#making-mods-general

1 messages · Page 411 of 1

uncut viper
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wait i thought you were talking about the export

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ok i should really make sure i have my coffee first before trying to help next time

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in that case yes if your target location uses your ModId, so must the warps in Tiled

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but spelled out entirely without tokens, as like Atlas says those are a Content Patcher thing and wont work in Tiled

winged charm
mortal leaf
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I do like Starfruit, I was thinking Ancient Fruit would be a good material to require 1 of for Master

winged charm
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So in my content.json the warps on lines 365, and 367 work perfectly when I walk on them then it loads the other map. Could I just add an interactable warp for the door in content.json similar to the ones on lines 365 , and 367?

obtuse wigeon
uncut viper
obtuse wigeon
thin fern
#

does anyone have an example list of all the dialogue commands cause some of them r just really confusing 😔

pine elbow
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I tried to make a cart for my custom maps, but it didn't work out very well:

{
            "Action": "EditData",
            "LogName": "Add new Mine Cart Mix Farms",
            "Target": "Data/Minecarts",
            "Entries": {
                "MineCartMixFarms": {
                    "Destinations": [
                        {
                            "Id": "HostFarm",
                            "DisplayName": "Host Farm",
                            "TargetLocation": "Farm",
                            "TargetTile": {
                                "X": 75,
                                "Y": 10
                            }
                        },
                        {
                            "Id": "Farm2",
                            "DisplayName": "Farm 2",
                            "TargetLocation": "Mix_Farm_Island",
                            "TargetTile": {
                                "X": 80,
                                "Y": 9
                            }
                        }
                    ]
                }
            }
        }

When I try to click on the cart, nothing happens, there is no error in smapi, and nothing happens in the game either, what could be wrong or missing?

hallow prism
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how are you adding it to the map?

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and do you have the minecart action on the proper layer

pine elbow
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Need some action? I looked at the bus stop map and didn't see any action there.

rigid musk
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What is the mail sent for the geode crusher from Clint

uncut viper
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the bus stop is hardcoded. you should look at the wiki for minecart networks instead

pine elbow
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Can it be on any layer?

uncut viper
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no. it still follows the normal map editing rules.

winged charm
uncut viper
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that will probably feel very weird to players

pine elbow
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I'm referring to the layers: Back, Buildings, etc.

uncut viper
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yes, i know. it cannot be on any layer. its a Tile Action

pine elbow
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But the blocks are part of a layer, there is the Back block, the Buildings block, etc.

rigid musk
uncut viper
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and the wiki page i just linked you tells you exactly which layer it must be on

pine elbow
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It is written there only that
You can use an Action: MinecartTransport [network ID] [exclude destination ID] map property to open the minecart menu. When the player interacts with the tile, it'll open the menu for the [network ID] network (default Default). if [exclude destination ID] is specified, the matching destination will be hidden from the list (usually because you're at that minecart). For example, the bus stop minecart uses Action: MinecartTransport Default Bus.

I didn't find which layer I should do it on

uncut viper
pine elbow
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Buildings

uncut viper
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correct. unless you've got another mod somewhere adding a second MinecartTransport touch action (hey chu-) it will be on the Buildings layer

pine elbow
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thanks

uncut viper
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and you must have something painted on the texture buildings layer beneath it too

lucid iron
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is there really no UniqueMultiplayerID to farmer helper in vanilla

lucid iron
uncut viper
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Game1.getFarmer(long id)?

lucid iron
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ah i didnt ctrl f correct

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xmldocs say use GetPlayer now but ty

uncut viper
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yeah thats the one

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i can never remember which is deprecated and which isnt

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be aware the xml docs have a typo though

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for the second parameter name. so dont blindlyh copy it SDVpufferthumbsup

lucid iron
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wow literally unusable...

uncut viper
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teuw

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wow typo

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true*

lucid iron
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farmHouse.getRandomOpenPointInHouse seems a little cursed

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my small child keeps goin into the void

uncut viper
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are there invisible void tiles for it to choose from

lucid iron
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i guess there must be

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but im just using vanilla house

uncut viper
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i think thats what the buffer is for

winged charm
uncut viper
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remove the touch warp

pine elbow
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I tried to add the tile, but I can't interact with the cart there.

{
            "Action": "EditMap",
            "LogName": "Add Tile to Farm HostFarm",
            "Target": "Maps/Mix_Farm",
            "MapTiles": [
                {
                    "Position": {
                        "X": 75,
                        "Y": 9
                    },
                    "Layer": "Buildings",
                    "SetProperties": {
                        "Action": "MinecartTransport MineCartMixFarms HostFarm"
                    }
                }
            ]
        }
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I don't know what's wrong with my map, I even tried to put a message Action and it can't even interact with that

hallow prism
#

as said, do you have something on building layer on that tile?

pine elbow
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I think I discovered my mistake, there are 3 farms that use this same map, dynamically like I was doing it, it only applied to one farm, so I solved the problem by applying it directly to the tiled... thanks

tender agate
#

If I want to change quality drop rates for crops, how should I do it? What if I want to add custom data to the harvested crops? Should I override StardewValley.Crop.harvest() or is there a better way to do it.

uncut viper
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i would very very very much please ask you to not override Crop.harvest

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but transpiling it seems like your best bet unless a different framework can already do it that im not thinking of

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Crop.harvest is a rather busy function when it comes to mods that patch it so overriding it completely will break most of them

tender agate
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Transpiling?

uncut viper
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transpilers insert code inside the function in question

tender agate
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:o

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Okay, that sound perfect where do I go to learn how to do it properly

uncut viper
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you would be working with IL and not just C#

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this tutorial actually uses Crop.harvest as an example

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you will ofc also probably want to look at the harmony documentation for it

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any number of mods can transpile the same function and they will all have their changes applied to the "original" function

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unlike a skipping prefix, which will only run your version and means any mod that transpiled Crop.harvest gets the short end of the stick

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(postfixes would still run, as well as non-side effect prefixes, but you cant use those to do what you want to do so transpiling is often the choice for this function)

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if you've ever written a harmony skipping prefix where you had to recreate most of the function to do what you wanted to do in the first place, a transpiler is what you should probably have been doing instead in like 95% of cases

gentle rose
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in the other 5% of cases you should just cry

uncut viper
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i was thinking more like that 5% you should also ideally use a transpiler but the function you're changing is so niche that you just accept incompatibility because you feel confident it'll never come up

gentle rose
uncut viper
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which is absolutely not the case for Crop.harvest

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"Prefix methods that return void and have no ref arguments are considered side effect free and are always run, regardless of their position. Postfix methods are always executed."

gentle rose
uncut viper
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i dont think you want your mod to be known as the one that breaks SpaceCore

gentle rose
uncut viper
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(its the biggest one that patches Crop.harvest)

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also thinking about it, Spacecores CropExtensions might be able to do what you want anyway

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though its on a per crop basis

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so if you want it for EVERY crop then it cannot do what you want

gentle rose
uncut viper
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id disagree with him not because i care if hes technically correct or technically wrong but bc i find him needlessly pedantic and thus inherently disagreeable

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unless i was in his class in which case id just stay quiet and pass SDVpuffersquee

gentle rose
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to be fair to him, this is technically almost relevant to a functional programming course. but also not really

uncut viper
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but in the safety of the stardew valley discord server where i can joke freely, he cannot contain me

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i bet he doesnt even know there's gonna be a 1.7 update yet

pine bronze
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Bruh now I don't need to buy gifts for harvey lol

late gull
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Is there a guide somewhere for what the path tile pieces on the dungeon tilesheet do?

gentle rose
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which ones and which tilesheet specifically? iirc there's no tilesheet named dungeon

calm nebula
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The weird ones right

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The horn and studd

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There isnt iirc

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I recall them being stupid obvious though

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Like horn is the little purple horn, the one that looks like a barrel is barrel

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Etc

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More stuff is controlled by the pixel image thing which you would need to decompile for

calm nebula
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The little volcano layouts!

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Like the colors of the pixels all have meaning

gentle rose
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why is that controlled by an image and not a data asset...

hallow prism
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image is quite convenient to make layouts

gentle rose
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but harder to edit in a modular way

hallow prism
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and some things are sadly escaping the Great Dehardcoding

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(i would say it can be quite convenient to be able to just make a pixel image and have a whole room created based on that, which doesn't prevent other kind of asset to edit further)

calm nebula
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You can edit it fine what are you talking aboit

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Edit image overlays lol

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I think the junimo js very cute

gentle rose
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yeah but it's more annoying SDVpufferwaaah and you have to make an overlay and can't use text operations

calm nebula
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Deal with it 😛

lofty valve
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Hey, I was hoping if anyone can tell me what specifically makes a mod compatible with android? I'm looking to get into making mods for the game, but I don't have the game on pc, but I do have the android version. I just want to know ahead of time so I don't waste a bunch of effort for a mod I can't even use

versed wyvern
urban patrol
lofty valve
urban patrol
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yeah the underlying code is different for android

lofty valve
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I'm not having any luck finding a server for specifically android modding

urban patrol
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but frameworks like CP and android spacecore are able to provide you with modding abilities*

*there may be some weirdness still

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it’s the thai server i think

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i can’t link it because i’m not allowed

lofty valve
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Ahh, okay

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What kind of things can you make with content packs? I've gotten a couple mixed results on google

urban patrol
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most things, as long as you don’t want to change the way the game works, in general. you can add NPCs, items, new maps, etc

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what’s your idea?

woeful lintel
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Is it normal that Farmhouse skins don't show up in the AT paint bucket menu? It works fine at Robin's

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is it worth a bug report?

lofty valve
# urban patrol what’s your idea?

I'd mainly just like to be able to create new npcs, areas of the map, potentially items/crops, or cutscenes. I just really like the idea of making something unique, and putting it into this game that I've recently fallen in love with

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I also don't want to have to replace existing npcs to add new ones

urban patrol
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!startmodding that’s definitely doable with content patcher! take a look at these resources i’m about to link you

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.

latent mauve
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There's a governor command that links to the android smapi server but I am uncertain as to if there is a modding community specifically there

urban patrol
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!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

urban patrol
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!androidsmapi

ocean sailBOT
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Android SMAPI

We are not able to provide support if you run into trouble or compatibility issues with Android SMAPI; please use the discord linked on the Android SMAPI github.

IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. Please see the wiki instructions for more information regarding installing the unofficial Android port of SMAPI for Stardew Valley 1.6.

Do not harass mod authors to make Android specific compatibility patches.

urban patrol
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aha!

lofty valve
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Sweet, thank you so much!

kind saffron
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Welcome

urban patrol
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good luck, and keep in mind that most people in this server won’t have the knowledge or desire to help with debugging android mods

kind saffron
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Sure

pine elbow
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I have a question in GSQ.

Regarding FARM_NAME or FARM_TYPE, what's the correct way to use them? I didn't understand the information, the name, or the type of custom farm I created.

#
{
                            "Id": "Farm6",
                            "DisplayName": "Farm6",
                            "TargetLocation": "Mix_Farm_Mining",
                            "TargetTile": {
                                "X": 69,
                                "Y": 1
                            },
                            "TargetDirection": "right",
                            "Condition": "FARM_NAME Mix_Farm"
                        }

This for example didn't work

undone kelp
#

Finally, i can do that meme where sexyback just plays whenever that person is on screen

latent mauve
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To my knowledge, FARM_NAME is the name of the farm as set in your save file when you create the new farm.
I believe FARM_TYPE would refer to the ID you used when adding the farm to Data/AdditionalFarms?

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I could be wrong but that's my understanding from the wiki

cinder locust
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I have a quick question about adding Central Station integration to mods. I have a mod which adds a new location and 2 new NPCs via CP and I've created a content pack for CS however after setting it all up my CS stop isn't appearing in the list of available stops in game. I was wondering two things, is the content pack supposed to be made for CS or is it supposed to be a CP pack with CS as a dependency, and two, if it is made for CS, then can I add the CS machine map property into a separate pack (the CP pack which adds the location) or how else do I add the property?

fallow scroll
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can someone teach me how to make a simple clothing mod for the game i need to make a susie deltarune vanity set 💔

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yall dont understand how much i NEED to play as susie the deltarune. since no one had made it before I myself need to make it

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bites table.

latent mauve
uncut viper
fallow scroll
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i have no idea what fashion sense mod even is

uncut viper
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if you wanted it to not be a fashion sense mod then you're a bit more limited in what you can do but i'd then ask if you've done any modding before

latent mauve
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Regardless of which method you are using (Content Patcher or Fashion Sense framework), I wish you luck with the pants/skirts/bottoms

uncut viper
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Fashion Sense is a very popular framework mod thats geared towards letting people create outfits, accessories, hairstyles, etc. that go beyond the normal limitations that the vanilla stuff would allow

fallow scroll
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i have made exactly One mod but it was for celeste and it was really REALLY easy

latent mauve
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Pants are cursed.

fallow scroll
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like i can have a hat have a sprite for all four sides or smnt?

uncut viper
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are Fashion Sense pants also cursed?

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(ive never made a Fashion Sense mod nor do i really use them)

latent mauve
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(yes)

uncut viper
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!startmodding

ocean sailBOT
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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.

uncut viper
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!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

cinder locust
uncut viper
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you'll want to follow the second command at the very least to unpack your files to see how the vanilla game does hats

cinder locust
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Aight, now I understand

uncut viper
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and the first to get up to speed with modding in general

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(ignore the C# stuff)

fallow scroll
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oh am i gonna have to code. for this.

uncut viper
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familiarity with JSON will be a big help, if you have that

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probably not the kind of coding you're imagining

fallow scroll
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cause i have absolitely zero experience and i can guarantee it will go VERY badly

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i do not understand any sort of coding whatsoever

uncut viper
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its all json and pngs, which you can write in something as simple as notepad++

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made to be very human readable

ornate locust
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JSON is like easy mode code

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Super readable

uncut viper
ornate locust
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Obviously there's still stuff to learn, but once you get a bit of syntax in you, reading them isn't so bad

uncut viper
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(though if you use that tutorial, dont look at it on mobile... orz)

latent mauve
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There are also lots of code snippet examples floating around if you're using ContentPatcher or similar, in their documentation.

hard fern
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so every pant in existence is cursed i see

fallow scroll
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like i wont jndersrand any code at all i cna guarantee it 😭 i am dumb asf. all my. points are into creativity

uncut viper
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well, this is a hard requirement

latent mauve
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Unless you want to commission someone to code for you, you're gonna have to dip your toes in at least 😛

uncut viper
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unless you wanna pay someone to make it from your art

fallow scroll
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i have zero money.....

uncut viper
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luckily, the coding and learning is free then

hard fern
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welp

latent mauve
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Give the code a try, we don't bite and you can always ask for help if something doesn't work right.

fallow scroll
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if its something you need to commision then no way in hell im gonna be able to do it at all

uncut viper
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id say the same thing about art, as none of my points are in creativity

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there's never a "need" to commission

hard fern
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well you don't need to commission someone, but if you say you can't do code at ALL then yes you will need to pay someone

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it's either do it yourself, or pay someone else to do it, really

fallow scroll
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man 💔 makina whole celeste skin mod was way easier then this.. i wish it was also simple as having a template and just replacing the sprites

calm nebula
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:bites:

uncut viper
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stardew modding is all C# and json, and of the two, json is far far more common and far far simpler. but there are no other options that dont have the possibility of breaking your game

latent mauve
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LOL atra

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Okay, most of us don't bite (unless you try to make chatGPT write your code. Don't do that.)

fallow scroll
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i bite sometimes

fallow scroll
uncut viper
#

sure, thats a possibility, if you're fine with waiting potentially forever

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the biggest barrier to that isnt liking deltarune and knowing how to make a stardew mod, the barrier there is getting someone to do free work for you

fallow scroll
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a They can dream ok..

hard fern
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😅 if you really really want this mod made, honestly i think just trying to learn is better than waiting around...

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from what ive tried, FS isn't that complicated at all

calm nebula
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Come up with the art

sudden estuary
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Okay I'm testing a FS mod and the outfits aren't showing up, even though nothing seems to be wrong in the SMAPI log?

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It doesn't show up as an option in game

dire kestrel
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is the name unique

sudden estuary
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yes

sudden estuary
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Okay I figured it out

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You gotta put the outfits in the category files

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I feel a bit stupid lol

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how stupid do you have to be to get kicked out of modding forever

violet valley
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When I have Tiled open and make a change to my tilesheet (e.g adding sm to it) this 👇 bug happens where only some of the thing shows up. Anyone know how to fix this?

(See image below)

brave fable
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it's not a fix, but does ctrl+R clear up the visual issues?

violet valley
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nope SDVpufferwaaah

brave fable
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makes me wonder if Bouncer's sprite uses pure black, it's possible Tiled is chroma-keying him out

violet valley
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Hm that is true, I'll try doing it with another sprite that is not all black

hard fern
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bonch is made of pure darkness

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all right where the color from him disappears

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(pink used for demonsration)

violet valley
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Hmm yeah I think that is the reason

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Should work fine ingame though, right?

vernal crest
tender bloom
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You don’t need to be smart to mod, you mostly need to be good at reading instructions carefully and/or having persistence (I recommend both)

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“Smart” is a rather ambiguous term anyways

lucid iron
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The boncher...

violet valley
brave fable
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it could also be your art program chroma-keying bouncer into transparency

tender bloom
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Maybe he’s a ghost and we never noticed

chrome stream
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I want to make a mod that makes my ocs marriageable so imma learn how to do that for the next few years

hard fern
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I mean you don't need years for that, surely...?

uncut viper
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my NPC has been a WIP since pre-1.6, so...

hard fern
uncut viper
#

and thats just a single OC

calm nebula
#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

raw compass
#

Is there anything weird or wrong about this event code? It's hanging between the fadeout and the location change, and I don't know whether the script is to blame or if I need to head to tech support SDVpufferwaaah "move 0 0 0" strikes me as odd, but I never got into event scripting enough to know for sure
/speak Lucas \"{{i18n:event-19215258.03}}\"/pause 800/globalFade/viewport -1000 -1000/warp Lucas 11 8/move Lucas 0 0 0/warp farmer 9 11/faceDirection farmer 0/positionOffset farmer 0 -32/pause 400/ChangeLocation Custom_SDS.CoffeeShop/globalFade/viewport 10 10/pause 900

calm nebula
#

It does not take a year to learn no

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But dont ask how long I've worked on previous pieces of fanfiction

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Are event commands case sensitive

brave fable
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i want to say no if only because the default delegate event handler methods use title casing

chrome stream
uncut viper
#

i wanted to say no but i cant immediately find where event commands are parsed like that but i do immediately see some things that do a simple == string comparison and not a case insensitive one

brave fable
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yeah i've never actually look into where the default delegates are assigned an alias on registered

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or rather just assigned

brave fable
hard fern
#

X2

uncut viper
#

the xml docs for Event.Commands says theyre case-insensitive, so...

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i dont believe thats the case for the first 3 setup commands though those seem to be case sensitive

brave fable
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the commands or the values?

uncut viper
#

commands

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i.e. none/continue/pause for the music != None/Continue/Pause

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also whatever ignoreEventTileOffset is

calm nebula
#

The farm is fun mkay

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Very fun

uncut viper
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oh yeah for the door

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well either way you better case that properly

calm nebula
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Also for one Harvey one in the mountains

ivory plume
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(Event command names are case-insensitive. Values like music IDs may not be.)

calm nebula
lucid iron
uncut viper
#

are you sure you should be measuring in years?

brittle pasture
uncut viper
#

what is direct build mode doing

brittle pasture
#

I have to patch Object.maximumStackSize to 99999 only when the carpenter menu is active just for the number to show up properly SDVpufferrise

lucid iron
#

Wow

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It's for directly building a deluxe coop button

uncut viper
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what does pushing a deluxe coop button do

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(what mod are you adding this to selph i need this yesterday)

brittle pasture
#

I will release it within next 2 business days

tender bloom
#

A good promise to make the day before Labor Day 😛 (jk idk if you’re in the US)

brittle pasture
#

yeah we also have Labour Day

tiny zealot
brittle pasture
#

I say we but I'm not even a Canadian citizen

lucid iron
#

Well did you install authentic maple syrup?

calm nebula
#

What kind of magic string comparer do you have

brave fable
calm nebula
#

Where Labor == Labour

brittle pasture
calm nebula
lucid iron
calm nebula
lucid iron
#

🫎

tiny zealot
calm nebula
#

Go dunk yourself into the artic ocean starkers

brave fable
calm nebula
#

And then wrestle a moose

brave fable
#

if my lines of code translated to lines or dialogue and event scripts this mod would be out years before i even started it

tiny zealot
lucid iron
#

Unrelated to current convo

calm nebula
#

Some people learn quickly

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Other people dont learn at all

tiny zealot
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"programmer brain (derogatory)", btw

lucid iron
#

Will i die if I use pathfindcontroller in the farm

calm nebula
#

No

lucid iron
#

It seems to work but

#

Are they gonna bonk people's things

calm nebula
#

Are you putting children in the farm

lucid iron
#

Yes

calm nebula
#

They won't bonk things

lucid iron
hard fern
#

Oh no

calm nebula
#

The bonk things code explicitly ignores farm

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Cuteeeee

brave fable
#

pathfindcontroller works anywhere, there's just no guarantee it'll ever find a sensible path depending on where you've placed buildings, fences, gates, etc.

lucid iron
#

Well tbh that's ok

brittle pasture
#

I use pathfindcontroller for attack animals and they work well enough, but then again animals aren't your children (in stardew)

lucid iron
#

Children are chaos entities from what i understand

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So i just send them to a random point in a 20x20 square every 20 min

calm nebula
#

Farm animals also use that but a different version

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You can probably use it fine

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The farm animal variant

lucid mulch
#

one day I'll experiment with doing a replacement pathfind controller and have it do the warps

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but effort and I wouldn't want to actually maintain it

patent lanceBOT
calm nebula
#

Better you than me, lol

lucid iron
#

I am getting the kids outside by

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Path to door

calm nebula
#

Tbh, effort. I dont want to maintain that. I don't belive in joy, and so on

lucid iron
#

Warp in arrival delegate

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Can u do this for normal npc NotteThink

calm nebula
#

Yeah, basically

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And add in nopathfinding schedule points too

lucid mulch
#

maybe I can just do a poc to have it work and either convince pathos it wasn't that hard and vanilla do it, or find someone else to own it

calm nebula
#

Chue will have this done before June

lucid iron
#

Atra it's August

dusky sail
#

June 2026?

tender bloom
#

Atra didn’t say which June

lucid iron
#

Nou

tender bloom
#

Could be 2030

hard fern
#

june 2050

lucid iron
#

But yeah i dunno how I'd asset kid farm roam behavior

lucid mulch
#

maybe it can be a PR into spacecore so its not another dependenccy

lucid iron
#

So rn they just go HibikiBear

tender bloom
#

Just set 3 types of behavior “infant” “rambunctious” “slightly less rambunctious”

uncut viper
#

call me when the pathfinder rewrite handles the backwoods

lucid iron
#

Well no i wanted like

#

Points of interest

#

Maybe they touch a cow or something

tender bloom
#

Idk adding even more to spacecore that seems complex and hard to maintain feels a bit like a slippery slope. Mind you I do think lots of things are easy and not a big deal, just not sure about pathfinder. And it’s a philosophical question anyways

lucid iron
#

But I'm ok with leaving this as stretch goal for after 1.0.0 RunRun

tender bloom
lucid mulch
#

My main problem I want to solve is the void warps and stuff by having the path finder choose what warps to use and ignore whatever else is in the terrain.

Solving backwoods requires either defining maps into different regions that macro pathfind independently, or the Micro pathfinder to say its impossible and have macro pathfinder find a different route

tender bloom
#

Cows will kick irl I’m pretty sure

calm nebula
#

All of which is perfectly possible I'm just lazy

lucid iron
#

Just tip them over first

calm nebula
#

So I'm gonna try to bully a chue

uncut viper
#

i would also like this totally-gonna-exist mod to not be in spacecore

calm nebula
#

Or hey, Button

tender bloom
#

Are you thinking like how the spouses and babies stare at furniture indoors?

calm nebula
#

Button, you want it?

lucid iron
#

Button's got a schedule mod hint hint nudge nudge

tender bloom
#

They could stare at placed furniture and crops?

calm nebula
#

I think you should ask Casey about PRs to spacecore

#

Anyways

#

Mathperson!

#

Hi!

#

How is a better country

calm nebula
#

How are the trains?

uncut viper
#

look, in theory i wouldnt mind owning a pathfinder rewrite mod however in practice im not smart enough for that

lucid iron
#

Maybe do schedule anim too iono

calm nebula
#

And the planes

hard fern
#

oh i forgot to ask if canada had geese earlier :/

lucid mulch
#

I just don't have the energy to actually go through the effort of actually releasing things on nexus (see: Profiler 2.1, Debugger, SpeedySolutions, the months old performance PR's)

uncut viper
#

besides i still need to find someone to do that CP PR im not smart enough to do

tender bloom
calm nebula
#

You have 2 minutes before my phone locks me out of discord to sell me

tender bloom
#

I did spend a nice half hour just watching the Shinkansen after our last train

lucid iron
#

Button's taking one small step

calm nebula
#

2 minutes.

lucid iron
#

For each

lucid mulch
#

I like CP PR's

lucid iron
#

Man i wanna foreach local tokens

#

SinZ can u do that and save buttons

lucid mulch
#

I think I've done more work inside the CP codebase than my own

brittle pasture
#

since pathing knowers are here how bad of an idea is this

tender bloom
#

If I was good at animation in pixel art I’d make train zoom zoom cutscenes

uncut viper
#

if you make a token like {{MyCoolList}} that resolves to say Portraits/One, Portraits/Two it will not work in the Target field of a patch

#

because patches with multiple targets in them are split into multiple patches, one target each, before token parsing is ready and done

#

(same with FromFile)

tender bloom
# brittle pasture

I thought that caused issues with a loop in the locations graph? Did that get fixed in vanilla algo?

lucid mulch
#

Dynamicly needing to resplit and make new patches whenever the tokens content changes seems very scary

calm nebula
uncut viper
#

Pathos said he'd be open to a PR to solve that however it'd be, in his words, "might be a bit complex"

lucid mulch
#

but I guess inclue already has that cost and doesn't care as much

uncut viper
#

which in my words is "too complex for me to handle"

tender bloom
uncut viper
#

i tried doing a proper deep dive of CP code to think about it and i feel like i understand how a lot of it all connects together in this area, i just have no idea how i'd ever change it so significantly

#

understand it well enough to follow along but not enough to change it, basically

lucid iron
#

You connected the dots!

lucid mulch
# brittle pasture

it is a bandaid on the multi region problem but then runs into the loops problem which without Spacecore's macro pathfinding replacement, I think runs into problems where people suddenly love using it to go from mountain to busstop when vanilla would rather them use town

uncut viper
#

what if you added a pathfinding weight tile property

#

and made the path to the backwoods cost a ton

#

the game already has pathfinding weights

#

for dirt vs tile

lucid mulch
#

Cant be a tile property if you want to influence macro pathfinder

uncut viper
#

could hardcode it in

#

id take hardcoded exceptions for backwoods over a total ban

lucid iron
#

there's another related thing

#

a warp schedule option

#

directly skip from this point to next deal

brittle pasture
#

out of scope though

lucid mulch
#

I also can't remember the data model of macro pathfinder whether it can even can remember multiple route patterns

uncut viper
#

feels like the whole pathfinder situation just boils down to it being better to tear it all out and try again and skip prefix everything the current one ever touches

#

only half jokingly

lucid mulch
#

I guess if im doing a swapout of it anyway I can just change that, but if doing the swapout I would do it correctly and not be the bandaid on backwoods

lucid mulch
#

some of the problems are large enough that surgical transpilers can't nicely fix

uncut viper
#

just make your transpiler IL list longer than the original's IL list SDVpufferthumbsup

lucid iron
#

convince pathos to do something now so that HC gets to start with sensible pathfinding

uncut viper
#

what if HC is all one big map

lucid mulch
#

the problem is I give negative shits about HC until it has multiplayer and last I heard CA is going back to singleplayer only

uncut viper
#

oh i didnt hear that

#

thats a shame if so bc thatd also take it off my radar not completely but quite a bit

brittle pasture
#

the SDV netcode is definitely not added willingly /lh

uncut viper
#

however what if you just made the multiplayer mod for it

tender agate
#

imagine playing HC (we'll just mod it into stardew instead)

lucid mulch
#

not having networking done properly at the foundation means it will always be an afterthought and be janky, which is why I'm so annoyed by it being left out

#

Its easy to make a multiplayer game run singleplayer, making a singleplayer game retroactively become multiplayer is never clean

drowsy pewter
#

I want HC please

tender agate
uncut viper
#

dont reference it directly

iron ridge
#

pretty sure you dont need to manually add it

uncut viper
#

enable it in the modbuildconfig

#

see the modbuildconfig nuget docs

lucid mulch
#

the only game I can think of that has successfully migrated properly is Minecraft

uncut viper
#

tbf minecraft did it very early on in its life

#

helps a lot

iron ridge
#

hasn't that always been both

uncut viper
#

no

#

well

iron ridge
#

by both i mean the local server for singleplayer

uncut viper
#

oh, in that case no

iron ridge
#

in the current codebase

lucid mulch
#

Minecraft classic was multiplayer first, but then the indev/infdev/alpha was singleplayer only and then bolted multiplayer on it, had a lot of problems until they finally bit the bullet and made it multiplayer first

uncut viper
#

and then many other problems for a bit afterwards too dealing with the aftermath of that change SDVpuffersquee

tender bloom
#

I can see CA’s pov on why no MP though, when I make mods it’s such a headache to test and such and i don’t even have to actually write MP stuff. That being said I’m personally vastly more likely to play MP games just bc my husband likes games more than I do.

lucid iron
#

but the netcode being Like That is why mp modding is pain

lucid mulch
#

Part of the problems stardew multiplayer has is that its still mostly an afterthought, farmhands are different to singleplayer/host

lucid iron
#

if it was structured mp first, then the considerations come naturally

#

atm i feel like i have to code a mod, go bolbthinking , and then code the mod a second time in mp land

lucid mulch
#

in a multiplayer first architecture, there would be no difference between host and farmhand, as the host is secretly just a farmhand and an independent server on the same machine

tender bloom
#

Maybe I just haven’t played around in enough code, but like websites have coordination issues and such I get the sense, and I haaaaate working on websites

#

I pretty much 100% write code that is exclusively local across everything I do, and I feel it does mean MP would be a coding mindset shift

#

Even dealing with an event loop in a GUI is a bit sideways from how i think about code

uncut viper
#

thinking about multiplayer first with your mods comes easier when literally 100% of your actual gameplay time is MP only SDVpuffersquee

lucid mulch
#

There was some late progress in 1.6 with the start of a dedicated server mode, but its still dormant afaik and not used and definately was not being used for running singleplayer

uncut viper
#

why would i make a mod if i myself couldnt use it after all

lucid iron
#

i play zero mp but i think about it cus i like abusing net events it makes me feel smurt

tender bloom
#

I guess the thing that seems annoying to me is less the farmhand/host divide and more the “argh things have to sync across players, how to manage this and make sure it’s performant enough”

lucid iron
#

in this kids mod i kind of treat host as server cus it's the only way to make sure nothing blows up

tender bloom
#

Maybe bc I never took the time to understand “what’s a packet”

#

And such flavors of code

lucid mulch
#

It helps that my start into programming is quite literally game network programming

tender bloom
#

Haha I’m sure your instincts on how code like that works are both wildly different and much better attuned, in that case

#

My start in programming was Lisp variant Scheme

lucid mulch
#

my first projects were making minecraft bots that spoke the minecraft protocol to talk to the vanilla server, and also worked on custom servers that could speak minecraft protocol to talk to vanilla clients

tender bloom
#

I pretend I’m allergic to websites so people don’t ask me difficult questions

uncut viper
#

now that i know you work on websites that wont stop me anymore

tender bloom
#

I don’t work on websites xD best I can do is Wordpress

brave fable
#

now that we know you're pretending that won't work anymore

lucid iron
#

hello i would like one website please
nyangivingegg

uncut viper
#

you did just say you hate working on websites.... so clearly there must be enough website working experience

#

enough experience for me to ask you difficult questions, one might say

lucid mulch
#

If it wasn't for the fact I want to be the one to do the rewrite, I would ask for you to work on the profiler site rewrite 😛

tender bloom
#

The problem is that I believe in myself too much—I mostly don’t know websites but I’m pretty sure I could muddle through if I had to

lucid iron
#

button looks like she knows what a website is

uncut viper
#

i would trust every C# modder here to be able to at the very least muddle

tiny zealot
#

my knowledge of web sites is that "amount of javascript" and "goodness of website" are inversely correlated

tender bloom
#

I do suspect all of you of significant capacity to muddle if not outright knowledge

lucid iron
#

i know what a jquery is

uncut viper
#

thats unfortunate

lucid iron
#

do ppl still use that

uncut viper
#

whats more unfortunate is that the answer is yes

tiny zealot
#

honestly even though i never liked jquery i would rather have that than [gestures broadly]

lucid mulch
uncut viper
#

id rather die than go back to using jquery

lucid iron
uncut viper
#

its like all just aliases for stuff vanilla js/css can do now

tiny zealot
uncut viper
tender bloom
#

Containment breach SDVpuffersquee

drowsy pewter
#

sets off the decontamination showers

drowsy pewter
#

"this is weird, why won't my fall-producing wild tree produce the correct item"

had accidentally debug slept until mid-winter

hard fern
brave fable
#

most important fix of sdv one point six plus one 🥳

gaunt orbit
mortal leaf
#

I think I have a working mod y'all. I keep tinkering with little things like icons and debugging, but I think here soon we're going live!

lean crane
#

Hey guys! So I got permission from Adarin to post his Genderbent mods for getting 1.6 updates. I originally only asked for his Harvey Girl mod but figured other people might be interested in the others. I posted about it on Unofficial Mod Updates. But all those mods also had accompanying dialogue mods by a different creator that apparently have open permissions? Anyways, if anyone feels like taking on that project, it’s there! I know at least the Harvey mod needs text interaction fixes too. Anyways just thought I’d mention it!

gentle rose
lean crane
# gentle rose are you not doing them yourself then?

No experience. I was just trying to get permissions to get the ball rolling.

I was interested in the Harvey Girl mod. Sounded funny to me, but severely out of date from 2016, but while I was grabbing that, figured id grab permission for everything else.

gentle rose
#

it would probably help a tiny bit to have the permission be public and specifically for anyone, not just for you, but there's really no guarantee that that was what was holding people back from updating considering anyone could have asked them

vernal crest
#

Now that you have permission it's a good time to give modding a go xD

lean crane
#

I also found out from someone else that the dialogue mods by Keion are open permission. I couldn’t tell though.

#

Ah…. Idk abagaianye

#

There’s the public permission though @gentle rose

vernal crest
#

Adarin's one is a portrait and sprite change. Updating it would involve drawing stuff in Adarin's style. That's a big ask of someone else.

lean crane
#

They’d have to be redrawn? I thought it’d be some kind of sprite sheet needing conversion among other things. Again I don’t know anything about modding. Today is my second day having even touched mods. I’ve just been installing some for the last 2 days lol

vernal crest
#

No, drawing new ones to account for ginger island and winter. But the mod itself can be used as-is (though we don't recommend using xnb mods normally).

gray bear
#

seems a bit hasty to ask for perms to update when you aren't familiar with anything related to modding

lean crane
#

I was kind of going off how the unofficial update board seems to work on the wiki. It seems like people get permission sometimes, and then ask if anyone can update the mod. Is that not a common method? I’m sorry if I’ve come across some kind of way. That’s just what I ran across trying to get some of the mods I found working. If no one wants to work on it that’s fine, but I guess if anyone ever did the perms are there now. I guess that’s more what was in my head as for as that goes :/

#

I mean I haven’t looked through all 262 pages on the board…just the ones I had been brought too in searches.

vernal crest
#

(Just to explain where Bea and I are coming from: there are people who come into this space with ideas that they want modmakers to make for them for free with no idea of the effort that they are demanding from others. Having that happen often enough means that we can get a bit wary of people who want mod things to happen but don't want to put any work in themselves. Edit: sorry, I didn't mean to word it that way - I meant we are wary of people who ask for others to make mod things in case they don't want to put in any effort themselves.)

drowsy pewter
#

A lot of us dont really go on the unofficial update board, its a different culture

hallow prism
#

it is ok to ask for perms to update like you did, the main difficulty is, what if you find no one willing to help you?

vernal crest
#

As far as the unofficial update thread goes...I am not a fan because there's no checking on whether permissions are actually present so there are heaps of unofficial updates posted for mods which don't actually allow them :(

hallow prism
#

in which case, are you willing to learn and continue? will the creator allows other permission if they think you'll do it, and so on

#

but i don't think you necessarily did anything wrong

#

i suggest maybe learning some basic content patcher and see how it feels and what you want to do

gray bear
#

I mean I'd think the idea was you want to update the mod so you ask to perms , but then again, not a forum user either.
I agree with Lumi, you aren't breaking any rules, I just find it odd

hallow prism
#

right now things can be a bit overwhelming, but starting with a small step can help 🙂

lean crane
#

I mean I’m willing to learn about the effort. I didn’t/don’t know about what it takes for everything. I was already looking into trying to teach myself how to update The Romance Robin mod for personal use. I did get permission for others specifically. I’ve never been an artsy person. If I needed to, I’m sure I could work with someone to potentially pay, at least for updating the mod I was interested in. I’m all for people being reimbursed for efforts… and I can get that Bae, I just wasn’t thinking I’d do that. Got my hands fool trying to figure out TMXL to CP conversion atm.

vernal crest
#

I also don't think you've done anything wrong. And you also shouldn't feel pressured to make it yourself if you don't want to.

drowsy pewter
#

if you havent yet, i would suggest also posting the permission on the forum board, since as you say thats how it operates over there as well

lean crane
#

Didn’t realize these two spaces were separate cultures around that lol

#

I did post on forum board as well!

vernal crest
#

I do think that maybe if you're so new to using mods it might be a good idea to stop trying to use mods that are so out of data haha

#

Just while you get used to them.

#

There are many mods that don't need all this fiddling and getting comfortable with those and starting to tweak one or two of those to your liking might reduce how overwhelming it feels.

lean crane
#

That’s also fair! Though the Robin Romance Mod I’m trying to update for personal use is just barely out of date! It was one of the reasons I even wanted modded Stardew lol.

gray bear
#

this is no way a dig I just find it funny that my name got typed as bae twice

brave fable
#

the things people do for love 😌

lean crane
#

Did I do it again? Gosh dang it lol. I did that to you earlier today when it tried to make your name Bra in the modded farmers chat. I’m so sorry

#

Bea********

gray bear
#

it's fine truly

lean crane
#

I’m not doing it on purpose lol.

drowsy pewter
#

For sure agree with getting a feel for using outdated mods, for example portrait mods from 1.5 will need winter outfits, portrait mods from 1.3 ish will need beach and winter outfits and extra expressions, and so on--you'll get a feel for it over time as a mod user

gray bear
#

oh I don't think you are, no worries

lean crane
#

I don’t got a visual artsy bone in my body 6480. I’m more of a poet when it comes to arts lol. I’ve never even touched perler. Probably spelled that wrong. lol

drowsy pewter
#

Exactly what i mean, youd want to pass on portrait mods older than 1.6 lol

#

(depends on the character(

lean crane
#

So based on something said earlier, do people commission mods from others at times?

gray bear
#

yeah

vernal crest
#

!comms Yup, sure do

ocean sailBOT
vernal crest
#

A lot of the comms in this space are modmakers commissioning other modmakers to do stuff for the mod the first person is making lol

gray bear
#

you can do the code yourself and commission the art as well. if it's CP it's all well documented and we don't bite

lean crane
#

That’s a cool spreadsheet. What kind of prices do commissions for art for sprites and portraits usually cost? Just as a general reference. Also, is XNB as easy to convert to CP as TMXL?

gray bear
#

hella easy

#

uhm depends on the artist

lean crane
#

Now dialoging wouldn’t be easy though right? That requires coding in C## correct?

vernal crest
#

How easy xnbs are to convert depends on what they are. If they're a portrait mod, you don't even have to touch the xnb, you just write a CP mod to put the xnb in the game.

#

Nope, dialogue's very easy through CP

gray bear
#

nope

drowsy pewter
#

If you want portraits in a specific (non-sdv) style the amount of artists who can do that is much narrower, so it would have to depend on the artist

gray bear
#

when it comes to editing content, CP is king

round dock
#

Dialogue is quite easy, just need CP

lean crane
#

Ah. Ok. And I guess it’d also be cheaper depending if it was only a couple portratis and sprites, versus a full comprehensive list?

gray bear
#

see what 6480 said

vernal crest
#

Prices...probably like $50-$100 USD range for portraits depending on how many expressions you want, whether you want different outfits etc

#

But almost everyone on the comms page has their prices on their site if you want to go look at the links

gray bear
#

in vanilla portraits have regular, beach and winter variants, same for sprites. maybe an extra one for working

lean crane
#

Ah ok. Insert the more you know meme here.

All really interesting information! I’ll have to check out the comms page more in depth when my brain isn’t fried at 4 in the morning. Edit: Autocorrect >_<

gray bear
#

get some sleep

devout otter
gray bear
#

#1 modding advice

round dock
#

As for dialogue, you can check out how other dialogue mods (there's a lot on Nexus) are coded and ofc, the modding wiki for dialogue. They're not very complicated atleast.

vernal crest
#

They've said they can't draw Dolphin

devout otter
#

Oh welp. 😔

vernal crest
#

Although I guess that doesn't rule out them commissioning someone for the art

lean crane
#

I’d be willing to commission the art just to get the mod back out there. Even if I didn’t use it all. Let me check out comms tomorrow Dolphin. I’ll dm you after I sleep. Lol

devout otter
#

Feel free to DM or ping me anytime!

lean crane
#

Also, I downloaded your two portrait mods! Very pretty!

devout otter
#

Yey, thank you!

gray bear
#

there's more than two no?

lean crane
#

I only saw two when I was searching for general portraits?

#

Central station and extras

#

Did I miss one?

gray bear
#

portraits for vendors

devout otter
lean crane
#

Oh I did get that one

#

I got the 3 mods.

#

My bad

#

That was actually the first one I found while searching, though I always knew I was gonna go back for the central station one

round dock
#

and let's not forget the iconic rodney deserves it too (and elliott doesn't)

lean crane
#

ANYWAYS! I’m off to sleep. Got to get groceries in the morning lol. Adult stuff! lol

gray bear
#

goodnight

lean crane
#

I saw that one Claire, and… I ignored it lol

gray bear
#

baldiott is iconic

lean crane
#

It was funny though! I read through it!

gentle rose
#

(to build on everyone else, the reason we asked about perms in the first place is to make sure you don't accidentally do something wrong! if you were already doing something wrong we would have said so outright, so dw)

lean crane
#

I had talked to Silvermoon about it for posting to the forums, and she said it was good to have, though the forum seems to run on trust first before questioning. So I had the perms ready if I needed them! Thank yall for looking out!

rotund saffron
#

Anyone know of a big empty farm mod I could test building textures on?

#

I remember seeing one a while ago but I'm having trouble re finding it

brave fable
#

isn't standard big enough? you can use debug clearfarm to wipe it down to just the empty map

gray bear
#

there's also 4 corners if u want even more space but

#

husky released a very big.one recently

cold marsh
#

I want to edit farm animals to have extra deluxe item drops. Is this how you're supposed to edit that without nuking everything else?{ "Action": "EditData", "Target": "Data/FarmAnimals", "Fields": { "White Chicken": { "DeluxeProduceMinimumFriendship": 200, "DeluxeProduceCareDivisor": 1200.0, "DeluxeProduceLuckMultiplier": 0.0, "DeluxeProduceItemIds": [ { "Id": "Default", "Condition": null, "MinimumFriendship": 0, "ItemId": "174" }, { "Id": "my.Id", "Condition": null, "MinimumFriendship": 0, "ItemId": "My.Item" }, ], }, }, },

#

Also does anyone have an excerpt or a simple mod that adds a new simple put item in > get item out rule to the furnace? Data/Machines scares me.

woeful lintel
#

can someone patch export Data/Buildings with SVE installed for me please? I need the Id of the buildings but I don't use SVE, so I'm guessing someone in here has a setup ready for it

#

Or straight up the building ids for Premium coop, barn and winery

obtuse wigeon
#

as long as you don't mind many many other mods I can do

#

FlashShifter.StardewValleyExpandedCP_Winery, FlashShifter.StardewValleyExpandedCP_PremiumCoop, FlashShifter.StardewValleyExpandedCP_PremiumBarn, it was quicker to dig through the files than wait for it to load ngl, I can still grab you the export when it loads

woeful lintel
#

thanks, that should do it

#

I'm guessing that the texture path for these is Buildings/SVE_<BuildingName> from other reskins.

obtuse wigeon
#

"Texture": "Buildings\\SVE_PremiumCoop", basically yep!

drowsy pewter
#

Let me grab my laptop and ill send examples for both this and the machine question

woeful lintel
#

Does anyone know if it's normal that I can't change the Farmhouse skin (set with CP in Data/Buildings) with AT's Paint Bucket? It works fine at Robin's but the AT menu says it doesn't have any alternative for this season.

obtuse wigeon
#

I don't think skins are changable using ATs paint bucket at all?

woeful lintel
#

well, they are: they work for all other buildings

obtuse wigeon
#

Oh? I could've sworn I tried it and it didn't work, glad to know it does actually work (except for FarmHouse it seems)

drowsy pewter
# cold marsh I want to edit farm animals to have extra deluxe item drops. Is this how you're ...

https://github.com/6480k/6480-Stardew-Mods/blob/main/[CP] Blue Eggs and Golden Mayo/content.json
Machine example: "Modify mayonnaise machine rules (Blue Mayo)". Change (BC)24 to the ID of the furnace.

Add item to deluxe produce, without removing currently existing items:

            "Action": "EditData",
            "Target": "Data/FarmAnimals",
            "TargetField": [
                "Blue Chicken",
                "DeluxeProduceItemIds"
            ],
            "Entries": {
                "6480.blueegg_BlueEgg": {
                    "Id": "6480.blueegg_BlueEgg",
                    "ItemId": "6480.blueegg_BlueEgg"
                }
            }
        },```

It's not really necessary to change/edit the other fields that you put there like DeluxeProduceCareDivisor, unless you actually want to change whats in vanilla.
#

What you have already is like, fine, but it could conflict with another mod if they also add items to deluxe produce

obtuse wigeon
#

(doesn't the furnace need an extra field for fuel?)

drowsy pewter
#

Nope

#

fuel is defined in the whole machine data, not per rule

obtuse wigeon
#

Ahhh okay gotcha

primal spruce
#

When making a mod, should I start with the pixel art, maps, writing, or the code?

rotund saffron
obtuse wigeon
#

There is no "correct" order to do it in

drowsy pewter
#

what are you making

#

if this is an npc mod, i would personally recommend doing a bit of each in turn until you have some bare minimum working mod

#

Doing, for example, 20 seasonal portrait sheets before starting to code is a little bit putting the horse before the cart

#

especially because as a first mod, it's difficult to know if you'll enjoy all of it before you actually experience trying out all parts of it

#

but yeah, you can work in whatever order flows naturally to you, just dont get stuck in a rut of needing to finish xyz before you get to coding

golden spire
#

finally got enough unique downloads to redeem "lifetime" membership on Nexus.. woo

gray bear
obtuse wigeon
#

Wooo congrats!

tiny zealot
#

congrats, limey!

golden spire
#

now I can download tiny mods even faster..

gray bear
brave fable
#

it's not just lifetime, it's sitewide 🥳 so you can download your favourite monster hunter pard reskins and your favourite skyrim four billion pixel texture packs

#

but yes, a little pointless for stardew valley as far as i'm aware hahah

obtuse wigeon
#

unless you use collections (Which you shouldn't for stardew, use stardrop instead, it's much better)

gray bear
#

no you can not download sve faster

verbal narwhal
#

does anyone know of a c# mod that uses gmcm integration?
I am struggling so much with this, so I would be so very happy if I had an example to look at

I am currently following the docu but the Api thing confuses me quite a lot q.q

tender bloom
#

Customize Wedding Attire (mine) uses both GMCM and GMCM options

#

I sort of forget which of mine do but a few others do as well

#

At some point I switched styles due to Atra’s influence from full manual to slightly automated

verbal narwhal
#

thank you so much!!
the problem is that i jave no concept of the namespaces and file naming conventions for this or if they are different namespaces in the same file, so I was looking in my mods folder without really knowing what i am looking for

tender bloom
#

You’ll need to copy the API into a file in your project, I think most people name it the same as what it is in the original repo

calm nebula
#

You can use your own namespace btw

tender bloom
#

You can delete out parts of the API you don’t need

calm nebula
#

Or your interface name, neither of those are checked

verbal narwhal
#

thank you all so much! I will let you know if I succeed

calm nebula
#

I would link you an example but

verbal narwhal
#

but I mean I have spent my last year modding abit for other games, but never understood visual studio or the concept of solutions and projects, always did my scripts and compiled them with vsc and it was fine

#

so me finally grasping a bit of visual studio is already overwhelming haha

vital lotus
pine elbow
#

so like, i am writing dialogues and im kinda confused on something
how do i randomize them? like for monday i dont want only one sentence to appear

#

do i use something like " && "?

latent cape
pine elbow
#

i finally learned adding more sentence but i am stuck with the second thing you said 😔

pine elbow
#

i wasnt using i18n but seems like i should

vital lotus
#

Sorry, I'm on phone and can't remove embed

#

Ur translator would thank u

pine elbow
#

oh!

finite ginkgo
#

(you can put <> around your link to remove the embed, ie <link.whatever>)

vital lotus
#

Thank you!

verbal narwhal
#

EEP I MADE IT!!

pine elbow
#

plus i am new to this😭

gray bear
#

same idea

#

random token and a bunch of i18n values

fallow delta
#

Okay

#

Wow

calm nebula
#

Or wait until 1.7

#

With the ||| token

hallow prism
#

i mean, we have no estimate date so i feel learning how to use the existing tools is a good thing, there are several

#

including the game random dialogue feature that use c but i don't remember the exact formatting

drowsy pewter
#

inb4 2 year alpha phase

#

do people still say inb4

calm nebula
#

No, we're old

#

Tbh I'm also lazy so I'm perfectly happy to wait for 1.7....or 1.8....or 1.9

#

All of which i suspect will happen before atra bothers to update moss

vital lotus
calm nebula
#

Yes, actually, because multiple mods can append to the same thing

vital lotus
#

Oh... Dang I just realized the possibility

hallow prism
#

for me, if i want to do something now, the idea of waiting at least 6 months is aaaaarg

#

meanwhile if you tell me how to do it now, i may use it in 6 months!

#

same result, entirely different feeling 😄

calm nebula
#

In my place, the chance i will have the free time to do anything in the next 4 or so years is null

#

And it's not like the free time prediction will get better after that.

cloud slate
#

Good morning lovelies!

#

oop not where I meant to be but hi anyway

gray bear
latent cape
#

Hello I want to ask, Can one actually put a condition to a specific event where it triggers based on your farmhouse level upgrade? Like for example if a player has a level 1 upgrade, they would get heart Event A. otherwise they would get Heart Event B

calm nebula
#

Sure! You can either use CP to patch in two versions of the event

#

Or use the same event key but have two opposite preconditions

latent cape
#

How do one do that if i may ask?

#

for each way perhaps, I'm intrigued witht the second option though

lean crane
#

Hey @gray bear I can’t remember the link to it, can you post the comms page again for me to look at?

gray bear
#

!comms

ocean sailBOT
lean crane
#

Thank you! I am awake now lol

gray bear
lean crane
#

Also you were godly fast there! Lol

gray bear
#

i was active so

vernal crest
#

(You can also look in your browser history)

latent cape
latent cape
stuck thunder
#

How do I find Event IDs?

latent cape
hallow prism
#

there is too much negation for me to parse this question

hallow prism
hallow prism
#

(you may also want to group your edit in one edit, several entries, rather than several edits)

latent cape
hallow prism
#

i see, i don't know if branches of events are counting as event

latent cape
#

But what I didn't fix yet is how the event that has InUpgradedHouse 1 Also happen before the one with InUpgradedHouse 2 occured

latent cape
latent cape
# hallow prism what is the issue with that?

Okay maybe it was my wording, but it means that even though the event occured with Upgraded farm house level 2, the ones that's for level 1 is also got triggered, so both versions got triggered at once, and I play the same event twice (with the other one has the level 1 placement, so the character and camera are all in the void)

hallow prism
#

then try having something like "!not upgraded to farmhouse lvl 2"

latent cape
#

the wiki did say that InUpgradedHouse works as a minimum and not the exact level, So i can't figure how to make it exactly for Upgrade level 2

latent cape
hallow prism
#

hmm

#

!InUpgradedHouse 2, InUpgradedHouse 1

#

in the event precondition?

latent cape
#

Alright, let me try that

latent cape
hallow prism
#

sure, every existing precondition can be reversed using !

urban patrol
#

is it missing information? i can ask for a full log

brittle pasture
#

always request full log yeah

#

but it seems like the error message comes from TMXL?

urban patrol
#

is that a mod or

hard fern
#

Yes

brittle pasture
#

an old mod which should be uninstalled like yesterday

urban patrol
#

ahhh okay i thought it was maybe a vanilla handler

late gull
#

Could somebody give me hand with adding an event to a custom location? All of the tutorials I've found have been about adding events to vanilla location so I think I am misunderstanding something. I created the attached .json at assets/Events, then included the file in my content.json.

shy trout
#

sorry if this is an obvious answer but
i have a lot of mods that add crops (cornucopia, raffadax, etc) and i want to slim them down so i dont have repeats of crops
however, some mods also include recipes
so lets say theres adzuki beans in both raffadax and cornucopia, but only raffadax has a recipe that uses adzuki beans. if i remove the raffadax adzuki beans, will the mod allow otrher "adzuki beans" for the recipe or will i have to go in and adjust the recipe code to accept the adzuki bveans from another mod?

hard fern
#

you will have to adjust the code ✨ usually

#

the game doesn't know what is beans and what is not

lucid iron
#

Raffadax should use more context tags do that all adzuki beans are interchangeable

shy trout
lucid iron
#

I have not looked at the specifics, so I am not too sure

#

You can make your changed as a new mod which patches the relevant places ofc

shy trout
#

i probably will have to do that bc cornucopia uses CP mainly bwhile the croips in raffadax are JSON
so im going to have to convert the raffadax crops to cp anyway.....

lucid iron
#

Raffadax has an alpha in the server that got rid of the json assets

shy trout
#

oh yay! thatll help
is that in this server or their own raffadax server?

round timber
#

raffadax server

#

linked on the mod page i imagine (cant share invites here)

shy trout
#

thank you!!! yaaayyyy less work for meeee SDVpufferheart

ornate locust
#

I appear to be AGGRESSIVELY fucking up the format of questions in dialog or something... maybe my brain's having an off day. It's saying my key isn't present in the dictionary. But it should be. Here's the errors when I try to use the dialog (the dialog shows fine), the dialog code (at the bottom), the i18n, and the map property that calls it. I eventually cracked open the mod I saw to make there be a coffee maker at the doctor's office and I swear it looks like this, I don't know what I am doing that they didn't/what they're doing that I didn't. Other than using a different NPC to attribute the dialog to I guess?
https://smapi.io/log/11752980dbc346efbfce242526193aae
https://smapi.io/json/none/64d222cdc1994ba2b304fa2f43854693
https://smapi.io/json/i18n/80c15caf3017463da83461479bb91d34
Spiderbuttons.BETAS_DialogueBox MV.Municipal_Alicia Characters/Dialogue/MV.Municipal_Alicia:coffee None

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 17 C# mods and 5 content packs.

hallow prism
#

ok can you provide a bit more context? you have a dialogue asking for a choice, using what to provide choice?

#

and the error is when choosing no, or any answer?

#

what is the "none" for in Spiderbuttons.BETAS_DialogueBox MV.Municipal_Alicia Characters/Dialogue/MV.Municipal_Alicia:coffee None

gaunt orbit
gentle rose
#

I am entering menu purgatory, please keep me in your thoughts/prayers /lh

hard fern
#

🙏

#

safe travels...

gray bear
#

hey iro hows the portrait thing going

gentle rose
#

what do you think this is for SDVpuffersquee

#

(ideally I want to have a menu allowing users to switch portraits easily in the first release/beta of the mod, I'm currently having a look at if that's feasible)

gaunt orbit
#

@lucid iron
for overlays, you will want to target tlitoo.emu/ExtendedLocationData, then fill out the Overlays field, which is a list of this model:
Field, Value type, Purpose

ID, String, Unique Identifier (used by cp mostly)
Condition, String, (optional) game state query to enable/disable. check when entering the location.
Texture, String, (optional) name of the texture asset to use for the overlay.
Source, Rectangle, (required if Texture is set) The region of the image to draw
Destination, Rectangle, (required if Texture is set) The place in-world to draw to. (tile coordinates)
ActiveRegion, Rectangle, The region in-world that will "activate" the overlay when the player enters (tile coordinates)
Opacity, float, (optional) The opacity to fade out to when activated. default 0
UseLayer, string, (optional) The name of the layer to use. Cannot be combined with Texture

#

the model also has some fields for animation but I realized I forgot to actually implement those :V

lucid iron
uncut viper
gentle rose
lucid iron
#

Stretch goal AquaThumbsup

#

Portraiture has a menu but no one really knows about it i find

gentle rose
#

yup, it seems there are a few features like that (did you know portraiture can also load portraits via regular content packs rather than through its dirs?)

lucid iron
#

Yea i did PecoWant

#

It's not particularly better because it still rely on namings

#

There's also the roundabout hdp integration path

gentle rose
#

but tbh right now I'm not implementing anything, just looking at feasibility

ornate locust
ornate locust
#

maybe I'll just have using the coffee machine jam coffee into you right away without asking

uncut viper
#

(truthfully i always thought questions were broken completely with DialogueBox and considered that a known "wont fix" thing until i figure out a good question specific system, so I wouldn't have expected the other coffee machine to work either. maybe worth just recreating theirs literally 1:1 to see if it works and then change as little as absolutely possible)

ornate locust
#

I was just a bit baffled when I saw I was doing the same thing as the other guy

hallow prism
#

my only friend for question is quick question

lucid iron
#

I think avi got mmap question dialogue to work actually

#

The reason why is probably cus that whole thing lives outside of npc dialogue

hallow prism
#

i meant vanilla, no judgement on other mods for me

uncut viper
#

thats why i thought it was broken, but evidently it can sometimes work, otherwise the other coffee machine mod wouldnt exist

#

disclaimer though ive not tried the other mod to verify it actually does

lucid iron
#

There's like 2 flavors of questions right

#

The one that's going to fetch a key

#

And the one that's just response

#

$y iirc

#

This second one should probably work in BETAS?

uncut viper
#

i dont know anything about dialogue questioning

lucid iron
#

Since it is 1 line only

hallow prism
#

i don't know if $y can accept special code

uncut viper
#

i still need to take your MMAP system and flatten it out into a single action string someday to have a proper question box action

hallow prism
#

i know airyn wanted to experiment with how it react to portrait

#

and i tested with a [itemid] but it's not really the same thing than a dialogue command

lucid iron
ornate locust
#

Making it so using the coffee machine just jams it into your face works fine at least

lucid iron
#

Rather than wanting a whole model, it'd be simpler to emulate just having the response keys

uncut viper
#

isnt that what flattening a model into a single string would effectively be

lucid iron
#

And u can flatten a string string dict into 1 line if u decide on the delims

uncut viper
#

just a mess of accessing-by-index

calm nebula
#

My god

lucid iron
#

The mmap model is complicated because it forwards into 3 different kinds of action

#

I think trying to flatten that into 1 line would be quite a pain

uncut viper
#

it would be yes

uncut viper
#

so much indentation

lucid iron
#

Maybe if u just say "look for the response keys in this string string asset"

uncut viper
#

i dont know if it'd be a good idea for me to overwrite an NPC's entire dialogue dictionary

lucid iron
#

It depends on whether you use a fake speaker npc

#

I thought BETAS did but I do remember this having implications for player answered

#

Perhaps gotta namespace it too

uncut viper
#

BETAS uses a fake speaker if the NPC doesnt exist

#

or at least i thought

#

i mightve changed that at some point

#

i havent given the dialoguebox code a significant look in eons

#

playeranswered implications make me wary though

#

i think emulating having responses though would require me to parse the dialogue string to even know theyre making a question, and then also picking out the translation keys from the dialogue to parse those too

#

assuming this was to fix it in DialogueBox proper

lucid iron
#

There's another more cursed option

uncut viper
#

if it was a new Question action i suppose i could just assume

lucid iron
#

Force the dialogue box to be a location question instead of a npc question

#

You can do this after dialogue box ctor but the timing of when to bonk the speakrr is fussy

uncut viper
#

what is a location question

lucid iron
#

Something that goes into the GameLocation response handling

uncut viper
#

im not sure how thatd be at all better

lucid iron
#

It doesn't have the player answered side effect iirc

zenith sapphire
#

Guys i'm porting my fish mod from 1.5 to 1.6 (with the new fish spawn system and format) now that's being announced 1.7 should i be worried about? It will be a huge change that version in your opinion?

uncut viper
#

in terms of implementation though that seems like an absolute mess, and wouldnt it require a harmony patch on GameLocation.performanswer or whatever it is?

lucid iron
#

There's no need to worry because 1.7 could be years away

uncut viper
#

no, dont care about 1.7

lucid iron
#

Location fish is already new era data format so it's probably not going to change much

uncut viper
#

for starters none of us could possibly have any idea what will be in 1.7 when it comes to new content
and for technical changes, any of us can form our own opinions by looking at whats done in the 1.7 technical alpha thread

#

but thats a small slice of things

lucid iron
#

Might see aquarium fish grt merged?

hallow prism
#

merged?

#

ah in other assets?

lucid iron
#

But yeah on reflection idk if this would be any less jank than overwrite dialogue asset on fake speaker npc

uncut viper
#

having a speaker also determines whether it shows a portrait

#

no speaker = no portrait

lucid iron
#

If we get Data/Fishies that is a string FishData asset then I can't see those 2 being different

hallow prism
#

if it happens things can probably be solved with either a converter or a rewriter however

lucid iron
#

Yeah prob

real aurora
#

hello everyone! does anyone know if tiled has a map property (or something similar) that keeps the camera always centered on the player?

gray bear
#

[[Modding:Maps#Map_properties]]

gray bear
#

here's a resource, i'll take a look too though

real aurora
# gray bear

oh thank you so much! i'll try this right away! SDVemoteheart

gray bear
#

np

gentle rose
#

perfect. menu done

gray bear
#

box

oblique meadow
#

Question for you all. Just to make sure I’m not missing anything.

So I’m creating a small area full of real estate for NPCs to be able to allocate since there’s a ton of space conflicts. I’ve never made an NPC so I’m reading through the wiki and such to understand any nuances I’d need to account for. Is there anything major I’d need to take into account otherwise I’ll bork their pathfinding or functions or something?

lucid iron
#

You need to let them route into the valley usually npc warps

#

Watch out for conflict

#

Also don't make a map like backwoods

#

Personally i recommend you to make the npc you want first so u can experience all this from end to end

ornate locust
#

NPCs can't path in backwoods

lucid iron
#

*dont make a map with geometry like backwoods

ornate locust
#

Yeah Ijust figure it's also worth saying: if your map opens to there, NPCs can't path there, you gotta work around it

oblique meadow
#

Yeah. I read no backwoods so I didn’t go there.

#

I’m working off the east end of the beach. There’s a path in the upper right for metal core and fish of Stardew adds a bridge and extended beach but for what I’m working on neither would be an issue

#

And I’d make my own NPC… except I have zero art skills. Like I can throw together subpar amalgamations of existing assets… but new ones… oof

#

So I’m just doing my best to do my due diligence

urban patrol
#

heads up that i also edit the east upper corner of the beach if you want to talk about compat SDVpufferheart

#

and i believe stardew druid does as well

oblique meadow
urban patrol
#

dead boy detectives, but i haven't released that update yet. i can send a screenshot or my beach map if you want

#

i made the map like 2 months ago and then stalled on the other stuff i need to add lmao

oblique meadow
#

Honestly a screenshot or even coordinate range(s) would be great

urban patrol
#

i can get you both, one sec

oblique meadow
#

Perfect

gentle rose
#

gorjus

oblique meadow
#

I just watch people in the modding channel who want a bunch of NPCs sit and struggle for a while because they want multiple NPCs who have space conflicts… and I thought there has to be a better way/ option

urban patrol
#
    "Action": "EditMap",
    "Target": "Maps/Beach",
    "FromFile": "assets/maps/Beach_Docks.tmx",
    "FromArea": { "X": 2, "Y": 0, "Width": 16, "Height": 11 },
    "ToArea": { "X": 88, "Y": 0, "Width": 16, "Height": 11 }            
},```
lucid iron
#

Some people are really into the idea of a special house just for their npc

#

I feel the shared npc spaces that become popular tend to have a decent amount of content on their own

oblique meadow
#

And that’s ok. I’ll learn a lot in the process even if nobody uses it

#

Thanks Nic

ornate locust
#

Stardew Druid does have a boat over there

#

gimme a sec and I can tell you where exactly it is

#

stares at the files never mind, I have no idea how this mod does map stuff

oblique meadow
#

That’s ok. I will dig in. Just knowing I need to consider it is enough

lucid iron
#

What if u just CS and boat over tbh

urban patrol
gray bear
#

which map

inner harbor
indigo yoke
#

can someone help be debug this?

[Better Crafting] [BetterCraftingPage] Encountered exception in PerformCraft event from mod 'Yet Another Cooking Skill' (moonslime.CookingSkill): System.EntryPointNotFoundException: Entry point was not found.
   at MoonShared.APIs.IRecipe.get_CraftingRecipe()
   at CookingSkillRedux.Core.Events.BetterCraftingPerformCraftEvent(IGlobalPerformCraftEvent event) in D:\Users\Beatrix\Source\Repos\StardewValley\CookingSkillRedux\Core\Events.cs:line 66
   at From<<moonslime.CookingSkill>_<Action`1\[IGlobalPerformCraftEvent\]>>_To<<leclair.bettercrafting>_<Action`1\[IGlobalPerformCraftEvent\]>>_2.Invoke(IGlobalPerformCraftEvent )
   at Leclair.Stardew.BetterCrafting.Models.ChainedPerformCraftHandler.Process() in F:\Code\Stardew\StardewMods\BetterCrafting\Models\PerformCraftEvent.cs:line 123

trying to specifically figure out why YACS doesn't work with Bettercrafting: buildings.

testing in game I found

  1. YACS and Bettercrafting DOES work in the cooking menu
  2. they do work together in the normal crafting menu
  3. it is specifically when you try to build buildings with the bettercrafting addon it breaks.

it says entry point not found, which is the confusing point for me since it is working for the normal and cooking menu.

Link to yacs line 66 here

Edit: I am guessing it's freaking out since it's trying to check to see if it's a crafting recipe but instead it's a building.

oblique meadow
#

Ok. I appreciate the information all. Gives me a lot to go on. I may have questions as I go… but I have a solid start

#

In an unrelated pun… I’m calling it Gull’s Landing… so when I release the mod to mod makers I can openGL

real aurora
gray bear
#

np, glad i could help

dusky sigil
#

what is the purpose of question fork in an event... what can it do that quickQuestion can't

hallow prism
#

hard to say, i don't remember details, but remember CA made some stuff over time and sometimes added things doing the same thing but better

urban patrol
#

question fork is for diverging paths. for example, if you wanted the player to choose between having a date on the beach or going to a restaurant, i wouldn't put that in a QQ

hallow prism
#

it is also why sometimes goal is to uniformise/merge features but with better documentation/use cases

#

which i believe is planned for all the variant of questions/forks in events in 1.7

urban patrol
#

yeah all questions will be deprecated in 1.7 in favor of GOTO

latent mauve
#

AFAIK They will still work in the old format because of rewriters, but the new GOTO will simplify it a lot

dusky sigil
#

oh that's good to know

violet valley
#

Is there a way to get two map actions in one TileData SDVpufferclueless

#

bc when I try to, it just doesn't let me add another named Action

latent mauve
#

What are you trying to do that needs two map actions in an identical spot?

lucid iron
#

You can't

violet valley
violet valley
lucid iron
#

Use spacecore and forward it into trigger action

violet valley
#

Ok I'll try that

hallow prism
#

or beta to trigger a whole trigger action

#

which can contains several trigger actions

violet valley
#

oh ok

violet valley
hallow prism
#

yes

violet valley
#

ok

violet valley
#

Or should I use BETAS

uncut viper
#

the feature chu was thinking of also exists in BETAS already and works identically except for also allowing you to use more than just a Manual trigger

#

either way it's just a touch/tile action

violet valley
#

oh ok I might use betas then, bc I am already using it in my mod

lucid iron
#

Yea the important bit is that you do the stuff in Data/TriggerActions

#

Which accepts a list of Actions

#

I forgor if betas has an action list thing

uncut viper
#

that said if the dialogue you're trying to open is a map action, you can't do that from TriggerActions

#

Unless it's a BETAS dialogue

violet valley
uncut viper
#

BETAS has an action list thing

violet valley
#

Oh it does?

uncut viper
#

so you can do both in one TileData action then

hallow prism
#

i'm mainly suggesting BETAS because you already use it which you may not do for spacecore

violet valley
uncut viper
#

No

#

ActionList

violet valley
#

Oh

violet valley
uncut viper
#

All BETAS trigger actions also exist as map actions

violet valley
uncut viper
#

the docs just aren't duplicated

violet valley
#

@uncut viper So to use ActionList just add a + between each action?

uncut viper
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no. like the top of the page says, the + just means you can write as many of that argument as you want

violet valley
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oh

uncut viper
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the <>, [], and + documentation syntax works the same as e.g. the vanilla wiki trigger actions page

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just put your action strings in quotes and separate them with a space

violet valley
brittle pasture
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one last stretch goal before I release this thing: free from the tyranny of maximum 3 ingredients per building via the revolutionary technology of Scrolling™

gray bear
urban patrol
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incredibleeee

brittle pasture
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(it auto scrolls because I don't have anymore energy to add UX™)

ornate locust
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Is there a way to have something self-destruct on purchase? I'm doing a donation box, and so I'm not really selling an object, it's just a way to get "money put in box"

brittle pasture
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PeliQ has something for it

ornate locust
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oo

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That looks like what I was looking for, thanks

sudden estuary
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Dumb silly question: how long would it take to hypothetically make a crop and artisan good mod

uncut viper
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depends how fast you can draw the art

sudden estuary
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Basically the idea is like:

  • new tree with different colours
  • artisan machine processes them into goods, variations depend on the colour of the product
  • ???
sudden estuary
uncut viper
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timewise ofc depends on how many items you want to add

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but its not difficult

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if you focus on making one crop work from farm to table (i.e. make one work for every part of the process: growing, processing in a machine, coloured output, etc) then you can just copy-paste a lot of it for the other items and just change the item ids and textures

sudden estuary
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Is that legal

hallow prism
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yes copy paste is allowed in most countries

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frankly the time an artisan mod would take can vary a lot, some can take months because they want to have a bit of everything and be immersive, but a simple one can be done in a week

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it also depends if you want it for personal use, release, want polish, want unique assets, care about compat, etc

calm nebula
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(Also. Local tokens)

lucid iron
hallow prism
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(it can probably be done a lot faster than a week if the goal is some simple proof of concept that you just enjoy in your game)

calm nebula
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O.o

lucid iron
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proc wise it works good once i figured out ActiveRegion is not supposed to be all except where you supposed to be

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the effect of fade in and out is a little flashy, would that be changable?

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(also the zip u sent me had MUMPS.dll in it)

gaunt orbit
lucid iron
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something else i worry about is how ur data model would work with PIF

lucid iron