#making-mods-general
1 messages · Page 411 of 1
ok i should really make sure i have my coffee first before trying to help next time
in that case yes if your target location uses your ModId, so must the warps in Tiled
but spelled out entirely without tokens, as like Atlas says those are a Content Patcher thing and wont work in Tiled
No no, I'm getting lost too messing w/ all of this 
I do like Starfruit, I was thinking Ancient Fruit would be a good material to require 1 of for Master
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?
ancient fruit is a good bet for Master for sure
pretty sure you could do, yeah, though it wouldnt be via AddWarps b ut by setting the property on a specific tile. you'll need to look at the EditMap documentation for that, im not very familiar with it
That tends to be the solution I do, it also makes it easier to debug due to it reporting an error if it isn't right, you can't use the regular warp however, you have to use MapTiles > SetProperties (https://github.com/Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide/action-editmap.md#edit-map-tiles)
does anyone have an example list of all the dialogue commands cause some of them r just really confusing 😔
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?
how are you adding it to the map?
and do you have the minecart action on the proper layer
Need some action? I looked at the bus stop map and didn't see any action there.
What is the mail sent for the geode crusher from Clint
the bus stop is hardcoded. you should look at the wiki for minecart networks instead
Can it be on any layer?
no. it still follows the normal map editing rules.
I just worked around it, and made the door on the back layer, then placed a warp ontop :p
that will probably feel very weird to players
I'm referring to the layers: Back, Buildings, etc.
But the blocks are part of a layer, there is the Back block, the Buildings block, etc.
I found it (ClintReward)
and the wiki page i just linked you tells you exactly which layer it must be on
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
please click this link
Buildings
correct. unless you've got another mod somewhere adding a second MinecartTransport touch action (hey chu-) it will be on the Buildings layer
thanks
and you must have something painted on the texture buildings layer beneath it too
is there really no UniqueMultiplayerID to farmer helper in vanilla
sounds like a job for central station
Game1.getFarmer(long id)?
yeah thats the one
i can never remember which is deprecated and which isnt
be aware the xml docs have a typo though
for the second parameter name. so dont blindlyh copy it 
wow literally unusable...
farmHouse.getRandomOpenPointInHouse seems a little cursed
my small child keeps goin into the void
are there invisible void tiles for it to choose from
i think thats what the buffer is for
I found out creating the warp in content.json allowed for the door to be clicked on and to load the map. However, I can still walk into the trigger, but is there any way to prevent that without putting the warp on the top half of the door?
remove the touch warp
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"
}
}
]
}
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
as said, do you have something on building layer on that tile?
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
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.
i would very very very much please ask you to not override Crop.harvest
but transpiling it seems like your best bet unless a different framework can already do it that im not thinking of
Crop.harvest is a rather busy function when it comes to mods that patch it so overriding it completely will break most of them
Transpiling?
transpilers insert code inside the function in question
you would be working with IL and not just C#
The world of Harmony is a bit of a lawless land, but it's incredibly powerful. You can pretty much implement anything you want, but you can also break anything you want. With that in mind, you should begin by reading the main wiki's intro to Harmony to get you set up. This tutorial will focus on the...
this tutorial actually uses Crop.harvest as an example
you will ofc also probably want to look at the harmony documentation for it
any number of mods can transpile the same function and they will all have their changes applied to the "original" function
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
(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)
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
in the other 5% of cases you should just cry
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
(are non-side-effect prefixes guaranteed to run? I thought the harmony docs said only postfixes are guaranteed to run)
which is absolutely not the case for Crop.harvest
"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."
oh yeah please don't prefix skip that. that's like prefix skipping newDayOnLoad or draw
i dont think you want your mod to be known as the one that breaks SpaceCore
I guess that's because it should make no difference where they're positioned
(its the biggest one that patches Crop.harvest)
also thinking about it, Spacecores CropExtensions might be able to do what you want anyway
though its on a per crop basis
so if you want it for EVERY crop then it cannot do what you want
(though my old functional programming professor would like to argue that they cannot be side effect free because logging, printing to screen and changing literally any state are all side effects. he was an interesting one)
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
unless i was in his class in which case id just stay quiet and pass 
to be fair to him, this is technically almost relevant to a functional programming course. but also not really
but in the safety of the stardew valley discord server where i can joke freely, he cannot contain me
i bet he doesnt even know there's gonna be a 1.7 update yet
Bruh now I don't need to buy gifts for harvey lol
Is there a guide somewhere for what the path tile pieces on the dungeon tilesheet do?
which ones and which tilesheet specifically? iirc there's no tilesheet named dungeon
The weird ones right
The horn and studd
There isnt iirc
I recall them being stupid obvious though
Like horn is the little purple horn, the one that looks like a barrel is barrel
Etc
More stuff is controlled by the pixel image thing which you would need to decompile for
by the what
why is that controlled by an image and not a data asset...
image is quite convenient to make layouts
but harder to edit in a modular way
and some things are sadly escaping the Great Dehardcoding
(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)
You can edit it fine what are you talking aboit
Edit image overlays lol
I think the junimo js very cute
yeah but it's more annoying
and you have to make an overlay and can't use text operations
Deal with it 😛
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
You don't get to keep the coffee, so... 
usually CP mods are pretty safe i think. it’s when you get into C# territory that it gets trickier. there’s an android modding server you can join who might have more info
So it's a matter of whether or not the platform can handle the mod, then?
yeah the underlying code is different for android
I'm not having any luck finding a server for specifically android modding
but frameworks like CP and android spacecore are able to provide you with modding abilities*
*there may be some weirdness still
it’s the thai server i think
i can’t link it because i’m not allowed
Ahh, okay
What kind of things can you make with content packs? I've gotten a couple mixed results on google
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
what’s your idea?
Is it normal that Farmhouse skins don't show up in the AT paint bucket menu? It works fine at Robin's
is it worth a bug report?
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
I also don't want to have to replace existing npcs to add new ones
!startmodding that’s definitely doable with content patcher! take a look at these resources i’m about to link you
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
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
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
!androidsmapi
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.
aha!
Sweet, thank you so much!
Welcome
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
Sure
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
Finally, i can do that meme where sexyback just plays whenever that person is on screen
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?
I could be wrong but that's my understanding from the wiki
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?
can someone teach me how to make a simple clothing mod for the game i need to make a susie deltarune vanity set 💔
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
bites table.
My test mod for stations is a ContentPackFor Content Patcher with Central Station as a dependency, if that helps!
if you wanted it to be a Fashion Sense mod you'd want to look at the Fashion Sense documentation and it'll instruct you how to do it
i have no idea what fashion sense mod even is
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
Regardless of which method you are using (Content Patcher or Fashion Sense framework), I wish you luck with the pants/skirts/bottoms
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
i have made exactly One mod but it was for celeste and it was really REALLY easy
ooh
Pants are cursed.
like i can have a hat have a sprite for all four sides or smnt?
are Fashion Sense pants also cursed?
(ive never made a Fashion Sense mod nor do i really use them)
(yes)
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
!unpack
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!
So it's a dependency and the mod is a Content Patcher Pack?
you'll want to follow the second command at the very least to unpack your files to see how the vanilla game does hats
Aight, now I understand
and the first to get up to speed with modding in general
(ignore the C# stuff)
this is fashion sense:
https://www.nexusmods.com/stardewvalley/mods/9969
should take a look here too under the "Mod Authors" section
oh am i gonna have to code. for this.
familiarity with JSON will be a big help, if you have that
probably not the kind of coding you're imagining
cause i have absolitely zero experience and i can guarantee it will go VERY badly
i do not understand any sort of coding whatsoever
its all json and pngs, which you can write in something as simple as notepad++
made to be very human readable
if you'd like, i do also have a JSON tutorial more geared towards stardew modders
Obviously there's still stuff to learn, but once you get a bit of syntax in you, reading them isn't so bad
(though if you use that tutorial, dont look at it on mobile... orz)
There are also lots of code snippet examples floating around if you're using ContentPatcher or similar, in their documentation.
so every pant in existence is cursed i see
like i wont jndersrand any code at all i cna guarantee it 😭 i am dumb asf. all my. points are into creativity
well, this is a hard requirement
Unless you want to commission someone to code for you, you're gonna have to dip your toes in at least 😛
unless you wanna pay someone to make it from your art
i have zero money.....
luckily, the coding and learning is free then
welp
Give the code a try, we don't bite and you can always ask for help if something doesn't work right.
if its something you need to commision then no way in hell im gonna be able to do it at all
id say the same thing about art, as none of my points are in creativity
there's never a "need" to commission
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
it's either do it yourself, or pay someone else to do it, really
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
:bites:
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
LOL atra
Okay, most of us don't bite (unless you try to make chatGPT write your code. Don't do that.)
i bite sometimes
or i can just find someone whos as crazy about deltarune as me and also a stardew dan and also knows how to code (Highly Unlikely, )
sure, thats a possibility, if you're fine with waiting potentially forever
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
a They can dream ok..
😅 if you really really want this mod made, honestly i think just trying to learn is better than waiting around...
from what ive tried, FS isn't that complicated at all
Come up with the art
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?
It doesn't show up as an option in game
is the name unique
yes
It worked with FARM_TYPE
Okay I figured it out
You gotta put the outfits in the category files
I feel a bit stupid lol
how stupid do you have to be to get kicked out of modding forever
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)
it's not a fix, but does ctrl+R clear up the visual issues?
nope 
makes me wonder if Bouncer's sprite uses pure black, it's possible Tiled is chroma-keying him out
Hm that is true, I'll try doing it with another sprite that is not all black
bonch is made of pure darkness
all right where the color from him disappears
(pink used for demonsration)
Only the "steals other people's stuff" or "is a massive bigot" kind of stupid, don't worry! /lh
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)
“Smart” is a rather ambiguous term anyways
The boncher...
The memories
RIP Boncher
it could also be your art program chroma-keying bouncer into transparency
Maybe he’s a ghost and we never noticed
I want to make a mod that makes my ocs marriageable so imma learn how to do that for the next few years
I mean you don't need years for that, surely...?
my NPC has been a WIP since pre-1.6, so...

and thats just a single OC
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
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
"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
It does not take a year to learn no
But dont ask how long I've worked on previous pieces of fanfiction
Are event commands case sensitive
i want to say no if only because the default delegate event handler methods use title casing
I’ve never made a mod before, but my friend is literally begging me to make a mod that adds my oc
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
yeah i've never actually look into where the default delegates are assigned an alias on registered
or rather just assigned
i'd like to present a counterpoint
the xml docs for Event.Commands says theyre case-insensitive, so...
i dont believe thats the case for the first 3 setup commands though those seem to be case sensitive
the commands or the values?
commands
i.e. none/continue/pause for the music != None/Continue/Pause
also whatever ignoreEventTileOffset is
Also for one Harvey one in the mountains
(Event command names are case-insensitive. Values like music IDs may not be.)
yeah in hindsight move 0 0 0 is weird
How many years before they return from the war
are you sure you should be measuring in years?
@lucid iron stretch goal done (this takes so much time weh)
what is direct build mode doing
I have to patch Object.maximumStackSize to 99999 only when the carpenter menu is active just for the number to show up properly 

Wow
It's for directly building a deluxe coop button
what does pushing a deluxe coop button do
(what mod are you adding this to selph i need this yesterday)
I will release it within next 2 business days
A good promise to make the day before Labor Day 😛 (jk idk if you’re in the US)
yeah we also have Labour Day
my time from "i'm going to make this NPC" to "hitting publish on nexus" was five months, but i am a programmer and had some prior unpublished experience making mods. add some time to that if you're green.
also note that hitting publish on that was two years ago and i have continued working on the mod in that time /lh
I say we but I'm not even a Canadian citizen
Well did you install authentic maple syrup?
What kind of magic string comparer do you have
how long until sdv.1.6.16.1.7.17 is out 
Where Labor == Labour
does installing it guarantee Canadian citizenship
Never. It's 1.7, 1.8, 1.9, 1.10, 1.11, etc
Not installing it guarantees terrible consequences
You also have to go eat a beavers tail
🫎
unclear. those leaf bottles are also available in certain US states
Go dunk yourself into the artic ocean starkers
i'd like to argue making npcs is quicker if you're not a programmer, because then you won't be tempted by the dark allure of c# features and instead be laser-focused on making silly pictures and writing funny text
And then wrestle a moose
if my lines of code translated to lines or dialogue and event scripts this mod would be out years before i even started it
that is fair, but surely there is some savings where programmer brain gets you around computer problems faster, or just from being very accustomed to life in a text editor
Unrelated to current convo
"programmer brain (derogatory)", btw
Will i die if I use pathfindcontroller in the farm
No
Are you putting children in the farm
Yes
They won't bonk things
Oh no
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.
Well tbh that's ok
I use pathfindcontroller for attack animals and they work well enough, but then again animals aren't your children (in stardew)
Children are chaos entities from what i understand
So i just send them to a random point in a 20x20 square every 20 min
Farm animals also use that but a different version
You can probably use it fine
The farm animal variant
one day I'll experiment with doing a replacement pathfind controller and have it do the warps
but effort and I wouldn't want to actually maintain it
New quote added by atravita as #6610 (https://discordapp.com/channels/137344473976799233/156109690059751424/1411882920616132629)
Better you than me, lol
Tbh, effort. I dont want to maintain that. I don't belive in joy, and so on
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
Chue will have this done before June
Atra it's August
June 2026?
Atra didn’t say which June
Nou
Could be 2030
june 2050
But yeah i dunno how I'd asset kid farm roam behavior
maybe it can be a PR into spacecore so its not another dependenccy
So rn they just go 
Just set 3 types of behavior “infant” “rambunctious” “slightly less rambunctious”
call me when the pathfinder rewrite handles the backwoods
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
But I'm ok with leaving this as stretch goal for after 1.0.0 
Maybe try for the bunnies for safety reasons lol
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
Cows will kick irl I’m pretty sure
All of which is perfectly possible I'm just lazy
Just tip them over first
So I'm gonna try to bully a chue
i would also like this totally-gonna-exist mod to not be in spacecore
Or hey, Button
Are you thinking like how the spouses and babies stare at furniture indoors?
Button, you want it?
Button's got a schedule mod hint hint nudge nudge
They could stare at placed furniture and crops?
I think you should ask Casey about PRs to spacecore
Anyways
Mathperson!
Hi!
How is a better country
Yeah
How are the trains?
look, in theory i wouldnt mind owning a pathfinder rewrite mod however in practice im not smart enough for that
Maybe do schedule anim too iono
And the planes
oh i forgot to ask if canada had geese earlier :/
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)
besides i still need to find someone to do that CP PR im not smart enough to do
Sadly I’m done with the fun pretty cool trains and now I’m having sad jet lag plane time
What CP PR
You have 2 minutes before my phone locks me out of discord to sell me
I did spend a nice half hour just watching the Shinkansen after our last train
Button's taking one small step
2 minutes.
For each
I like CP PR's
I think I've done more work inside the CP codebase than my own
If I was good at animation in pixel art I’d make train zoom zoom cutscenes
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)
I thought that caused issues with a loop in the locations graph? Did that get fixed in vanilla algo?
Dynamicly needing to resplit and make new patches whenever the tokens content changes seems very scary
That's fine if suboptimal
Could work
Pathos said he'd be open to a PR to solve that however it'd be, in his words, "might be a bit complex"
but I guess inclue already has that cost and doesn't care as much
which in my words is "too complex for me to handle"
It randomly breaks the loop essentially I’m guessing?
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
You connected the dots!
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
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
Cant be a tile property if you want to influence macro pathfinder
there's another related thing
a warp schedule option
directly skip from this point to next deal
out of scope though
I also can't remember the data model of macro pathfinder whether it can even can remember multiple route patterns
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
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
Mix of skip prefixing and intercepting and instantiating my own pathfinding controllers
some of the problems are large enough that surgical transpilers can't nicely fix
just make your transpiler IL list longer than the original's IL list 
convince pathos to do something now so that HC gets to start with sensible pathfinding
what if HC is all one big map
the problem is I give negative shits about HC until it has multiplayer and last I heard CA is going back to singleplayer only
oh i didnt hear that
thats a shame if so bc thatd also take it off my radar not completely but quite a bit
the SDV netcode is definitely not added willingly /lh
however what if you just made the multiplayer mod for it
imagine playing HC (we'll just mod it into stardew instead)
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
I want HC please
sorry to interrupt this emotional convo, is this the correct project reference to use? The docs aren't clear
dont reference it directly
pretty sure you dont need to manually add it
the only game I can think of that has successfully migrated properly is Minecraft
hasn't that always been both
by both i mean the local server for singleplayer
oh, in that case no
in the current codebase
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
and then many other problems for a bit afterwards too dealing with the aftermath of that change 
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.
but the netcode being Like That is why mp modding is pain
Part of the problems stardew multiplayer has is that its still mostly an afterthought, farmhands are different to singleplayer/host
if it was structured mp first, then the considerations come naturally
atm i feel like i have to code a mod, go
, and then code the mod a second time in mp land
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
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
thinking about multiplayer first with your mods comes easier when literally 100% of your actual gameplay time is MP only 
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
why would i make a mod if i myself couldnt use it after all
i play zero mp but i think about it cus i like abusing net events it makes me feel smurt
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”
in this kids mod i kind of treat host as server cus it's the only way to make sure nothing blows up
Maybe bc I never took the time to understand “what’s a packet”
And such flavors of code
It helps that my start into programming is quite literally game network programming
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
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
I pretend I’m allergic to websites so people don’t ask me difficult questions
now that i know you work on websites that wont stop me anymore
I don’t work on websites xD best I can do is Wordpress
now that we know you're pretending that won't work anymore
hello i would like one website please

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
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 😛
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
button looks like she knows what a website is
i would trust every C# modder here to be able to at the very least muddle
my knowledge of web sites is that "amount of javascript" and "goodness of website" are inversely correlated
I do suspect all of you of significant capacity to muddle if not outright knowledge
i know what a jquery is
thats unfortunate
do ppl still use that
whats more unfortunate is that the answer is yes
honestly even though i never liked jquery i would rather have that than [gestures broadly]
so https://stardew.361zn.is is either amazing or terrible depending on which way that correlation goes
id rather die than go back to using jquery
it'll be amazing as soon as you add dark mode
its like all just aliases for stuff vanilla js/css can do now
http://vanilla-js.com/ time for my old friend again
this is maybe getting a bit too #programmers-off-topic though
Containment breach 
sets off the decontamination showers
"this is weird, why won't my fall-producing wild tree produce the correct item"
had accidentally debug slept until mid-winter

most important fix of sdv one point six plus one 🥳
I do websites please hire me /lh
I am soooo normal about web tech I promise I will not talk about css and the box model for 30m (lying)
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!
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!
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.
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
Now that you have permission it's a good time to give modding a go xD
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
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.
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
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).
seems a bit hasty to ask for perms to update when you aren't familiar with anything related to modding
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.
(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.)
A lot of us dont really go on the unofficial update board, its a different culture
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?
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 :(
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
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
right now things can be a bit overwhelming, but starting with a small step can help 🙂
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.
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.
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
Didn’t realize these two spaces were separate cultures around that lol
I did post on forum board as well!
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.
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.
this is no way a dig I just find it funny that my name got typed as bae twice
the things people do for love 😌
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********
I’m not doing it on purpose lol.
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
oh I don't think you are, no worries
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
Exactly what i mean, youd want to pass on portrait mods older than 1.6 lol
(depends on the character(
So based on something said earlier, do people commission mods from others at times?
yeah
!comms Yup, sure do
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
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
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
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?
Now dialoging wouldn’t be easy though right? That requires coding in C## correct?
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
nope
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
when it comes to editing content, CP is king
Dialogue is quite easy, just need CP
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?
see what 6480 said
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
in vanilla portraits have regular, beach and winter variants, same for sprites. maybe an extra one for working
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 >_<
get some sleep
Heya! How about a collaboration on this. If you are willing to take care of the art asset, I'm willing to take care of everything else.
#1 modding advice
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.
They've said they can't draw Dolphin
Oh welp. 😔
Although I guess that doesn't rule out them commissioning someone for the art
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
Feel free to DM or ping me anytime!
Also, I downloaded your two portrait mods! Very pretty!
Yey, thank you!
there's more than two no?
I only saw two when I was searching for general portraits?
Central station and extras
Did I miss one?
portraits for vendors
Oh there's this older one: https://www.nexusmods.com/stardewvalley/mods/20414
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
and let's not forget the iconic rodney deserves it too (and elliott doesn't)
ANYWAYS! I’m off to sleep. Got to get groceries in the morning lol. Adult stuff! lol
goodnight
I saw that one Claire, and… I ignored it lol
baldiott is iconic
It was funny though! I read through it!
(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)
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!
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
isn't standard big enough? you can use debug clearfarm to wipe it down to just the empty map
there's also 4 corners if u want even more space but
husky released a very big.one recently
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.
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
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
thanks, that should do it
I'm guessing that the texture path for these is Buildings/SVE_<BuildingName> from other reskins.
"Texture": "Buildings\\SVE_PremiumCoop", basically yep!
so this is ok but it will overwrite any other deluxe drops they have. for example if a mod adds blue eggs to the blue chicken entry :> you can go further in with targetfield
Let me grab my laptop and ill send examples for both this and the machine question
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.
I don't think skins are changable using ATs paint bucket at all?
well, they are: they work for all other buildings
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)
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
(doesn't the furnace need an extra field for fuel?)
Ahhh okay gotcha
When making a mod, should I start with the pixel art, maps, writing, or the code?
That works even better! Thanks
which ever, I tend to make a basic placeholder image, makeing sure it's added to the game, then go back and make it better, but others prefer to have all the creative stuff done first before adding it to the game. It's entirely up to you!
There is no "correct" order to do it in
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
finally got enough unique downloads to redeem "lifetime" membership on Nexus.. woo

Wooo congrats!
congrats, limey!
now I can download tiny mods even faster..

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
unless you use collections (Which you shouldn't for stardew, use stardrop instead, it's much better)
no you can not download sve faster
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
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
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
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
You can use your own namespace btw
You can delete out parts of the API you don’t need
Or your interface name, neither of those are checked
thank you all so much! I will let you know if I succeed
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
The auto update with Stardrop is one thing I really like....
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 " && "?
Do you mean like you want to add more sentence after you're done talking to them or do you want the dialogue to not have certain schedule each week?
i finally learned adding more sentence but i am stuck with the second thing you said 😔
i wasnt using i18n but seems like i should
oh!
(you can put <> around your link to remove the embed, ie <link.whatever>)
Thank you!
EEP I MADE IT!!
checked it, it seems that it is editing a dialogue(or adding new one) to already existing NPC, i was making a custom NPC maybe thats why i am confused
plus i am new to this😭
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
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
Is it an improvement over i18n randomization?
Yes, actually, because multiple mods can append to the same thing
Oh... Dang I just realized the possibility
yeah, but context of being fine to wait random amount of time is important
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 😄
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.

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
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
How do one do that if i may ask?
for each way perhaps, I'm intrigued witht the second option though
Hey @gray bear I can’t remember the link to it, can you post the comms page again for me to look at?
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
Thank you! I am awake now lol
there is a command you can always use. do try to not spawn here, see #governors-mansion
Also you were godly fast there! Lol
i was active so
(You can also look in your browser history)
OHH nevermind, found a fix to it! Didn't realized it already has its own precondition, I thought I had to play with trigger actions again 
https://smapi.io/json/none/310e3f54924b49febbc6367d0ed7740a
Can anyone tell me what's wrong here? I made second parts of these Heart event, but for some reason they won't play?
How do I find Event IDs?
Also how to stop the other event to not repeat itself?
there is too much negation for me to parse this question
for your mod or another?
as, when you try to trigger them normally, or with debug command?
(you may also want to group your edit in one edit, several entries, rather than several edits)
normally, but I did fix it when i remove the SawEvent
i see, i don't know if branches of events are counting as event
But what I didn't fix yet is how the event that has InUpgradedHouse 1 Also happen before the one with InUpgradedHouse 2 occured
I found out the hard way apparently
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)
then try having something like "!not upgraded to farmhouse lvl 2"
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
where should I put that
Alright, let me try that
Oh wow that works like magic. Thank you!
sure, every existing precondition can be reversed using !
wtf is this error message (very first one) https://www.nexusmods.com/stardewvalley/mods/31888?tab=bugs
is it missing information? i can ask for a full log
always request full log yeah
but it seems like the error message comes from TMXL?
is that a mod or
Yes
an old mod which should be uninstalled like yesterday
ahhh okay i thought it was maybe a vanilla handler
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.
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?
you will have to adjust the code ✨ usually
the game doesn't know what is beans and what is not
Raffadax should use more context tags do that all adzuki beans are interchangeable
ok thank you!
i was hoping there was an easy way out lmao but i can do that
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
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.....
Raffadax has an alpha in the server that got rid of the json assets
oh yay! thatll help
is that in this server or their own raffadax server?
thank you!!! yaaayyyy less work for meeee 
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
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.
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
@lucid iron emu beta build
I am entering menu purgatory, please keep me in your thoughts/prayers /lh
what do you think this is for 
(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)
@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
I think you should not do that, because the number of people who get confused by portraiture switching is immense
questions with the BETAS dialogue box stuff can be kind of weird sometimes but one difference I can note between yours and the mod you were looking at is the fact that their question dialogue starts with normal dialogue first and then has a question, whereas yours starts with just the question immediately. this might be worth checking if this matters?
(this is kind of why I'm doing it tbh)
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?)
Yea i did 
It's not particularly better because it still rely on namings
There's also the roundabout hdp integration path
but tbh right now I'm not implementing anything, just looking at feasibility
Sorry I got recruited into moving futniture right after saying it falls over
I did try that, it still didn't seem to work
maybe I'll just have using the coffee machine jam coffee into you right away without asking
(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)
I was just a bit baffled when I saw I was doing the same thing as the other guy
no prob! to be fair most question systems are hell especially outside of event
my only friend for question is quick question
I think avi got mmap question dialogue to work actually
The reason why is probably cus that whole thing lives outside of npc dialogue
i meant vanilla, no judgement on other mods for me
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
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?
i dont know anything about dialogue questioning
Since it is 1 line only
i don't know if $y can accept special code
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
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
I think the jank in trinkets is probably more fitting actually
Making it so using the coffee machine just jams it into your face works fine at least
Rather than wanting a whole model, it'd be simpler to emulate just having the response keys
isnt that what flattening a model into a single string would effectively be
And u can flatten a string string dict into 1 line if u decide on the delims
just a mess of accessing-by-index
My god
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
it would be yes
so much indentation
Maybe if u just say "look for the response keys in this string string asset"
i dont know if it'd be a good idea for me to overwrite an NPC's entire dialogue dictionary
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
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
There's another more cursed option
if it was a new Question action i suppose i could just assume
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
what is a location question
Something that goes into the GameLocation response handling
im not sure how thatd be at all better
It doesn't have the player answered side effect iirc
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?
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?
There's no need to worry because 1.7 could be years away
no, dont care about 1.7
Location fish is already new era data format so it's probably not going to change much
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
Might see aquarium fish grt merged?
The thing that determines whether something goes into location dialogue branch or npc dialogue branch is just whether it has a speaker iirc
But yeah on reflection idk if this would be any less jank than overwrite dialogue asset on fake speaker npc
having a speaker also determines whether it shows a portrait
no speaker = no portrait
Well u know how fish definition is 2 different string string dicts for the fish minigame and the aquarium
If we get Data/Fishies that is a string FishData asset then I can't see those 2 being different
if it happens things can probably be solved with either a converter or a rewriter however
Yeah prob
hello everyone! does anyone know if tiled has a map property (or something similar) that keeps the camera always centered on the player?
[[Modding:Maps#Map_properties]]
np
perfect. menu done
box
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?
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
NPCs can't path in backwoods
*dont make a map with geometry like backwoods
Yeah Ijust figure it's also worth saying: if your map opens to there, NPCs can't path there, you gotta work around it
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
heads up that i also edit the east upper corner of the beach if you want to talk about compat 
and i believe stardew druid does as well
Which mod? (Sorry I’m not familiar with mod acronyms)
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
Honestly a screenshot or even coordinate range(s) would be great
i can get you both, one sec
Perfect
gorjus
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
"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 }
},```
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
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
That’s ok. I will dig in. Just knowing I need to consider it is enough
In C# 
What if u just CS and boat over tbh
yeah i keep meaning to actually sit down and code compat for it but i give up each time i try and push it off for later lol
which map
East scarp 3.0 will permanently add that warp btw. But it's not used by NPCs and can be moved into your map if that makes more geographical sense.
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
- YACS and Bettercrafting DOES work in the cooking menu
- they do work together in the normal crafting menu
- 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.
Good to know!
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
np, glad i could help
what is the purpose of question fork in an event... what can it do that quickQuestion can't
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
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
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
yeah all questions will be deprecated in 1.7 in favor of GOTO
AFAIK They will still work in the old format because of rewriters, but the new GOTO will simplify it a lot
oh that's good to know
Is there a way to get two map actions in one TileData 
bc when I try to, it just doesn't let me add another named Action
What are you trying to do that needs two map actions in an identical spot?
You can't
Play a sound (using BETAS) then open a dialogue
Oh okie
Use spacecore and forward it into trigger action
Ok I'll try that
or beta to trigger a whole trigger action
which can contains several trigger actions
oh ok
betas?
yes
ok
Never used spacecore for making a mod, how do I do that 
Or should I use BETAS
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
oh ok I might use betas then, bc I am already using it in my mod
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
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
It is
BETAS has an action list thing
Oh it does?
so you can do both in one TileData action then
i'm mainly suggesting BETAS because you already use it which you may not do for spacecore
alr
This?
Oh
Oh found it
All BETAS trigger actions also exist as map actions
Oh neat didn't know that
the docs just aren't duplicated
Makes sense
@uncut viper So to use ActionList just add a + between each action?
no. like the top of the page says, the + just means you can write as many of that argument as you want
oh
the <>, [], and + documentation syntax works the same as e.g. the vanilla wiki trigger actions page
just put your action strings in quotes and separate them with a space
ok thanks for the help 👍
figured out a fix
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™

incredibleeee
(it auto scrolls because I don't have anymore energy to add UX™)
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"
Dumb silly question: how long would it take to hypothetically make a crop and artisan good mod
depends how fast you can draw the art
Basically the idea is like:
- new tree with different colours
- artisan machine processes them into goods, variations depend on the colour of the product
- ???
Is the coding part hard or time-intensive?
timewise ofc depends on how many items you want to add
but its not difficult
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
Is that legal
yes copy paste is allowed in most countries
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
it also depends if you want it for personal use, release, want polish, want unique assets, care about compat, etc
(Also. Local tokens)
@gaunt orbit 
(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)
O.o
proc wise it works good once i figured out ActiveRegion is not supposed to be all except where you supposed to be
the effect of fade in and out is a little flashy, would that be changable?
(also the zip u sent me had MUMPS.dll in it)
Hmm weird, probably need to set assemblyname in the csproj or something
The flashiness seems like maybe an issue with blend modes? I'll look into it
something else i worry about is how ur data model would work with PIF

SCROLLLLLING
in the past i just had to delete all of my existing bin and obj folders




