret
#

you can even get rid of orange?

uncut viper
#

memory success

#

you can choose to get rid of your community role as a one time courtesy if you decide you dont want it

gray bear
#

if you ask the junimos really nicely they'll remove it from u

red egret
#

aha

uncut viper
#

i think its a one time thing anyway

gray bear
still shadow
#

🄳🄳

gray bear
#

you're missing a comma

#

between lines 149 and 148

uncut viper
#

you dont have a comma at the end of line 148

still shadow
still shadow
uncut viper
#

end of 148, not 150 (bea edited it but you may have already been looking)

gray bear
#

^ 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?",

still shadow
#

I didn't put 148, okay, there's no other, right? There's a comma in lines 149 and 159.

still shadow
uncut viper
#

every key/value pair must end with a comma

gray bear
#

it's only line 148

uncut viper
#

"fall_Sun2" is the key and "Pierre'in ..." is the value

still shadow
#

Thanks

gray bear
#

(i keep typing the numbers wrong frog_sad i sorry)

still shadow
still shadow
gray bear
#

happens to everyone at one point, no worries

still shadow
#

🩶

#

It worked thanks

obtuse wigeon
#

Is there a schema for the manifest? Or did I just make up remembering there being one?

hard fern
#

šŸ¤” idk if there's a schema but there's a "you do this or else kaboom"

iron ridge
#

it'll warn in your editor if configured right and things are done wrong

obtuse wigeon
#

Ahh perfect! thank you

#

omg it can auto fill too!?

hot gale
#

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

gray bear
#

it no support videos it seems

#

gotta ask junimo

hot gale
#

Just @ the role or?

tiny zealot
#

i think typically you DM bouncer when you want to ask junimos for something, instead of pinging the role

hot gale
#

ty, been a while since I was active here

obtuse wigeon
#

You just do the same on the showcase as you did to that post, right click >apps >publish

gray bear
#

wa

obtuse wigeon
#

Oh you figured it nvm

gray bear
#

their issue was removing a post. u can't. i think maybe an embed video will work better?

obtuse wigeon
#

I thought that's how it worked? ahh well

gray bear
#

they uploaded the video

obtuse wigeon
unreal spoke
obtuse wigeon
#

(Side note why does github copilot use 18MB when I've never used it? wtf)

uncut viper
#

you should be able to unpublish your own showcase posts

round timber
#

you should but its not working right now for whatever reason, we will have the bot ppl look into it

obtuse wigeon
#

Poor Robin, she's so overworked that she doesn't have time to unpublish showcases

unreal spoke
#

(The bot is Leah, not Robin.)

gray bear
#

atlas just saw ginger and went with it

obtuse wigeon
#

(how on earth did I miss that? I did see ginger went with it, I forget Leah exists ingame)

gray bear
#

(poor Leah, forgotten)

limpid talon
#

looks like penny to me! there is only 1 singular ginger character in the game after all

gray bear
#

is penny even ginger? she's like, red hair

round timber
#

ginger is red hair tho

hard fern
#

thats called ginger i thought

gray bear
#

i guess so

#

idk some of the hairs look the same

#

is elliot ginger? marnie?

round timber
#

no those are brown

#

to me anyway

limpid talon
#

i think elliot could be ginger depending on who you ask

hard fern
#

elliott is ginger, marnie is a brunette

limpid talon
#

what about vincent.. what colour is that even

#

is it pink.. or ginger?

obtuse wigeon
#

Elliot is the confusing inbetween of ginger and strawberry blond

hard fern
#

SDVpuffersweats strawberry blond

#

?

limpid talon
#

hmmm

#

the world will never know

hard fern
#

we won't even talk about why caroline has green hair

limpid talon
#

not even worth getting into atp man we can't even figure out what ginger is 😭

obtuse wigeon
#

✨ magic ✨ (and possible adultery)

gray bear
#

marnie n elliot

limpid talon
#

the difference between brunette and ginger is difficult to tell in a game as saturated as stardew

gray bear
#

elliot seems blonde adjest but i'd say marnie is ginger

limpid talon
#

i can settle for that

gray bear
#

brunettes like alex and leo have like, really darker hair

limpid talon
#

that's true that's true

gray bear
#

from left to right:
elliot, marnie, alex, leo

#

don't ask why leo's one is missing a color i double checked

violet valley
#

lol

fervent otter
#

@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

gray bear
#

actually staring at marnie and alex ones yeah okay she could be brunnete. someone ask ca

fervent otter
#

it turned out great...

gray bear
#

lovely!!

hard fern
#

alex has taken over ur house

obtuse wigeon
#

Oh that is so very Alex great work on the room and great work on the mod aba

gray bear
#

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

obtuse wigeon
#

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

gray bear
#

jodi and vincent,,,, idk

obtuse wigeon
#

wwww look at you with your cheeto name!

gray bear
#

oh yeah asked for it back

#

also i looked into the page thing and a cheeto eneds to be lvl 100+ to make commands

obtuse wigeon
#

Ahhh gotcha, I think I'm like halfway there

gray bear
#

keep yappingā„¢

hard fern
#

wait what command do you want to make

pine elbow
#

hi yall

gray bear
#

hey

still shadow
#

Hi

#

Can you help me please šŸ‘‰šŸ‘ˆ

#

I haven't even touched this part, my god, are you playing games with me

uncut viper
#

you have 24 duplicate lines

#

you cant have multiple lines with the same key

still shadow
#

But there is...

#

Erased?

uncut viper
#

it doesnt matter if they dont have a value

still shadow
#

Let me delete the same ones and leave one

#

So you mean?

uncut viper
#

yes, delete the ones that are the same

#

leave only one

still shadow
#

Ok I'm doing it

still shadow
#

šŸ‘‰šŸ‘ˆ

#

My bad

uncut viper
#

you still have another duplicate, line 310 is the same as line 314

still shadow
hot gale
#

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 šŸ¤”

#

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 2–3 when the location is created."

Does that mean 23 trees will not respawn?

hard fern
#

Idk which one 23 is

hot gale
#

"Spawn a random oak, maple, or pine tree at growth stage 2–3 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

floral stream
ocean sailBOT
#

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.

uncut viper
#

(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?

floral stream
uncut viper
#

(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)

floral stream
#

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

uncut viper
#

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?

floral stream
#

i just put ā€œhiā€ to test it

floral stream
uncut viper
#

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

floral stream
#

i dont plan on making a schedule so ill probably look into adding that

floral stream
hallow prism
#

quick question, in english, reflection would be both the act of thinking and the act of being a mirror surface, right?

uncut viper
#

please just send your updated json. i dont know what the very start means here since you have several dialogues and severral responses

blissful panther
uncut viper
#

A mirror's surface has a reflection but I wouldn't say reflection was the act of being a mirror

hallow prism
#

yeah my wording is not great

uncut viper
#

i think you can reflect on current or future things as well though

#

like i can reflect on the current state of my life

hallow prism
#

it's hard to word especially that late šŸ˜„

blissful panther
#

Like "reflecting on my loss in the mines yesterday " in trying to figure out what you did wrong, etc.

#

True!

hallow prism
#

i mainly wanted to check that the word had different meaning like it has in french

blissful panther
#

I don't know if I've ever seen it used for the future, though...

hallow prism
#

thanks šŸ™‚

uncut viper
#

i think one can reflect on the choices presented before them to make a choice

blissful panther
#

That definitely!

uncut viper
#

and in that case lumina then yeah it has multiple meanings one for thought and one relating to something mirrored back at something

hallow prism
#

perfect šŸ™‚

#

i will have to decide if it fits for what i want but it may

uncut viper
#

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

blissful panther
#

Actually, there's sort.of a third. Something can be a reflection of, say, your determination.

#

A bit more obscure, though.

uncut viper
#

life has many doors reflections, ed boy

uncut viper
blissful panther
#

Anyway, sorry! At this rate, we'll need #linguistics-off-topic. /j

uncut viper
#

this ones related to mod making though!

blissful panther
#

This one time! SDVkrobusgiggle

#

It's always programming or languages as the detour here.

uncut viper
#

also as a junimo by participating you are giving your implicit endorsement of the convo /j

blissful panther
#

I mean yeah, jokes aside, this was obviously fine!

hallow prism
#

yes i promise i asked for a mod thing

uncut viper
#

tbh i didnt even realize you didnt specifically say it was for a mod thing at the start

#

i just went with it

calm nebula
#

Lumi can I complain about the French word "hâte"

uncut viper
#

you couldve been asking for linguistics homework for all i know i just trusted you

calm nebula
hallow prism
#

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

fading walrus
#

makes for a fun double take if you're reading something in passing and sort of gloss over it SMCKekLmaoDog

hallow prism
#

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 šŸ˜„

#

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

fading walrus
#

localisation go brrrr giggle

hard fern
#

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

fading walrus
#

like honourifics, or something?

hard fern
#

yeah, kinda?

fading walrus
#

yeah it doesn't really do that in detail

#

or formal/informal pronoun splits

hard fern
#

but im also thinking like, affectionate diminutives (is that the right word) for a person's name

urban patrol
#

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

hard fern
#

šŸ¤” 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

hard fern
#

šŸ˜” conditions time

devout otter
#

Accept the bouquet? Like, with a polyamory mod?

uncut viper
#

you dont need a mod to give other NPCs a bouquet when you're married

hard fern
#

i was checking the wiki and thats where the spouse jealousy thing comes into play too

devout otter
#

Aah.

lucid iron
hard fern
#

i was just thinking of writing up some unique lines for when you... cheat on your spouse, i guess. SDVpuffersweats

lucid iron
#

i can tell you that your understanding as presented is not correct

uncut viper
#

you wouldnt be able to tell if it was cheating or not anyway just by checking their marriage status

hard fern
urban patrol
hard fern
#

wdym

uncut viper
#

(unless i send the message just before you say youre not taking polyamoury into account, in which case ignore me)

hard fern
#

oh. lol

uncut viper
#

though im curious how you'd detect polyamoury

hard fern
#

with a config, i guess

lucid iron
#

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

hard fern
#

just have the player tick the "polyamory mode" box or something

uncut viper
#

(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)

urban patrol
urban patrol
uncut viper
#

(but that doesnt mean thats the standard way of things)

urban patrol
#

the book was like USE MAIN OR IT WILL FAIL

calm nebula
lucid iron
#

i think it's more useful to like

#

say what you want in particular

uncut viper
#

i think nic is just learning for learnings sake right? for eventual modding

urban patrol
uncut viper
#

there is no particular want

urban patrol
#

yeah i’m reading the yellow book in preparation to make C# mods

lucid iron
#

well idk, go look at button and my spaget then Sleepden

uncut viper
#

i take great care to not make spaghetti

urban patrol
#

i was annoying everyone in here the other day with my questions about C# when following the wiki tutorials lol

lucid iron
uncut viper
#

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

urban patrol
#

yeah, which is why they gently recommended i read the book which was so fair

uncut viper
#

thats one of those things where the best resources really will probably be outside this server

lucid iron
#

i think its useful to have a thing you wanna make while learning tho

#

like say the wedding reminder mod perchance

urban patrol
#

yeah i was thinking about doing that one before i jump into my own desires, like custom monsters n stuff

calm nebula
#

Dont look at my code or you'll develop bad habits

urban patrol
#

noted 🫔

uncut viper
#

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

urban patrol
#

yeah i’ll probably need a lot of comments to understand lol

uncut viper
#

CMF is pretty simple tho

urban patrol
#

custom machine framework?

uncut viper
#

Custom Museum Framework, sorry

lucid iron
#

if ur code needs comments to understand then maybe it's too complex and could be refactored PecoSmile

urban patrol
#

ah yours!

lucid iron
#

i think monster variety is not so bad

uncut viper
#

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

urban patrol
#

no wonder i dropped that class i did NOT know what i was doing

uncut viper
#

you could probably blame that on your professor wanting many comments and people would believe you

#

i hear thats not uncommon

urban patrol
#

man, probably šŸ˜‚ i don’t remember but i do remember she was crazy about comments

uncut viper
#

one of my professors did the opposite and would mark you down if you added inane comments

royal stump
#

100% why my code is the way it is, though I do it less in more recent stuff SDVkrobusgiggle

#

that and tutoring people who hated programming & just needed it to graduate

calm nebula
#

Who hates programming and just needs it to graduate šŸ™

royal stump
#

the majority of my classmates were majoring in networking

urban patrol
#

alternate math credit maybe

calm nebula
#

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||

royal stump
#

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

uncut viper
#

majoring in networking? like... making connections with people?

royal stump
#

(in turn, I had to learn how to use a version of Oracle from like 1989)

urban patrol
#

i do think just knowing how to think in a coding way is a hugely important skill

royal stump
#

IT network setup and routing logic and all that, idk

calm nebula
#

Python is the youngest language I use and I'm on ||python 3.6||

#

Just happy I'm ||at least in the 3s||

#

Anyways

uncut viper
#

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

hot gale
uncut viper
#

moral of the story nic: good luck when learning from modders

hot gale
#

Does this mean 23 does NOT respawn?

royal stump
#

(it's on topic because I just deleted some of my EMP comments about what a 3-line cache check does)

hot gale
#

or is it just a random tree property

royal stump
#

I think 23's for setting up random starter trees on the farm and such? it's not in the day-update tree regeneration

lucid iron
#

i flooded me shed

urban patrol
hot gale
mortal leaf
#

God bless SpaceCore for doing the heavy lifting

lucid iron
#

cant believe i have to make a new mod page again

urban patrol
#

if someone offered mod page c*mmissions i’d take them up on it lol

lucid iron
#

i been happily only touching files and changelogs since uh

#

may 03

brave fable
#

everyone wants to make a monorepo, noone wants to make a monomodpage

#

dp has corrupted you all SDVpufferpensive

lucid iron
#

update key tho

brave fable
#

update subkeys tho..

lucid iron
#

wow

#

thats scary

#

but it works doesnt it yggy

#

better than monorepo even

#

the point is moot since i do not own a monorepo kyuuchan_run

calm nebula
#

I'm old and boring

uncut viper
#

@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 SDVpufferthumbsup

lucid iron
#

the other day i saw a page that acknowledged @ bblueberry from the sdv discord for teaching them how2harmony

lucid mulch
lucid mulch
uncut viper
#

do FirstValidFile or HasFile check the folder every time?

lucid mulch
ivory plume
uncut viper
#

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?

ivory plume
#

Smaller self-contained PRs are always ideal if possible.

uncut viper
#

Understood SDVpuffersalute thank you!

lucid mulch
#

(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)

uncut viper
#

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

lucid mulch
#

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

uncut viper
#

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

lucid mulch
#

the ones you are thinking of are the reserved inputs iirc like |Contains which are global

uncut viper
#

oh i see. turns out if you look at the class that holds the inputs things become clearer

#

has anyone heard of this

urban patrol
#

sounds fake but okay

gentle rose
#

oh I’ve actually been wondering about token versions of text operations for ages tbh

uncut viper
#

now that i think about it that makes perfect sense, thats how i18n token passthrough works innit

lucid iron
uncut viper
#

Publish Mod

brave fable
hard fern
latent cape
#

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?

tiny zealot
#

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

latent cape
lucid mulch
#

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

hot gale
#

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

vernal crest
inland rain
hard fern
#

oh good i didn't think i could live without my cranium cranberries

lucid iron
vernal crest
lucid iron
#

1, you can glue together the bench from all the disparate tilesheets with many draw layers
2. you can change where seats be at