#making-mods-general
1 messages · Page 417 of 1
(my wip portrait framework will have that option, not sure about existing ones)
most people just choose not to bc its easier lol
Anyone know how to make monsters spawn on a map? Can't rlly find any info on this
it's very easy
They can replace, but in 1.6 you can add new paths and mod users prefer that 
The amount of times I heard... Make paths is very easy
Farm Type Manager, it's a framework on Nexus
While I struggled... To make a single path work is amazing
Ok, thanks
There's a learning curve of understanding how editing stuff with content patcher work
well, i'll look into what spacecore can do for now, i mainly just wanna know bc if i have to make another 64x64 portrait i will cry
After that if the thing is exposed to asset, you can add new ones
I think spacecore can
yes, please look into other options for now because I have no idea how long this will take to release haha
I’m not working very quickly right now
😔 64x64 is so teeny... i wanna add details...
yeah... i plan on redoing them anyways bc the expressions are Not It
and until i finish the bigger ones i'll use the default sized
please do not do only oversized portraits, learn from Baldur's Village
think of all the tech support folks that will have to field the portraiture questions 
😔 it's just that i stuggle so much with the small ones
-# or do them but only for my framework—
why only portraits. justice and equality for sprites and everything else!
That's scale up 2
we also have sprites in detail dont we

That's NPCs only pretty sure
@lucid mulch What's the issue with RSV's map and your optimizer? I can pass the info along and see about getting it fixed
I believe SinZ reported it to their github, If I remember correctly it was invalid NightTiles, same with S&S
is the author for rsv active?
Somewhat, he's been med school'd for a while
oh sorry didnt see SombodyUnown already said
Man this mod is real frustrating to get everything working how I want.. but man if it isn't also fun as hell to somewhat play while testing
cus I'm like waiting for them to accept that PR for better game menu which I've heard is the only other valid optimization mod. but with a couple compat issues rn
And I see Sinz already posted it over in RSV, so uh sorry for ping 
We must bully sheku harder (impossible task, sheku proved unbullyable)
Any idea why this only gives me Frog Eggs on random days when a Chance of 1 should (I think?) be giving me one every day?
"RequiredPopulation": 0,
"Chance": 1.0,
"ItemID": "FrogEgg",
"MinStack": 1,
"MaxStack": 1,
},```
Yes, of course
A fish pond has to do the population gate checks
When a fish pond is ready to produce output (based on a hardcoded (15 + 8 * population of pond)% chance), it checks each entry in the list and takes the first one that matches. If no entry matches, no output is produced.
well silly me that can't guess what an out of context thing is can read the wiki at least
Calm down, lol
So do u have 10 fish
The wiki you love so much also says "as a value between 0 (never) and 1 (always)", which would lead someone to believe that 1 = always
of course, master of diplomaty, i will calm down 🙂
no there is a note for this exact case
This is applied after the base chance of producing any item above. Default 1.
Sorry if it's a bad time to ask
I'm very new to fish ponds
I'm unsure exactly how they work, but when I do this, my sea turtle never asks for stuff oddly
so hmm
i don't remember if the entry name must match the id
i would say that it should
once you did that, i would :
patch export Data/FishPondData and verify everything is listed properly
!patchexport
A patch export makes a copy of specific stuff in your content folder so you can see what changes have been applied.
- Load up a save (with Content Patcher installed)
- Type
patch export <FILEPATHOFTHING>in the SMAPI console and hit return - Look in your
patch exportfolder in the game folder for the relevant json file or image - If it's a json file, you can share it via smapi.io/json. If it's an image you should just be able to look at it.
then empty and clear your fish pond and start fresh
(sometimes in my experience it didn't take new rules into account for me without doing that)
Does anyone here remember Fern River? I just realized I have their files shared in my Google Drive
They had some nice portraits.
Alr tyyy
the name does ring a bell but i don't believe i saw art from it
wasn't that a supernatural-related mod? I tend to not look into that stuff much
Well, nice portrait, I don't seem to have other ones.
not my jam
Yeh, it never got off the ground.
I think it was intended to be a village of sort of fairy-tale type people
It's still around, Bonster picked it up again recently.
(If I want to request viewing access to the GitHub decomp of the game, do I message bouncer or is it better to ask here or another place?)
Yeh, I just saw you were part of it Tiakall.
are you the right level
That'll be cool if it comes to fruition after all this time
I should be, requirement is level 50 and I'm level 68
i think you actually ask Pathos
Fern river is that mod that had a glowing birb right
Iirc it has a really early alpha somewhere
okay, I shall ask when I catch Pathos online, it's not important or needed rn anyway so it can easily wait, thank you!
I do Indeed have a github acc, been going back an actually making the repos decent which takes so long!
Really? I fell well out of that loop about 3 years ago
I was gonna make some tiny C# to make a birb glow in it (well i made it already but idk maybe i should redo it)
Wwww I'm very intrested in this, partly bc of the setting, but mostly because of the glow birb
Any tools out there to properly convert a wav file to xnb?
I think theres a web tool? bare with I'll try find it again
A web application that allows you to unpack or pack xnb files.
Ooooo ty
I don't know if theres any specific formatting needed for audio but I know text and images work with it
hmm yeah dont think that works
why do u need wav as xnb
audio files dont go to xnb
I tried loading as .wav and .ogg to no avail
u need the Data/AudioChanges asset
x/y problem strikes again
it's special™
this isnt even X/Y problem this is literally just not a thing you can do
the war never ends
the game audio is stored in wavebank and soundbank files which are .xgs and .xwb
I think it counts if Y is impossible but I digress 
X/Y problems count as 90% of my problems because I seem to never learn
i think for something to be an x/y problem the answerers have to be deliberately ignoring the askers actual desires in order to suggest an alternative
that's not my understanding of what an xy problem is 
is the X/Y problem not "how do i do X?" "why are you doing X? everyone does Y"
thats always how ive seen people refer to X and Y
I thought an XY problem was like “how do I replace the handle on a compressed air tank?” And the responses being all like “holy shit wait back up why is that even the question what is the real problem here?”
my understanding is "I want to do X, but I think Y is the solution, so I'll ask about Y instead of X"
no, it's "how do I do y?"
"wait, why are you trying to do y?"
"because I want to do x and I figured I could do it by doing y"
i see we are evenly split on what we thought that problem was here
Glad I could spark such an enlightened conversation
I think yours is just a good example elizabeth
i intentionally try to preempt the x/y problem actually
that is why i always go "what is it that you want to achieve" and such
isnt that. literally just the X/Y problem as iro, elizabeth, and selph described it
yep
questions like that in here have made me reframe the way i ask questions here from Y to X, so that tactic works lol
how is that preempting it
im trying to get them to rethink whether they are the person asking this question
thats not preempting thats making it happen 
clearly i preempt at least one person 
good question: "how do i play a sound when doing a warp?"
bad question: "why isn't [framework not meant to do this] not working?"
i fear you Button
https://www.nexusmods.com/stardewvalley/mods/37341
that mod wasnt my idea and i dont plan on usin it
x-y problem in a nutshell:
"how do I make a room 180°C"
"????"
"I want to make a cake"
"oven."
man i forgot why i wanted to use GameContent
chu doesnt even remember their own Y
why are you trying to do Z?

trying to cosplay as the duke
are you sure the actual intent is not to regain energy here
who is it that i'm fearing then?
uhhh someone in #modded-stardew and surprisingly like 4 other people
it's my hope that the Z recovers a full bar of stam
this is why
dont do that then, you want an energy tonic
urite where can i buy some
shop
your nearest homeopathy aisle
of verying veriaties
it actually took me until 2024 to learn that
hospital
the clinic sells things...
what?..
i dont need energy tonics because i have cheese
Oh you mean in Stardew
New quote added by chu2.718281828459045235360287471 as #6622 (https://discordapp.com/channels/137344473976799233/156109690059751424/1413658675675140127)
not irl
(i also thought chu meant in real life for a moment and was very "...?")
exactly. my farmer is like 50% berries and 50% cheese
irl hospitals sell thing tho
teddy bears
thats why i was so confused how it took you so long to figure that out
terrible food
smol chu had a lot of iv drips and parents always bought me snacc
hospitals can also sell the distrust of medical facilities
another smol chu memory for the pile
npc concept all their events are tiny incidental anecdote
eventually u meet the ppl mentioned
adding this to my list of NPC challenges
I just had an event happen in game with that, it was quite nice
i wonder if anyone is actually interested in adding themes for lookup anything 
my usecase was just i wanted more looks and to make it fit more with ui recolors
i sure would make it OURple
i want that
new theme would be like
a brand new 60x60 texture box just for LA theme tho, used nowhere else 
That would be a bit annoying imo, It would be nice to have it as a config option
-# ignore that message a dropped something on my keyboard
Oh cool that's good to know!
Might incorperate one into my UI darkener
That's gonna be hard cus I dont feel like doing the fonts rn
does spacecore's scaling feature also work with fonts too?
actually better question, does spacecore's sacling feature work on any asset?
Wouldn't you have to target each individual glyph that seems horrible
The wording I heard and repeat is "what is the problem you are trying to solve"
Oh, I thought the glyphs were targeted at the loaded asset not the png file itself
Just use font settings
(Why oh Why CA did you choose to use png like fonts and not type fonts)
I do, I just thought it might be a fun little adition to my recolour
He used real fonts for not+english but wanted the cute spritey font for english
also I think it's only one of the fonts that's a sprite font? smallFont and "tinyFont" are normal iirc
and dialogueFont
(idk what tinyFont is meant to be tbh, I tried it and it was strange)
pretty much every game that exists uses bitmap fonts because vector rasterization is expensive as hell
is it? it didn't even look like a pixel font to me
You can't give a specific secret note in an event or dialogue, can you?
It only has numbers
ahhh I didn't think of vector rasterization, good point
If you try not number it gets confused
guess which one is tiny font
ah, I see
No bulli
no wha?
Tiny font trying it's best 
nada
got replaced by ...s
I love the magic boat creature
clearly you should implement autoscrolling
Brings me so much joy
the portraits are by dolphin!
well do I have news for you!
BRO DOLPHINS ART IS SO GOOD
Casino Woman...
like this? 
Dolphin bookseller 💜
waow
Marqueeee
it even has controller support 
all items added by mods are shown even you patch export data/objects right?
You get the state after all changes applied
It's possible for me to block a Data/Objects edit behind a When
Ahh okay, any way to force all changed to be applied? guessing not (trying to get all items that can be added by mods to export and I don't know the all the specific requirements)
wait no that's a null question, I don't need to
the answer is no anyway unless you make a custom build of CP that ignores When conditions. and then fix all the errors that causes
oof, glad I don't actually need to do that
(i suppose you could just harmony patch CP too, but still, errors abound)
harmony patching CP sounds like a very dangerous game
no different than harmony patching any other mod
or harmony patching the game for that matter
Whati s the problem you are trying to solve?
just trying to make many many bags for the mod item bags, but I can just add the mod ID and catagories rather than finding the catagories of items that mods add
I thought item bags have context tag support now
It doesn't look like they have context tag support, at least not that I can find, but they do support catagories and modIDs which is all I need
im assuming "modids" is just prefix based assuming mods use standard conventions
I feel like the article I'm reading on the nexus page is outdated due to JsonAssets mentions, but the author also has said they're only fixing it when it breaks due to game updates, so I don't blame them for not updating the article
oh if it was a jsonassets reference then it wont work for 1.6 items
the bags do actually work in 1.6 with 1.6 items, reinforcing my guess that it's an outdated article
the modid categorization mechanism I mean
Ohhh gotcha
bit of an odd question that doesn't provide any use to me, do qualities (silver, gold, iridium) use a 4 bit value? given the values are 0, 1, 2, 4
oh okay, thank you for the explanation
in general its only worth messing with <8bit numbers if you are writing to disk or network
in memory its just worse performance as cpus really like working on complete words at a time and trying to introspect individual bits is expensive
That was my thought process, that it was a bit weird if it did use half a byte, but the game was made by one person originally so it's not a totally unheard of use case
it uses 0 1 2 4 because of the quality price calculation
final price = base price * (1 + quality * 0.25)
(not actually what you asked but)
ah yes, the classic minor refactoring commit with 346 files changed. oldest trick in the book
speaking of, blueberry I sent a small PR to LOC, should take only 5 min to review
if you balance it out thats a PR with only 84 added lines, super quick check
ah yeah I was just looking through that
I think about 1000 of those are indentation changes you pushed lol
(yeah, my editor runs dotnet format on save and it was, erm, very opinionated 😌)
I usually tell my git client to ignore whitespace changes for this reason haha
VS will never get me to give up my tabs
i try not to do too much style changes
Space indentation is evil
had to stay my hand from correcting all the spaced parentheses in spacecore
ill review the PR when I get home if I have time, otherwise sometime next week
but also it's not being released until my spacecore changes are merged in some usable capacity, and casey's pretty busy afaik
you will never take my bracket spaces away from me
chu I have multiple questions about that emote
but I think the most important one is
avocado?
you're only allowed one question per day
the cat is quite clearly holding an avocado. what is so confusing about it (/lh)
thank you this is mine now
Is it an avogato
I have a question that's not a whether I can but whether I should.
A mod supports adding items to a specific shop automatically (It's hardcoded in C# unfortunatly and the mod author said no new features will occur), but this shop is from a now outdated mod (A 1.4 PJAA mod last updated in 2021), Would adding a custom shop with the same name be an option I should take? (my mod will only be availble for 1.6.15)
I can think of 3 options (But I am open to others)
- I add the shop with the same name so that items are added automatically.
- I only add the shop if it doesn't exist so that the items are added to the actual shoop or my shop if that isn't present.
or 3. I don't even begin to make a shop with the same name as the one in the outdated mod
i have a silly idea that i'll share later but imo u should just add the item to another shop that makes sense
I feel like writing my own C# would be my tactic in that case
Enough C# papers over all issues
But if they’re normal objects can’t you just add them to shops yourself?
is not like u r rehost assets here
now the silly idea i have is, use trinket tinker's inventory feature to make bags lol
I'm going to have a lot of bags and don't peticularly want to flood one of the vanilla or SVE shops or have them locked behind a decent amount of gameplay
Making your own new shop seems reasonable then
Making a new shop isn’t particularly hard
Do they have auto pickup feature?
https://stardewmodding.wiki.gg/wiki/Content_Patcher_Snippets_for_1.6 here is some stuff to copy paste for making new shops
(again this is very silly idea, but this is a lot closer to what a 1.6 item bags impl might look like)
esp the part where it just has a Condition field
Kinda? their ID is BoundedBag with aditional data of `BoundedBag::TypeId:<UUID That I set>>, this is an XY problem again, I forgot to ask if there was a way to add items to shops based on specific data thay have
i also feel it ought to be global inventories
Does spawning them in via console command work?
Otherwise you can make a normal shop and then use C# to replace once it’s added to inventory
Or maybe there’s a better workaround; that’s just my first idea
Looking at the ITEM_ID_PREFIX GSQ, I'm not sure that's quite what I want? It's likely I don't know how that works though
u can add stuff by BoundedBag::TypeId as the id prefix
I don't know C# enough to even begin with this, I was planning on using calcifer or spacecore to add the shop via a content pack
{
"Id": "(O){{ModId}}_Furniture",
"ItemId": "ALL_ITEMS (F)",
"Price": 0,
"PerItemCondition": "ITEM_CONTEXT_TAG Target {{ModId}}"
},
Oh, I didn't know it could do that, okay I shall give that a go them
uh shop is vanilla
u just add it basically
dont need anything besides content patcher
The snippets page section for shops is pure CP
I wanted to add a custom shop, similar to how catalogues work, that needs a framework right for a custom shop?
then CP to add it to a shop
catalogue is a shop attached to a furniture
that part does need something yes, but the core of it is "associate Action OpenShop with a furniture"
adding a shop is vanilla
Oh ye the only thing I'd use a framework for is registering the shop itself, accessing the shop via furniture and adding items will be done with CP
Shop is a shop, they are added to a vanilla game data model in Data/Shops and can be accessed at any time anywhere as long as the appropriate trigger is thrown ingame.
The only thing you need a framework for is to be able to throw the OpenShop trigger when touching a specific furniture item.
Yes I did get it the wrong way around, sorry I got massivly confused then, I've just looked at a previous mod I've made that adds a custom shop and the framework is indeed for acessing the shop from furniture, and not registering the shop itself
why do you need a framework to register the shop itself
oh
discord didnt scroll
thanks discord
hi button
hi 6480
I've had discord do that too dw bahah
man that reminds me of this one time someone made a catalogue framework
i felt kind of bad n didnt say anything about how ppl r already doing it by other means
i think there cou ld be room for a catalogue framework if it offers extra features on top of em
I agree, a specific extra feature is a better interface, but that's essentially already done as it's just a shop
yea i think main problem is that it wasn't a cp extension style framework either 
hard to mix
oh...
can I open a shop with a command for testing rather than assigning OpenShop to furniture or a tile?
debug shop
Thank you
peliq is sort of a shop framework
in that it was made for a specific shop need (sell multiple kinds of bait randomly)
Isn't livestock bazaar also technically a shop framework?
also made for a specific shop need
sure but only for animals
an animal shop is a shop nevertheless
i think if i was making it again, i'd do it more directly as ISalable
i just didnt know tho and i dont wanna change it now 
Read that as ISaladable, Apples new Salad based device
what do you mean if. you could make that happen. when can i expect Livestock Bazaar 2, chu?
uh no it'd just be 1.5.0 or something
isaladable
and one feature beloved by fans inexplicably removed for no reason
trailer
vampire the masquerade 2
it's important that you forcibly uninstall previous versions of livestock bazaar and redirect the download links to the latest version only 😌
And you gotta make a dedicated launcher, that's a must have
Oof I do not understand GSQs, I'm not too sure what the target should be for ITEM_ID_PREFIX
[game] Failed parsing condition 'ITEM_ID_PREFIX BoundedBag::TypeId': invalid item type 'BoundedBag::TypeId' (should be 'Input' or 'Target').
oh... okay thank you!
see this
Ahhh gotcha okay
in my case i made shop sell everything my mod added
(which all happened to be furniture, hence the ALL_ITEMS (F))
Unfortunatly "PerItemCondition": "ITEM_ID_PREFIX Target BoundedBag::TypeId" doesn't add the bags to the shop, just checking that this should be the syntax for matching the text in the image?
Do I need to surround the BoundedBag::TypeId with some form of quotes incase it thinks, the : are seperators
what does the internal id field say
In Lookup anything on the bag? BoundedBag
I think so too
is there any way you can pretend to be the shop from the no longer working mod
I think so, I know the shop ID so I could mimic it
i cannot seem to find a guide on how to reference npc spritesheets for their animations :(
can someone pls direct me to that?
it might also need the mod id which would succ
it is from PJAA era though so there may be jank
well u prob need to do smth like
install stf + the old mod
check if item bags does the thing
patch export Data/Shops
oh no, that means going back to the dark ages of 1.4
the actual mod that adds the shop however is 1.4 max
Pathos, the great light keeper
yea so im saying just the stf component
u dont actually care too much about the contents of the shop but u need to see what id stf makes 
honestly this is getting to point where it's kind of a pain and i give up on the content only approach 
Oh the stf IDs aren't defined by the user, gotcha
Ye that's fully understandable, I thank you for your help reguardless, it has been invaluble
why is the bad boungded may i ask
Not a clue, I'm guessing because it's bound together by json and hope, I didn't name it that, I would've chose a bit of a less confusing name (I mixed bounded and bundled up quite often while thinking of a work around)
Wwww I like the bottom middle! looks similar to willow pattern colours
pity i can't have big sleeve haori without fashion sense
I'm very fond of the colours ngl
hm what kind of clothing r these 
ah its the thing yakuza wear sometimes 
how do you feel about doing a patterned one
it is not very many pixel tho
Hey so like it works by just renaming the shop to the old mods shop name!
chu that would mean editing the pants sheet sprites beyond fillbucketing a recolour in
oh true that is fate worse than death im sorry
anyway the kimono sprites already have patterns and it just looks noisy
not a fan but apparently people downloaded it
Thank you so so much for your help, and for bareing with my quite massive confusion blunder earlier
people be installing just about any old mods these days
In regards to powers (the actual abilities side), is there a specific method call to use or something? im struggling to find any documentation
powers are simply icons
think of them as ui indications of player having a non-item/tool upgrade
you do whatever you want after that
So. Other than completely getting my coordinates wrong because I was looking at the wrong map....IT WORKS
I can trigger the games from the Fair
can i play slingshot and break the windows
yeah
i wonder what my first C# will be. i hope it's something fun and cool
Well. Mostly works....
Slingshot is not Slinging shots in the game
uh oh
I can launch the game though 🤷♂️
I also got it to successfuly let me set a "star tokens" to money conversion so people playing outside the fair dont get star tokens
so. Im like...mostly there?
log: https://smapi.io/log/11a06b31d9f7412181a41899d39b0c62
json: https://smapi.io/json/content-patcher/cc16bd006c9343a399523c0a28b8430a
what do these warnings mean? i feel like it's that i incorrectly used target fields but i'm not sure
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 20 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Tooltips is a list, and those need some unusual behaviour to edit with TargetFields
in your file from lines :423 onwards you're trying to add/edit entries of a list, but being a list, it has none
i think, i don't like targetfield and list
hmmm okay i think i see
is there an easier way to do it or do i just have to fix this
the exact issue is that it's reading "Id": "{{ModId}}_FinchHouse" and expecting the value to be the actual entry
but it's finding a string instead of a data entry, hence failed converting String value to the expected type 'StardewValley.GameData.WorldMaps.WorldMapTooltipData'
pretend you're adding an object and the key is the same as your ID
"Entries": {
"{{ModId}}_FinchHouse": {
"Id": "{{ModId}}_FinchHouse",
...
}
}
that's allowed? wow
thats the only way to do it with CP
it looks weird but yeah it works ive found
this is like the first time i've ever seen a format that doesn't match unpacked data lol
thank you
that did indeed work, which is good to know for the future!
Entries must take the form of a dictionary even if you're targeting into a list
this format is useful though, since it allows you to edit or even remove an entry from a list
yeah i definitely like this better esp that it matches what i'm used to
What your patch made it become due to the nesting of TargetFields was https://smapi.io/json/none/7da90ceda23a44e0a6a69dcdc32b41ad and can see how your world positions very much don't look like the reference one I left in for comparison
when CP is pointed at a list, the Entry key is used purely as a lookup to see if it should insert new, or edit an existing entry,
so
{
"Action": "EditData",
"Target": "Data/WorldMap",
"TargetField": [
"Valley",
"MapAreas",
"Mountain",
"WorldPositions"
],
"Entries": {
"AdventureGuild": {
"Id": "AdventureGuild",
"LocationName": "AdventureGuild",
"MapPixelArea": {
"X": 219,
"Y": 28,
"Width": 3,
"Height": 2
},
"ScrollText": "[LocalizedText Strings\\StringsFromCSFiles:MapPage.cs.11099]"
}
}
}
would replace the existing AdventureGuild entry as AdventureGuild is the id of an existing entry, but using the entry key of AdventureGuild2 doesn't match an existing entry so will append it to the list.
due to this, its usually best to keep the entry key and the Id field to have the same value, but its not technically needed. if they are different where the Entry key isnt present in the target but the Id field is present, you would add a second version of it into the collection
ohh i see
got it all working! for anyone who comes across this later, the key was NOT having TileArea and HAVING MapPixelArea
that's the combined forces of sandy, qi, and bouncer all in one place
i used debug friendall so i could see everyone lol
shadow gunther.
new mod idea
yeah idk why some of them are in shadow, crystal (my NPC) was showing up in shadow sometimes too
maybe it means inaccessible or smth? since he and the goblin are both in shadow and can't be reached
could be for non-social or non-scheduled
maybe, but idk why crystal would have showed up that way until 10 minutes ago lol
who knows, idek which mod does this
i think maybe it's LA?
but ye the patterned sprites don't really read well even for a simple front-on view, at least for the floral designs (on the mod page https://www.nexusmods.com/stardewvalley/mods/4154)
maybe if i put less emphasis on the fold/seam in the middle of the kimono it'd be better, but i do also want the yukata to be differentiated from the kimono in appearance and be a bit more relaxed/everyday in comparison. patterns are fine on shirts since shirts don't really have layers or particularly unique designs, but the yukata do need to be clearly Not Shirts
and even a simple pattern like a pinstripe or some small decorations really slashes the readability of the linework
if i can brain out the haori and brawn out the hakama i'll also need the yukata to be simple enough visually to not clash with other layers and styles of clothing
really not keen on dealing with fashion sense but there's actually no other option for big sleeves unless i.... roll my own 
(that's a rolling my sleeves joke i am never adding a c# component for sleeves)
(i'm also never updating the kimono sprites because it's just too much mindless staring and clicking)
here's the final female here fishy clip
Is there a way to check Mastery with CP token?
you can use HasCraftingRecipe and check for one of the recipes granted by mastery
Aww, didn't think of that. Thank you!
I might want to try making a mod that adds JojaMart to the list of shops you can call to check their hours. This will be more difficult than my other mods but be good for practice. Can it be done with Content Patcher alone? I'm especially concerned because one of the mods I'm using (SVE or Marry Morris) changes JojaMart's hours from 9am-11pm to 10am-10pm. I don't know yet how to make it compatible, or if this means I'll need to be reaching out for permission.
adding new outgoing phone numbers will unfortunately need C#
Darn it! Thanks.
phonework (phone framework)
There's framework for it 👀
What does framework mean?
mods that let other mods do stuff
content patcher is one and the most famous [citation needed]
Does this mean it's actually possible to add new phone numbers without C# if you use the framework?
(I think 6480 is joking and no such mod for phones exists yet)
does EditData Data/Locations do anything if I just want to add a crap bot fish?
or can I (without any frameworks) just using cp specify which freshwater locations?
if you just want to add a crab pot fish that you obtain in freshwater locations you just need to set the fish data in data/fish
if you want it to be caught in mountain but not forest or whatever you would need to edit data/locations
thank you!
big craftable is a term/category, right?
it does not mean big in size/footprint and craftable.
so if I made a 3x2 furniture craftable by recipe might this also be prone to cause visual glitches without better crafting?
bigcraftavles are all 1x2 tiles
if you want a 3x2 item you can make a furniture
furniture is not a bigcraftable
so
yes it may not display properly unless theyve updated that
I am having trouble with Input events. I connected all 3 of buttons events (buttonpressed, buttonreleased, buttonchanged) to a function but none of them works. This is all the code I wrote in functions but still no logs!
private void OnButtonChanged(object? sender, ButtonsChangedEventArgs e)
{
this.Monitor.Log("Pressed Button!");
}
helper.Events.Input.ButtonPressed += OnButtonPressed;
helper.Events.Input.ButtonReleased += OnButtonReleased;
helper.Events.Input.ButtonsChanged += OnButtonChanged;
is it just your log level?
do I need to specify a log level?
the default log level is trace which goes into the log but wont show in console unless you are running smapi dev mode
Oh yeah now it works I didn't know that I had to specify log levels thanks for help
🤔 does using a season token to edit tilesheets do weird things to indoor maps? im asking because my greenhouse map was acting Strange and not displaying recolored vanilla tilesheets and leaving them vanilla when using the Blue Grass Recolor mod, but not Earthy Recolor
or is it a thing that doesn't have anything to do with indoor maps and it's just because it wont be recolored since it's not the right season
I have a question regarding Iconic Framework - When you add an entry via CP that references a mods keybind, is it just the field on its ModConfig model that you need to reference?
The documentation for that is pretty lacking
i'm not familiar with this framework
you can see if there's examples packs or mod using it that do what you want
Are you trying to add your own mod or someone else's
https://www.nexusmods.com/stardewvalley/mods/6586 Here Fishy 0.6 now has gender-detection and includes a VO by the talented VA Erin Kress! https://linktr.ee/erinkress
Someone asked for supporting it in my mod, obviously id go the API route instead, but i was confused since i do have a keybind for it but they seemed to assume it could only do method or parameterless constructor references
I'm adding some things for a custom mod in GMCM however by default it's forcing titlescreen only, looking through https://github.com/spacechase0/StardewValleyMods/blob/develop/GenericModConfigMenu/IGenericModConfigMenuApi.cs the register function already forces titleScreenOnly as false by default, do I need to load things in a specific way or force a reload to sort it?
only GMCM config here:
{
var configMenu = Helper.ModRegistry.GetApi("spacechase0.GenericModConfigMenu");
if (configMenu is null)
return;
dynamic gmcm = configMenu;
gmcm.Register(
mod: ModManifest,
reset: (System.Action)(() => Config = new ModConfig()),
save: (System.Action)(() => Helper.WriteConfig(Config))
);
gmcm.AddBoolOption(
mod: ModManifest,
name: (System.Func<string>)(() => "Lock Position"),
tooltip: (System.Func<string>)(() => "Prevents the clock from being moved or resized"),
getValue: (System.Func<bool>)(() => Config.LockPosition),
setValue: (System.Action<bool>)(value => Config.LockPosition = value)
);
gmcm.AddBoolOption(
mod: ModManifest,
name: (System.Func<string>)(() => "Show Debug Info"),
tooltip: (System.Func<string>)(() => "Shows position, size and scale information"),
getValue: (System.Func<bool>)(() => Config.ShowDebugInfo),
setValue: (System.Action<bool>)(value => Config.ShowDebugInfo = value)
);
}```
Here's a keybind type integration https://github.com/LeFauxMatt/IconicFramework/blob/main/IconicFramework/[CP] Toolbar Icons/data/EventLookup.json
Looks like you need to set the literal key yourself correctly yeah
What if u just pass in titleScreenOnly: false
I'll try, was just assuming because it already forces in the main function call
Also I believe you are using the API incorrectly, copy the interface into ur mod instead
Oh man
Okay you're not using the older api, good, that was my first guess
seeing dynamic as the type gives me some concerns
Okay, I see
Fwiw, the default param in the interface is never used in pintail
And the actual api instance defaults the other way
looking at smapi code, I don't think pintail is used if you don't use the generic form of GetApi
It's not. You're right
Either way. The concrete class matters. The interface does not
Ah wait
I'm backwards as usual
Yeah i was having some issues with adding an interface when SMAPI loaded so gave up after two attempts and used this implementation instead, the forcing title for it worked fine but I'll fix the issue and migrate to interface instead
If you use the generic form it uses pintail. The default is baked in by the compiler
If you dont use the generic it doesnt use pintail. The concrete class adds the default
outside of the lack of <IGMCMApi> and casting it as dynamic, it looks identical to what I use in SpeedySolutions
yeah makes sense
Approximately the first time someone has told me pintail'ed code makes sense 
at this point that quirk of pintail not respecting default values is now a load bearing bug turned feature
as a lot of GMCM mods will become title screen only if pintail fixed that
It's magic i aint gotta explain anything
I wouldn't say it's a quirk
In fact, i think pintail going with the interface (the part people copy) actually makes more sense
Like i shouldn't care what you do internally
The interface is the public contractor
Anyways
Enjoy the silksong y'all 
I'll be off in spreadsheet land then chores land then more chores land then sleep
I've been playing clue(do) against bots and osrs rather than silksong
so glad you guys ended up working together!
if i want to check if bus is repaired with a GSQ
i can use LOCATION_ACCESSIBLE desert to check for every case, rather than flags for CC and joja?
IAssetEditor is outdated for smapi right
yes
Erin is a fantastic VA, insta-download 
For festival locations, do even year locations need to have a separate _y2 location in the code, or should the game use the odd year location if no even year location is specified?
For context, I'm playing an ultra-modded game and started cataloging where all the NPCs are at each festival so I can fix characters who are overlapping or end up in walls/bushes. I just started working on even year festivals and discovered that a lot of NPCs I was expecting at the festivals weren't showing up at all. All the characters not showing up don't have _y2 locations, so I want to check that this is expected behavior and not a bug. I did spot-check and other characters that are showing up all seem to have _y2 locations, but I didn't check very thoroughly. If I have a bug, I'd like to know so I can decide if I want to dig into why.
In other news, would y'all be interested in me sharing the catalog of NPC festival locations? Still working through all the festivals (and still adding mods) but it seems like it could be useful to other people
Hey Pillow, if I find an NPC that isn't on the map, what would be the best way to request their addition to the map? would you prefer letting you know, or a PR on the GitHub repo, or not adding them at all?
ace good to know, thank you, I shall dw, there'll be a lot of figuring out your writing style beforehand to make the formatting work
Oooh, this looks like it would be a much better setup than what I'm doing, but it isn't loading properly for me. It seems to load up the Y1 egg festival, but then clears it and switches to "Select an option" and won't load anything I pick
yeah it takes a second at the start to hydrate
@brittle pasture Not a big deal if no, but any chance flavored cooking can also specify required amount of input ingredient?
If I'm using a condition "player.eventsSeen.Contains(EventId)", will players who have seen that event before installing the mod already meet the condition or will they need to view the event again after installing the mod?
events seen are stored in farm save data so it should be there before and after they install the mod
ahem "Wow, DH's new mod has some stellar artwork"
it looks more like a moon than a star imo
u know i did consider just asking you for perms to use as the moon but was like "doubt that's gonna resize well"
Wow, yeah, somebody really talented must have drawn that!
yeah, the art truly is incredible. would eat
...not the spooky ver though that one might eat me
oh because a tortilla getting revenge for all the time's it's been eaten would be so horrible (jokin)
my moon-tilla is going to be displeased anyway
https://www.nexusmods.com/stardewvalley/mods/37360
My tortilla contribution
would u like me to showcase
Yes pls 
This is even making me more hyped for your rival hearts mod ngl 
I'm just polishing it up and hoping it'll be ready by next weekend! I ended up adding 5 more events than I originally had written, so now it's up to 14 haha. Maybe a little overkill but since it's just Pierre and Morris I really wanted to add a large story for them
Its never overkill if youre enjoying yourself
That's true. It's been a lot of fun! And I also feel like there's less room for leaving things to progress off screen since they're such bitter rivals to start
If anyone knows Regular Expressions (RegEx) will this check /tortilla/i match anything that has tortilla anywhere in the name case insensitivly like I hope?
yess and they can have babies
might need the g modifier too
nvm if youre just testing no
it's checking in the display name so as long as theres at least one match it's fine, multiple matches will have no use in this case specifically
Time to debug why it isn't working, regex is not a fun one to figure out, very useful however
It depends on the language
oh no, I didn't know regex was language specific, that may make sense as to why it doesn't work
well no I did know but I hoped it didn't matter bc it would check internal names too, but mods aren't always written in english
Is there a way to convert a spouse room made for TMXL to be used with Contet Patcher instead?
!converters
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
Thank you 🙂
https://smapi.io/json/content-patcher/2f973b008d114820b6a22f5821585a7c
can anybody please tell me where it expects an : instead of ,?
may i please ask what the tortilla mods are about? genuinely curious to see what sparked this in these channels
Im pretty sure it started when someone made the mod to right the wrong that was miscentered tortilla
6480 brought up how the tortilla sprite was off center
And oclarina made a mod to center it .... And it just spiraled
line 25, combine both of those into one value without being separated by quotes or a comma
it’s space delimited so you can just have “item 1 item 2”
thank you so much!
oh wait no i lied sorry i see you’re doing that for all of them
missing open bracket line 28
(i’m on mobile and it’s hard to see, my bad)
also line 24 has entries instead of fields
oh but I made it like you said and i worked!
even with the missing bracket??
that file still has errors and will not work
where?
put it back in the validator
ia it enries for the individual names as well?
no idea why i was convinced it worked now
ugh
is it supposed to be entries or fields? you have half and half
also still missing that opening bracket
i thought the universal gifts were handled with entries, the individual ones with fields
the bracket is still important too like nic mentioned
And your values on lines 30,36,42, and 48 are malformed
They have an extra ": before the actual value
hi guys newbie here, can i ask where do you make a pixel animation
!pixelart
Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.
To start, you'll want an art program. See a list of recommended programs in the !software command.
Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab
To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.
Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396
SDV has a few quirks to remember too:
- Colour limits: Limit the number of shades you use - stick to six including the outline.
- Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
- Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
I am struggling with RegEx so much old, This ^[A-C] works and finds adds all items with the display name starting with A, B, and C. But this /tortilla/i does not match anything
Theres also a free online art tool called PhotoPea that has an interface like Photoshop
What are you trying to do with the regex? 
ItemBags supports adding items to a bag using regex, so I'm trying to add any item that has tortilla in the display name (case-insensitively)
my guess is that C#'s regex syntax does not do the //i thing so you will have to look up the C# incantation for it
that was the issue! thank you!
I've only ever used Regex in JS and Python so I didn't think /i speciffically wouldn't be compatible
is it free?
You can compile it for free or buy it for $20
ohh okayy, thank you!
unfortunately, regex is like markdown and there are 3,000 not-quite-intercompatible implementations /lh
I do love markdown but it gets VERY confusing, obsidian markdown, github markdown, and discord flavoured allways ahve differences that trip me up
Hiiiiiiii againnnn
I’m currently drawing and rendering my mod’s houses and map but there’s something I’m stuck on.
They’re seasonal and I know there's a difference between the color palette of each of them, but I don’t know what it is. Like, what filter/saturation should I modify on my buildings in each season so they can aesthetically fit on the season’s color palette?
Idk how to put this question into words, sorry if you guys didn’t understand :<
I’ll add some images so it can be easier to understand.
The stardrop saloon in each season, you can see its colors change, what filter can I use to give my buildings this effect?
Sorry for interrupting you guys conversation, but I searched this everywhere on the internet and couldn't find the answer, since my question is, like, super specific.
the problem is that the game can homf multiple stack of items for one ingredient slot, so if you require 5 fruits for your smoothie you can use 2 apples, 2 oranges and a banana
gotta love that, i wondered why there was such an influx. Thanks for giving me the answer shrimply!
and I don’t have a good solution for that
How do you implement tinted crops (and I guess color masks in general)? I can't find anything relevant on both wikis. I saw a mod that adds one and it seems like the color mask for the ready to harvest sprite is one index ahead of it so I don't get it at all.
for crops you want to set the TintColors field in the crop data
the harvest item also needs ColorOverlayFromNextIndex set in its object data
https://stardewvalleywiki.com/Modding:Objects#Appearance
Oh, I had no idea that existed. It's all making sense now
And the tint for the ready to harvest sprite?
I assume ColorTint also takes the color mask from the next index?
a monochrome overlay next to the final sprite
look at the vanilla flowers for reference
I think I get it, thank you
in order for EditData to work on an asset, the asset must already exist or have been Loaded
empty.json or a blank.json?
in addition, you cannot use content patcher tokens in a Load action (CP does not parse the file contents)
so if you want to make data using tokens in a new asset that doesn't already exist (either vanilla or another mod's asset), then you must Load it first, then use EditData to put all the data in
oh im just looking at other cp packs with multiple assets and various [dataformat].jsons and I found a empty.json there
the cheapest way to do a load that you don't care about (except to make your EditData work) is to load a file that just has {} in it. typically it's called "empty.json" or "blank.json" or similar
oh nice!
I've only heard them referred to as blank JSONs or blank.json, so I learned something new today. 😛
pathos put an empty.json in central station
im currently scared to start my content .json but this should only include the load and include actions, right? if I have outsourced every type of editdata to its relevant .json
Your content.json can include ALL of your JSON code if you want. Includes are optional and mainly used for organization.
Blank jsons are Loaded for the reason stated above, but nothing else really has to be split up, code-wise
ohh ok!
If it helps, think of an include action as saying "add the contents of the included JSON right here"
I only use includes on big farms I make that have quests, and Minecarts, and events, etc. makes it easier to maintain instead of one big file
📦 .json
You can't stop me
the ID of a fish as item and as fish can be the same? or should be the same?
they must be the same
ok good! The phrasing that they must be unique got me questioning that
but this is definitely a me problem, not a wiki problem
because I see how that means in the overall ID so that not two custom fish named fish get loaded
"Goby" is probably the best example if you want to look at the vanilla files since it uses the new string naming convention rather than the integers.
the ID is the same in Objects, Fish, and AquariumFish. 🙂
oh, so if my ID is {{ModId}}.Tadpole, in Fishponddata, I also call {{ModId}}.Tadpole and not (o){{ModId}}.Tadpole?
Any time the data calls for a Qualified ID, you'll need the (O) in front of it for the fish object. Otherwise, you can usually exclude it
Hi guys! ( ̄▽ ̄*)ゞ So, I've been trying to figure this out for quite a while and I'm stumped. It's probably something stupid, but I can't see it. I'm making a grass recolor that overlays, so it can work with other recolors. Everything's working fine, except for the Ginger Island tilesheet. It just won't apply and I dont' know why. I've triple checked the files and colors and I can't figure out what's wrong. Maybe something stands out to you guys? Here's the changes in the content.json:
"Action": "EditImage",
"PatchMode": "Overlay",
"Update": "OnLocationChange",
"Target": "Maps/summer_island_tilesheet_1",
"FromFile": "assets/summer_grass_Island.png",
"When": {"Ginger Island": true},
why do you have a When?
wouldn't the tilesheet only be used on GI
(where is the "Ginger Island" condition coming from?)
I'm working on adding options to turn off certain seasons. I'd like Ginger Island to be toggleable too, if possible. I'm still testing those, so not sure if it'll work in the end.
if you’re trying to use a config, look at the CP docs for more info
The config isn't the problem, I've removed it and the tilesheet still isn't displaying the recolor.
are you sure your target is correct? i’m on mobile so can’t look at unpacked content rn but i’m not sure it’s called summer island tilesheet 1
(that seems correct, though I'm not sure how EditImage interacts with seasonal tilesheet names)
oh ok good
All the other seasonal tilesheets I'm overlaying are working fine, it's just this one for some reason.
!json can you post a link to your 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.
does the new CP json want trailing commas or not? i am confused
also, are you seeing any errors in your log? are you testing with any other mods that may be patching over your patch?
trailing commas are okay but not required
Ok!
Here you go. I'm not great at coding, so it's probably not too good, but it works aside from this. https://smapi.io/json/none/09df33d8566e45acb8c4f8a053ddb4a5
Not seeing any errors. And I can't think of anything that would be patching overtop it. I tried setting the priority to late just in case, and still nothing.
you’re patching over yourself here. the second patch will overwrite the first—not sure which version you want or when
Can you not overlay two things?
I'm doing that in the rest of the game.
I have a dirt mod that overlays brown dirt to the tilesheets, and a grass mod that overlays the grass to the same tilesheets, and they work togehter.
Maybe it's something with them being in the same file?
I'm gonna remove the first one and see if it works then, just so I'll know.
so it depends on how transparent your pixels are. any opaque ones will replace the underlying ones
Okay yeah, it shouldn't cause a problem then.
Okay, it's not a conflict with the other file. I removed that part and it still isn't working.
i do wonder if Season is conflicting with the way you named your configs
what happens if you do something like ConfigSummer instead
What do you mean? Like, what would I change to that? Sorry, I'm very newb at coding.
instead of naming your config options Summer, Spring, etc, change them (and every time they’re referenced) to something else. content patcher has built in tokens named like that and i’m wondering if they’re conflicting somehow
Oh I see. I'll try that.
also tangentially, is there a reason why you’re updating on location change?
afaict, the patches work if they're set to "Target": "Maps/island_tilesheet_1",
so ig the seasonal tilesheet editing is an issue after all
oh weird okay
I was expecting them to say "spring" internally or something, but Lookup Anything helped
Config names didn't change it. T.T As for the location change, I'll be hoenst, I'm not sure. I'm referencing a similar mod to try to learn how to do this, and they had it in the code so I assumed it was there for a reason. Referencing other mods is how I've been learning. ^^;
nothing wrong with that! as esca said though it looks like the maps are loaded to somewhere else
if you wanted some maps to use the unedited sheet and some to use your edit, the location updates would help, but it may be fine to just leave it out in this case
Omg I think that's it!!
I saw it in the summer bunch and assumed that was it since it uses the summer tilesheets. Gonna try this now. Fingers crossed!
the game's auto-replacement logic for seasonal sheets can have weird results sometimes
yay!
Is there a way to set an NPCs schedule to override them going to the island resort?
do you want to disable them going to the resort at all?
That would also be good, but being able to do both would be ideal
the schedule assets don't really control the resort at all, since they use custom schedules created by C# code, but you can set conditions for when they're allowed to go, with Data/Characters -> CanVisitIsland
https://stardewvalleywiki.com/Modding:NPC_data#Social_features
emily looks stuning tbh😳
that's a mod right there bro
Lovely, so just set that to false based on the day for schedules that I want to "override" them going to the island?
yeah, you'll want to use GSQ conditions there, if possible (see the link on the page)
you can specify date ranges/etc to let the game know ahead of time when it's okay to randomly send the NPC
So if I do DAY_OF_WEEK Tuesday, that would block them from going on Wednesdays?
write Wednesday in that case, iirc
the conditions themselves use accurate dates, it's just that the game checks "Condition" the night before creating a schedule
so don't use CP tokens in the condition field, just GSQ options
(listen to Esca i was only half accurate bc i thought CanVisitIsland was a bool not a GSQ string)
Alright, so if I wanted to use a When field in a content patch, I'd need to set it to false on Tuesday and back to true on Wednesday
(it might've been at some point, and it was/is in Custom NPC Exclusions
)
(which does still work for active edits, but I consider it deprecated)
theres no reason not to use a GSQ here if the GSQ can work
but yes otherwise you'd do the When condition the day before
(also by "no reason not to" i also mean "its better if you use a GSQ")
it may also have different effects depending on whether players load a game on wednesday vs sleeping from tuesday to wednesday, iirc
so basically it's much easier to use one consistent GSQ in that field
You guys ever just want to punch the Stardew code in its digital face?
No? What happened??
WARNING: I AM CODE ILLITERATE AND MAY NOT ACTUALLY UNDERSTAND ANY GIVEN EXPLANATION.
That being said, If a rubber duck can be helpful to coders, by all means treat me like a rubber duck
haha. Im jsut being grumpy. I can get the game to launch the fair minigames outside of the fair. BUt....the game mechanics arent working as expected.
Soooo
Im being mad
(is this the vanilla Emily or part of your mod? I genuinely can't remember and I'm curious
)
Ok so this I can understand and how that may be frustrating. Have you considered temporarily setting the date to the day of the fair by any chance?
Like. I can get it to here. But I keep having a rock show up on my farmer sprite and it wont shoot anything
So im ALMOST there
yeah, some draw layer code is contingent on location/etc
e.g. I'm still using some monster subclasses to keep them visible behind interior walls/houses
wdym?
All I wanted was to have games on my boardwalk on different days. At this point I’m about to just build a framework so people don’t suffer like I am
Mineshaft draw code for monsters is different from elsewhere, and in most locations, they don't draw above building/front layer, iirc
royal serpents have layering issues outside the mines & flyers in general are hard to see w/o patches or my old subclass junk
I see, I think thats fine then
oh interesting
(notably, the mine switches the spritebatch's whole draw mode, draws monsters, then switches back...which affects royal serpent tails and almost nothing else, iirc
)
public override void drawAboveAlwaysFrontLayer(SpriteBatch b)
{
base.drawAboveAlwaysFrontLayer(b);
b.End();
b.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp);
foreach (NPC character in base.characters)
{
if (character is Monster monster)
{
monster.drawAboveAllLayers(b);
}
}
b.End();
b.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp);
if you're happy to dive into some slightly arcane c#, I'm sure a lot of people would be very happy
I'd put minigames at a little above the average level of arcane that the game gets
(hey, that's fun, some menus do this too!)
I’ve already got it letting me specify day of week and converting the tokens I would have won to gold and making that configurable
How do I get a mod showcased?
And I can put it on custom loaded maps
anyone knows which tilesheet got the shrine of illusion in it?
I'm making a new menu rather than editing an old one though so my job is significantly easier than yours 
Hello, I started modding today. I am trying to overwrite an i18n translation of another mod.
My mod depends on the one I want to overwrite and is even later loaded by alphabetic order. I put the translation in /i18n/default.json . But it does not work. The translation I am trying to overwrite is inside an event.
Am I missing something? I don't think i18n translations need to be registered somewhere..
if you post your mod blurb here or in modded-farmers, anyone with the author role can trigger the bot to put it in the showcase
assuming it isn't nsfw and has no ai code, post here with a description and ask someone who's orange to showcase it
if it is nsfw or has ai code or art, no dice, not allowed in the server (I wasn't keeping track so I'm not saying this because I think you do have one of those, I genuinely don't know haha)
you can't overwrite i18n like that. you can overwrite actual dialogue lines or you can replace their i18n file with yours
Oh. How do I replace their i18n file? Not sure if I want to do that or copy the event.
you take your i18n file, delete the one in their mod folder and put your one in
literally replacing the file
and you tell users to do the same
But you have to have their entire i18n in it
can you tell us what you're trying to achieve, btw? there may be an easier way
I don't have much faith in them following that advice 😄 But thank you very much. I guess its better to replace the event.
that's fair! replacers aren't uncommon but people do struggle
You don't have to replace the whole event if you just want to replace a translation or two in it
(that depends on how it was written, tbh)
Can't you just use a "Fields" edit?
events are a single long string though
I don't know how you'd write an event that makes one of those not work
But... you can still use a fields edit
can you?
this replaces one line in the CC opening
Well I am rewriting a mod to give it more options. What is a fields edit?
I had to do some counting, but it works
so it's using the 153rd / delimited section?
ty, I didn't know that
Yeah, I just counted until the part I wanted to change
which mod is this? you may need permission if you're hoping to publish it
Ooh I see. That is smart
I forget who showed me that one, and it does require a lot of counting, but it does work
I know, don't worry. I just started today. I will worry about publishing / getting permission if I actually make something
Does anyone know how does the box that appears at Pierre's when he goes to the resort works?
good question, let me check
~~replacesubstring when
~~
it's a C# thingymajig
you could probably get a similar effect using an owners entry and a conditional map patch though
why can't i find the shrine of illusions i looked in all the tilesheets i think and didn't find it
Did you check Cursors? weird stuff hides in Cursors
cursors cant be used on maps in vanilla
Oh, well learn something every day
Between the bear rug and Gil
and the dividers from the clinic
more or less
wdym
it's in the interior of a building
generally, that means it goes in town interior
my point is there is a tile sheet called wizard interior
no there isn't? as far as I can tell, at least
ig if you think of it that way its in the right place but what is the difference between wizard interior and town interior like why do you split a building
I think that's the wizard furniture you can buy
yeah there's wizard furniture, for the catalogue
I mean… you kinda can… but it’s not pretty
nothing in tilesheets goes in maps
anything used in maps is in the actual maps folder
When I badly need cursors I just copy it to my assets and load it manually
😝
Hence ‘kinda’
may i ask what is -5 and -6, i saw it when trying to convert a cooking recipe to CP
i can't search for the id in stardew valley vanilla id
those are category numbers
https://stardewvalleywiki.com/Modding:Items#Categories
back
-5 and -6 = "any egg" and "any milk"
oooh tysm
I recommend using Arbitrary Tilesheet Access by button
Can I offer you a nice -5 in these trying times?
Easy for you to say. You knew that existed more then 2 minutes ago 😜
so guys how do you practice programming
writing programs
something you want to make
Hello world
im such a noob
The real answer is. Pick something you want to accomplish. Make it small and logical. Figure out how to get there, and do it
thatll work
Then repeat. Either with additional features to little item A or something completely different
Keep building on what you know and learning more
And never assume what you know is the only way, or even the best way. There’s always a better way
any of you have adhd here
I’ve never met a non neurodivergent good programmer
thank you for being understanding this stuff is tough
Throw a dart and you’ll probably hit someone neurodivergent in here lol
Disclaimer for people who take things literally: don’t throw darts in crowded rooms
i heard reverse egineering a mod is a good way how do i do that
You take a mod that works, and figure out why it works
Disclaimer: sometimes the developer doesn’t actually know why it works. Just that it does
Lies developers tell:
I never Google, I just know this
I know exactly why it works and it functions exactly as designed
There's also "This doesn't work. It looks like it should, but it does not."
I’m a fan of “ the code is fine, it’s how you’re using it that is the issue”
like using a simple movement and then a command to wait until the movement is completed? that makes them move twice the distance for some reason. Why? hell if I know, but I fought it for an hour
but will practice make me better
Yes
It will make you less likely to yell at things and know how to tackle things
thanks im 2 months into this after finsihing tutorials and crap
And that's being better, knowing how to figure out how to do stuff
or who to ask if you get stumped
This is why we need MySpace back
I learned coding designing my page back in the day
HTML and flash
I made dumb pages for Petz on Geocities
I would say I learned a bit while hex editing, but I was awful at hex editing, just the worst. too many number
2 months im still a noob
Is there like a pedestal in the game like a furniture not necessarily an item?
i think indentation is what i struggle with most
Indentation?
That's mostly just to keep stuff neat and readable
also VSCode has this where it just does all the indentation and such for me to keep things pretty
i just use vs
like you said learn something every day
now i can save some extra minutes to put into more coding yay
the pretty code button
vs and vsc are practiacly the same but vs is bigger and if a feature missing it will be in a nuget prob
so vsc is more simple
you can put it that way
theyre very different
i wouldn't say VS is practically the same as VSC
but you can do some stuff more easier from vs such as making a dll
different goals, nuget's not IDE's plugins
If you are writing C# mods for Stardew, I would recommend VS. Otherwise no need, just used VSC or some other text editor to make jsons.
nugets are .NET libraries, not visual studio extensions
My advice here is specifically for Stardew, to be clear
i meant extensions mb i can't even see clearly
hey guys did it take you all a long time to get good
define good
that is the question
It takes everyone different lengths of time and there’s so many small details to everything. Maybe you know everything about fashion sense, but nothing about alternative textures. You’re still “good” in this case!
it shouldn't take more than 10k hours that is confirmed
It also depends on what skills you come in with
so its okay if i take a long time
It took me maybe 2 weeks to absorb enough to edit an existing C# mod, but I’d been programming for a decade before that, for example
Yes, there’s no time limit
unless you are late on debt then there is no time limit
does anyone know offhand what tile data i need to input on tiles so that animals can't pass through, but the farmer can?
is that even the right terminology idk LOL
Does textAboveHead farmer not work? Is it just for NPC?
just NPC
well actually if you mean the event command then idk its just NPCs
might be special handling
NPCBarrier as a boolean set to true, e.g. in the farm buildings
(and on the Back layer)
@merry rampart re: NPCBarrier, no it's not possible
this is not cus of mmap or anything, just that game literally only checks the map's NPCBarrier tile data so
alright thanks
otoh maybe u can do it with DMT(E)
Question: How does one earn the Author role?
Wait, one sec, this is probably stickied somewhere
That'd be great!!
I have a question if that's alright! You seem to be one of the only people online in this channel at the moment, if I can ask in your DMs! It's about general question on modding, and since it seems that your a festival attendee, maybe it would be great to ask for your opinion on something! I swear it'll be quick! : )
And no, it's not a help question lol
Send @outer glacier a dm
Sent!
Ask here please!
I would but sadly it's more of a matter regarding mod releases, and I need a personal opinion without being scolded here haha
I just wanted to get an opinion on my situation before anything
Uuuhhh... ok sure, DM me. Not sure why anyone would scold you, unless you are making an new XNB mod or something.
I've been practising making new arcade games
But real question, how would I go about making the area outside of the gameplay bounds show the game world around the border?
tortilla...
Even then that wouldnt be scolding so much as 'please dont do that here's how you can fix it'






