#making-mods-general
1 messages Β· Page 413 of 1
If i wanted to make animated furniture, is it the best to make it with: content patcher animations / spacecore / AT / furniture framework?
Ah, my bad, I am used to hearing the term as if the source is fully visible and editable, I should have said source-available with personal use only license, which most are on there
(but the 63% estimate is actually for source available, meaning that the other 37% of c# mods are not without decompiling. Many of them are perfectly trustworthy and even widely accepted, so let's not start saying that mods that aren't source-available are sketchy.)
!moddingwiki plenty on the modding wiki, including one for adding new fish to the game!
You can find modding guides in two places:
- intro to modding and technical docs: https://stardewvalleywiki.com/Modding:Index;
- various modding tutorials: https://stardewmodding.wiki.gg.
(second link here)
do yall use them
Guys before i totally destroy my mod , what I'm doing wrong? xD
https://smapi.io/log/f627068d46cb4817960cb193d46ec52f?Levels=warn~error~alert~critical
https://smapi.io/json/none/e74f52e61ae7458db630ca64fe1306e4#code.6840
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 63 C# mods and 166 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
The last thing i added to the code before it broke , was the last part of the code called //ANIMATIONS
How do you know the estimates? I'm curious, these are very exact..not saying that they aren't true, but it's really shocking to have that data. And yes, I stand corrected, I made a simple mistake, my bad, been too busy working on my fishies to pay attention to my words. I have a similar licensing for a project of mine under the CC-BY-NC-ND-4.0 license
Hey tiakall i wanted to thank you because your mod helped me to understand a how fish can be added to this game and now I'm addicted to it!!
there are stats available through the mod dump (see the pinned messages for the latest one)
i just dont want to be the only one using them
you're overthinking this
use whatever learning method works for you to make the thing you want to make. there's no right or wrong here as long as you aren't stealing
Interesting, what mods have you made before?
the modding wiki gets linked frequently, along with specific tutorials, and I see people asking questions about them in here occasionally, you're definitely not the only one 
think you're good 
personally? my own currently published mods are pretty minor and kind of old tbh, there's like a pet renamer, an event utility I really need to update, and something that changes light radiuses
Guys this line need to go before or after the closure of the [] of the "Changes:" ?
ahh gotcha, I'm working on a fish mod that adds like 15-20 fishies, mainly for the beach and ginger island water's
it'll be my first mod for stardew so thats nice
All of your patches need to be inside the Changes brackets, yes.
brackets are infuriating
Thanks! i was doing a very bad mistake!
wait til you meet commas 
my current project is a portrait framework that supports things like context-dependent portraits, animations, and easily picking portraits for each npc
.json refuses to allow commas (but you can and I believe Content Patcher or SMAPI, whichever read your .json, will still accept the valid code)
If u want commas just add a README.md or a DOCUMENTATION.md, makes it easier
Oooo very nicee!! I wish u very good luck with it, sounds very useful
you're thinking of comments, lucy. tia is talking about commas, the punctuation
you know, I only got four hours of sleep

I'm starting to think if I need to go to bed
don't code tired, Future You will thank you 
of course in my message talking about commas I missed clicking the comma key though 
yes, comments, the //, or --, or #, depending on your language
the minions have seized me and I am now gone
π
and you are correct, comments are technically invalid in JSON but that sign can't stop me
(someone's done schemas for JSONC which allows comments)
aaaaaaaaa, honestly I just made a documentation.md that contains the documentation for my scripts
ofc in anything other than .json you will be fine using comments normally
me making c sharp codes me needing to make contet packs also god this is hard
mine are generally either labeling small bits of code so I remember what they are/what they're for/why I did that, or flagging stuff in my i18n for translators, so inline works better than documentation for me
but I'm also doing CP, not C#
Ahh gotcha...translators..oh boy once I am ready I gotta translate my stuff to spanish chinese etc, shouldn't be too hard since its literally just like 20 fish and descriptions
If you got a ton of dialogue then I wish u well π
Do you speak those languages? If not, I'd let the folks doing translations help instead of doing MTL 
(they may still be using MTL, but hopefully editing it so it makes sense)
German and Arabic, I know buddies who speak chinese
but yeah I can get a few down
because google translate can make that very off point:
"Cute Fish" to:
"Wonderfuly Deliciously God-like Fish"
like dang thats a lot since they didnt have the word cute
wonderfully deliciously god-like fish.... sounds like something you'd find in an isekai manga
Yeah, I wouldn't attempt a translation INTO a language I'm not at least somewhat familiar with, because you'd have no idea it it was nonsense or not
how do i deal with dang brackets
1, 2, or 3, which do you guys like best? It's suppose to be a pirate fish/hook fish
apologizes for my poor editing skills in advance
@brave fable latest version of Machine Terrain Framework (and Aquatic Crops - formerly Custom Tapper Framework) should fix the compat issue
it also introduces a bunch of other crap that I'm kinda nervous releasing into the world

I would like to request the mod author role please. https://next.nexusmods.com/profile/JennaJuffuffles/mods @outer glacier
You mean you released more features to public QA
Hi guys!!! New compat fix!
I also recoded the core libraries, and changed the names of everything! No need for QA, or a PR, I'm gonna ship it to the live environment ASAP!
- How the story goes
AAA I LOVE YOUR MODS, they are so adorable
awww ty lucy!!
np! also ur thumbnails r very captivating, what is that adorable font? my favorite is ur crab pot duckies π
seems popular too, the most I ever got on a "mod" is 92k, for a userstyle for websites
Your fish mod will get 1 flipperillion downloads on day 1 trust
If i wanted to make animated furniture, is it the best to make it with: content patcher animations / spacecore / AT / furniture framework?
Well not CPA
CPA is deprecated isn't it?
I believe spacecore, that guy who made animations to all fish and food did that
AT depends on whether you want the AT user experience stuff
what is the easiest to make?
lol idm who downloads, i dont care bout fame/"downloads", as long as people actually like my work, i just like fishiiesss
yea new
Yeah I'd say spacecore just cus most people have it already
Plus u can do the catalogue
yup, I'd recommend looking at https://www.nexusmods.com/stardewvalley/mods/5662
This mod I believe uses Spacecore
(self promo) u can also make animated furniture with mmap but i wouldn't do that unless there's other things from mmap u wanna use
this may have the knowledge inside on how to make one, but I don't know
Furniture framework is similar deal
what does mmap do?
You can add draw layers to furniture
i legit thought u said nmap and was gonna ask how a network packet scanner can make animated furniture for stardew
I used Brushberry for the cursive and Brushberry Sans Two for the solid font. I'm actually in the process of redesigning all of my graphics though π sneak peak.
feel like an idiot now
Unfortunately i live in C lands instead of network lands
ooo, omg thats great! u are a very good designer
why do ppl like animated stuff so much
So it's name after a different and equally nerdy thing
networking can be a pain..trust..don't do unless u love it, I am drowning in classes of it
i like it for fish, it makes them cute π
a new challenge π
aww shucks, i'm ok. im a professional designer tho, so i should be ok at this part at least lol
ooohhh
But yeah i wouldn't do this if all you want is animated furniture
Just use spacecore it's straightforward
all right, spacecore it is, ty
I develop apps for windows/mac/linux, and code games, I'd rather code an application that works across Windows XP-11, Linux glibc 2.15+, MacOS 11+, and FreeBSD 10+. I have done that, don't do that, but I cannot imagine art.
In no way am I capable of art, I am too logical for it. I am trying to force myself to learn, and it took me two hours for THIS, just THIS, that is how long it takes me to imagine, my brain is slow
Sign in to nexus for the first time in a while. Comment on my mod that adds a crafting blueprint for the auto-petter. "It's not petting the animals." SIGH. IIRC the auto-petter doesn't actually ever visibly pet the animals it just functionally makes the animals have the flag for the day, yes? So in theory this "issue" has nothing to do with the mod right?
Assuming you are just a content patcher mod, it's unlikely to be your fault
100% content patcher. It was my first ever mod I made. I have no coding skills.
You can always join the C# gang
I'd rather swim with the fishies, I have a fear of the C's
C# is just funny Microsoft flavored java
You are right to fear the reflection and IL crimes happening in modding C# though
fwiw pixel art is a bit left field from my normal brain space (but i'm comfy in photoshop at least.) i enjoy code but i don't get to spend much time doing anything other than python. i should learn C#.... but shouldn't everyone? that's a very fun fish hook though, and #3 is showing good contrast. i've been trying to get back into pixel art recently myself, found this really useful: https://www.youtube.com/watch?v=lfR7Qj04-UA
The ultimate pixel art tutorial teaches beginners and advanced pixel art techniques. Learn art fundamentals in this pixel art tutorial.
In this pixel art tutorial, learn how to make pixel art. Ever wanted to get started? Have you ever felt overwhelmed by all of the information out there? Well, this is the ultimate pixel tutorial for you.
In th...
ty! I'll check it later : )
those are the most fun times to be using C#
I'd rather code in Fortran than C#
Playing a diff farming sim and thought my goat was wearing a sweater and now I want a mod for SDV that lets you put sweaters on your barn and coop animals...if i could art I would make it myself if one doesn't exist.
Is the trigger for the random gifts in the mail able to be modified with content patcher? I've been digging through the unpacked files and haven't been able to find anything that seems to set the flag for their being sent
I'm looking to disable some of the random gifts after a certain trigger is flipped
You're not entirely wrong, but it's also a lot less painful to use than Java
coding is hard yet i still feel insecure about myself inspite of progres
If nothing else the build tools are better
yes it's a good flavoring for the most part
Create custom TV furniture.
I want that too. Can only MMAP do that?
Furniture Framework can too I think
Hi Wren! Long time. How's it going?
Hey! Yeah wow it's been a while
Things are a mess but I'm staying optimistic
Virtual hugs. I'm sorry. Sounds stressful.
think i can get good
(posting here cuz only relevant for mod makers) To coincide with the release of Fast Farm Fabrications, Carpentry Catalogue is now also the Blacksmith Bulletin, adding the ability to specify custom blacksmiths that upgrade/deliver your tools/weapons/kegs/etc. after a few days! pls dont ask why it's not a separate mod
https://www.nexusmods.com/stardewvalley/mods/32864
if
"msg.2": "The frog seems happy today.",
"msg.3": "*croaks*",
private string PickRandomMessage(GameLocation loc)
{
var pool = TwoFrogsToday() ? TwoFrogsMessageKeys : OneFrogMessageKeys;
string key = pool[Game1.random.Next(pool.Length)];
return this.Helper.Translation.Get(key);
}
private static readonly string[] OneFrogMessageKeys =
{
"msg.1","msg.2","msg.3","msg.4","msg.5","msg.6","msg.7","msg.8","msg.9","msg.10","msg.11","msg.12","msg.13"
};
private static readonly string[] TwoFrogsMessageKeys =
{
"msg_2f_1","msg_2f_2"
};```
what did I do wrong for i18n?
??
ah and the first 3 lines are in my default.json
and the other two blocks from modentry.cs
do you have msg.11 in your i18n?
yes
can you post your full i18n just in case
and make sure the file's deployed to the right place
your JSON file is missing a comma at the end of the log.noReward line
ohhh!
thank you!
I have added the json validators for visual studio 2022 but somehow I cannot find them in the menu
were all of you bad at the start
π€ i'd say it depends on how much prior modding experience/knowledge of whatever it is you're doing. like, i definitely have never done pixel art of written json before i started modding. i'd like to say i've improved over the years though
Bold to presume I am not, actually, currently bad
i'm bad to the bone, actually
Yes, it took me a loooong time to feel like I had a grasp on what I was doing, but practice and trying over and over again really help!
i think it definitely helps that i tend to pick up new things pretty fast, but there have been times i felt like i was going nuts wondering why my mod won't work π
no matter where you are in your journey, everybody benefits from community.
yeah even with adhd and autism i think i can do this i just thank this community for dealing with me
selph id like to interview you about owning 2 mods with 3 different names now
This cute frogs reminds me when one time playing DND (board game), I asked for a magical flying telepathic demon and angel speaking telepathic gold fish
π€£ π
thanks
i was very little so
π what
listen i was silly back then
i couldn't come up with a good enough name for my character in dnd so i just named her Rock
I hope this is the right place to ask π€ͺ
I am making a custom farm, and I am struggling to get the beginning cutscene to work properly. All that happens is Robin walking onto the screen then my character appears at the edge of the screen but just sits there in the walking animation. I have updated the bus stop entry location a few different times and nothing changes, I have made sure that it isn't behind the warp location. If anyone has a clue on how to fix this, that would be great!
too mod brained i said npc instead
That is a very unique name
oh golly, I am trying to come up with messages that could be displayed for 1 frog and 2 frogs but I can only think of vines q.q
imo it's worth thinking about learning programming as you would learning a language. there's a whole world of it already out there, you're expected to start from nothing but maybe intuition and relation, and as much as you study how to be better at it, the only way to become better is to speak it with someone who understands it -- in this case, your computer
It should be relative to the farmhouse location
Can you post a gif
2 frogs... chilling in a frog tank... 5 ft apart!
Will do
I mean, I am playing a Harengon in my current DnD campaign with a cute but haunted pet fox creature that is as small/big as my character myself - and I am an adult woman that does taxes, so no need to explain yourself!
thanks for the quick turnover! i'll inform the narrow overlap of Raised Garden Beds users and Machine Terrain Framework (and Aquatic Crops - formerly Custom Tapper Framework) users
raises hand
Yes tlitookilakin, you may now speak in class
Bites you bites you bites you
That's cute! And no that's totally fine for your age, there is no age limit. There was a 32 year old who had a cursed and corrupted goblin that ate a legion of soldiers in a past life in her backpack who also sadly passed away due to a god striking the goblin down
Detention.
Yeah part of the fun of ttrpgs is just like. Doing things to be silly. Last session of my current game, my pc shared hallucinogens with the other party members and it led to some great shenanigans
You keep scope-creeping my mod. I need you to stop. /j
02:27:14 TRACE FrogTankFrogEgg TwoFrogsToday=False
{
try
{
if (Game1.netWorldState?.Value?.hasWorldStateID("sebastianFrog2") == true)
return true;
}
catch { /* ignore */ }
foreach (var f in Game1.getAllFarmers())
if (f?.activeDialogueEvents != null && f.activeDialogueEvents.ContainsKey("sebastianFrog2"))
return true;
return false;
}
private Texture2D GetFrogPortraitFor(GameLocation loc)
{
return TwoFrogsToday()
? (_frog2Portrait ??= Helper.ModContent.Load<Texture2D>("assets/portraits/frog2.png"))
: (_frog1Portrait ??= Helper.ModContent.Load<Texture2D>("assets/portraits/frog1.png"));
}
private void ShowFrogDialogue(GameLocation loc, string text)
{
Texture2D portrait = null;
try { portrait = GetFrogPortraitFor(loc); } catch { }
var dummy = new NPC(new AnimatedSprite("Characters\\Robin", 0, 16, 32), Vector2.Zero, 2, (string)this.Config.Frogname);
if (portrait != null)
{
dummy.Portrait = portrait;
if (NpcPortraitField != null) NpcPortraitField.SetValue(dummy, portrait);
}
var dia = new Dialogue(dummy, "FrogTankFrogEgg:custom", text)
{
showPortrait = (portrait != null)
};
if (portrait != null)
dia.overridePortrait = portrait;
this.Monitor.Log(
$"[FrogDialogue] showPortrait={dia.showPortrait}, speakerPortraitNull={dummy.Portrait == null}, gameOptionShowPortraits={Game1.options.showPortraits}",
LogLevel.Trace
);
this.Monitor.Log($"TwoFrogsToday={TwoFrogsToday()}", LogLevel.Trace);
Game1.currentSpeaker = dummy;
Game1.activeClickableMenu = new DialogueBox(dia);
Game1.dialogueUp = true;```
stupid sebastianFrog2 doesn't seem to work as two frog detection mechanism q.q
Hmmm. And all those tiles are walkable?
Yup and I do have the FarmHouseEntry property set a couple tiles to the left of the warp trigger so the charater doesn't endlessly warp back and forth as well
Wait what did you set FarmHouseEntry to?
it's currently set to 104 15
On your map, what tile is that
it's going to be this square:
can't I detect with c# if any frams of a certain location range/rectangle from a certain spritesheet are being loaded inside a farmhouse/cabin and make that a condition?
Yup they are all on the back layer so I don't have any issues walking on them as long as I don't hit the warp tiles at the edge
Correct, npc barriers and nospawns
Huh. No idea then, sorry!
It's all good and thanks for trying!
Is anyone able to help with this?
i don't think you can do exactly that, but i'm almost certain you can accomplish the same thing, or near enough the same thing that no one will notice
this is for the mail key that's just their name, right?
if so, those have some sort of hardcoded chance corresponding to your friendship level with that NPC of being sent on a given day, and they can be re-sent whenever afaik
anyway you can either 1. conditionally edit that mail with Content Patcher, so you'd pick your requirements based on what CP has available with its tokens, or 2. delete that mail and set up a replacement with trigger actions, which would give you total control
if this is for a new NPC i would just do the second one and not use the plain name key
Iβm this close to renaming Machine Terrain Framework again (will depend on how many people end up using the new crop feature)
selphcore
(in my defense the reason I didnβt spin that one out is because I canβt take the aquatic crop feature with it, given that n mods (with n > 0) using it)
Did i hear new crop feature
https://github.com/zombifier/My_Stardew_Mods/tree/master/CustomTapperFramework#crop-behavior-expansion fairly barebones but enjoy
I wanted to eat both SpaceCore and Hybrid Crop Engine
hmmm intriguing
I would be down to swap multiple drops to this framework
if discussions at Cornucopia HQ go as intended, still hoping to do another mod that has wild/aquatic crops with weirder mechanics than the main one
i like to imagine it's a giant round table like those fancy businesspeople have in their business meetings
yes its a giant round table with me sitting there waiting for everyone to get back from their lunch break lol
anyways check that out
Mod teams are fun. Ours is usually 3 people ping ponging ideas back and forth and 1 person taking notes. Cuz we'll forget in 20 minutes what we had just talked about without a scribe
is that flavored cooking I spy
Yeah i tried doing it two days ago but the reason it didnt work was because i was using category_fruit instead of category_fruits
classic 6480
(anyways, sprite is awful, ignore that)
nice error items
thanks i worked hard on those
Did that last night π π€
This is genuinely why I do every conversation over text and even talk to myself in the development channels
Same. If it's not written down it will Disappear Forever
Does anyone know how to make the game reload an image asset? I am fine with either CP or C#.
patch invalidate the/asset/path will cache-bust it so the next time somebody needs it it will be reloaded
Thank you 
we have a secret little patch to a few vanilla color context tags so that like, tuna makes red sushi instead of blue
...nobody will notice that, right? That probably doesnt need a config toggle does it?
The way salmon is color_salmon but tuna is color_blue....

already going hard on the context tags huh
oh i've had context tag cooking coded for like 8 months now
Just... not tested, exactly
blueberry, i have a beta for the lite version of cornucopia cooking, if you ever want to try it out
sure, it'll be good to test it all works alright
Dope, I'll send it over in a bit
since you're here can LOC consider exposing a cooking API so I can abuse it for flavored cooking support
uhhh it has a very limited api from 2021 that you shouldnt look at
not actually sure how i'd structure a modern one
the idea of loc, context tag cooking, and flavored cooking working together makes me feel like I'm collecting the infinity stones
i think if you want an api for cooking you're gonna have to PR it yourself
you could also make a 4th cooking mod opf your own
Yes that sounds good
i wouldn't know what exactly you need without an incredible requirements sheet
i would like one that returns nutritional label information for FDA compliance
(basically something like BC's post cook event handlers where I can get the list of ingredients + the output item that I can swap out using properties)
(but yeah I'll take a look at LOC's source some time)
bean hotpot is already compliant β
(unfortunately that'd still miss out on the context tag cooking part, and I'm not sure I'm qualified enough to change that part for LOC)
(wait did LOC support that now)
fortunately i know someone who is
hmm, someone like... redcherry?
I can't dm you blueberry you may have to initiate the convo lol
i think if we're Discord Friends it'll go through
surprisingly the context tag cooking changes weren't that dramatic, just took a little braining
move all the ingredient matcher methods out of the cooking manager, replace all recipelist references with a generic method that forms an item-quantity list from whatever recipe input, override for spacecore recipes to handle its type-value-matcher-quantity implementation, do the same for the actual compare-match behaviour, and then just move all that to its own class for easy custom ingredient matchers
oh is that all
does need a little PR to spacecore to expose the match method though so it's blocked for now
well compared to rewriting the entire ingredient matcher it's very simple
i suppose i could just reflect the match method but that's not very future-forward
and i need to fix the description -> dispayname problem anyway
and then salmon isnt even really the color of color_salmon, it's more color_orange......
@wraith bay @mellow laurel Hi, very sorry for the delay! It's much easier for us to see role requests if they're DM'ed into Bouncer rather than pinging
Could you add yourselves to the list of modders on https://stardewvalleywiki.com/Modding:Community please and ping me when you have?
Oh sure @vapid oak I was just following the guide in the roles channel.
sure thing, all added on the wiki page. oh hey jenna
Updated!
@mellow laurel @wraith bay Perf, thank you both! You should be all set with your new cheeto dusting
congrats 
Yay, thank you so very much for your time. Appreciate it!
thanks so much! 
omg
I got my one-or-two-frog-detection system spagetti code to work!!!!!!!!!!!
adorqble
now I can finally sleep lol
I was laying in bed and couldnt stop thinking about stupid frames and just had to finish this
well deserved
just one quick question before i shut my pc down
can i get a new dialoguebox/page (click to advance) with this directly in i18n default.json?
with which of these 3 options? im confused
```/// <summary>A dialogue code which splits the subsequent text into a separate dialogue box shown after the player clicks.</summary>
public const string dialogueBreak = "$b";
/// <summary>Equivalent to <see cref="F:StardewValley.Dialogue.dialogueBreak" />, but wrapped with command delimiters so it can be added directly to dialogue text.</summary>
public const string dialogueBreakDelimited = "#$b#";
public const string multipleDialogueDelineator = "||";```
the second one - put #$b# where you want the break
how would I go about finding a voice actor for a four word voice over for a mod?
are you looking to commission one or for someone to do it for free?
commission
π€ i dont think ive ever seen anyone doing voice over comms
I'll forward this to someone I know who does them just in case they're available
forwarded! if they're interested, should they just dm you?
yes please!
perfect, I'll let them know
rubber duck mod has gotten slightly out of hand (you can now infuse pretty much any item with a rubber duck, and grow multi colored rubber ducks)
Voice actors tend to not be specific to a game or peice of media, theres also fiverr as an option or cameo but they may be more expensive than you're expecting
I love this!
fun game where i try to figure out why i put "add machine rules" to my to-do list.... what machine rules was past me planning on adding
me when i wrote "do quest" 8 months ago and didnt write down any ideas about the quest
well did you do the quest
"add gift tastes" ???
It clearly refers to a quest in
....wild guess
i made up something and coded it in one hour; if past me didnt tell me what to do then it's his fault if i didnt do the right thing
Hollow knight?
well i dunno what machine rules past me wanted to add in but it did remind me to make sure my mushrooms can actually go in the dehydrator
thats just adding a context tag but. i was still reminded!
I leave cryptic notes for myself with no information and then i stare at them like "wtf is this"
like for the most part these are understandable. even gift tastes is like. ok i gotta decide who likes what then code that out
then just. machines.json
what do u want from me
Do you have special fish pond items
like items the fish pond produces? yeah
i just didnt feel like deciding what my fish would want at that time so i put it off til later
"Name": "DisplayFrame",
"Value": "{{Random:{{{{LocationName}}Option}}}}",
},```
Is there a way to use CP token to refer to a config token?
Like when LocationName is Desert, it'll call a config token, which has some values
"DesertOption": "Desert1, Desert2, Desert3"
And DisplayFrame token value will be one of those 3
in that form it gives parsing error...
No
"make the mod", yeah ok thanks past me!! /lh
i dont think you can nest tokens inside each other.... im trying to think if you could reword it to be like {{a}}{{b}} instead of {{a{{b}}}}
some of this stuff can be done with dynamic token, depending of the need
im thinking it was just a case of past me going "well i dont know if ill want to add any machine rules so ill add this just in case!" but im still scrolling through the list of big craftables in case something springs to mind
Hmm dybamic token... Can you stick a when conditioner onto a dynamic token
yes
Oh cool
{
"Name": "GiftAnswerAster",
"Value": "Distant",
},
{
"Name": "GiftAnswerAster",
"Value": "Friend",
"When": {
"Hearts:AsterPellegrinVMV": "{{Range: 5, 14}}",
}
},```
"Be a productive member of society and also happy" thanks
{
"Name": "HamletProgress",
"Value": "0",
},
{
"Name": "HamletProgress",
"Value": "{{query: {{HamletProgress}} + 1}}",
"When": {
"HasFlag: anyPlayer": "Lumisteria.MtVapius_QuestMoonPodsFlag",
}
},
{
"Name": "HamletProgress",
"Value": "{{query: {{HamletProgress}} + 1}}",
"When": {
"HasFlag: anyPlayer": "Lumisteria.MtVapius_QuestNightMiscanthusFlag",
}
},```
I'm trying to understand what a config has to do with this though
if you're calling from a list of options, what exactly is the player configuring
But more realistically, I had a lot of //refactor
Ooh wait this is useful maybe? I wanted an npc to change their response to gifts based on heart level but i wasn't sure how to go about it
I would suggest having in the code your patch image being something like {{LocationName}}_{{FrameOption}} and {{FrameOption}} being {{Random: 1, 2, 3}}, however the random may or may not update when switching locations, not sure
to avoid the classic vanilla case of "how do you know i like that???" from your 10 year spouse
yep alr using dynamic token, just seeing if there's way to get less conditions
note that for gift tastes, you may want to test if $query is working
which may be better overall but when i was young we didn't have $query
or not even use a dynamic token but just do {{LocationName}}_{{Random: 1, 2, 3}} tbh
kids those days are spoiled
You can also use local tokens for smth similar now
player can change frame they'd like to show on certain condition (season, map) by typing the filename on config. Tho I now doubt if anyone actually make use of the config and thinking of just changing the structure of the mod
So if they dont set it in the config, it uses a random frame?
I have default set
What is the random doing?
to pick one of the frame to show if there's more than 1 specified
Or what is it intended to do?
So the config is a multiple choice? 
Maybe just show me your whole file
nah just type in
I think I overdid the config that time
There's comment it lags down when entering interior map and I'm thinking of way to cut things down
I have an idea, but just want to make sure. What do you want to happen if LocationName is invalid? Like for example you're on a map that has no displayframe options, if you try and search for a config with the LocationName then it's going to give you an error
(not that you can search configs like that, but i just want to clarify)
people here are way too smart
they need to be nerfed
fr fr you guys need to be less smart
- EnderTedi is playing Aseprite
- EnderTedi is playing Stardew Valley

Tbh if that lags going into indoor locations I will bet they have a recolor
That patches LooseSprites/Cursors in tiny bites
Ask them to try #1359454014319755294 message
Hi guys, is there a way for me to check if a particular interior is using assets from a certain content patch?
well by looking at the files you may kinda know
but it requires knowledge of the mods adding assets
oh never mind i found a way, patch export is also a way
There'll be other dynamic token that should catch such case. I have when condition to list the valid location name should do(?)
Worth a try. I've tried profiler in the past on my end, and the impact is p minimal. But they said they tried removing the mod and the lag gone π
Yes
Because they are the slow patch and you are the patch that makes it happen all the time
What happens all the time?
Wait... So even if I only patch that part of cursor their patch would also got checked everytime this got called?
is this anything or do I send Pathos a message that there's a bug in the schema file?
Their patch would re apply every time yours changed yeah
So update onlocationchange and ontimechange would be very performance heavy on such assets...
Dang
content patcher doesn't do partial patches. if one change invalidates the asset (e.g. via update rate), all changes targeting that asset need to be reevaluated and reapplied
known issue, there's already a PR pending for a fix.
tyvm <3
in the meantime, you can use https://github.com/irocendar/SMAPI/blob/cp-schema-fix/src/SMAPI.Web/wwwroot/schemas/content-patcher.json as the schema instead of the normal one (edit: correct link)
this throws the same problem
In that case there's little to gain by trying optimize even more of the patch...
Hmmm
let me make sure I got the right link, one sec
sorry it was meant to be this https://github.com/irocendar/SMAPI/blob/cp-schema-fix/src/SMAPI.Web/wwwroot/schemas/content-patcher.json
I'm so excited, I've officially hired a voice actor
I know, they told me! I'm excited for you guys
thanks for setting it up!
this one doesn't work xD
Probably need the link to the raw version: https://raw.githubusercontent.com/irocendar/SMAPI/refs/heads/cp-schema-fix/src/SMAPI.Web/wwwroot/schemas/content-patcher.json
I'll have a look in a bit then
it worked last time we tested it but that was last month. try these ones? (use the first one that works, if any)
https://github.com/irocendar/SMAPI/raw/refs/heads/cp-schema-fix/src/SMAPI.Web/wwwroot/schemas/content-patcher.json
https://github.com/irocendar/SMAPI/raw/139dd2660060d30386ba75cc5cf258670439fa0e/src/SMAPI.Web/wwwroot/schemas/content-patcher.json
https://github.com/irocendar/SMAPI/raw/02ac41a970d9113bf3d266db1c00678f836d3dbd/src/SMAPI.Web/wwwroot/schemas/content-patcher.json
...my bad 
I'm so interested in a mod that uses voice acting, but only for four words
"Alexa, please play Despacito."
ah, yes this was it
"If only I spoke"
"don't look behind you"
DH, i havent tried the meep beta version yet. I've been distracted by the 157 other features in my mod that need attention 
How is your quest
lol I think if someone knows my modding history it's not too hard to figure out https://www.nexusmods.com/stardewvalley/mods/6586
technically only two words, but one of them has to be said three times
oh my god
Don't worry about it! It's going to be out today or early tomorrow regardless.
Only thing really left is documentation!
Do you need a voice actor because sesame street copyright lawyers
Equality 
I made an ai version, but why use ai?
here's the ai version
sorry, it's a bit loud
Maybe u can hire someone from fiverr
I did look at fiverr, but someone here set me up with a voice actor who plays stardew lol
idk what that means but I have made Here Fishy mods for four different games so far
A franchise
it's a compliment 
oo I can have it choose a sound file based on the farmer's gender
This is adorable lol. I love that you need to use a duck egg to make them and the too many rubber duckies item 
Is this possible? Machine takes 10 items of specific context_tag, player has 5 of Item 1 and 5 of Item 2 with context_tag, interaction with machine takes both the 5 held items and the other 5 in inventory
it will not work
the game needs them all to be in one stack together afaik
same reason why you cannot use the same item with multiple qualities in a vanilla machine
Thought so, thanks for the confirmation
OnLocationChange/OnTimeChange makes it eligible for being checked at those events which does add some overhead but the very expensive edits would only happen if your patches state changed (enabled<->disabled, or contents of patch changing)
It'll patch different thing on small region of cursor but would still trigger other patches on cursor still? At least that's what I get
does the vanilla game ever refer to you as the player as you besides when eating a starfruit? because writing out "you tap at the glass" as text that gets displayed when the player does something somehow feels off to me (no idea why)
it does a few times, but i avoid doing it myself because i also dislike it
i think one of them is like alex's dresser or something. it says "you dig through alex's stuff" or similar
i prefer the narrator-style, and i've only noticed the game using that, too
e.g. You've got some new ideas to sleep on...
yeah, check Strings/StringsFromMaps for the map inspection ones
e.g. "JoshHouse.7": "You peek into Alex's drawer. There's clothes, hair gel, and a box of gridball trading cards.",
(i could go on a long tirade about this, but i think every one of these is stronger if the first part is simply omitted)
smh CA wasnt checking his styleguide
imo it doesn't really work when written in the first-person since it feels more like a recount/account of what happened, rather than what's currently happening
yes I think I will just go with *tap* *tap*
i like that
Cuter that way
its the little things in life that bring me joy, like tortilla being solidly off-center
why would you point this out. now i can never unsee it
brb making a mod that centers the tortilla and does nothing else
add high priority and you can market it as Tortilla Recolour Remover
if you do this, be prepared for 6480, author of the popular and important mod Break the Bass, to make one that re-un-centers it
not even because of uneven amounts of pixels reasons
my hangup in the food sprites is crab cakes. why are they blue. from where
Idk I see 2px on the left
I think it could be fixed
They say thereβs βblue crabsβ
they look like cookies with sprinkles
(I am allergic to crabs so I am not an expert)
the classic crab seasoning, Old Blue
im looking at the event modding resource spreadsheet but honestly I cant find (based on the descriptions alone) a good sound for the player tapping at glass
does any of you more experienced players/modders know if "crystal" or "clank" would work for that?
seems like the color hex is green and he didnt have a grasp of color theory at that point yet
I can only strive to be as free
may i suggest bob x2
if i can find the crab cakes on spring objects
thanks a lot!
install this https://www.nexusmods.com/stardewvalley/mods/34968 for figuring out sounds, maybe
ohh thank you both so much!
props to button for making it after i threatened to make it several times but never did
i know cooking isnt the focus of the game but looking at crab cakes does make me just a little more sad
their stack is a bit, confusing
On the contrary i love it
Looks as edible as ever to me 
color theory fries my brain and aseprite isnt very friendly for hue shifting :(
Mizu draws pretty food sprites and I fungle them up to match
Sometimes I contemplate whether i should eat crab cakes in the game
yes
I donβt eat hazelnuts in the game
i have not really beheld crab cakes in a long time but i never saw them served in a stack like this
Because theyβd kill me irl
stack would be mroe like this? thonk
I think the biggest reason they're stacked is that they're a plural, and you can't really draw a crab cake in 8 horizontal pixels. 
farming fields of wheat would kill me irl and yet here we are on the farm
indulge in escapism
I have never seen or heard of crab cakes irl and honestly I like to imagine it as a sweet cake with crab flavoring, like chocolate cake but with crabs
I donβt actually want to eat hazelnuts tho
i don't eat fish irl but you better believe my farmers horf them down like there's no tomorrow when they need energy on a fishing trip
i'm guessing crabcakes are just fishcakes with crab and fishcakes are just the best thing to come from mankind in the last few hundred thousand years
crab cakes are op cus the speed
Part of it might be that my play style mostly doesnβt involve eating, like when I fish I just go home when out of energy or I eat a bit of seaweed
crab cakes buff lasts (near as makes no difference) all day. v good
The fish is precious precious income
noms the fish
if i still have time i horf the fish. every fish you eat gives enough energy for at least 3 rod casts
crab cake irl, i see what mister ape was going for
obviously i eat the cheap ones first
gambling. and the fish pay for it
i have never ate crab cakes
Sus
i was doing so well speedrunning tortilla-centering mod then i was met with my greatest enemy... counting (to figure out the to-area of the image edit)
youve told me this after i already counted
Do u talk to fish like they're a dog and they just drop into your inventory? 
tortilla coord if u miscounted
thank u. i counted right. absolute win
damn, ur better than i am lmao
I also check divisibility by 16 usually
Since it better be the right divisibility at least
i counted the number of sprite columns/rows then subtracted 1 and multiplied by 16
ok i fixed the tortilla. now do i upload this tiny mod or do only i get recentered tortilla abilities
I have a mod that changes a single pixel in the game
And whats more, people downloaded it,
ur so right
should i mention you as the person who made me realize the tortilla was off center or would you rather your contributions remain anonymous
trying to scope creep me?? on the tortilla recentering mod??
i will gladly accept scope creep. but not here.... not today...
would you add compat for my pita bread ?
.......maybe
I'm just kdding, i moved it jsut to take that screenshot
altho maybe ill keep it
its cute
off center flat bread
are tjere command delimiters so i can make a sound play (and add that directly to a dialogue text)?
Pita bread yummy
Base game, no. But u can add a triggeraction for that in ur c# component. BETAS and spacecore has such trigger action
Used to call it Petah bread 
https://www.nexusmods.com/stardewvalley/mods/37258 finally. recentered tortillas
Yeah this is hilarious
i had one joy in life and you. you took it
Obviously the only solution is ichor's suggestion of a mod that re-uncenters it
no, you call them like "Heeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeere, fishy fishy fishy!"
and they jump out of the water
I'll get right on that
unironically pathos has a policy of not allowing hostile mod-to-mod behavior; ie shutting down the game or other mods if two mods are installed in conjunction; I wonder if that would technically fall under it HAHA
banned from mod community for tortilla shenanigans
Instead. Rival mod that makes the tortilla even more off center
Your brain is massive
It just starts clipping into the sprite next to it
Oh no. Is this the new mayoverse?

We are overdue a bit of a modding meme explosion. 
I did also tell myself that after i posted my next mod id let myself get cheeto dusted.... but i didnt know this would be the next one. Either way its bedtime no cheetos now
Can i show case this i think it's a monumental mod
If you really think its worthy
it is
I can't believe i scrolled up so far only to get fish homfing, tortillas off center, and the mystery of crab cakes
eagerly awaiting 'tortilla moved 1px further right and slightly overlapping red plate'
tortillaverse incoming
What if we moved the tortilla vertically instead
Blueberry since u are here, do u have water flow for 1.6 somewhere
what if expand tortilla
Even if it's just git commit for me to build
is water flow not already compatible with sdv1.6
We could randomly shift any drawInMenu() call by a pixel in one of the cardinal directions based on the save seed?
yes that's right π how dare you expect my mods to be broken by default
I wanted to patch draw water tile to decouple it from cursors
not like there's a solid year of precedent
So that people aren't slamming it with location change edit image
anyway hopefully you don't need to actually understand the water flow code
somehow it's maybe my most arcane scripture to date
Do u mind if i send in a PR to fetch the texture and source rect from [not yet decided source probably just map prop] once I do this
I don't plan on changing the actual dimensions of the water overlay
if you can find a way, sure
so far though it's proudly my only working mod still at version 1.0.0
it just flows(tm)
well if u feel attached to this i can just transpiler ur prefix it's fine
whichever works better 
I'd just be targeting the final draw call so it'd be literally the same transpiler
Can anyone give me some advice? I have been trying and failing to remove one of the entries for the train station. I believe the menu is added with Central Station. With the nature mod, and the aquarium mod, the insectarium shows up on the bus stop and central station. The aquarium also shows up in central station and the train station in the mountains. I removed the entry for the insectarium at the bus stop, but i cant figure out what to use to remove the entry at the mountain train station.
Are you trying to completely erase the access, or just make it so that the insectarium can only be reached by boarding a bus or train while at Central Station?
I dont like the fact that theres a doubling up of access to the insectarium, I want everything centralized to central station. It seems silly to have it set up and then have all the mods using it accesible with either the bus or the normal train station you know? Maybe thats just me. Im putting together a mod pack for friends. I got the insectarium to hide properly. But no matter what I do to it the option to go to the aquarium at the regular train station doesnt work.
Are you using Conditional Stops? https://github.com/Pathoschild/StardewMods/blob/develop/CentralStation/docs/author-guide.md#conditional-stops
I believe you should be able to target the original stops and add the Condition shown in the example there to limit the option so it only appears when the player is in Central Station
Interesting. Ill look into that option. I was jerry-rigging the question dialouge display. Which worked for the vanillla bus stop but wasnt working for the train station stop.
You're welcome
monumental things happening in the modding community right it seems
we do what we must because we can
oh my god
why in 2019 did i name this mod sailor moon hairstyles and clothing and kimono
why didn't i name it tailor moon...
itβs not too late to correct it
is 6 years too long....
tailor moon (aka sailor styles - formerly sailor moon hairstyles clothing and kimono)
i dont know, i tried to get it to move and it just did that
Wizard.
i t s escaping
didn't know scale up 2 let u do crimes
if you don't change the unique id, do whatever please you
i am sure a mod named tailor moon will be perfectly normal between whatever going on with tortillas
Embrace chaos, change the unique ID
do not
If u keep the original nexus title it'll still be searchable
But are u gonna upload new version just to change the name
main issue with fun mod titles is searchability
How
-# ....why am i here
seriously i had nothing to do with it
Must... make... tortilla mod...
No, after the MEEP update documentation.
...maybe?
tortillas are the new mayo
the tortilla must be off center in a different way every time you look at it
How did you get ot out of the box?
It has a mind of its own
I dare you to try
Guys I'm testing my mod but it's just me or it seems the chance of fishing are a bit weird? tried to catch 10 fishes , 10 of them where the same exactly fish even if the percentage are almost equal for others
It's like 99% of the highlighted fish and 1% the others
Whatβs your locations data?
u lucky 4 now, I got lux's sprite mod for my tortilla 
Like this
Want me to show the entire json?
Oh i noticed now i miswrote the ID
I think the question is whether your full locations data (probably via patch export) looks weird in some way, though I did think that the mod that shows fishing chance just casts 100x to see what it gets?
I need to export my locations data and send here?
In some places it works without problems
In others seems the chances are very low and not matching like the one FishingInfoOverlay says
Fishing info overlay is monte carlo
It probes for what is possible by actually trying a fishing so if there's loads of other fish your rates will be impacted
So like , 8% means that in 100 catchs i will get 8 of them?
Yeah
Approximately anyways, it's not dervied by maff proof
Actual fishing chances is complicated probability stuff
Hi guys. I feel really stupid, because i try to make a little, really simple mod to work, but, he doesn't want to.
I just want to make a mods that will change the apparence of the seeds in the game... (and later, it i can make it work, for mods too). But i only have like, 10 lines, and that DON'T work at all T^T
Can anybody can tell me what i do wrong? Because i try to check for other mods that do the exact same things, and i truly don't understand what are our difference.
I supose that the error are inside the "changes" codes, but... I don't understand at all.
(The codes and the error are in the images above)
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
Thx i will check that
https://smapi.io/json/none/2ea47b077b2447878046395c27f9e8f6
I try to understand, but i can't. English isn't my main language, and i didn't do codding for like, a lot of years.
I have to much "," ?
In this case, it looks like it might be as simple as a comma missing before "Changes" after your "ConfigSchema" block, but the JSON validator will tell you which line the issue is on, or in the case of a missing comma, it will be the line before it
How do I know if my mod needs content patcher?
Iβm correct when I think I donβt need it if Iβm writing it in c# and some Jsons (manifest, content, i18n default) and not calling IContenrPatcher?
Iβve been looking through the wikis but in general Iβm confused how/when to make a mod that uses both custom new c# as well as another framework or content packs. Or can anyone direct me to any mods I should look at to learn from?
This error is because you have too many } before Changes kicks in
no
you can't use both c# and a content pack framework in the same mod.
you need , right here
You closed out the entire JSON with your 3rd closing curly brace @fair hull
I am referring to the one in the validator if it helps
Screenshot and what you have in the validator are not exactly the same
Ok, so i close it too soon
but if i didn't close it there, where should i close it? π€
you can't have a C# mod and a CP mod in one, you can package them into the same zip however, but they're still classes as seperate mods due to having 2 manifest.json files
Basically, you have a { before "Format", which opens the JSON and you don't want to close that with an ending } until at the very bottom of your file
So you need to make sure the number of { and } matches up so that happens
You need to require content patcher if
- it's a content patcher pack
- you are using content patcher api
You do not need to require content patcher if you are just doing AssetRequested stuff on your own
Yes exactly that was what I was asking for - I saw that being used by eg Wild Animals using CC and CP
But most mods that do this have two frameworks dependencies instead of Mod A and (CP) Mod A
That's just because Custom Companions is not a content patcher expansion type framework
It needs it's own contentpackfor pack
Ok, i think i understand? I will try again, and do some testing. Thank you verry much.
OJZ
For future reference, most basic code editor programs will keep track of your curly braces for you, so it's easier to tell if you've closed one too early.
It's work! So i can start the codding for all the items... Thank you!
Thanks for your info!
If anyone has a good example for a mod (split in two), one being its one c#, the other with CP, Iβd be happy to learn from that
If you just want an example of a mod to see the file structure, there's SVE that has C#, FTM, and CP components, but I would not suggest digging into SVE's code for an example for anything, there's a lot in there.
You can do this to automatically pack the cp https://github.com/Mushymato/StardewMods/blob/main/SprinklerAttachments/SprinklerAttachments.csproj#L29
But there's no correct way to actually setup the integration
Can u tell us more about what's being done in C# and what's in CP?
Ah nothing yet, but Iβm curious on how or when I could do it
But Iβm considering using BETAS so I can trigger actions from within my dialogue i18n json?
Here's how I do it, for example:
https://github.com/DenisSilent/Eleanor
i also have an NPC with a bunch of bespoke nonsense in a C# component https://github.com/ichortower/HatMouseLacey
some of it is a bit creaky but it may be useful
Sorry for taking so long to reply, I didnβt see your answer
Thanks!!
(in particular, there are a few things in there that i would probably do differently if i were writing the mod now, but it dates from 1.5.6)
Oh yeah I saw the impact of the changes when referencing cabins as farmhouse (and reading what was changed), Iβm happy Iβm starting out wirh 1.6
π bruh
@lucid iron how hard would it be to code into my mod one of my animals having the ability to dig up fully grown crops?
Idk if there's a mod that can spawn hoedirt + crop rn 
spawn?
Maybe u can ask selph about it, see if it fits in with The Mod Formerly Known as MTF
Well you probably still want to ask selph cus this sounds like a EAC feature 
Unless u wanna make like a trinket version of the farm animal in which case yeah you can make them collect crops
I sort of wanted to implement it in just my mod but I could see if selph wants to do it for their frame work...
I don't think there's any content accessible way atm so u need someone's C# basically
ahhh im a lil nervous @ing them though right now ive been having a rough day.
Whose C#? Who knows
Well I'll just do it then 
However i think one problem is
Do you actually want farm animals collecting crops?
They kind of waste a slot if you think about it
nah just digging them up so the farmer can pick them up automatically
Oh in that case it's just normal dig up right? Like truffles
Don't need any framework for that
but i dont want it to be a list crop i put i want it to be crops the farmer is growing
like theyll aproach and dig that shit up if its fully grown so the farmer doesnt have to harvest them
Isn't that kinda like junimos
yeah!
just they dont collec them in bags they leave em there on the ground
i mean i dont have have them do that but itd be really cute
which is it?
I feel that selph's new things going into mtf is probably most fit for this
I'll ask selph next time i see em
Does anyone know why aquariums skip an entire column? I numbered the ones I tested, and it appears that they skip a whole column each time
anyone know where I can find the data for the 'shadow guy' thing where you find a shadowperson in a bush and they give you a magnifying glass? I found the event for the part one but sadly can't find the rest :(
Hardcoded iirc

What did you need to change about the interaction?
I think some of the text might be in strings?
changing sprites, text, and shadow guy's name (conditionally)
Ah
Lemme look, I had to fuss with that event a bit since my mod replaces Krobus with Midna
I think the only way you can do it rn is onlocationchange edit image targeting krobus
Making assumptions that shadow guy and krobus never appears together
yeah, it's the same sprite
If you need anything else, it'd have to be done in C#
Anything else meaning, somehow have krobus and shadow guy appear together, with different sprites
Yeah, in the first event at the bus the 'shadow guy' is just krobus so 
I'm trying to make Sebastian's game event replayable every month but I'm running into a problem. I added a CT set to last a month in the original event, and then made a second repeatable event with the precondition that it doesn't have the original's CT, but the second event keeps playing immediately after. Am I using the preconditions incorrectly?
Here is the json:
https://smapi.io/json/none/7f82f5aacff943b8b41ed15dbfb04111
The first event is actually simple to change with CP if you want to change it to not Krobus. You just give Krobus an Appearance data that only triggers during that event.
Yeah, the only change I made was to a text thing
Since I was fine with the shadow guy and Midna being the same person
I kinda want to see a mod that does make shadow guy and krobus same person
And explain what krobus is doing outside
The text does list the "Shadow Guy": as the name, though, so you can change that line, like I did.
He is stealing magnifying glass, that's what he's doing outside, that thief.
What does he want it for
In Strings/Locations: "Town_mgThiefMessage": "Shadow Guy: Eeeeep! You caught me! I'm sorry! Take it! Take it! It looked so valuable, I couldn't help myself...",
If the Shadow Guy and Krobus is the same person, than the hypothetical mod would also need to address the case if we actually meet Krobus in the sewer without ever getting the magnifying glass.
Like maybe the line will change.
Krobus sends you on a heist of the magnifying glass...
ty!!!
Yeah maybe if u met krobus he is like oh farmer look at this shiny thing i borrowed
:))))
I will change them to different characters lol, working on a side shadowfolk character that's a partial foil to Krobus and plays a major role in cementing Krobus's and Dwarf's friendship events that I'm also adding
Subork the cross bridger 
YES
maybe krobus is collecting blackmail material on everyone in town incase they're ever captured. that's the real source of the secret notes
love it! I am having krobus be a bit of a gossip collator in the sewers lol, that way Kroby knows about all the goings-on and tells the farmer 
Finally I have the cause to share this here.
no fucking way-
THAT'S REAL
oh or did you just photoshop it lol?
No, that's real.
i have a note on my to-do list to add seasonal facial hair for the bachelors, which they shave off for the spring... except for harvey who decides to "try something new" and has a random mustache. never considered including krobus 
please include krobus
Real as in, it's an actual, unedited screenshot from my mod.
Does anyone know why or is it a glitch with the framework itself? It's nothing fancy i did either
omg i love that so much
Unfortunately Subork would just have to live in our memories. π

(I was actually considering this, but like, he just appears once, you know...)
(make it happen 1 in 100 to Sow Confusion and Chaos)
But your framework doesn't have a Condition fieeeeld.
...hypothetically can I steal your code for that to use as a base
When can do it i thought 
It's as u said one time so
I can add gsq support but it shall become quote hell if I do that, maybe if I delim on β for gsq?
Naw I'm joking. I can't really think of any case where I'd need a Condition field that couldn't be done by When.
Like the π£ function has taken care of that.
Sure, you'd need framework for it, though.
eya, i've been playing around with modding maps recently and ran into a wierd issue where the traveling-by-bus-cutscene won't end properly, but only the vanilla routes:
- bus from busstation > desert and desert > busstation dont work
- bus via central station to desert, busstop, mtvapious and back to busstop work
the whole cutscene plays but at the end the normal ui does not load and i dont get player control back and i haven't seen anything unusual in the errorlog
does anyone have an idea what could be going on/where i would have to poke around to find whats not working?
Can you reproduce the problem with just central station
And verify that it's not bugged without CS
oookay. i removed almost anything (still have the not working map stuffs and the tilesheets needed for that)
issue is still there without centralstation
i was pretty sure, that i messed up on editing the maps somehow and am missing an (obvious) property/setting somewhere
narrowed it down to which map screws stuffs up \o/
tyvm for pointing me in the right direction (aka reminding me that i dont have to and maaaybe shouldn't test this on a highly modded save and can just make a testing one
)
ay guys
can anyone send me a decent tutorial on how to add custom dialogue in content patcher?
Does anyone know why aquariums skip an entire column? I numbered the ones I tested, and it appears that they skip a whole column each time.
I don't know why it goes from 19 lets say, and when you say "my sprite is 20", it'll skip the entire next column, so for instance...if I said that my fish's sprite is 20, it will go to the octopus, which I labeled as 20, and obviously...that isn't 20 at all, it's supposed to be this little shell guy, but that entire column gets skipped : (
Is this a bug with SMAPI/Content Patcher? Surely someone must know...so far it seems no one knows : (
I have been looking all over the internet and just can't find one
I'm making a mod that makes Pierre bald and I want to add new dialogue for him.
Hello all, long time no see (FIASA and Ranger Taro here), I'm coming in with a sort of shoutout and open request
Sadly I have seen your mod, poor Pierre, he never deserved this
lol yes in the mod-showcase i saw it earlier today
oh no
!twocakes
nevermind its not mod-showcase
If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.
my mods need some bug fixes and work, but my irl life has gotten busier and busier (I'm working two full time jobs, accidentally), so I wanted to put the word out that my mods are open... for changes, bug fixes, updates, support, anything
no i think it is yours, i think i was browsing new mods today and saw that and laughed, i forgot where, but i saw it today
and now I want to add dialogue about how the IRS took his hair bcuz he comitted tax evasion.
no pressure on anyone, but if you feel like fixing something don't worry about permissions
Yay :DDDDDD
Hm even if you do that it'd be hard for people to keep track of what they fixed for you
Make a github and monitor changes and patches
ok back to the original question, do you know where I can find a good tutorial on adding dialogue with content patcher?
Yeah i was gonna say you might consider setting up git to accept pull requests
Otherwise, just change your nexus permissions and then people can upload patches perhaps
Oh this is a really good idea
both ideas
I hope things get calmer for you irl eventually!
honestly git is probably a better option, nexus can get messy, at least you have clean and visibly comparable version control
though whatever works is the best tbh
Thank you! it's a good busy, both of my jobs are "big kid career jobs" but I feel guilty everytime I log in to nexus
Iβve heard good things about FIASA (personally installed it but havenβt gotten the opportunity to actually play). I hope everything goes well for you! 
I'll set up a github and spread the word
love this community and miss modding a lot, but you need like, at least one leftover braincell to do it haha
thanks all!
im losing braincells when learning modding
everytime i think i finished it
i forget that there is another part or compatibility i have to do π
and then new mods come out that have compat issues with yours and you think "omg im so sorry"
Hiii, for your mod "CSS' From Grandpa With Love - An Event Mod", i was gonna use, but I noticed that you didn't add any dependancies, like Content Patcher, in your manifest file, add it in there, I think the site will notify them that they need Content Patcher before installing yours, and not running to your page to figure out why it broke (I've done this plenty of times, even if you made a LED sign showing instructions)
Pelican real estate market do be like that and I wouldn't worry about it too much
π
what kind of mods did u make before? cant find ur profile
Cajcbell is the nexus name, made fiasa and ranger taro and a number of animal related mods iirc
i got my two brain cells together and found it, should have figured that was the user π
very nice stuff
hey guys need a hug
yes please
Iβm sorry, I donβt follow. What did you mean it didnβt add dependencies? My manifest clearly states itβs a content pack for CP.
π«
Ah, that's bizzare, then you should update it on Nexus then. See, when you download your mod, it does not state that you need Content Patcher. While your instructions at the bottom of the page do, there is an actual section that Nexus always has when you click the download button. Seems more like how you configured it on Nexus then
When I click the download button, it does not state that I need to download anything before-hand, which is a minor bug
This is the menu it would show, it'd just show you SMAPI, and Content Patcher
you do not have that sadly
I'm sure it's a very easy fix, probably just a few things you gotta type on Nexus, just wanted to point that out since it is important
It's not a bug, the game reserves two slots per fish, basically, a 24x48 square
The top is the aquarium sprite, the bottom is typically the item sprite (but I don't believe aquarium uses it)
Interesting, it's strange cause I couldn't find anything about two slots, I've seen many mods that have more than two slots for fish, which makes it even more confusing
It is updated π Inform downloaders of this modβs requirements before they attempt to download this file is also accordingly selected.
Do you have any documentation for it?
Odd, still not popping up on my end, maybe it takes Nexus a while : )
Yes, you can expand horizontally if you have frames of animation (see squid for example), but they'll be 48 px tall per frame (but only use the top 24)
I believe I mention this on the fish tutorial, but I don't cite a specific source, it's just from having worked with fish stuff before.
source: fish experience
lucy your okay
Source: committed fish crimes
(also Nexus doesn't read manifests, FYI, so putting a dependency there and having it in the manifest are two different things)
Considering Content Patcher is a staple for most mods to run and my mod only requires the same, I didnβt really think Iβd run into this issue, if Iβm gonna be frank
but yeah, all of my mods have been configured to remind players of its requirements
I see..I'm debating on just not allowing aquarium for my fish, since the two pages I checked out don't give too much details on it. But this does shed some light onto it, I appreciate it
i purposely dont include SMAPI as a requirement on my mods anymore because it just ends up a pointless nexus pop-up that slows down the download process a little bit more
Is there something in particular you feel isn't covered? I'm always open to adding relevant info to my tutorials.
I'm unsure what tutorials you have, I just know of two sites (two wiki's), but it's nice to know that you have tutorials. Honestly, I wish there was a youtube video that demonstrated with like 2-3 basic fish on how to add them properly to an aquarium, like you already have some basic sprites, even if they look horrid, and demonstrated properly on how to add them, and showed a few usage cases
There is not a single fish modding video in all of youtube, I searched for over 15 minutes..
Realistically, there probably is one, maybe around 1.3-1.5, but I'm sure lots have changed since
Oh, yes, quite a bit. The modding wiki has a fish tutorial specifically, did you see it?
Yeah, I did
Yeah, so if you feel like I didn't explain something about the aquarium, let me know what 
We don't recommend using videos for modding tutorials. Videos are difficult/sometimes impossible to update once posted, and modding changes a lot over time, so the popular video tutorials are almost always out of date. As a result, most people here don't bother making them, which mean that they're both out of date and made by people who sometimes don't have a thorough understanding of modding.
im taking a few days off due to burnout and not having a good schedule
Can you provide the link to your page? I want to make sure that we are on the same page here
Ah I see, crazy how it changes very often, I'm sure for the better though
i feel like !videotutorial should be a command at this point lol
Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...
(I'm thinking about doing a stream for making an NPC, but I will be clear that 1. It's for 1.6 specifically and 2. Check the tutorial for the most recent info)
Yeah, it sheds some light onto it technically, but it doesn't have an example on most of the possible scenarios, and while that's not expected, it would help a lot. For instance, even with this context, I still don't understand exactly how this works, there is no example that showcases how you can actually have a fish that has more than just 1 photo. For instance, you say " If you want to have a custom animation, list out your indexes here (starting with the index your first frame is on, eg. 0 1 2 2 2 1 0)", this isn't helpful for newer creators, I'm sure it helps out a lot with seasoned modders, but it means little to newer ones, what does 1 2 2 2 1 0 mean? How can I utilize this? While it may be technical to some, and maybe easier for you and others, it still is very foreign to me as a newbie
I'm sure you understand that it fries our brains, lol
Hm, I can add in a bit with the squid as a vanilla example of a animation probably, I probably stole the frames from that 
Remind me in 1 hour to do that
YOU BETCHA (#6848906) (1h | <t:1756939265>)
It would help so much...I'd say that modding fish is very clear, I used your site and it helped me fully understand it, I mostly used your resource. However, aquariums I think just need slightly more documentation/usage examples. I'm just tired and brain is fried. I also recommend to add that the fishies are usually 24x24 or whatever 24x28 too for aquariums, I don't know entirely how it works, I just was following closely to another mod, but am a noob
irocendar youve been typing a long time im scared 
to be honest, since these resources are made by modders for modders, we're all figuring them out using the same reference information and it just isn't possible to have examples available for every single thing, because someone would have to actually write those. The way to go from being a new modder to an experienced one - and a general expectation of these tutorials and references - is to spend time reading through it, testing various versions of things, and asking questions here if necessary.
In the example you use, I'm not familiar with fish content packs, but it looks like it's exactly what it says on the tin - a list of frame indexes for the animation (so frame 0, frame 1, frame 2, frame 2, frame 2, frame 1, frame 0).
(hopefully that didn't come off harsh, I swear I'm just a very direct person)
taking 3 days off see you
When in doubt just look at decompile
Or hope you snipe someone around here to look for you lol
To be fair, I got no clue on this planet what 0 1 2 2 2 1 0 means, I was mainly wondering why it would skip an entire column, and he said smth but I am not fully knowledgeable on it, cause when I go from Sprite 19 to Sprite 20, it skips an entire column ,I think he mentioned how smth is reserved for each fish idk if it was 24x48 (two spots), but I wouldn't know how to select that either, It's all very confusing.
And yeah, I understand you, it's not really your guys responsibility either, it's the framework's responsibility to create a detailed resource, and if they don't, then that's unprofessional. I come from software engineering, and when we see no heavy documentation for a framework/api, our company straight up refuses to use it, since it's deemed "unreliable".
And no no, you didn't come off harsh at all, don't worry, if anyone its me who is coming off harsh, I'm just frustrated lol
shoutout @rancid temple
so the thing about it being "unprofessional" is that we're all doing this for free
The vanilla game is not public facing software/library
We are sneaking around in mr ape backyard lol
this isn't our job so we can't expect people to adhere to professional standards
It's a very "one guy" programmed game too
he's getting more one guys involved, but still
so the spaghetti has LAYERS here
Atm we r at a point where we can convince mr ape's gardener (pathos) to help us with things
But y'know it's not exactly official
Yeah, I understand, and again, not referring to you guys, referring to Framework/API maintainers
Well, if you're looking for professional work, you could always see if you can commission someone to do it for you
modding is a hobby tho
we are the framework and API maintainers, for the most part
everything other than the base game is made by mod authors. I'm working on a framework myself right now, chu has multiple published
Framework/API maintainers are also modders
It's easy for me to make something, but it's not as easy when everyone else asks you how it works when you didn't provide a detailed documentation, regardless
Mine uses Content Patcher mainly
It's just that your particular thing is vanilla game bit
It's not a content patcher feature
Its not SMAPI I think we are referring to
no, like chu said, the feature you're looking at is base/vanilla game
but the tl;dr is that nobody is being paid to maintain modding documentation, really - CA and his team are mostly paid to maintain the vanilla game, not a framework, and everyone else are hobbyists
doesn't change the fact this is all a hobby for people and they do it out of love for the game, thats whats confusing me when you talk bout professionalism(or lack thereof)
My hobby us crying over machine data
Sorry for butting in randomly, but where are the UI elements in the files? I could've sworn I changed all the UI elements, unless this isn't the correct way to change multiple targets in one edit image patch (https://smapi.io/json/none/b5911c0ed4364211869a9351c2c95a29)
Oh boy the ui is kinda all over the place last time i checked
It really is, I had no idea it was so bad!
Try patch summary
(also if you can screencap what you are apparently missing, that may help narrow it down)
https://smapi.io/json/none/6bd28a13884f4b50b4e19a8d39ff592a, heres the patch summary, some things aren't applying and these images are the things that aren't changed
the title stuff is in Minigames?
part of me is wondering if it's like the panorama background and just a single line of pixels repeated
There's also LooseSprites/logo
Taking a step back, I've noticed how several mod creators have joined in on this conversation, primarily because either I am stupid, or I am used to something, and expected it everywhere I go.
To be fair, I understand your point, and while I do know that these are made by people who love it as a hobby, I come from a more corporate land, and I'm very used to documentation everywhere, and was shocked with how little tutorials were made on modding specific aspects of the game.
When analyzing, you did mention (or someone else did) how fast things change, especially with new additions, features, and overall advancements in frameworks/api's, the game itself, etc. Maybe I was a bit harsh in my judgement on some of these people, but it's still frustrating as a new modder nonetheless, and in all my pasion projects, I always documented it for others to use, but at the end of the day, sometimes it's too much for a few people to do on a large mod or framework, and thus they cannot maintain it perfectly when things change, as it's too much for them, and when stardew updates, and impacts their mod, they have bigger things to worry about then documentation.
I appreciate all of the info that you've provided thus far, thank you
Mini games is certainly not where I expected the title screen to be at all
the sky is like... over here iirc
that's the one I edited expecting the title to change but it didnt
Yeah, you have to get both instances of the title screen elements.
Ye the sky I've had previous dealings with earlier today, not my fav thing at all
Minigames/TitleButtons is the one you're missing
also menutiles and the uncolored version is in maps
because why wouldn't it be in maps, i guess....
I think the one detail you're still missing is that frameworks are actually typically pretty well documented, the documentation you're looking for is for the vanilla game, which just wasn't originally built with modding in mind at the end of the day. Other than that, I'm glad you see our side, and hopefully you'll be able to figure out everything you're trying to over time
wow okay maybe the organisation of these isnt the best, and I didn't know Vinilla had a guide, good to know, thank you!
binilla...
fat fingered it bahaha, and discord lagged so I could not change it quick enough
illa
(mod creators stepped in because, unintentionally or not, you blanket applied the word "unprofessional" to all of them if the documentation of their mods is not up to your standards, when that word does not belong in a hobby space at all where people are doing all this for free and fun. i dont think anyone thought you were stupid, but its hard not to take offense. that + what iro said)
petition for [bv]in to change their name--
Shockingly, as strange as the game may be sometimes, it somehow can run on an intel pentium 2 core, with 4gb ddr ram, browsers on that laptop cant even run very well, and somehow the game can be pulled with 60-110 fps, thats impressive
ok
Can you even get more than 60 fps in this game
Not without DH's crimes
I believe so, mainly not vanilla
I also petition for [bv]in to change their name too
I mean, it's a 2d pixel art game, I think the performance is decent but not overly shocking
and it's had a lot of performance improvements over time
oh that's too many fps
yes! I got 61 fps, cause by measurement inaccuracy certainly, but still over 60
How base game works is that the individual draw/update is often much faster than ~16.6ms but you get capped to 60fps anyways
Running it at above 60 has uh, Effects let's just say
It is very shocking to me, as mainy "2d pixel art games" made in Unreal Engine somehow need 8gb ram + pretty decent specs, most of them are made on Unity, or as of lately mainly made on Unreal Engine 5, there is a pokemon pixel game 2d I saw and it had some hefty spec requirements, i think its cause the 3d engine still runs even if you arent using it
and how my mods work is that I throw as much as possible between ticks and cross my fingers it doesn't become a slideshow π (/j, I'm actually somewhat performance cautious, though not nearly as much as some people here obviously)
Honestly lucy I wasn't even trying to berate you, understanding what comes from a (framework) mod and what is a system from vanilla game is just helpful for understanding modding
I assume that's because some of the game treats ticks as a measure of time/for animations?
π lol, honestly, I dont think mods on the game will really impact your performance too much, but im sure if your using c#, thats when it gets a little different, most of the time your fine
There are some very niche systems in vanilla that 0 mods have used 
hmm yeah i think that has something to do with it, and also sometimes it's not entirely 2d, like it has 3d elements too (from some games ive played that were "pixel")
I don't remember the details but yeah some farmer logic is tied to anim
content patcher mods can be some of the most FPS-killing mods out there
all i wanted was to add my fishies to the game, and forgot that aquariums existed sadly..
you'd be surprised
I've seen mods add entire minutes to load times
oh dang π i didnt even know, most i played r fine cause my battery life is near same
for laptop
there's an entire mod dedicated to profiling mods to help figure out what's causing lag
isn't tuna... Yknow...
