#making-mods-general

1 messages · Page 418 of 1

agile flame
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thats actually a good idea

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is that snake?

rigid musk
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i thought it was pong

agile flame
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it's pong

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i thought the lines were barriers

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man i remember making snake and pong as kid in python

late gull
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Is pong

brave fable
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if this is an IMinigame implementation, it might simply not draw the game world at all? if you check out the draw method usages in the decompile you'll find out yourself

agile flame
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it was actually fun unlike making a stardew mod(cause its first time)

late gull
rigid musk
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coming up with dialogue for people for tortillas is harder than I thought it would be

ornate locust
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There is only so much that can be said about a tortilla

rigid musk
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im just making it a loved gift for everyone and giving them unique dialogue for it..

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half tempted to make all of the other ones just 'Mmm Tortilla' instead

rigid musk
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one can go on and on about tortilla

late gull
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Give them a special portrait for receiving the tortilla please

rigid musk
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I do not have the patience for that kekw

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That's a lie really, NORMALLY I do have the patience I just don't right now - there's a reason I'm on Hiatus

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I just wanted to participate in Tortilla-sanity

ornate locust
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maybe you can google some Tortilla Facts

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and fill out empty responses with Tortilla Facts

rigid musk
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Jas just knows a lot about Tortilla

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I was going to have demetrius recite a vague fact about them because that seems very in character

hard fern
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it's tortilla...

late gull
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idk what you're talking about

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its a ball

azure hound
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i have another question for y'all lillulGiggle
how do i make this "window" show light during days, in tiled?

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honestly? nevermind, it looks fine LOL

late pewter
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I was about to say "Oops Ping", but nevermind, you don't mind pings.

azure hound
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i'm editing a map that someone made for me and i saw this, so i thought it was something i had to adjust to fit the larger space!

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all i can do in tiled is make things look cute LOL sweat everything else confuses me

rigid musk
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Everything else is a pain to be sure

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and sometimes you do things right but it just doesnt work with that one specific thing you're doing which is fun

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[i.e. the one time I tried to give Qi windows that actually worked during the day/night and then had the realization that spouse rooms just dont do that]

ornate trellis
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the ambient gives your whole map already a white light until its dark so i dont think you really need the window but if you still wanna play around with it its WindowLight [<x> <y> <type>

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when you search for light on the maps wiki page it should give you all the possible light things :3

azure hound
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ooh, thank you so much void!

jaunty shuttle
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Ok can someone please explain to me all the tortilla mods? Lol

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It’s made my week but I don’t understand what’s happening SDVpuffersquee

agile flame
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as far as we can see

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its huge

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and it won't end so easily

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it will take much of us with it when its done

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and when its done there won't be much to rebuild from

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but we will

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stand tall and rebuild

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we will thrive once more

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probably

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or its a meme couple days and will be gone

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or could be a ryzen 4070 equivalent meme

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as i said as far as we can see its MASSIVE

dire kestrel
jaunty shuttle
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Got it, thanks lol

jaunty shuttle
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Well all hail the tortilla then I guess

hard fern
agile flame
hard fern
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but the origin is someone pointed out the tortilla is off center

brave fable
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we've had pufferflat, yes. but what about pufferflatbread

hard fern
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SDVpufferflat 🫓

autumn tide
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i love this tortilla thing so much

late pewter
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Check out my Tortilla Clock!

agile flame
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should i make the boss in my game drob a tortila sounds like a must with current demand

autumn tide
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please do omg

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an off-center one

agile flame
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Boss:"if you want the off-center tortila you have to defeat me"
farmer:SDViconsword SDVemoteowo

autumn tide
agile flame
autumn tide
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💔

agile flame
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its a nightmare mod its supposed to be scary

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but i guess a lil humor won't hurt

jaunty shuttle
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Ghost tortillas?

agile flame
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i feel like this feature will take most time tbh

jaunty shuttle
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Haunted tortillas?

agile flame
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nooooo

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stop

autumn tide
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make them into tortilla ninja stars

agile flame
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stop

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please

jaunty shuttle
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Lol

agile flame
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im out i can't i just can't

jaunty shuttle
autumn tide
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-# (why am I like this-)

agile flame
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if anyone here can answer this that would help alot
so is there maps for skull cavern i can't find any for it but found 70 for the mines

obtuse wigeon
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I think the layouts are images? I feel like I remember that being mentioned, I'll have a quick look

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Well I found the volcano ones, bot quite what I was looking for

agile flame
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i found a map for the entrance but not actuall maps

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i think its retextured mines map

ornate trellis
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anyway, its almsot 3am again what am I doing

obtuse wigeon
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Looks like it is just regular mines but with a different tilesheet

agile flame
obtuse wigeon
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be aware of the event on level 100, I'm not sure if it will cause any issues but it may be best to have a gander to make sure

agile flame
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not sure if it would be too op tho since if you unlock this quest it will take like 12-30 days ingame and a boss fight + minor fights to get this item which doubles player inventory in simple means

rigid musk
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are there.. specific unlocks for sandy as a friendable npc

obtuse wigeon
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In vanilla? I'm not sure she is friendable

rigid musk
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im trying to just gift her a tortilla to make sure the dialogue is working but for some reason i cannot gift her (and she isnt showing up in my menu thing)

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she is

obtuse wigeon
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time to browse the game code because I'm not sure there is? unless bus unlock is a hard requirment reguardless if you cheat to the desert or not

rigid musk
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i had never noticed it before this .. i tried cheating in the bus unlock via cjb

obtuse wigeon
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I can't see anything specific in the code but I'm not too adept at reading C#

vernal crest
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"CanSocialize": "PLAYER_HAS_SEEN_EVENT Any 67",

calm nebula
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that's her intro event

late pewter
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Does anyone know how to list more than one author on Nexus?

calm nebula
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67/m 10

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you have to have had made ten coins apparently

vernal crest
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Or debug ebi it

rigid musk
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that is..

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gatekeeping my money

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i dont need money only tortilla

rigid musk
obtuse wigeon
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That seems like quite an odd requirement, nice bit of trivia though

rigid musk
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like Flor3nce2456, OtherAuthor, etc...

late pewter
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Oh ok! Wait, space or comma+space?

ornate locust
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Author or team name is just a field you can fill however

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it doesn't link to anything, so it doesn't matter

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You can delineate however

rigid musk
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^

late pewter
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When I type my own name, Nexus links to my user page automatically:

ornate locust
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No, that's "uploaded by"

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And you uploaded it

late pewter
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Oooohhh.... oops

ornate locust
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it's just linking to the account that uploaded it

late pewter
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Oh and then "created by" is where that other field goes

ornate locust
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Right

obtuse wigeon
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The Author is the bit to the left of that link, best case is link to the profile of the second person in the description

late pewter
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Ah ok, got it.

oblique meadow
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Man. This game....fix one issue and a new one appears

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Surface level stardew: Man, i can NOT believe one guy did all this
Modding and coding level: Man, I CAN believe one guy did all this...

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weird little nuances

rigid musk
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tortilla

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if I made two mods can I just showcase them both at the same time

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ive never actually tried that

clever turret
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Does anything special need to be done to allow for translations to work when making changes to files that have their own alternate version for other languages?
For example, the files in Characters/Dialogue all have their own translations but my code is only targeting the English one

ocean sailBOT
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Creating Translation Capability

So you'd like to stop writing all of \"your strings straight in your content.json?\" and/or you'd like the capability to see all of your strings across all of your .jsons?
Introducing i18n!

  • How to make your mod compatible with other languages: stardewmodding.wiki.gg

  • The file where you can put all of your strings is called default.json, and it sits in a folder at the same level of your assets, named "i18n".

  • If you're converting from an older version of the game, there's a converter for ease-of-access.

Not to be confused with {{DynamicTokens}} since these require the specific {{i18n:<KEY>}} modifier

rigid musk
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if you want translations you need to use - yeah

clever turret
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Yes I know about setting up an i18n, I was wondering for the files where there is an alternate version if anything needs to be done

rigid musk
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if you'

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oops

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you're doing the other language you would just add it in the i18n folder under the correct name

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otherwise there's no setup

clever turret
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So content patcher detects from the i18n and applies changes to Abigail.de-DE.json instead of Abigail.json

rigid musk
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So if you were changing all of abigail's dialogue, you would have your default.json with the dialogue and then anyone who made a translation for it would either overwrite your default.json as their translation OR you would ask to include another json in your i18n folder (i.e. if someone made a french translation and gave it to you, you would have default.json and fr.json in your i18n folder)

clever turret
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Wonderful, thank you

dusky sigil
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was trying to join in on the tortilla fun but my fish are floating above the tanks and i have no idea why 😭

tender bloom
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Possibly something to do with the size? There’s a tricky calculation for what the “usable by fish” area of screen is

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And it’s very possible some input to that went haywire

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Fishtanks are wonky little creatures

rigid musk
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tortilla rug...

agile flame
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im thinking of making one of the nightmares a character is afraid of a tortila and the player has to eat it

dusky sigil
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you all can have the tortilla rug if i can get the fish tank issue fixed!!! or maybe i'll just upload it without them and make an update later

rigid musk
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tortilla furniture and then tortilla tanks

agile flame
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or i could be tweakin haven't slept in a while

dusky sigil
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it could be something like that SDVpufferthink

tender bloom
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No they definitely have to be behind it

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So that the glass appears above the fish

late pewter
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Oh no, I need THREE notable mods to be Cheetoh Dusted!

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Uuuhh... LUCKY ME, I ALREADY HAVE A 3rd ONE READY.

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I just need to release it....

lucid mulch
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You don't need to fully populate all 3 afaik

vernal crest
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Three?

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I only have two

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Did they change it?

late pewter
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The modding community wiki page asks for 3 notable mods

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I DO have a 3rd one ready to release, I just need to actually release it.

karmic gust
vernal crest
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Oh no that's just to stop you putting every single mod you've made on there

hard fern
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i got cheetoed with only one mod

autumn tide
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hey! uhh so I'm working on a Krobus expansion, I wanna add a dialuge for post-evicting Krobus, like there is for spouses, but the built-in topic only applies to spouses :(
What should I do?

vernal crest
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You only need one mod

hard fern
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yeah, since it's a large wiki page, they want ur top 3 mods u wanna show off since if everyone tried to display ALL their mods the website would crash and die

lucid mulch
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though I probably should update my 3 notable mods, as MoonMisadventures_BiggerBackpackPatch is not #3 anymore

gentle rose
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and if so, are they the correct size, like Elizabeth said?

late pewter
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I have added myself to the List, now I shall wait.

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Only listing 2 for now as #3 I would like to test even more.

wraith bay
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did you ping bouncer?

vernal crest
late pewter
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Yes, Bouncer told me to add myself to the list

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I HAVE BEEN DUSTED

vernal crest
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Yay congrats!

wraith bay
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grats!

oblique meadow
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Congrats fellow cheeto

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In other good news. I FINALLY GOT IT

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Holy crap the minigames are annoying

dusky sigil
oblique meadow
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Stupid question. Is there a way to get a proper linebreak on a strings message on a map?

it looks like this in game:

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I thought I could use \n but no go

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"Welcome to Gull's Landing Boardwalk! \n Today's game is - Slingshot!"

gentle rose
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have you tried ^^ or however it works in dialogue

oblique meadow
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I have not. Because I didnt realize there were specific text formats for dialogue. Let me take a look

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You're a genuis Iro. Thanks

gentle rose
dusky sigil
gentle rose
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no clue, that's why I was asking SDVpuffersquee

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what happens if you replace them with a vanilla fish tank?

dusky sigil
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vanilla fish tanks are working as intended. and also appear to be 3 tiles tall

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maybe it is indeed the height

lucid iron
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if you want a non-standard shape tank you need a framework of some sort

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personally i would just make them regular dimensions

dusky sigil
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well right now i'm less concerned about my fish tanks and more concerned that i can't get my furniture catalogue working SDVpufferflat

soft lance
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yeah best if you want it to work across most

lucid iron
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no the fish tank is at least 2 tile wide 3 tile tall

soft lance
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OH

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FISH TANKS

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my bad

vernal crest
dusky sigil
urban patrol
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i have a sort of etiquette/community question. would it be viewed as DP farming/weird behavior if i made an add-on mod for my expansion for a magic/dungeon component? i don't want to build C# into my expansion (which i would definitely need) and screw with android users (who i do have). it would also be different tonally (a little scarier/more serious)

lucid iron
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i dont think it's that bad

soft lance
vernal crest
ocean sailBOT
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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.

lucid iron
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otoh, you can think about whether these 2 mods need to be dependent on each other

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maybe they can just be companion mods Bolb

soft lance
lucid iron
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yea as long as u posted smth and are lv25 u can get it

soft lance
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tyty

urban patrol
drowsy pewter
lucid iron
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like cornucopia more crops + cornucopia more flowers

vernal crest
lucid iron
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that kinda idea

urban patrol
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ahh gotcha

lucid iron
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but yea in general i think it's fine to have optional content for a mod

urban patrol
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i do think the add-on would have to be dependent on the expansion because i have a vague idea for a plotline using some NPCs (like having to rescue one from the dungeon)

lucid iron
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u can be the second mod ever to use spacecore dungeons lol

vernal crest
oblique meadow
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What’s spacecore dungeons? That sounds cool

dusky sigil
urban patrol
soft lance
lucid iron
urban patrol
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also maybe using spacecore monsters, although "register things through spacecore API" is still arcane to me

urban patrol
ornate locust
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ah you sweet summer child

vernal crest
ornate locust
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Daldongiri Days doesn't show any screenshots of its character portraits for a reason, I assure you

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(I have never seen AI Eyes in pixel art before that)

oblique meadow
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You can tell when a c# mod is AI. Perfectly commented with comments like “place your coordinates here for function”

lucid iron
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{
  "Id": "(F){{ModId}}_furnitures",
  "ItemId": "ALL_ITEMS (F)",
  "Price": 0,
  "PerItemCondition": "ITEM_ID_PREFIX Target {{ModId}}_"
},
#

u can also do this Bolb

soft lance
# vernal crest Some people literally try to get the AI to do everything. Artwork, json, C#, wha...

I don't use AI for my stuff, but I did ask for a suggestion once, and it said to make the fish pond ask for some seaweed (was balanced), and it gave me data that made no sense and seemed beyond ancient, the ID wasn't even right, if it already made that mistake before, then there is no way I can trust it with anything in the slighest, stardew valley modding is wayy to nieche for AI to be good in that, and it sucks too

lucid iron
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dont need to list everything then

ornate locust
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Very like... Big iris on one eye, small iris on other eye look

soft lance
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for general ideas, its great, like fishie ideas, but really it can ruin a whole codebase and gaslight you into thinking its good

dusky sigil
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damn that's convenient. too bad i already did it the slow way 😭

lucid iron
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but u said it dun work so not too late to change over

dusky sigil
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true enough

lucid iron
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i dont really know if unqualified id would be an issue in shops tbh

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but yknow better to put the (F) so you dont get anything weird

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ah ok the actual problem is that your sophie.Calcifer/FurnitureActions is unqualified id

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change it to "(F){{ModId}}_FurnitureCatalogue": {

vernal crest
lucid iron
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u r more correct then YuniShake

soft lance
# lucid iron i dont really know if unqualified id would be an issue in shops tbh

I respect everyone here for not being vibe coders, including you, I've met many and it drives me crazy.

"So, what do you think of this" I ask them nicely
"Well, I'll ask ChatGPT, and shoot it over to CodeRabbit for my code review"

I have a project hosted on github for data recovery across windows 95 to 11, and linux (glibc 2.15+, roughly 2012+), which is coded exceptionally well, I had a google developer review my code too, and they were very happy with it.

Here comes along a month later a vibe coder, sends a commit request, utter slop, works for only their machine, and can break if you throw one wrong input into it

I wish AI didn't exist

lucid iron
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why are u pinging me...

soft lance
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sorry

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im sorry

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really i forgot

dusky sigil
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it worked......i will never forget about qualifying my item ids again

soft lance
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😭

lucid iron
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no like, do you want something from me? i am just trying to help cheese

soft lance
lucid iron
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some other frameworks dont ask for qualified id or explicitly say "only unqualified id allowed" so you gotta read docs and/or compare your stuff to mods known to work AquaThumbsup

soft lance
dusky sigil
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in this case i really did just... forget... that qualifying item ids was a thing SDVpufferflat

lucid iron
dusky sigil
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nice, i think for this mod i'm just gonna make my fish tanks taller but i have another one i wanna make that it'll be useful for

vital lotus
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@uncut viper how do i check for the animals type when using Spiderbuttons.BETAS_AnimalPetted?

I tried Spiderbuttons.BETAS_ITEM_MOD_DATA Target <animal>
and Spiderbuttons.BETAS_ITEM_MOD_DATA Target BETAS/AnimalPetted/Name <animal> but it doesn't seem to work.
Also is the behavior of BETAS/AnimalPetted/Friendship that check the discrete value of the friendship intended instead of it being value of minimum friendship (typical token behavior)?

uncut viper
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the friendship is just as the docs say, its the friendship value of the animal

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if you want to use it as a mininum, use Spiderbuttons.BETAS_ITEM_MOD_DATA_RANGE

vital lotus
vital lotus
uncut viper
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assuming <friendshipreq> is a number you want to use as a Minimum and you want your maximum to be unlimited

vital lotus
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thank you SDVemoteheart

vernal crest
#

Am I remembering correctly that it's possible for a C# mod to use an image that isn't loaded to the content pipeline and therefore cannot be replaced using a CP mod?

lucid mulch
#

sure

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every mod has its own ModContentManager that is directly wired to the filesystem of their mod folder independant of the game content manager

lucid iron
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Sometimes u can work around it (by swapping out actual texture name) but usually it's doomed

vernal crest
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Ooh

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Ah ha

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I am trying to retexture Prismatic Tools Continued and as far as I can tell I can't access its textures but I should be able to just replace its Data/Tools Texture fields

lucid iron
#

Yeah might work bolbthinking

vernal crest
#

Hooray!

lucid iron
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What does patch export Data/Tools say

vernal crest
#

Thanks chu SMCFrogHug

lucid iron
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There's a chance that they never added to data there lol

vernal crest
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(I already tested it hehe)

lucid iron
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Yay

vernal crest
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I'd already done a patch export of Data/Tools. "Texture": "SMAPI/iargue.prismatictoolscontinued/assets/tools.png",

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That Texture path made me think "this is unlikely to be something I can edit" but I forgot about just replacing it with something else lol

lucid mulch
#

(replacing it with something else is also more efficient than editing it anyway)

brave fable
urban patrol
#

ah yes. hwvsvfjv jvkdlslmxlck 🙂‍↕️

brave fable
#

you do need to add the api file for some tasks, but usually you're actually depending on it so you've got a hard project reference to use instead which simplifies things

dusky sigil
brave fable
#

royalties please 🫴

dusky sigil
#

i'll give you all zero dollars that i make off this, how about that

brave fable
#

it's a deal 🤝

lucid mulch
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(should have negotiated a DP point share)

hot gale
hollow dust
#

hello, how do you guys make custom farm maps use a different vanilla world map :0, like- I want my custom farm to show the vanilla beach farm on the map instead of standard farm

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these worldmaps but the beach

fossil osprey
vernal crest
drowsy pewter
#

types applie pie for the 200th time
dang it, not again
corrects it to apple plie

ornate locust
#

you know only lie

urban patrol
#

apply pie directly to forehead

tame burrow
#

Devil_Shake my typo enemy is "dialouge". Often becomes "dialgoue" before finally reaching its final form, "dialogue".

urban patrol
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oh same

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is there a maximum height tilesheets can be? my bottom row isn't showing in tiled

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i don't think it's anywhere near as tall as town interior though

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it's not the extension, this happens even when adding it manually. anyone encountered this before?

brave fable
#

looks to me like your tilesheet image is 1~2 pixels short

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might just be an illusion from the thick grid though

urban patrol
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hmmmm let me count

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that would be the stupidest mistake ever lol

brave fable
#

if your image isn't a multiple of 16 high it'll be cropped down to the nearest multiple

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same goes for width

urban patrol
#

yuuuup 415 pixels. god

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thank you

clever turret
#

Is there any easy way to set Caroline to have dialogue during the Stardew Valley Fair both while the judging is in progress and after the judging when the player doesn't win, like Pierre does? She has dialogue for if the player wins but not for the other two cases

hallow igloo
#

small issue with frontier farm that I can't seem to figure out. Whenever I load the farm map where I removed the minecarts from the mod, the daytiles stay visible, but when I reload my mod it succesfully removes them again

hallow igloo
#

have you checked the docs against pierre's vanilla dialogue?

hallow igloo
gray bear
#

my, mod won't load, it did before 😕 there's no errors and it's in the mod folder

gray bear
#

did i fuck up the manifest somehow, won't even register

vernal crest
#

Hard to say without seeing anything

hallow igloo
vernal crest
#

(Though I recognise you may just be liveblogging your situation rather than asking for help lol)

gray bear
#

wait, i used curly instead of square didn't i

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😭

vernal crest
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Yeah

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You need your dependency to be inside square brackets and then curly brackets (I think, let me go check)

hallow igloo
#

yes

gray bear
#

shite. fixed that, thanks guys

vernal crest
#

Yes because it's a list of objects

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[] list
{} object

hallow igloo
#

what code editor do you use?

gray bear
#

i swear i copied that from another mod i had

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vscode

hallow igloo
#

if it supports schema's add this to the top of the file after the first opnening {

"$schema": "https://smapi.io/schemas/manifest.json",```
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makes it automatically check everything live

gray bear
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it's meant to lmao

hallow igloo
#

ah xD

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well you can add it to the manifest.json itself as well, see if that works better

gray bear
#

it does yeah, wonder if putting it in settings does something else thonk

hallow igloo
#

nah that should work too, though I don't know the specific layout you need for it to work

hallow igloo
vernal crest
hallow igloo
#

I will try, wasn't aware that could affect anything

vernal crest
#

I wouldn't have thought so for DayTiles but it's helpful context to know how consistent something is imo (I don't know what is going wrong so I have gone straight to troubleshooting)

#

The other thing I'd check is whether it happens when you have really late priority on your patch that removes them in addition to your false dependency

hallow igloo
#

I haven't set the priority so it should be medium right? I'll double check to see if FF has a priority on it

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it does not

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I can try adding it though I guess, though it feels very unclean

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okay so.. it does not happen on a new save

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so maybe there's a patch after FF's minecart repair event that overwrites it with a higher priority

vernal crest
#

At this point my suggestions are not meant as permanent solutions but rather tests to see what and why is happening

#

You could try searching FF's files for "daytiles" or any EditMap patches?

#

And by "search" I mean use find in files search, not manually lol

hallow igloo
#

it's just the ones I patch out

#

there's a lot of editmap patches obviously, but everything that's related to my mod seems to be in order

#

giving it a late priority doesn't change the issue

vernal crest
#

You're removing the DayTiles with a CP MapProperties field rather than using a .tmx, I assume?

hallow igloo
#

yes

vernal crest
#

I haven't heard of daytiles data getting baked into the save but that is what your experience with the new save is suggesting to me SDVpufferthinkblob

hallow igloo
#
//Day-/NightTiles removal Frontier
{
"Action": "EditMap",
"Target": "Maps/Farm_FrontierFarm",
"LogName": "Custom Farm FF Lights Remove",
"Priority": "Late",
"When": {
"FarmType": "FrontierFarm",
"HasMod": "flashshifter.FrontierFarm",
"HasSeenEvent: anyPlayer|contains=1337431": true
},
//Remove Lights
"TextOperations": [
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "DayTiles"],
"Search": "Buildings 26 29 510",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "Buildings 26 29 507",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "Light"],
"Search": "26 29 4",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "DayTiles"],
"Search": "Buildings 85 21 510",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "Buildings 85 21 507",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "Light"],
"Search": "85 21 4",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "DayTiles"],
"Search": "Buildings 145 37 510",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Search": "Buildings 145 37 507",
"Delimiter": " "
},
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "Light"],
"Search": "145 37 4",
"Delimiter": " "
}
]
}```
vernal crest
#

Did your original save exist before you added your json to patch out the daytiles?

hallow igloo
#

yes

#

I'm now trying to finish the quest for repairing the minecarts to see if that event messes something up, but I can't figure out what events to do Cx

vernal crest
#

Like what events are associated with the quest?

hallow igloo
#

yeah, cause I know at least you need to start repairing them through Marlon or smth

#

but injecting the event wityh eventrepeater doesn't make the chest for the metal bars interactive

#

ah, had to sleep first

#

aha! they appeared after the quest is completed

#

how do I export the map again?
patch export somethingbutwhat

vernal crest
#

patch export Maps/<MapName>

hallow igloo
#

yeah it still contains <property name="DayTiles" type="string" value="Buildings 26 29 510 Buildings 85 21 510 Buildings 145 37 510" />

vernal crest
#

Does a patch summary show that your patch has been applied?

hallow igloo
#

incredibly consuingly, when I then reload my patch it removes them from the game, but they still show up in the exported map's proerties

vernal crest
#

That is strange

hallow igloo
#

yeah it shows as applied

vernal crest
#

Are the Light and nighttile properties also still present?

hallow igloo
#

nope

#

also not when they daytiles are visible in the game

#

but let me also switch to night to see what that does

#

then they also appear

vernal crest
#

The NightTiles are not present in the exported map's map properties but they are showing up in game?

hallow igloo
#

I actually think I just missedthem before as I was only looking for daytiles, they show up in the export always now at least

vernal crest
#

Ah okay

#

Try just adding a patch that sets the map's DayTiles and NightTiles properties to null? Just to check there isn't some issue with your TextOperations patch

hallow igloo
#

how do I do that?

vernal crest
#
{
  "Action": "EditMap",
  "Target": "Maps/Farm_FrontierFarm",
  "MapProperties": {
    "DayTiles": null,
    "NightTiles": null,
  },
}
hallow igloo
#

ah just found it

#

thanks

#

that removes them from the export

vernal crest
#

Any improvement in the save?

hallow igloo
#

wdym?

#

in game they stay gone now

vernal crest
#

Your original save, the one where you added your mod mid-game

hallow igloo
#

lemme see

#

yeah fixed that too

#

does maybe remove delimited not work if it removes all the entries from a thing?

vernal crest
#

I'm not sure, I've never used it

#

But I am wondering if the fact that you have got the delimiter inside your search string means it's not searching properly

hallow igloo
#

it works that way when I reload the patch though

#

also everywhere else I use it

#

since the Buildings x y z is one item in the list, seperated from the next with a space

vernal crest
#

But since the space is the delimiter I would expect it to be separating that out into Buildings, x, y, z and then searching each one for the value. However, I do struggle with the logic so I might just be misunderstanding.

hallow igloo
#

that's fair

#

okay I need to leave to get my train, but thanks for the help, I'm at least closer to a solution Cx

hollow parcel
#

I'm not sure if this is where to ask... But uh, do I have to use a specific art program if I want to make a mod?

iron ridge
#

!software no, why would you?

ocean sailBOT
dusky sail
#

as long as it can export with transparency you can use anything

hollow parcel
dusky sail
#

i do get it. like you dont wanna put in a bunch of work while unknowingly doing it wrong

hollow parcel
vernal crest
# hallow igloo it works that way when I reload the patch though

Okay, I tested this by attempting to remove one DayTiles entry from the Blacksmith with "Search": "Front 3 1 256", and one NightTiles entry with "Search": "Front",, "Search": "3", etc (so each value for the NightTiles was listed separately to ensure there were no spaces in my Search field).

The NightTiles removal worked but the DayTiles removal didn't. You can see from my screenshot where I used LA to check the map properties before and after my patch. The first NightTiles entry is gone but the DayTiles one is still there.

I did the same test with a Strings/Objects entry and one of Leah's dialogue lines. Same result - if there was a space in the Search field value, the removal failed. If I did just one word at a time, it worked.

I think that my understanding of how the search is working is therefore correct (or accidentally close enough) and that your RemoveDelimited patch isn't working. I've no clue why you were seeing some sort of change but I don't believe it was because of that patch.

#

This is the patch I used to get the above results

{
"LogName": "RemoveDelimited Blacksmith map properties",
"Action": "EditMap",
"Target": "Maps/Blacksmith",
"TextOperations": [
    {
        "Operation": "RemoveDelimited",
        "Target": ["MapProperties", "DayTiles"],
        "Search": "Front 3 1 256", // Doesn't remove the DayTiles entry
        "Delimiter": " "
    },
    {
        "Operation": "RemoveDelimited",
        "Target": ["MapProperties", "NightTiles"],
        "Search": "Front", // This and the following 3 list items DO remove this NightTile property from the map
        "Delimiter": " ",
        "ReplaceMode": "First"
    },
    {
        "Operation": "RemoveDelimited",
        "Target": ["MapProperties", "NightTiles"],
        "Search": "3",
        "Delimiter": " ",
        "ReplaceMode": "First"
    },
    {
        "Operation": "RemoveDelimited",
        "Target": ["MapProperties", "NightTiles"],
        "Search": "1",
        "Delimiter": " ",
        "ReplaceMode": "First"
    },
    {
        "Operation": "RemoveDelimited",
        "Target": ["MapProperties", "NightTiles"],
        "Search": "1253",
        "Delimiter": " ",
        "ReplaceMode": "First"
    },
]
},
violet valley
#

How do I make a custom currency, kinda like how Wildflour's Atelier Goods does?

tender bloom
#

I think spacecore, but have you looked through the wildflour files?

violet valley
tender bloom
#

Often it’s easiest to “do something like a mod” by poking around in that mod’s files

violet valley
#

Yeah

tender bloom
#

If you have a tool that does “find in files” you can try searching for the currency’s name

violet valley
#

ok 👍

ornate trellis
#

if youre talking bout the way you pay with items at the shops im p sure its a CP feature

hallow prism
#

the custom currency is just an item

ornate trellis
#

just look at TradeItemID on the shops page of the wiki

hallow prism
#

then unlockable bundle allows it to not go in inventory

#

you may have to make it not needed for perfection

#

(i don't remember)

violet valley
#

oh ok

autumn tide
#

hey! uhh so I'm working on a Krobus expansion, I wanna add a dialog for post-evicting Krobus, like there is for spouses, but the built-in post-divorce topic exclusively applies to spouses and not roomates :(
What should I do?

#

as in for other characters to comment on you evicting krobus

hallow prism
#

if you can check somehow that the player evicted krobus, have a trigger to add a conversation topic you'll then use for that?

autumn tide
#

Yeah, I'm just not sure how to check, I was thinking to add the topic after you talk to krobus post-eviction but I still want it to play even if you don't speak to krbous

fading walrus
#

Although what the roommate equivalent of the divorce check is, I'm not sure Thonk

autumn tide
#

I want to have the wizard get pissed at you for evicting kroby bc like how dare you krobus is so precious

vernal crest
#

Have you checked the GSQ page?

agile flame
#

which tile has the the ores iridium gold cooper etc i can't find an ore tile

autumn tide
#

OH game state query

#

uhhh lemme check

#

hmmm there is this, but idk if it would apply to roomates

agile flame
vernal crest
fathom rapids
#

does anyone know where the game keeps shirts as objects?

lucid mulch
#

My intuition says it would only apply as divorced if there was also the status of "ex" in the social menu which I don't think former roommates have, but I don't feel like checking

fathom rapids
#

i found the farmer animations but not the object in inventory

lucid mulch
#

Shirts are either their own thing with Data/Shirts or they are just objects

fathom rapids
#

uh i mean specifically the image sorry

#

i found the object data and the strings

dusky sail
#

Dont the shirt inventory objects just crop the useable shirt texture

lucid mulch
#

The object data would say the texture and sprite index, but assuming spring objects for anything pre1.6

fathom rapids
#

it doesnt look like it??? ill double check

#

ive checked springobjects )=

#

huh okay yeah it might be cropping it, looks like my attempt at texture replacement didnt work

#

guess its time to look at shirt retextures

#

ty!

#

hrm. i was doing everything right. the shirt just doesnt retexture for some reason. patch export shows the patch didnt apply, but patch summary insists it did. guess its log time ._.

latent sundial
#

Hi everyone. Im wondering if someone can help me. I want to learn how to make mods, so i decided to start with just a simple content patcher mod that adds a few items. So I set it all up so i can use content patcher to make my mod. But im having trouble figuring out how to add new items to content patcher without having to overwrite already existing items. One site says content patcher can only edit existing files and thus cannot create new content, the other says that it is possible to add new items as of 1.6 in content patcher. Can someone maybe explain to me how i can do that? Or where it is explained properly? for example: I just want to create a custom food item with its own custom recipe and stats.

fathom rapids
#

this is your starting point!

vernal crest
#

It is definitely possible to make new content!

fathom rapids
#
Stardew Valley Wiki

Mods are packages of files which change Stardew Valley in some way. Mods can add features (like showing NPCs on the map), change game mechanics (like making fences decay more slowly), make cosmetic changes (like making your house look like a hobbit home), and much more.

vernal crest
#

All you have to do is give your item a unique ID and it will not replace any existing ones

fathom rapids
#

you want Objects and Recipes for this one!

vernal crest
#

Any post-1.6 CP mod adding objects should show you an example of how to do it

fathom rapids
#

also that, yes. Downloading mods that do things you want to see how they do it is a noble tradition

latent sundial
#

yeah i have both those sites open. I guess i was confused cause all examples stated "action": "EditData", so i thought it was overwriting something else

ornate trellis
fathom rapids
fathom rapids
#

i just directed someone else to the wiki...

latent sundial
#

another question then. i keep seeing refferences to files named "Data/Objects" or "Data/Events" etc. Are those files i need to have in my mod folder?

fathom rapids
#

They're folders and files in the game's Content folder, and they're also corresponding objects during runtime that your mod can edit / add to

latent sundial
#

ok thx. so if i just have the manifest.json, content.json and assets file, then i have everything?

fathom rapids
#

yup

#

its best practice to put all images etc in an 'assets' folder, but you dont have to

latent sundial
#

great. thanks for the help. ill see if i can get it working with those sites you shared.

fathom rapids
#

meanwhile i found out what went wrong! thanks smapi log! i confused coordinates with image size in libresprite /headdesk, so much headdesk

fathom rapids
vernal crest
ocean sailBOT
#

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

hallow prism
#

i am once again forgetting to add the include and wondering why my content isn't added

agile flame
#

what npc do yall think should suffer more

hallow prism
#

the stupid ideas

#

they deserve to suffer more

agile flame
#

so im making a mod and 10 npcs will have nightmares where player will help them defeat it(the player will do all the work as usual) so im wondering which npcs should i use

#

if anyone got any npc he would like to suffer or something im down

hallow prism
#

the player is a she

#

(what do you mean, it's not necessarily the case? yeah but it's true for "he" either, it's a shame english doesn't have like a neutral pronoun)

#

joke aside, i'm not interested but people can always reach you, yeah

modest dagger
brittle ledge
#

yes, though there's still some people that don't accept it because it's plural

#

but it's in AP and Chicago both iirc

#

(I think Lumi's point is more that you didn't use the neutral SDVpuffersquee )

hallow prism
#

yes i was mainly making a joke about how people tend to default to he/him for some stuff

modest dagger
#

i try to default to they/them

agile flame
#

i fixed it

brittle ledge
#

Anyway I would suggest not using Pierre, Clint, Lewis, Pam or Demetrius because they tend to be the butt of player hate for various reasons and it's overplayed kyuuchan_nod2

agile flame
brittle ledge
#

(Also if you're only used to dealing with a male-centered narrative I think you're going to have a difficult time successfully capturing 10 separate characters)

agile flame
red egret
#

Im making custom furniture and idk how to make the game use the furniture_front

agile flame
#

im actually good at making arrogant and ignorrant women so i won't have a problem with haley

agile flame
red egret
#

im not replacing a catalogue this time

#

adding new

brittle ledge
#

I'm not that familiar with furniture stuff, does the tutorial mention it? https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Custom_Furniture_With_CP

Stardew Modding Wiki

This tutorial explains how to add custom furniture using the new 1.6 game update features and Content Patcher. The tutorial assumes you already have the game unpacked and that you have some basic familiarity with the Content Patcher format. The mods referenced as examples in this tutorial are Bonsai...

agile flame
# red egret adding new

so are you adding a new furniture like a new kind or same kind as something else like beds or sofas just different style

red egret
#

The game does this by looking for a spritesheet with Front added to the end of the original spritesheet name.
but im using my own spritesheet

#

and this didnt work

#

diff style

agile flame
hallow prism
#

i believe you just name them yourtilesheetname_front

devout otter
# agile flame what npc do yall think should suffer more

The question makes me hesitate. Like if you're asking for NPCs that could be put on a trial so we can develop their character more, then I have may have several answers. But if the purpose is just to torture/punish them, then I say none.

red egret
#

hmm

#

ty, i will look

hallow prism
#

haley's "arrogance" is likely more a self esteem issue than real arrogance, and she isn't ignorant, and i would say that wanting to look beyond the cliches is worth having for writing in general

agile flame
lucid iron
red egret
#

without the _

lucid iron
#

It's Front, capitalized

red egret
#

ohh that matters

#

okay ty

lucid iron
#

U can see how the vanilla ones r like too

agile flame
lucid iron
#

It's the same deal nothing out of ordinary

ornate trellis
#

so.....skill numbers...do they have some sort of overlay in the game code or something? cuz im trying really hard to make them fit my UI retex but all I get is this isntead or the pruple I did

#

oh wait i jsut saw chu answer me in the other chat-_-

#

guess i gotta look into the theme manager, huh

red egret
#

wow CP is version 2.8

ornate trellis
#

off theme manager looks complicated

twin wadi
lucid iron
#

Your entry is incorrect and need to be 1 level deeper

#
"{{ModId}}_Torti": { }
#

And put the rest inside

twin wadi
#

ohh

#

thank you

lucid iron
#

Aside from that you may also need to MoveEntries torti up

twin wadi
#

yippee! thank you!

lucid iron
#

Baby

naive wyvern
ornate trellis
#

ougdhgfd

agile flame
twin wadi
#

ok

gentle rose
#

how do you tell child tortillas from adult ones? do the markings evolve as they grow? SDVpuffersquee

latent mauve
#

All this tortilla talk has me thinking about how interesting it would be to turn the energy bar into guacamole and the HP bar into salsa, but I know that way lies madness.

soft lance
#

slighty

gentle rose
opaque field
#

Speaking of salsa, I'm almost done with my salsa mod to go with all these tortillas

latent mauve
#

I don't know how I'd even begin to draw an overlay on top of the meters, is the thing.

uncut viper
#

the health and stamina bars are staminaRect, so, not something a texture mod can just edit

latent mauve
#

^ yeah, I figured it was out of reach for me to even be able to draw a transparent overlay over the top of them

uncut viper
#

could always learn c#!

gentle rose
latent mauve
#

I am not a C# modder and I absolutely do not have the time or mental capacity to dive into that right now

#

I have enough stress in my life xD

uncut viper
#

i wouldn't want to handle what happens to the texture when either of the bars grow or shrink

latent mauve
#

Now, the tooltip might be something reachable

gentle rose
#

time to implement cropping? SDVpuffersquee

hmm but actually, using source rect...

latent mauve
#

as well as the symbols

uncut viper
#

does mono game support clipping masks

gentle rose
#

it supports source rectangles which is all we need in this case I think

uncut viper
#

you'd need an infinite height texture to just do it with source rect

#

because there is no limit to how tall a bar can be

gentle rose
#

why infinite and not just screen height?

uncut viper
#

how tall is a screen?

gentle rose
#

if it's more than 4k that's a user problem /lh

uncut viper
#

sounds like mod author error to me

gentle rose
#

though you could scale dynamically to height and crop width at that point

#

or make a repeating texture and only crop the last bar

uncut viper
#

scaling it would fuck the texture and tiling a repeating texture falls under "I wouldn't want to deal with what happens"

twin wadi
#

what if the top two pixel rows go at the top, and the one pixel row at the bottom is repeated? a quick lil prototype

gentle rose
uncut viper
#

it wouldn't really look like salsa or guacamole

twin wadi
#

getting scope creeped....

uncut viper
#

it'd just look pretty much the same as they do now

gentle rose
twin wadi
#

yeah it was just an example potatomeltsweat

uncut viper
#

the "one pixel row just repeated" is actually basically what the vanilla game is doing already

twin wadi
#

perhaps like this, and the three bottom rows with the lil texture is randomly added with a lower percentage than the plain one?

gentle rose
#

you know what would be cool? multiple different end caps that swap randomly whenever the bar length changes and make it look like the dip is being eaten SDVpuffersquee

like

##_

_##

#_#
uncut viper
#

the problem isn't figuring out what to do the problem is doing it

twin wadi
#

ohhhh

gentle rose
uncut viper
#

you have portraits to work on

gentle rose
#

that is true

uncut viper
#

(/lh)

gentle rose
#

(dw I got it SDVpuffersquee)

latent mauve
#

I am instead working on changing the text entries in Strings/UI to swap Energy for Guacamole and Health to Salsa and not worrying about the bars themselves..

#

(I also just added a config option for beans instead of salsa)

twin wadi
#

you can decorate around the health bar i suppose! perhaps make it say s and g instead of h and e SMCKekLmaoDog

latent mauve
#

sugar, we can add a tortilla texture to the inside of the health bar that's only visible when the values go down 😛

#

that should be doable

twin wadi
#

but yeah the bars themselves sound like to much work for a joke mod... but would be a cool framework SMCPufferWoke

nimble marlin
#

@brave fable Hi Bluberry just wanted to let you know that theres is no more need for the extra plate sprite anymore, I got the work done with the one you already have in LoC ^^

twin wadi
#

anyone know what the link for the i18nifier is?

#

not sure if theres a bot command for it potatomeltsweat

latent mauve
#

alright, I got the tortilla texture set into the HP/energy bars, now just need some small salsa/guacamole images to replace the + and H icons

#

There was surprisingly little text in the Strings folder that referenced energy or health as far as the user stats, so that part was quick.

#

The beans part will be easier because I can just make a single bean if I want instead of a bowl or a dollop of salsa xD

pine elbow
#

where do i find the code for a mod and reverse egineer it as practice

gentle rose
#

also, like we said a few times, the best way to practice coding by far is to just write your own code

hallow igloo
latent sundial
#

ok, so i finally understand a bit of how content patcher works and wanted to try and make a custom cooking item in the game. The only problem is, that the texture wont load and is replaced with the red cross "error" texture. This is what i have listed as my path in my content.json file and the "Assets" file is directly next to my content.json file, so they are "siblings" in terms of path structure. But it wont load and smapi just keeps giving the error that the texture doesnt exists. Does anyone know what could be causing this?

uncut viper
#

the Texture field is not asking for a file path

#

its asking for an asset name

#

you would want to Load your texture to some Target, and then that Target is the asset name

latent sundial
#

yay. now it works. thanks so much

verbal narwhal
uncut viper
#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

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

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

verbal narwhal
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 25 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

verbal narwhal
#

I was trying to see if my fish made it in

#

and the other things from my content pack

pine elbow
#

oh okay i dont know what to write though

#

So next I'm going to make a building mod, and any tutorials I need to read?

uncut viper
hard fern
pine elbow
#

just a custom building I think

brittle pasture
#

[[Modding:Buildings]]

pine elbow
#

thanks

brittle pasture
#

though for a new building 99.7% of the difficulty comes from spriting

#

do the art first then the code

pine elbow
#

kk thanks

#

im a noob at art as well

#

thanks server for everything

verbal narwhal
#

ugh all my items get displayed as error items

brittle pasture
#

if you need help feel free to post your json

verbal narwhal
#

thank you!

pine elbow
#

i think ill practice a bit more first before i start making that mod maybe make a tool mod first

latent mauve
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

verbal narwhal
#

oh this I did

uncut viper
#

the point of the validator is not just to tell you errors

#

it is also to send us the links so we can read it

pine elbow
#

thanks again

brittle pasture
#

for your furniture item you loaded into Mods/{{ModId}}/LilyPadSailor but you're using Mods\\{{ModId}}\\LilypadSailor in the furniture data

#

(note the uncapitalized P)

verbal narwhal
#

ohh

brittle pasture
#

the rest seems correct. if they're also erroring pls post your log at smapi.io/log

#

one more thing, set the Name of the tadpole item to be the same as the item id. it doesn't really matter most of the time but Aquarium considers Name to be the fish item's unique identifier instead of its id for some reason, and your mod will explode Aquarium if used with SVE

verbal narwhal
#

when I call these objects from another mod, do they need to be called as camiska.CPFrogTank.StrangeFrogDoll or (O)camiska.CPFrogTank.StrangeFrogDoll ?

brittle pasture
#

usually if the item ID is unqualified the game assumes it's (O)

pine elbow
#

thank you for beliving in me

brittle pasture
#

so either is fine, but use the latter for clarity

#

(there are rare cases where you have to use unqualified because the game adds (O) manually, like with animal produce; usually in these cases the wiki will note that that's the case)

verbal narwhal
#

or do I need to load the furniture also as objects?

brittle pasture
#

furnitures are (F)

verbal narwhal
#

but do I need to include them in my objects.json?

#

no, right?

brittle pasture
#

you can include them in whatever file you want. if you mean "do they use Data/Objects" then no

#

furniture is Data/Furniture (as you are already using)

next plaza
#

Nothing to see here, move along

verbal narwhal
#

the items still show up when I call them as (O)camiska.CPFrogTank.StrangeFrogDoll as error items

somber canopy
#

Is it possible to set different fish fishable from different ponds within the same map & is that possible with a content pack or is that mod territory? I’d love one good pond on my farm map and the rest only give trash but idk how

verbal narwhal
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 25 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brittle pasture
brittle pasture
#

underscore, not period

verbal narwhal
#

ohh!!

#

omg thanks

#

can I replace them all with {{ModId}}.StrangeFrogDoll or does the _ serve a special purpose?

#

when reading items I mean

lucid iron
#

it's the official format, so mods like lookup anything uses it to decide which mod add the item

verbal narwhal
#

also for fish?
because that tutorial uses _

uncut viper
#

official just meaning standard accepted convention ftr not that its a requirement

#

but its a very very accepted standard

lucid iron
#

yea it is for anything that can get a qualified id

#

i think having _ is nice but as long as ur mod items start with {{ModId}} then u won't have to worry about compat SDVpufferthumbsup

latent mauve
#

Okay, I think I just need the Energy Tonic reskinned now, and my mod is good to go. xD

#

just don't question it too hard, LOL

uncut viper
#

seems normal to me

verbal narwhal
#

omg

#

it works!

#

yippee!! camiska_yay

#

mhm but so look up anything should show my fish when i press f1 on the water it is supposed to spawn in

rigid musk
#
            "LogName": "Qi Portrait General",
            "Action": "Load",
            "Target": "Portraits/{{ModId}}_TheMrQi",
            "When": { 
            "spouse|contains={{ModId}}_TheMrQi": false,
            "QiGender": "Male, Undefined",
            "QiNyapu": false,
            },
            "FromFile": "assets/images/QiPortrait.png"
        },```

so just checking - in this when condition, specifically with `'QiGender'`, the `"Male, Undefined"` selection means EITHER Male OR Undefined right?
hallow prism
#

i don't even know if look up anything can work on water

rigid musk
#

it does

lucid iron
#

its a newish feature

hallow prism
#

oh that may be why!

rigid musk
# uncut viper yes

pain well i have no idea why the Undefined option is refusing to load his portraits and sprites then

hallow prism
#

note that in my experience LA had limitations on showing fishes spawn source properly when there were GSQ but maybe the water hasn't this limitation

rigid musk
#

this was not happening before and now i have to fix it but i would rather nottt

hallow prism
#

my usual "is my fish spawning properly" check is Visible Fish

rigid musk
#

Visible fish is pretty helpful that's true

hallow prism
#

and you included the locations change in your content.json?

#

i ask because i forgot to do that earlier today so...

verbal narwhal
#

and this is my folderstructure

#

the tadpole wont spawn and isnt visible

#

oh but i got an error!

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 26 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

rigid musk
#

what does "token not ready" mean ... i mean i can guess but why does that happen

verbal narwhal
#

0/eel/////Mods\{{ModId}}\AquariumFish

something about this seems to be the error

lucid iron
#

what kind of token is QiGender

uncut viper
#

usually means the token depends on something that is not ready or valid yet

#

e.g. the Season token cant be ready until you're in game because the title screen has no seasons

rigid musk
#

its a config if thats what you mean

uncut viper
#

are you in a save when it says token not ready

rigid musk
#

confused but why would the other two options work and not that one

lucid iron
#

maybe it is spouse thats unready then

rigid musk
#

yeah im trying to figure out why the 'undefined' option isnt working but the other ones are

#

which wasnt happening before when i was testing switching between stuff and i didnt change anything with it

lucid iron
#

can u send patch summary

rigid musk
#

let me reload the game cause theres a lot of patch summaries in there from different tests

#

do you want one with male/female selected and then one with undefined selected?

lucid iron
#

i think ur problem might just go away if u do it as unconditional Load + conditional EditImage

rigid musk
verbal narwhal
#

oh please dont worry about me!

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 18 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

rigid musk
#

(i dont want to change it mostly because I have a bunch of changes and thats a lot of edits id have to change)

lucid iron
#

hrm QiGender is the notready token ygghappy

#

thats wacky

rigid musk
#

it's very confusing cause i did absolutely nothing different for the Male vs Undefined one

#

they both follow the same thing aside from the title that's used which uses a dynamic token that i dont even think is ref erenced here

rigid musk
verbal narwhal
#

no, spring and both

#

I renamed it now but it still isnt working, lemme send you my current jsons

rigid musk
#

you have a parenthesis.. or however you spell that

#

in your item id

lucid iron
rigid musk
#

with undefined selected?

lucid iron
#

ye

verbal narwhal
#

oh I had one extra ( too mucch!!

lucid iron
#

something weird i notice is

#
      QiGender                         | [ ] 
      QiGenderSelect                   | [X] Undefined
      QiGenderToken                    | [X] 
#

did u mean to use QiGenderSelect for the When NotteThink

rigid musk
#

but why did it work with the other two, Chu

lucid iron
#

well cus the female one it says this

#
      QiGender                         | [X] Female
      QiGenderSelect                   | [X] Female
      QiGenderToken                    | [X] .Female
#

idk what ur setup looks like but it's clearly different somehow blobcatgooglyblep

verbal narwhal
#

that is not the tadpole lmao

rigid musk
#

likely has to do with your aquarium sprite... and by likely i mean it does

late pewter
lucid iron
#

but if u just change to QiGenderSelect it prob all gucci

hard fern
verbal narwhal
#

here is a combined file with all my jsons

rigid musk
#

change what to that though

lucid iron
#

change the 'QiGender": "Male, Undefined" to "QiGenderSelect": "Male, Undefined"

sleek flint
#

Does anyone know where the stars from the sparkle of Fairy Dust or any other sparkle in general are located?

oblique meadow
#

Cursors?

lucid iron
#

Utility.addSprinklesToLocation(Location, (int)tileLocation.X, (int)tileLocation.Y, 1, 2, 400, 40, Color.White);

sleek flint
#

No I mean the sprites

lucid iron
#

TileSheets\\animations

lucid iron
#

but refer to this method in terms of where on it cus it's big

rigid musk
#

the male option still works tho so i dont get that

sleek flint
#

Sorry I should have been more specific 😅

lucid iron
rigid musk
#

(the first one is with the change the second is without

lucid iron
#

hm i wonder if the QiGenderToken being empty for Undefined case is why this is confusion

rigid musk
#

it still says the qigender token is not ready

#

in the summary

verbal narwhal
#

god damn i still only see sper wiggly pufferfish

rigid musk
urban patrol
#

can NPCs path across the broken beach bridge or do i need to set a condition/make tiles passable? i usually have it repaired by like day 4 or 5 but i understand that may not be normal lol

rigid musk
uncut viper
#

something something HasValue

lucid iron
#

yea u may need to reverse the polarity

rigid musk
uncut viper
#

chu can figure out the rest from that

rigid musk
#

you can check out leah's schedule in.. summer? i think?

rigid musk
#

cause she has one where she goes ove the bridge

#

to paint

urban patrol
#

ooh yeah

#

hopefully it's something easy like RailroadReplacement

uncut viper
#

no, that uses its own separate system

#

and is only applicable to JojaMart, Railroad, and CommunityCenter/CC

urban patrol
#

aww darn, okay

uncut viper
#

which are entire locations

#

and not sections of a location

lucid iron
#

here is my meaning
QiGender

{
  "Name": "QiGender",
  "Value": "{{QiGenderSelect}}"
},
{
  "Name": "QiGender",
  "Value": "{{Random: Male, Female, Undefined}}",
  "When": {
    "QiGenderSelect": "Random"
  }
},

QiGenderToken

{
  "Name": "QiGenderToken",
  "Value": ".{{QiGender}}"
},
{
  "Name": "QiGenderToken",
  "Value": "",
  "When": {
    "QiGender": "Undefined"
  }
},

no change to any When

#

so QiGender becomes the source of truth

rigid musk
#

o

verbal narwhal
rigid musk
#

pov when its really windy and you're looking at stuff under water

verbal narwhal
#

why isnt this loading my AquariumFish.png loaded as AquariumFish

#

or is this pulling the sprite from the vanillagamespritesheet?

lucid iron
#

where is your Load

lucid iron
#

load says
Mods\\{{ModId}}\\AquariumFish
u wrote
Mods\\{{ModId}}_Tadpole\\AquariumFish

verbal narwhal
#

this was one of my changes to try to get it to load at all

#

but thanks, I will revert that

lucid iron
#

haunted Sleepden

rigid musk
#

still the Female and Male portraits and stuff work but not the undefined one

lucid iron
#

did u restart the game

#

u must do that if you change dt section

verbal narwhal
#

i reverted it and still wiggly pufferfish lmao, I will rename my png and its load name to something diffeerent than AquariumFish

rigid musk
#

CatStanding okay.. now they show up but a bunch of stuff is invalid and broken

lucid iron
#

progress YuniShake

rigid musk
#

does the order of the dynamic tokens matter

lucid iron
#

yea

lucid iron
rigid musk
#

i cannot believe i noticed that

#

my brain has been the size of a pea for the last few months

#

i feel like thats kind of obvious but

verbal narwhal
#

omg finally

#

thank you all who have been with me through this funny adventure

rigid musk
#

okay now only ONE item is broken ... progress... success

lucid iron
#

its good that most pea pods contain several peas then, u r multi-core DokkanStare

rigid musk
#

huh.. okay the weirdest part about that is that this item doesnt even have tokens in its description or anything afaik so

#

thats fun

#

oh nevermind i know what i did

#

(i forgot to move item extensions back into the mod testing folder)

#

Thank you so much Chu I honestly would not have figured this out myself I really appreciate it

urban patrol
#

so i have a shapeshifting character who switches between cat and human. i know the appearances system is preferred in most cases because it's quicker/less resource intensive(?). how would i have the character change appearances based on something other than time/season/weather, for example? i thought about doing it with a HasFlag but idk when those are checked

lucid iron
#

the appearance section takes a Condition

urban patrol
#

which is a GSQ, right?

uncut viper
#

yes

urban patrol
#

and when are those called?

lucid iron
#

shane joja work outfit use it for vanilla sample

#

they get called when npc changes maps iirc

urban patrol
#

hmm okay not ideal but i could work with that i think

uncut viper
#

a handful of places but mainly when they change location yes

lucid iron
#

betas adds a traction for it if u need smth else

urban patrol
#

oh i'll look at that

#

tbh i didn't have anything specific in mind, just it varying throughout the character's schedule, so even if i had to say "okay today is a cat day and tomorrow is a human day" that would still be acceptable

lucid iron
#

u can also do schedule anim

uncut viper
#

BETAS also adds an NpcArrived trigger which can call the UpdateAppearance traction when they arrive at their scheduled destination

lucid iron
#

maybe they turn into a cat to sit on the roof or something

urban patrol
#

changing between schedule points is exactly what i want

lucid iron
#

this isnt an appearance thing though, its special frames on the sheet

uncut viper
#

you'd maybe still want to add a condition to use that appearance when they are stood on that scheduled tile as well, for people who arrive late

#

if doable the schedule animation would be better

urban patrol
#

i would only be able to have one walk cycle if i didn't use Appearances then, right?

#

not a huge dealbreaker ig especially if it's way better to just use schedule anims

uncut viper
#

any of that is outside my area of knowledge idk about all that

#

its just that forcing an appearance update via BETAS (or any non-vanilla means) has multiplayer implications

verbal narwhal
urban patrol
#

ahhh multiplayer my old nemesis

verbal narwhal
#

but this doesnt happen

lucid iron
uncut viper
#

to explain it nic, since an NPC will only ordinarily change their appearance when they change locations, this means that the host can call "Update Appearance" whenever they want, since they have the real NPC at all times

hallow prism
#

you slept two days?

#

one for trigger to check one for letter to arrive?

uncut viper
#

farmhands however have the shadow world so their ChangeAppearance call would only change the fake shadow NPC

lucid iron
#

like if ur npc has some "cat frames" in the human sheet where they do cat things

verbal narwhal
#

oh two days?

lucid iron
#

that can be a schedule anim

uncut viper
#

which means if they then went to go see the real NPC, they would not have changed appearances

hallow prism
#

did you check your gsq to see if it was valid?

#

i don't remember the exact command for that

uncut viper
#

(unless the NPC was in an active location)

urban patrol
#

ah i see

lucid iron
#

then if you have match "human frame" on the cat sheet, you can have the same schedule look different

#

while controlling the overall appearance by the day

urban patrol
lucid iron
#

spacecore does bigger schedule anims if u need it

urban patrol
#

instead of having two separate spritesheets Cat and Human, two spritesheets that are mixed and matched

#

yes i likely will 🫡

#

i DID squish the cat down into 16x16 though lol

uncut viper
#

im impressed its still identifiable as a cat

verbal narwhal
#

gsq is gamestatequery?

uncut viper
#

yes

urban patrol
#

littol

lucid iron
#

eepy baby Awauu

verbal narwhal
#

ohh you are the nic from nic's kittens!

calm nebula
#

Wait, wrong discord

#

Byeeeee

urban patrol
#

oh you downloaded it! <3 yes i decided to reuse these sprites for a silly pet mod

#

i actually originally made them for this character, it's just taking one billion years to complete him

#

also, @verbal narwhal, when testing a trigger action have you checked it on a new save? once it's marked as complete it won't trigger action after you've changed it

#

(you either need to do a new save or reset it, but i find new save easier)

verbal narwhal
#

oh, no i havent!

#

but does that mean for someone who has the mod FrogTankFrogEgg already installed when this trigger actions gets added, it wont trigger for them in their save?

lucid iron
#

it will trigger once and then never again

urban patrol
#

trigger actions trigger 1. on the trigger 2. when all conditions are met 3. again each time, IF they have mark action applied false

verbal narwhal
#

so should I set mark action applied false
and add the condidtion !PLAYER_HAS_MAIL thismail

urban patrol
#

no, only set it false if you want it to happen over and over again

hallow prism
#

yeah but if the issue was that, it would have worked once

#

unless camiska did trigger it once but didn't have the proper action, in which case it's a bit different

warm gale
#

Where is a good starting point for learning Smapi if I have c++ experience but no C#

lucid iron
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

lucid iron
#

there's a quick guide for building an example mod

#

also helpful to describe what kinda mod you wanna use

urban patrol
pine elbow
#

hey guys

verbal narwhal
#

mhm so on a new save it also didnt trigger

#

or does my current condition needs the tadpole to be caught on the same day that it rained?

#

wait.. is "ActionsOnPurchase"?

hallow prism
#

is what?

verbal narwhal
#

instead of actions:

hallow prism
#

(also did you check your GSQ using the debug command? to see if they are valid?)

#

no, this would be for item in shop

#

when you purchase stuff

sleek flint
#

Can someone explain to me what is up with all the tortillas? Is there a mod jam or something? I am so confused 😅

latent mauve
#

Just a funny joke run rampant. Dive into the chaos with us and have fun. 🙂

#

(The vanilla tortilla sprite isn't centered, and things just kind of escalated from there once a mod was made to correct it)

hallow prism
#

sometimes there are trends. People like to be part of a trend, they can be inspired, or it's the opportunity to try to do a mod for the first time/a mod using a specific thing for the first time

#

it happened with mayo, it happened with grampa's bed

sleek flint
#

I see, I wonder what I can do to join the party.

hallow prism
#

as long as people have fun it's the important part 🙂

sleek flint
#

I remember being so confused when I saw all the mods on nexus were suddenly about mayonnaise for some reason.

late pewter
#

I can't imagine what sparked the Mayo mod bandwagon.

#

Anyone remember?

verbal narwhal
#

no right?

sleek flint
#

Hopefully this one is just as big. I didn't join the last time, so hope I can join this time.

hallow prism
#

i'm not sure what you mean, camiska

#

i don't remember, florence

uncut viper
#

Console Commands comes with SMAPI

verbal narwhal
#

ok thanks

#

this is what i thought, which is why i was so confused about the console commands mod

late pewter
uncut viper
#

to be clear, Console Commands is a mod that comes pre-installed with SMAPI

#

if you do not have it you will need to reinstall SMAPI

latent mauve
#

dang it, I missed the Life Elixir description, it still says salsa even though I changed the Filling Type in my config xD

verbal narwhal
#

oh the player has caught fish is always returning false

hallow prism
#

did you caught the fish?

verbal narwhal
#

yes

hallow prism
#

then maybe you have wrong id