#making-mods-general

1 messages Ā· Page 419 of 1

latent mauve
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Hmmm.

gentle rose
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that mod is console code, not console commands. it does something completely different

sleek flint
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Has anyone made turtlla? A turtle made of tortilla.

latent mauve
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Actually, I hadn't missed it, but the token didn't update for some reason

verbal narwhal
gentle rose
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yeah, I was just explaining the other side of it (what the nexus one does)

verbal narwhal
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do i need to refer to the fish as (O)camiska.CPFrogTank_Tadpole instead of camiska.CPFrogTank_Tadpole for PLAYER_HAS_CAUGHT_FISH

hallow prism
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i don't believe it would be needed

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you can always test with a vanilla fish with just the number

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see if it works

latent mauve
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There's nothing particularly weird with the Life Elixir description, right?

verbal narwhal
latent mauve
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I'm trying to figure out why changing the config from Salsa to Beans or starting with the config on Beans still results in Salsa for that entry only

hallow prism
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hmm

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is one of the person that is able to look at the code can verify if the GSQ is working properly?

latent mauve
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actually, lemme confirm it's just that one, I'll get the vampire ring to double check, in case it's something weird with the Lowercase interaction

hallow prism
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i don't believe the base game uses it

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and if i test with a vanilla fish it doesn't return true

verbal narwhal
hallow prism
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camiska, i suggest you take a break šŸ™‚

verbal narwhal
#

yeah it needs the (O)

hallow prism
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ah yes, good!

verbal narwhal
hallow prism
#

oh no

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let me clarify

latent mauve
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Well, suddenly the life elixir works and I did nothing

hallow prism
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i suggested a break so someone can check on the token

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but in the meantime you found it needed the (O)

verbal narwhal
#

ah ok^^

hallow prism
#

so it's solved šŸ˜„

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i added "qualified" in the wiki so people can know they need the (O), even if i'm not even sure if it is possible to have non items that count as fish

late pewter
latent mauve
#

Well, it decided to work when I reloaded the game, so this might just be one of those config options that needs to be done when you're not in the save file.

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Weird that it was only the item description that had that limitation but, it works as long as I don't change it during the save file.

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Also, if only:

lucid iron
latent mauve
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Strings/Objects

lucid iron
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that is weird then life elixir is just food

latent mauve
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All of the text changes are to the files within Strings

uncut viper
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fishId = ItemRegistry.QualifyItemId(fishId);
if (fishId != null)
{
  return Helpers.WithPlayer(context.Player, playerKey, (Farmer target) => Helpers.AnyArgMatches(query, 2, (string id) => target.fishCaught.ContainsKey(id)));
}

(PLAYER_HAS_CAUGHT_FISH is probably supposed to qualify the ID inside the AnyArgMatches check, but it isnt)

latent mauve
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How likely is it that the Strings/Objects data gets cached at game start and doesn't clear until save is reloaded?

lucid mulch
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well smapi makes every asset at least partially cached

lucid iron
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object desc do get cached on the object

lucid mulch
#

but the object name/desc also persist in save and wont clear on restart

latent mauve
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Well, the description is using a token {{Filling Type}}, that is set by my config option

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So that seems to be checked again on save reload

lucid mulch
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for those fields that bake into save you should use the vanilla LocalizeText system thing

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and can freely change what you aim it at whenever without issue

latent mauve
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Would making an entry that's just "salsa" or "beans" from the {{Filling Type}} token and then calling that via LocalizedText actually help instead of just being extra work for the same end result?

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At the end of the day, it's a joke mod, so it's not a huge deal if the two items in the entire base game that can reference salsa or beans in the description with no other changes can't swap between the two words while in-game, I guess.

lucid mulch
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hmm looking into it, I dont see where description would even cache

latent mauve
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Regardless, I'll probably just go ahead and publish it as soon as I do a retexture of the Energy elixir to not have E on it

verbal narwhal
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ugh and it still doesnt trigger the mail q.q

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or do i need to list seperate AND conditions like this "condition A", "condition B", etc?

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and not in one ""

lucid mulch
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Ah changing the string doesn't propagate to the object to recompute the tokenized value

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Adding [Season] to one of the names/descriptions I think will also desync if the season changes due to not being re-evaluated I think

hallow prism
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are all the other conditions valid?

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i believe debug gq can test all of them at once except the cp token

lucid mulch
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and force objects to invalidate when your config changes which in turn will load the description again

verbal narwhal
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mhm it retrunrs {{HasMod|contains=camiska.FrogTankFrogEgg}} as false and throws an error

autumn tide
#

uhh hey! working on a letter + quest; the goal is that Emily sends the player a letter, along with a fruit salad, and a question about how she should refer to krobus. This triggers a quest to give krobus a fruit salad. If you speak to emily afterwards, she will express disappointment that krobus disliked the food, and ask about how to refer to Krobus.

`"{{ModId}}_Emily_Letter_Quest":"Hi! ^How are you doing? I had some spare ingredients at the saloon and I wanted to make some food for Krobus. Let me know if they like it! :) ^ Love, Emily < ^ P.S. : What pronouns does Krobus use? It’s always good to be respectful! ^ + %item quest {{ModId}}_Emily_Letter_Quest_Quest true %%%item id [610 [1]]+ %%[textcolor purple][#]Emily sends a Fruit Salad for Krobusā€

ā€œ{{ModId}}_Emily_Letter_Quest_Questā€: ā€œItemDelivery/A gift for Krobus/Emily made some food for Krobus and wants you to give it to Krobus./Give a Fruit Salad to Krobus./Krobus 610/0/0/0/false/Oh, Emily made this for me..?#$b#I suppose I’ll try it…$3#$b#...I’m sure Emily meant well.$2#$t {{ModId}}Emily_Letter_Questā€

ā€œ{{ModId}}_Emily_Letter_Quest_Responseā€:ā€Hi! How’s Krobus doing? Did they like the Fruit Salad?$3#$b#Oh, they didn’t?$2#$b#That’s okay, I’m sure I can make something Krobus’ll like!$1#$e#Oh, and how should I refer to Krobus?#$b#%You explain to Emily that Shadowfolk only go by name, and that the use of pronouns is considered disrespectful, barring plurals.#$b#Got it, so just ā€˜Krobus’ then? Okay!ā€`

verbal narwhal
#

although this is the wording/syntax sued on tge wiki for gsq

uncut viper
#

the debug command doesnt know what a content patcher token is

hallow prism
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it's why i said "all of them at once except the CP token"

verbal narwhal
#

ah

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sorry

hallow prism
#

there will still be the question of if the CP token is valid, but you can test that later with patch parse

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!patchparse

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arg

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betrayal of commands, again

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anyway i should go to sleep so i will not be around

verbal narwhal
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thank you very much Lumina for your patience with me!

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sleep well!

latent mauve
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I forget, is this correct to add a new Custom Field without nuking any old ones that may exist?

        "Action":"EditData",
        "Target":"Data/Objects",
        "TargetField": ["773", "CustomFields"],
        "Entries": {
            "FillingType": "{{Filling Type}}"
        }
    }```
lucid mulch
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should be good

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Just in case {{ModId}} prefix the custom field key but doesn't matter too much

latent mauve
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Also, your theory was correct, the workaround of adding a Custom Field did fix it!

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awesome, I'll correct the CustomField key and then the code should be all set.

lucid mulch
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mainly using custom fields as one of the safest patches you can do on Objects that wont actually change any of the contents

latent mauve
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I appreciate the help

worldly wadi
#

Hey, I wish I didn’t have to question this since it’s something that will spoil a bit of my mod, but is there any way of creating a homosexual NPC?

I’m planning to code a few lesbian and gay characters, but I know there’s people that are going to change their gender on the wizard’s tower, so I’m a bit stuck.

brave fable
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oooh gotcha, i'll end up including them in the next update anyway for whoever wants them down the line. also congrats on your release 🄳 spotted it while perusing the latest pita projects

uncut viper
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unless you mean specifically ONLY gay?

latent mauve
worldly wadi
lucid iron
#

you can make them only romancable depending on player gender at least

uncut viper
#

then yeah, use the PlayerGender token

worldly wadi
#

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

lucid iron
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you need some other mod to make them divorce if player is no longer the right gender

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BETAS has that now Dokkan

worldly wadi
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can I do it in a json file or do I have to use the C#

uncut viper
#

if they arent dating or married yet then it wont matter either

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BETAS will let you do it in json

latent mauve
#

Also be prepared that if a player really likes that NPC, they will attempt to subvert it to be able to romance them anyway.

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Better to just accept that going in

uncut viper
#

BETAS also has a TransGendered trigger (or GenderChanged as an alias if you wanna be boring about it)

worldly wadi
#

Friendly ofc

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This one?

uncut viper
#

yep

worldly wadi
#

Ok tysmmmmm

lucid iron
#

read up on TriggerActions on the wiki to see what this is about

uncut viper
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Game State Queries as well

sleek flint
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Kind of off-topic, but does anyone know how I can get my hand on this server's emojis?

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Specifically this one SDVpufferthumbsup

uncut viper
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thats pretty off topic id say
you can open chromium dev tools in discord or just open it in browser and inspect element

dusky sail
#

tried thinking of this on my own but came up blank, is there an easy way to add or remove a context tag from a new item/object based on a config token

lucid iron
#

no

dusky sail
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so id just have to basically create it twice based on either half of a when condition?

pine elbow
#

hey guys when would i know im good enough to start making a mod

lucid iron
#

it's more that once an object is created the context tags persist

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are you ok with only new items getting your changes?

oblique meadow
uncut viper
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(BETAS could update old items)

oblique meadow
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Stop wondering and do

high garden
#

I see that there is a rune factory music mod that exists. Would it be allowed to make an animal crossing music mod?

uncut viper
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Allowed legally? No. Allowed because Nintendo probably won't care or notice? Sure. I'm not a lawyer this is not legal advice and for legal purposes is a joke etc etc

brittle pasture
dusky sail
#

to give more context i was wondering if i could add the "not_museum_donateable" tag to some gems based on a config. right now i have it set up to change their type to basic when museum donations are turned off in the config, which works fine, and at this point it sounds like itd be easier to just make machine rules so they can still be put in the crystallarium even when their object type is set to basic

brittle pasture
#

I suppose you can tell your users to restart their game

lucid iron
#

i think config is fine yea

oblique meadow
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Throw a console error:
ā€œhey dumb dumbs! Don’t change settings mid game! Restart the game nowā€

uncut viper
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players are not likely to change that often if more than once at all

dusky sail
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i suppose i could just add a "restart game if you change the settings" to the description and then refer to that when people who cant read ask about it

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in that case... is there a better way than just doing the edit data/objects entry twice?

pine elbow
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hey guys thanks for this im starting to get confident

uncut viper
#

well you dont need to duplicate the whole patch

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you can just add the item without the context tag and then do a smaller patch afterwards using Fields to just add the context tag

dusky sail
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alright ok i think that makes sense

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thank you!

high garden
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Is there a resource on how to add a new characteristic to the Character creation menu? I will need it to open a dropdown and have the user select one option.

lucid iron
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you will need some C# nonsense

hot gale
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// Doors
  "HumanDoor": { "X": 3, "Y": 5 },
  "AnimalDoor": { "X": 8, "Y": 3, "Width": 1, "Height": 2 },

What am I missing here? This doesn't line up at all 🤣

lucid mulch
#

tile coordinates start at 0 not 1

hot gale
verbal narwhal
#

can I have two different mods share an updatekey?

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different on a technical level, not on a user level

lucid iron
#

yea

hot gale
#

Yes

verbal narwhal
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thanks!

lucid iron
#

@dapper crown hello i have a bug report for fish bot, i am a weird person who rebound the "use tool" button to E long ago (ironically because it was easier to fish), and fish bot is hardcoded to simulate C presses only so the autominigame part doesn't work. i think you can avoid this problem if you grab it from Game1.options.useToolButton instead

lucid mulch
#

TIL there is a keybind for using tools

lucid iron
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It's called use tool but really it's just the primary button isn't it

lucid mulch
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well I don't remember ever having pressed C, but used the mouse a lot

brave fable
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c is a funny default, from classic games i would've expected ctrl or space

lucid iron
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It makes 100% sense for me cus

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I think this mode is for if u do arrow key to move no mouse

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So they put all the do stuff buttons under wasd

hard fern
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yeah, thats how i played it for the longest

dusky sail
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means i can play one-handed while eating also

hard fern
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cuz i didnt actually have a mouse at the time lmao

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i was on a ✨laptop with trackpad ✨

lucid iron
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Anyways i just put C back now that this mod means i don't need my funny rebind for fish

urban patrol
obtuse wigeon
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I've always wondered why my tools get used randomly when I don't touvh my mouse, I just fat finger the use tool key

latent mauve
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So the custom fields workaround to force the object description to recalculate the token does not work on the Vampire Ring, annoyingly.

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It worked on the Life Elixir

lucid iron
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Ring is weirder it doesn't inherit from Object

latent mauve
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then I'mma just not worry about it

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Time to screencap and make the mod page

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I went through the effort of doing i18n on the mod at this point, which is why I got sidetracked for an hour xD

oblique meadow
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Chu is shiny!

lucid iron
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terrible times

drowsy pewter
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waking up and looking at mod showcase every morning

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is it too late to close pandoras box?

oblique meadow
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The burrito has been unrolled

drowsy pewter
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we gotta wrap this up

dusky sail
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🄁 🄁 šŸ“€

high garden
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For creating a new object using SMAPI, do I use ContentPatcher to add the image and json? And then create a ModEntry.cs to use JsonAssetsAPI to do stuff to it?

vernal crest
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Don't use JA, it's deprecated

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Are you using C# because you want to?

high garden
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I want to create a new item that has custom logic and features, like opening up a menu

latent mauve
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is there a debug command to take damage? I didn't find one earlier but I may have overlooked it

brave fable
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I think it's hurtme

vernal crest
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Ah, then you can do it all in C# but if you want to use CP to make the object and then use C# to add the functionality that might be easier

brave fable
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maybe confusing it with loc though which also has one

vernal crest
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But you don't need Json Assets for anything

brave fable
high garden
brave fable
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say no more 😌

vernal crest
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Unfortunately you can't really rely on anything older than April 2024 for Stardew because 1.6 really changed a lot

brave fable
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opening a menu is pretty simple, just need to add a button pressed event handler that checks for your item ID, but also spacecore might have a framework feature for arbitrary method calls on item used

obtuse wigeon
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(1.6 was in april 24? it has not been out for long at all!)

tender agate
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came out mid March but I say April to be safe and use less words

obtuse wigeon
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here was me thinking it's been a thing for at least 2 years, certainly helps me figure out which mods are compatible based off date that for sure

vernal crest
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Yeah, I say April in case people see early March stuff and think it's 1.6

brave fable
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hm, or maybe not

urban patrol
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spacecore def does have a trigger action on item used, but i'm not sure if it could open a menu

brave fable
#

hi @drowsy pewter how did you inspect a tortilla when held and does it allow for non-image results (arbitrary methods)

brave fable
drowsy pewter
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meep + spacecore onitemused and its only for inages

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the meep part hooks into spacecores itemused trigger afaik to make the image menu

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so hypothetically youv can do whatever

latent mauve
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It is done.

lucid iron
#
    CSC : error CS1705: Assembly 'MonoGame.Framework' with identity 'MonoGame.Framework, Version=3.8.0.1641, Culture=neutral, PublicKeyToken=null' uses 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' which has a higher version than referenced assembly 'System.Runtime' with identity 'System.Runtime, Version=5.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
    CSC : error CS1705: Assembly 'StardewModdingAPI' with identity 'StardewModdingAPI, Version=4.3.3.0, Culture=neutral, PublicKeyToken=null' uses 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' which has a higher version than referenced assembly 'System.Runtime' with identity 'System.Runtime, Version=5.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
    CSC : error CS1705: Assembly 'Stardew Valley' with identity 'Stardew Valley, Version=1.7.0.25244, Culture=neutral, PublicKeyToken=null' uses 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' which has a higher version than referenced assembly 'System.Runtime' with identity 'System.Runtime, Version=5.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
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how can i fix this error bolbthinking

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nvm i dum and forgor this mod hasn't been built since 1.5

high garden
#

Is this a correct ContentPatch logic? How does the new object know to take its image from the loaded magicseed.png?

{
  "Format": "2.8.0",
  "Changes": [
    {
      "Action": "EditData",
      "Target": "Data/Objects",
      "Entries": {
        "{{ModId}}_Pufferchick": {
          "Name": "{{ModId}}_Pufferchick",
          "DisplayName": "Pufferchick",
          "Description": "An example object.",
          "Type": "Seeds",
          "Category": -74,
          "Price": 1200,
          "Texture": "Mods/{{ModId}}/Objects"
        }
      }
    },
    {
      "Action": "Load",
      "Target": "Mods/{{ModId}}/Objects",
      "FromFile": "assets/magicseed.png"
    }
  ]
}
lucid iron
#

it knows cus u said "Texture": "Mods/{{ModId}}/Objects"

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and then u did a "Action": "Load", to "Target": "Mods/{{ModId}}/Objects",

high garden
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if my Mods/{{ModId}}/Objects has a lot of image files associated with many different new items, how does it know that Pufferchick should be associated with the magicseed.png?

lucid iron
#

then u need to give a sprite index

high garden
#

ohh ok ty

uncut viper
#

to be clear though, you cannot put different .png files to the same Target

#

Mods/{{ModId}}/Objects is one picture. it is not a folder full of pictures

autumn tide
#

hey! decided I'd make a super basic mod to make the raccoons gay, I'm testing it rn and I got this message from SMAPI:
[Content Patcher] Could not load content pack 'TURN THE FRICKING RACCOONS GAY': content pack doesn't specify the required Format field..
Not sure what I should do lol, here's my code:
{ "Action": "EditData", "Target": "Strings/1_6_Strings", "Entries": { "Raccoon_interim_1": "Raccoon: Now, maybe I find a husband...", "Raccoon_intro_1": "Raccoon: Hungry... need fruit...", "Raccoon_interim_2": "Raccoon: Now, we start a family...", "Raccoon_interim_3": "Raccoon: Now we can grow the family bigger...", "Raccoon_interim_4": "Raccoon: You're a good friend, bobo. Now we can find another...", "Raccoon_intro_4": "Raccoon: Psst... bobo. I need a gift for the mister.", "Raccoon_interim_5": "Raccoon: We're happy for now, bobo.....", } }

uncut viper
#

this is just a patch. this isnt a content patcher json

autumn tide
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..i got no clue lol, I just sorta mimicked what I saw other people do

uncut viper
#

well, i would try looking at the content patcher documentation first instead

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you need a format field and patches must go inside a changes list

autumn tide
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okay

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OHH I got it! ty :)

high garden
#

My mod needs both ContentPatcher and SMAPI C# file. I get this error

Which one should I keep? And is my directory structure OK?

uncut viper
#

they must be two separate mods

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i.e. they both need their own folder

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those two folders can then live inside a parent folder together

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the ModBuildConfig also has settings you can alter to bundle a content pack with it

latent mauve
#

You can put them both in an enclosing folder together to zip and upload, but you need your C# mod and the CP mod in their own folders.

uncut viper
#

this also means they need separate UniqueIDs

high garden
#

ok if I put them in separate folders with their own manifest.json, and then use settings to bundle them, will the users download it as one mod?

uncut viper
#

if you upload it as one mod with two folders in it, sure

high garden
#

ok ty

dapper crown
lucid iron
#

i think that's fine, and you can get the keyboard tool use binding with Game1.options.useToolButton too

dapper crown
#

Im actually kinda surprised no one else has run into this

obtuse wigeon
#

You may have another bug incoming too, fishbot seems to not fish, the UI message pops up and the automations are enabled, but the rod being used, fish being hooked, and minigame, all don't work, I'm just giving it some final test to see if a game reload and a new config fixes it

lucid iron
#

this is probably why

obtuse wigeon
#

that's what I'm thinking but I haven't actually changed the keybind yet

dapper crown
#

If its not that - It can have a stuck input sometimes, manually clicking or pressing the button might fix it

lucid iron
#

anyways its a minor bug so no rush

obtuse wigeon
#

Nevermind, my report is null and void, restart and fresh config has fixed it, I did think it was a stuck input as I've had that happen before but smashing many buttons didn't fix it, thank fully it works again now

dapper crown
#

Ight, let me know if you do manage to get a repro

dapper crown
#

Well ill test it tmr, its too late :')

verbal narwhal
lucid iron
#

that seems incorrect

verbal narwhal
#

ah but is this from the game then?

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to allow interactions with furniture only from frontfacing sides?

obtuse wigeon
#

Actions should occur reguardless of direction in vanilla surely? (I'm assuming the player sitting on a chair is an action and the furniture catalogue are furniture themselves with an OpenShop action)

verbal narwhal
#

or maybe it is decor that can only be interacted with from one side

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ah it is because calcifer calls interactions with who.Tile
whereas my interaction calls for tank.Tile

and I used calcifer to place the tank tiles

tender agate
#

how do you get the farmer's level in farmer

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or another skill

brave fable
#

in C#, or elsewhere?

tender agate
#

c#

brave fable
#

GetSkillLevel or GetUnmodifiedSkillLevel to ignore buffs

tender agate
#

thanks!

brave fable
#

you can provide the int index param to each method with the static int skill members on Farmer, e.g. const int farmingSkill = 0

unique tusk
tender agate
drowsy pewter
#

CP corrects any trailing commas

lucid mulch
#

smapi/cp dont care about the trailing commas

tender agate
#

oh cool of that

lucid mulch
#

those loads don't look corret though, everything a bunch are all trying to provide a load for Characters/Blue.Jestar_ShadowMilkCookie and based on the fromfile a few look very wrong

hard fern
#

I was about to say

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Im confused about the "dispositions"

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And the gift tastes

unique tusk
#

I made seperate json files for them cryign

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and put them in a folder called "data"

hard fern
#

But why are they being loaded? To that same target

uncut viper
#

are you aware that Characters/Blue.Jestar[...] is not referring to a folder of assets/data/patches for your character?

#

that Target is specifically and only for your characters overworld sprites

unique tusk
#

Wait but when I didn't have a target the code kept appearing red saying I had to set a target??? confused

hard fern
#

Cuz you do

uncut viper
#

well yes, you need a Target to load something to it

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you cant load into nothing

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you are also probably confusing Load with Include

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are you following the NPC guide?

unique tusk
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I was but they weren't rly working ;v;

uncut viper
#

well this doesnt work either, so i would give the NPC guide another read now knowing that the Target is of critical importance and cant be changed willy nilly

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I only asked because the splitting of your files and their names seemed like how the guide was probably directing you to

unique tusk
#

Do you have a recommended guide? :o

uncut viper
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

uncut viper
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first bullet point

verbal narwhal
#

how do I put include into the csproj to include another folder with a different mod (only different on a technical level, but the overall mod needs both)?

urban patrol
#

when doing day/night tiles that are rotated, do i include the H?

high garden
#

Is this the correct code to create a new item and add it to Pierre's shop?

{
  "Format": "2.8.0",
  "Changes": [
    {
      "Action": "EditData",
      "Target": "Data/Objects",
      "Entries": {
        "{{ModId}}_Pufferchick": {
          "Name": "{{ModId}}_Pufferchick",
          "DisplayName": "Pufferchick",
          "Description": "An example object.",
          "Type": "Seeds",
          "Category": -74,
          "Price": 1200,
          "Texture": "Mods/{{ModId}}/Objects"
        }
      }
    },
    {
      "Action": "Load",
      "Target": "Mods/{{ModId}}/Objects",
      "FromFile": "assets/magicseed.png"
    },
    {
      "Action": "EditData",
      "Target": "Data/Shops",
      "Entries": {
        "SeedShop": {
          "Items": {
            "PineapplesEverywhere_Pufferchick": {
              "Id": "{{ModId}}_Pufferchick",
              "Price": 1200,
              "AvailableStock": 1
            }
          }
        }
      }
    }
  ]
}
vernal crest
#

No, that's going to overwrite the entirety of SeedShop

dusky sail
#

I thiiiiiiiink right now the second half of this is making it so the only item pierre sells is pufferchicks

#

Youre on the right track though

vernal crest
high garden
#

ohh ok ty

obtuse wigeon
#

I'm trying to make a bit better of a testing environment for making my mods, the goal is to use shortcuts (.lnk files) to the mods so I don't have to have multiple copies of the same framework mods, I know it's possible for SMAPI to read these as the actual files because that's how Stardrop does it, however I don't seem to be able to do it, SMAPI just creates a new folder instead of using the shortcut.

In the image, I want SMAPI to use the top folder shortcut, but instead it creates the folder below and uses that instead

vernal crest
obtuse wigeon
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Ahh I didn't know about the difference between Hardlinks and Symlinks, evidently I'm using the wrong one given the folder properties window looks different

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I shall give it a try and see if it fixes it, if it doesn't I may be back here soon

#

Ahh okay it looks like Hardlinks are only for files and not for folders

vernal crest
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I use symlinks only, whether for files or folders

obtuse wigeon
#

Given my Mods and Stardew installation are on different drive, hard links also wouldn't work

golden basin
#

im making a item bag for custom items and im wondering if id be able to assign a different bag icon?

obtuse wigeon
golden basin
#

im looking at the guide and isnt not telling me much

obtuse wigeon
golden basin
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yeah

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im just not understanding the guide much

obtuse wigeon
#

the files which the icons can come from are hardcoded unfortunatly

golden basin
#

i had a feeling it was that sucks

vernal crest
obtuse wigeon
golden basin
#

compact would be hellish though if anyone uses the same spot so i rather not do that

obtuse wigeon
#

Ye compat is the issue with that, I too chose not to go that route due to that too

vernal crest
#

Yeah if you're going to edit a vanilla tilesheet like that I'd pick debris. Less likely to have other mods pick the same spot imo

#

(Just extend the sheet down)

#

The sheet being debris, not springobjects

obtuse wigeon
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I didn't think of extending it down, that is a much better solution than I thought

golden basin
#

its okay

oblique meadow
#

I have a general question I’ve never considered…What is the overall impact of animated tiles on performance? Is it minimal? Or should I watch the overall use?

hard fern
obtuse wigeon
obtuse wigeon
lucid iron
oblique meadow
#

Haha. Figured I should worry enough to ask if I should worryšŸ˜› good to know

vernal crest
#

Actually, I don't know what you mean by they end up cyclical lol

obtuse wigeon
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I don't even get a UAC prompt at all, I don't think I have very strict security, any request is allowed, I just have to approve it first, also by cyclical I mean it leads to itself like this

 ---> IOException: The name of the file cannot be resolved by the system. : 'S:\SteamLibrary\steamapps\common\Stardew Valley\ModTesting\FashionSense Packs\FashionSense\FashionSense\FashionSense\FashionSense\
lucid iron
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-# year of the linux desktop just ln -s

obtuse wigeon
#

I really don't know why it's doing this unless it could not be copying the link source properly, but this is getting dangerously into the off topic area, I shall keep messing around with it

vernal crest
#

What's the filepath for the file you're trying to symlink? (I'd try with a file first rather than folder)

obtuse wigeon
vernal crest
obtuse wigeon
#

Probably best ngl

hot gale
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 {
      "Action": "EditData",
      "Target": "Data/AudioChanges",
      "Entries": {
        "{{ModId}}_Music": {
          "ID": "{{ModId}}_Music",
          "Category": "Music",
          "FilePaths": [
            "{{AbsoluteFilePath: assets/Audio/{{season}}_countryside.ogg}}"
          ],
          "StreamedVorbis": true,
          "Looped": true
        }
      }
    },

I am trying to load a specific song to play in mayor's town according to the season - is this a proper format to do so?

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I guess I am asking moreso if having {{season}} inside of the {{AbsoluteFilePath: .. countryside.ogg}} breaks anything

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Also been a handful of months since I worked with Content Patcher.. {{season}} is how to load separate files for each season right? :p lol

vernal crest
#

Have never tried the season token inside absolute file path but in a FromFile situation it will grab the appropriately named file, yes

brittle pasture
#

from my understanding of the audiochanges asset it’s not recommended to use tokens for them, and you should load every track you want manually

vernal crest
#

Oh yeah, it doesn't update until you restart the game or something

hot gale
#

Ooo I see

#

So I should have multiple entries with like when: season?

brittle pasture
#

that’s just tokens under a different skin

#

basically no conditional loads, write out spring, summer, fall, winter directly

vernal crest
#

Multiple entries, no condition, just give them different IDs

hot gale
#

Ahh doy, thank you

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Much appreciated

drowsy pewter
#

cant you add audio into the location data conditionally

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as in load all the four season files and put them all in location data

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rather than change the same audio file

vernal crest
#

That is how he is going to have to do it

brittle pasture
#

yeah that’s what I would suggest afterwards

uncut viper
#

whats the issue with audio and tokens/conditional loads?

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at least in this season case it should be fine, no?

#

i understand that a change isnt undone when a patch "unloads"

brittle pasture
uncut viper
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yeah. so season is completely fine

drowsy pewter
#

i also thought so in this case aside from the obvious of preferring to use the intended location data fields

vernal crest
uncut viper
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because when e.g. "spring.ogg" unloads its just patched over with "summer.ogg"

vernal crest
#

Battle of the forwarded quotes

uncut viper
#

i think the bigger issue is AudioChanges are fuckin expensive to do

vernal crest
#

And then Atra says changes can happen but they are slow...whatever that means lol

uncut viper
#

presumably the same thing i mean when i say theyre expensive

vernal crest
#

Oh, I took it to mean delayed

#

In conclusion: that's like saying "what are birds?". We just don't know /j

uncut viper
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its a computationally expensive edit

vernal crest
#

Yes sorry I followed that you were saying they are a performance hit. I meant I took Atra's "slow" to mean delayed but you're right that they could've meant expensive.

uncut viper
#

theres nothin inherently different about Data/AudioChanges as an asset as far as CP's update rate stuff is concerned

lucid mulch
uncut viper
#

that is why i said the computational expense is a bigger issue yes

lucid mulch
#

But correct, CP and even to a a lesser extent SMAPI treat AudioChanges as a perfectly normal asset, its vanilla that treats it very differently because its not the source of truth, but a retain mode mechanism to mutate the soundbank(s) which no other asset does

uncut viper
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to be clear when i asked "whats the issue" i was more meaning the technical "how is it broken?" whats-the-issue question

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which it isnt broken, just slow

lucid mulch
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as long as the conditional edits keep it loaded and keep id and maybe category? the same, edits to files and some other stuff is probably fine just inpractical

hot gale
#

So what would be my best method šŸ˜…

vital lotus
#

@uncut viper may I ask for triggers in BETAS? itempickedup (forage and shells) and itempulledup, (wood chopped and monster drop).

uncut viper
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ItemForaged possibly, generic itempickup probably not as im wary about the idea of spamming trigger actions god knows how many times per second if someone like, explodes a tree farm

brave fable
#

why am i doing this to myself SDVdemetriums old kimono - new kimono - yukata to compare

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haha i get to update 128x2x10 sprites ((((((((

brittle pasture
#

they kinda look like noodles bundles

#

you have my eternal respect for being one of the remaining modders to make CP clothing

brave fable
#

i did actually download fashion sense today for the first time to see if i could make jackets with big sleeves to go with the yukata

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looked at the fs raincoat and called it quits after trying to fenangle the hand mirror

hard fern
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I have to draw Stuff later

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(it's clothes)

brave fable
#

if it were done just a little differently i might be super into fs but somehow i just don't feel it

hard fern
#

Is it the fact that ur not actually wearing clothes

brave fable
#

i really don't know what i'd have done differently either, it's a really impressive framework

#

maybe that (and whatever else)

brittle pasture
#

heck most users find the fact that the clothing aren’t items actually a plus

hard fern
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šŸ˜” im one of the few then who actually like having Clothing

brave fable
#

i'm guessing it's probably a 50-50 split, i like collecting clothes ingame

uncut viper
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i dont use FS bc i like having the normal clothing

brave fable
#

but i do feel a lot of mod authors gravitate to fs because it's a very accessible way of making oversized or high-def clothing sprites

#

vanilla is very restrictive for most things

hot gale
#

There is a real lack of decent male clothing for FS, at least there was last time I checked. I did end up keeping it for all the accesories and animated clothes like flowing scarves and stuff

brave fable
#

i mean i do like solving the sudoku puzzle of drawing 8x8x4 shirts but also if i could just make some big sleeves right about now

brittle pasture
#

there’s a lack of male clothing in general, if anything CP will be worse

brave fable
#

eh menswear is a dead end irl, it's no surprise not many people are bothered to try and find creative ways of drawing a shirt and pants

#

vanilla has a surprising amount of pants given the limitations

brittle pasture
#

we clearly need to popularize cloaks and robes again

hard fern
#

Yeah, irl unless you're looking for things with cool patterns it's pretty boring. (And on a pixel scale it's kinda impossible to make detailed clothing patterns for the farmer, at least vanilla sized)

brave fable
#

well you've got your one fs pack for that already lol

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mm most common patterns are actually impossible with the sprite size available, you get plain shirts, shirt designs, or nonstandard top shapes

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and boy are there not many nonstandard shirts to make

hard fern
#

How am i gonna draw a shirt with ruffles šŸ˜”

brave fable
#

give it up, astarion lover

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or austin powers fan. i don't judge

hard fern
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SDVpufferwaaah i dont even know who that is

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Ive never played beg

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... Something tells me that's not the right acronym

brave fable
#

baldur's evil gate

uncut viper
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baldurs egate

hard fern
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That gate is evil šŸ˜ž

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Is it a three instead? Bg³

uncut viper
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BG3 yaya

brave fable
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wonder if i should make a legacy sprites option for the updated kimono. probably not

brittle pasture
hot gale
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I wish I had the patience and/or skill to make art stuff

hard fern
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Girlies and gaylies...

brave fable
drowsy pewter
brittle pasture
#

I have an agenda against astarion but that’s only because he’s somehow the only companion that isn’t 100% in love with me (platonically or romantically) by the ending

brave fable
#

funny that we have left-facing shirts but not left-facing pants.

#

i have an agenda against him but he was acting weird in camp so he had to be turned into soup

uncut viper
drowsy pewter
brave fable
#

ah yes another 64 sprites on the sheet

#

in the theme of get glam and get dressed, i bequeath thee get rekt

hard fern
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I want to draw my one legged pants with a long boot on the other side

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But i was robbed

dusky sail
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The good news is you can still draw this. Just not as the sdv farmer

brave fable
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you'd think a nice big fistful-of-dollars-style poncho for fs would've been made by now

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for journey of the prairie king experts

uncut viper
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there are journey of the prairie king experts?

hard fern
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People who got fectors challenge legit, i assume

brave fable
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we're a very exclusive club.

uncut viper
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im a junimo kart girlie

brave fable
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we will never meet in the arcade on a warm summers night.

uncut viper
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well ofc not bc ill have won my own arcade machine by the end of spring

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so ill be playing it at home

dusky sail
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Im just as impressed about getting the skull key that early as i am about actually beating junimo kart

hard fern
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Im so bad at junimo kart

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Im never beating that thing šŸ˜”

brave fable
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much like fashion sense, i have tried junimo kart exactly once

uncut viper
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i need a mod to make it more difficult

brave fable
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one time more than it took for me to know i do not do that

uncut viper
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ive considered it briefly once but then i looked at its code and decided it wasnt for me

vernal crest
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I have also tried junimo kart once. I couldn't get past the second jump

dusty scarab
#

is there anyone around who could send a few mods to the Showcase for me?

lucid mulch
hard fern
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Like not installing any mods to make it way easier/not take dmg

lucid mulch
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I got fector's challenge on 1.6 modding alpha jokingly testing if steam achievements still worked (they did)

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I cant do junimo kart, but I can do prairie king

hard fern
#

Can you make custom buffs without C# or no? I was wondering if there's a way to usedrink perfume and give the player a bonus on friendship bc they smell good

lucid mulch
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not unless a framework has exposed it, data driven buffs can only do what vanilla does

hard fern
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šŸ˜”

brave fable
#

it was just meant to be a recolour. a small touchup. why must i redraw every individual kimono pant

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why does pants always involve the seven stages of grief

dusky sail
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You are doing a great service to the stardew modding community though

hard fern
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What are the two extra stages of grief when pants are involved

brave fable
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  1. you put your left leg in
  2. you put your left leg out
  3. in
  4. out
  5. in
  6. out
  7. acceptance
hard fern
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Pan(t)ic and Uh.... Insert pants joke

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Ok that's better than whatever i came up with

hushed scroll
uncut viper
hard fern
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Hmm.. thonk

waxen fox
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what is a content.json with more than one action supposed to look like? i dont know how theyre meant to be formatted and i keep getting errors for line 9

dusty scarab
waxen fox
#

i think i was missing the comma after the }, thanks!

dusty scarab
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no problem, good luck :D

unique tusk
#

Hm I think I'm finally/slowly understanding some of the coding language like: load/include, log names, brackets, and from file but I'm struggling to understand targets and no tutorials are really explaining them? Could someone summarize what targets are and what they do? :0

verbal narwhal
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target is the name that can get called

brave fable
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to beat the pedantic programmers to the punch, i'll be the first to say that Target isn't exactly a coding language feature (i.e. JSON script), instead it's a Content Patcher feature

gray bear
#

so i know Airyn has a mod that makes the moon appear every night in the end screen but i can't very well ask him and reading the code doesn't connect the dots. do i just add it somehow to the sky that appears at night? thonk

brave fable
#

every asset ingame has a unique name, such as Characters/Pierre for pierre's overworld sprite, or Data/Furniture for the dictionary of furniture item names to their flatpacked data

vital lotus
brave fable
#

you use Target to set the name of the asset of your change/action is targeting

brave fable
#

(more broadly, the only thing you mentioned in your question that's actually a coding language/JSON script feature is brackets hahah, the rest is content patcher)

drowsy pewter
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why dont you recommend people use his mod in conjunction instead

dusky sail
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True also

gray bear
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his mod uses custom assets, so i'd need to like, ask him, hence my issue

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i can't disclose why i can't, sorry

dusky sail
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Thats ok!

unique tusk
ornate locust
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that doesn't make me uncurious, but recommending people using that mod with yours would work

brave fable
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LogName is just some text describing your change, it's only visible in the log

vernal crest
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Log name is just a descriptive name for your patch

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It doesn't affect the game in the slightest

brave fable
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Target is a functional (and required) field, set to the exact full name of the asset you're targeting (and invalidating)

ornate locust
#

ohh compatibility thing

hallow prism
#

i mean, i'm not sure what you're asking, that someone is explaining how airyn's mod is working to you? so you can copy it?

unique tusk
verbal narwhal
gray bear
#

sorry guys

verbal narwhal
#

hi Lumina, just quick letting you know I got everything to work for my silly frogs and tadpoles camiska_yay

hallow prism
hallow prism
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i can't help with that since i have no idea what a good approach would be, but i find it is a bit of grey territory to want to emulate the exact feature of another mod while refusing to communicate with the author. I hope there will be at least proper credits for the inspiration

gray bear
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i, just want the moon to appear every night in the sky. i don't think that's copying the concept? but i'll drop it, ok

#

point taken

sleek flint
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Can someone help me? I have been looking for 15 mins and can't find the object spritesheet, I only found Object_2.

gray bear
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maps/springobjects.png

ornate locust
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IT'S WHAT TIME?

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ah hell I got distracted eventing

gray bear
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this is not optimal... goddamn moon face being so small

brave fable
# unique tusk OH WAIT I THINK I GET IT? It's like if I'm adding a custom NPC it has to target ...

close, but a little different - to use NPCs as an example, whenever the game creates an NPC it'll ask for a bunch of assets by name based on the character's name. so for example, for some character named Benjamin the game will ask for assets with the asset name of Characters/Benjamin, Portraits/Benjamin, Strings/Schedules/Benjamin, and so on.

just like characters, every asset has a name, and when you give a Target value in your patch, you're just naming the asset you want to change. sometimes you'll find the game expects certain assets to be named in a certain way, just like with our NPC example here, but you'll often also find some mods loading new assets with whatever asset name they like, such as Mods/blueberry.LoveOfCooking/Data

sleek flint
ornate locust
#

nearly 4 am my time jfc

sleek flint
gray bear
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i cut off part of his mustache

#

this is a tortila crime

brave fable
#

also, the game doesn't see any difference between base game assets and custom assets - as far as it's concerned, content is content. the only difference is that it's already provided its own assets for all the cases it needs, such as portraits for every NPC, events for most locations, data files for every model needed, etc

gray bear
#

hmm that should work, maybe i have the wrong coords

unique tusk
#

Thank you for helping me!!!

gray bear
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i have made it worse

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oh wait

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yeah it does cut off. time to downsize mustache again

wooden burrow
#

DMs open

iron ridge
verbal narwhal
#

…Making a slightly cuter cacti mod would be relatively simple as a content pack, right? SDVpufferowo

gray bear
#

if ur just editing items in the game yes

verbal narwhal
#

Nice!

hard fern
hallow prism
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if you mean the random cacti at the desert festival you may have to deal with the specificity of their combined assets

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but the content patcher part would be simple

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it's more the align art part that may be annoying depending of the goal

verbal narwhal
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And with AT randomized textures when placed is user - end toggleable and then for whole categories, right?
I tried making it with Manual Variations and Chance Weight 0.35 for all while having it disabled in my settings and it stayed the same. Because I imagine most people have that disabled, right?

verbal narwhal
hallow prism
#

i'm not sure what you ask about AT, but i have to go soon, so hopefully someone else will know!

verbal narwhal
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Don’t worry, I will try things out a bit more, but I think you can enable/disable random textures for categories (like furniture, crops, entities) alone and if enabled, then you can enable/disable it for specific AT packs but not the other way around: having it disabled but having an exception AT pack

drowsy pewter
#

Can anyone recommend a lightweight program for snipping gifs for mod previews? I simply dont know how to find one that doesnt put like watermarks everywhere

brave fable
#

sharex ✨

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it's a desktop multitool. colour picker, screenshots, recording, everything

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though these days i just use snipping tool for everything but recording

drowsy pewter
#

ouh color picker sounds useful too

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you the goat

brave fable
#

sharex the goat SDVpetgoat

#

a fine 10 seconds spent looking away from pants

drowsy pewter
#

@blissful panther I was kicking myself for saving the day with all debug cooking learned so I couldnt test my recipe obtain methods; then remembered i happen to have that little mod you wrote to clear all known recipes

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you the goat DH

drowsy pewter
hard fern
#

šŸ˜” blueberry step away from the pants

brave fable
#

in this good house we make shit pants iinto good pants

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hmm maybe i remove the side seam. ruining my candle/iced cake look

gray bear
#

blueberry are u ok

dusky sail
#

I think the side seam is part of what sells it as a kimono personally

#

Also yeah this seems like a lot of work. Take breaks!!

sleek flint
#

Is there a way to have a weapon with a different swinging sprite (not the animation itself, the item being held in the animation) than the item sprite?

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In JSON. Doesn't have to be CP but must be in JSON.

unique tusk
#

Okayyy I got basically everything for my custom NPC working finally EXCEPT the dialogue and I'm not sure what I did wrong uhmmmm
I'm following this tutorial: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC#Dialogue

Here's my content & dialogue: (RESENDING) / https://smapi.io/json/none/6980de867a71469f9802d2fbeea312f7

Stardew Modding Wiki

So, you're interested in creating a new character for Stardew? Good news: with version 1.6, creating a character is easier and allows for more flexibility than ever. However, NPCs are one of the more complicated things to create for Stardew, as they have a LOT of moving parts. This guide aims to provide...

sleek flint
#

Or a way to launch a projectile weapon without a swinging animation, but the first one is preferred.

lucid mulch
#

and dialogue.json?

vernal crest
#

You've formatted it like a vanilla one, but you need to make it an EditData patch inside a Changes block

unique tusk
#

OOOHHH

sleek flint
lucid mulch
vernal crest
#

This is much easier to do if you are looking at an existing NPC mod while you follow along. I recommend Jorts and Jean or Wren since Tia made them

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(But don't Load the dialogue file because when you switch to i18n you'd have to change it to an EditData patch anyway)

shut edge
#

Posting from work so I can't research much. Is there a simple way to attach a buff to an equippable accessory?

vernal crest
#

OnItemEquipped trigger from spacecore

shut edge
#

Ah nice thanks

vernal crest
#

Plenty of examples here in this channel if you search for onitemequipped, plus possibly an example in the spacecore docs too

shut edge
#

I probably was told that months ago but brains

unique tusk
#

Is this better? šŸ¤”

vernal crest
#

Nope, now you're not doing anything at all because you have no Action field

unique tusk
lucid mulch
#

and the Dialogue needs Characters/ prefix as well iirc

vernal crest
#

Just leave that bit as it was and change your dialogue.json to include an EditData patch

#

Seriously, just go copy another NPC's dialogue.json and then paste your keys and Target into it

shut edge
#

Think I might do an update for toast of the town soon

#

I know at least one bug, have a feature I wanna do, and maybe some more toasts

unique tusk
#

Pathetically presents another attempt

vernal crest
#

Nice

vernal crest
shut edge
#

If anyone has cool toast ideas lemme know

sleek flint
vernal crest
#

(That Nice was to you cryomancer)

shut edge
#

Thanks

vernal crest
sleek flint
#

Who is erinthe? Could you give me a link?

shut edge
#

I've been trying to work on an update for livestock dinos but I been kinda road locked by art. I should probably start browsing commission options tbh

unique tusk
vernal crest
sleek flint
#

Oh I didn't know that was their name.

#

Well, thanks aba SDVpufferheart

brave fable
vernal crest
#

Understandable, she just mentioned here the other day she's back to going by erinthe (or has started? IDK) now. I don't know if you'll find anything but given her C# shenanigans it's worth a look.

shut edge
#

Stardew community is great because most people are happy to let you lift examples from their stuff

#

That's how I make all mine lmao

dusky sail
#

If i stare at the code of talented mod authors for long enough then eventually maybe ill absorb some of their power šŸ™

shut edge
#

Literally yes

vernal crest
#

My first NPC was first written by literally making a copy of Jorts and Jean and working my way through each of the files to change all the Targets to my NPC

#

By the time I'd finished that, I understood enough to start making changes to make her my own. Now my json looks incredibly different to Tia's lol

unique tusk
#

confused Do I,,, need strings???

dusky sail
#

Any time im stuck and dont know how to do something i wanna do my first action is to try to think of an existing mod that does it and then i poke around in the files

#

Ive actually learned quite a bit doing this

vernal crest
#

I don't know who Copa is but I am extremely wary of you copying someone who didn't give their NPC a unique prefix

lucid iron
vernal crest
#

ANd no you don't need schedule strings

#

Oh yeah and they load their dialogue

unique tusk
#

Ah I wasn't trying to copy, I was just looking at someone elses coding like you suggested I do unless that's not what you meant?

dusky sail
#

i18ns forever i love procrastinating writing dialogue and flavor text (not what they're for)

vernal crest
#

No, stop looking at this NPC immediately

vernal crest
dusky sail
#

Its good to have an example but its only worthwhile if the example is good on its own

vernal crest
#

(In this situation, copying is good thing because it's not creative work, it's just about learning how to put all the words and commas and stuff in the right order. But you need to find work worth copying.)

dusky sail
#

Not that this npc is bad i dont even know them. But things are convention for a reason so when someone doesnt follow them it calls their code into question

vernal crest
dusky sail
#

Most post 1.6 npcs are almost the same when you crack open the hood bc thats the code that works

vernal crest
#

She's made by the person who wrote the tutorial you're following so it's most likely to be similar to what you're reading.

dusky sail
#

I realize im blabbin on. Aba knows more. Listen to them instead of me ok bye

vernal crest
dusky sail
#

Ive been recognized.... what does this mean

vernal crest
#

Hmmm...it means...I like knowing who people are ^_^ and you are no longer two separate people in my head

#

(You weren't blabbing, by the way SDVpufferheart I don't own giving advice to people haha)

dusky sail
#

Now instead of two people who act like they know more than they do im just one!!! (Light hearted ofc)

unique tusk
#

Yeahhh I'm still lost, I did the exact same thing in Wrens file so idk why mine isn't working 😭

vernal crest
#

Did you fix your patch in your content.json to make it an Include again?

lucid mulch
#

I actually dont entirely know if there is a good example mod that doesn't break at least one modern best practice convention due to legacy reasons

vernal crest
#

Lacey's up there I think?

unique tusk
vernal crest
#

I am in the process of making an example NPC mod that is intended to showcase best practice...but I am slooow

lucid mulch
#

note if I see the word dispo/disposition its disqualified on the spot

vernal crest
#

Yess I am not disqualified

vernal crest
#

Tia is a culprit for disseminating disposition lol

lucid mulch
#

seeing disposition means its 95% a port from 1.5 or older and lightly touched up to be 1.6 compatible but didnt change the filename

vernal crest
#

(Or made using Tia's tutorial)

lucid mulch
#

or a new mod copying that old style

vernal crest
#

When I started Hiria I used disposition

vernal crest
#

But then I was annoyed that it didn't match the asset name

vernal crest
unique tusk
#

WAIT IT IS?

vernal crest
#

Yep

unique tusk
#

Omg I thought you meant the content json realization

dusky sail
#

Oops. Oh well mistakes happen now you can fix the dialogue json

lucid mulch
#

also I haven't seen a single mod at all actually edit the world map as 1.6 intends to the point I don't know if there's actually a bug or something I don't know about

vernal crest
#

I did say to change the dialogue file but I could've been clearer. Sorry, if I had realised you were only thinking of the content.json I would've reiterated the point.

unique tusk
#

It's okie! I tend to skim text and miss stuff a lot cause ADHD be making me go too fast for my own good breaksdown

lucid iron
#

Iirc nic was trying and failing at it

vernal crest
lucid mulch
#

when I was looking every single mod I could find was just EditImage on the 1.5 world map textrure anyway

vernal crest
#

I've seen plenty of people try to edit the Data/WorldMap asset

#

Not sure how successful any of them are

lucid mulch
#

it has to work in some capacity as vanilla uses it for farm maps

vernal crest
#

I am fully intending to, I just haven't finished my maps yet

vernal crest
#

Let's see. RSV, Central Station, SVE, VMV are all editing Data/WorldMaps in my mods folder

lucid mulch
#

they edit Data/WorldMaps to populate the tooltip and stuff but not texture

#

central station might due to being pathos, but didnt check

vernal crest
#

"Texture": "Mods\\Lumisteria.MtVapius\\Map\\MtVapiusMap"?

lucid mulch
#

the base texture for the world area doesnt count, needs to be the smaller regions

vernal crest
#

Like MapAreas and WorldPositions?

#

Or specifically Textures?

lucid mulch
#

specifically textures in the texture array inside mapareas

devout grail
#

Hey, I just had an idea for a mod, and I was just wondering if anyone had any thoughts. A Stardew Valley mod inspired by that new game, Schedule I. I think you already know where this is going.

lucid mulch
#

!modideas and probably against server rules

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

devout grail
#

I've never made a SDV mod, but I do have plenty of programming experience. If there's enough interest, I might try to make it.

devout grail
#

Just thinking aloud, I guess.

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 mulch
#

I personally wouldnt start with a mod that you cant discuss in the server and use a more PG theme

vernal crest
#

We wouldn't be able to help you with it, nor would you be allowed to gauge interest in it here

fading walrus
#

Yeah, bit hard to help with something we can't talk about at all catnod1

oblique meadow
#

Know what we CAN talk about?

#

Tacos

vernal crest
#

Mmmmmm I don't know that's dangerously close to ||tortillas||

oblique meadow
#

While that is risk, we cannot deny tacos because of apprehension of the delivery system

drowsy pewter
#

I probably asked this before but let me double check. Can I make a custom book without C# that does the book flip animation? I have spacecore and BETAS

calm nebula
#

The one where you book?

#

I think the book flip animation is available to all of the book category or type or smth

brittle pasture
#

you can, just need the right category

drowsy pewter
#

but what triggers it flipping?

brittle pasture
#

reading it?

#

unless I severely misunderstands

calm nebula
#

So when you say book

#

Do you mean book (item granting permanent upgrades)

#

Book (guidebook)

drowsy pewter
#

I want to emulate the book item that teaches you all the queen of sauce recipes; right now it's a normal item with spacecore's onitemused trigger that marks all the recipes as known and sends a little notification message. If I make it a Book category item, I don't know how any of that links up with the actual reading of the book, or if theres some vanilla book field thing that needs to be made, because it seems to be like all vanilla book function is handled in C#

#

Okay

#

it's in BETAS triggers

calm nebula
#

Okay. If you're okay with a delay I was also going to suggest keying off the stat

drowsy pewter
#

I dont know what that means

brittle pasture
#

reading a book automatically increments a stat named after the book’s id

#

you can then set a trigger action to run based on that stat

#

all vanilla functionality

drowsy pewter
#

betas is a mod requirement so it should be ok

brittle pasture
#

the problem obviously is that the trigger isn’t instant and that’s where BETAS comes it yea

drowsy pewter
#

i searched for the word book on six different pages before that lol

brittle pasture
#

hmm is the book functionality documented on the wiki anywhere

lucid iron
#

It's a good idea to have a backup stat check dayending trigger anyways

#

I like how BETAS, button's mod, ate one of the functions of SPU, also button's mod

drowsy pewter
lucid iron
#

If the modded trigger were to fail for any reason outside your control

#

You can have the vanilla trigger apply still

#

It'd be a one time trigger action anyway and u can do the edit twice with local tokens to change the trigger+condition only

tiny zealot
#

can you have the betas trigger mark your vanilla trigger as applied?

#

(i'm not 100% on how it would be set up so forgive me if that question is nonsense)

lucid iron
#

Stick MarkActionApplied at the end i guess

#

My understanding atm is that 6480 has a book item that fires a Data/TriggerActions entry which has a big list of MarkCookingRecipeKnown

drowsy pewter
#

yes

lucid iron
#

It is just optional redundancy thing dw about it too much

#

I do tend to think in terms of how to do X in vanilla only mode vs fancy mod framework mode

drowsy pewter
#

yeah i didnt want to say it but im honestly too lazy to do that lol

#

if it fails i'll just blame button /j

tiny zealot
#

no shame in that if you already have the hard dependency on betas

lucid iron
#

The benefit of having actual book item and then the stat is that

#

If there was explode down the line you can come back and add the backup trigger action

#

Cus the stat is saved

calm nebula
#

Something something you should use as many dependencies as it takes to get your point across

#

And not one more

tiny zealot
#

something something the design is finished not when there is nothing left to add, but when there is nothing left to take away /lh

calm nebula
#

I deleted all my mods so it means they're finished right

#

....it actually does, lol

#

Bad jokes are bad jokes I'm gonna get out of here

tiny zealot
#

happy knitting

lucid iron
#

Atra i was thinking about some smd stuff that I would like to make real and available

#

Mostly the player control event bit

#

That requires me, person who wrote zero events, to make a event framework mod tho pippleDot

tiny zealot
#

hmm that could be a sensible event timecube feature, but then i would have to do work and that stinks

lucid iron
#

Another thing i occasionally think about is a way to display a CG that is not just switch to temp map with the thing as big ol tile lol

drowsy pewter
#

looool

#

can you use trigger actions in events? you can use meeps image inspect thing now

lucid iron
#

You can yeah

#

/action

gentle rose
#

are chat commands changing the game's fullscreen type sometimes a known thing?

lucid iron
#

I once wanted to make a event command and then decided not to because /action exists

jagged sun
#

hello, is there anyone who would want to make a mod? i have an offer and idea

iron ridge
#

!modideas

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

gentle rose
#

!comms

ocean sailBOT
oblique meadow
#

Can someone please tell me why it was easier to build a completely new game into stardew than it was to trigger the existing minigames and use them outside the fair

#

because woof

lucid iron
#

It's cus you don't have to become confused by mr ape's arcane texts

#

The IMinigame interface is very barebones anyway

calm nebula
#

I'm pretty happy to let other people take it

lucid iron
#

I will go see if there's any smd bit i should toss in mmap tho

jagged sun
#

i wish there was a mod for sparkling water

#

like water sparkly and glittery

unreal spoke
#

That’s something you should be able to easily make yourself. Edit one part of a (large) sprite, very simple CP patch, done.

jagged sun
#

idk how

oblique meadow
#

wait. Ok. I know im slow...but Chu, you made MMAP?

unreal spoke
#

!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.

unreal spoke
lucid iron
#

I feel like the frequency I link me docs should have indicated it monS

oblique meadow
#

Huh! im slow on the uptake

oblique meadow
tiny zealot
# jagged sun could u help me in private?

it's much better to help out in the open.

  1. discord isn't great for discoverability (others may find the information down the line and be helped by it) but DMs are way worse
  2. other people in passing might be able to help
  3. there's nothing to be ashamed of when learning to mod/nobody on here is going to steal your stuff
jagged sun
#

im vbery bad at understanding however i would want few mods like a farm and water with glitters

lucid iron
#

!commissions

ocean sailBOT
jagged sun
#

are they on dc?

lucid mulch
fading walrus
lucid iron
vernal crest
jagged sun
#

would water with glitter mods considered as tilesheet?

oblique meadow
lucid mulch
#

I'll see if pathos wants it first šŸ˜„

lucid iron
#

How come I have this problem when selph doesn't even tho they r zombifier on nexus

#

Is it just cus I didn't put my very long discord name on nexus profile

fading walrus
#

not enough unhinged vibes without your mod preview pics

oblique meadow
#

It's because Selph is in our heads....in our heads.... Zombi....

#

i'll see myself out

lucid mulch
#

I haven't had the problem either, no idea why not

drowsy pewter
#

you need bagged milk pfp

lucid iron
#

No i need medjedra mod tbh

vernal crest
#

"Created by Selph aka zombifier"
"Created by mushymato"

lucid iron
#

Yes fair enough

brittle pasture
lucid iron
#

Ah good so not even all the clear indications on nexus help yuniShake

oblique meadow
#

If it makes people feel better. I didnt actually remember what MY username on nexus was.... Even though it's the exact same as here

lucid iron
#

I did intentionally keep all the mod stuff "signed" under mushymato so it is kind of a feature not a bug

tiny zealot
vernal crest
#

I changed my Nexus username to Abagaianye as soon as I decided to give myself a modding name

#

(I don't use this name anywhere else but Stardew modding)

gentle rose
#

same with irocendar! (I use it one other place but like, barely)

humble timber
#

...yall use diff names for other stuff? SDVpufferrise

fading walrus
#

I'm quillex everywhere for consistency atp
irl stuff excluded, of course

oblique meadow
#

Some people value their privacy

fading walrus
#

unless quillex was taken in which case i become quillsnow lmao

humble timber
#

i mean i value One place being private (ish) and it's the only place where i go by a diff name xd

vernal crest
#

Yup I want as few links across my favourite life places as possible

drowsy pewter
#

theres unironically some other artist guy who also uses 6480 as his name online

vernal crest
#

Not favourite. Different.

#

Various, even.

stark spindle
oblique meadow
#

Obviously its a reference to the now discontinued Massey Ferguson 6480 tractor

#

-# Im lying

stark spindle
#

I prefer the 6479. the 80 was a backward step in my opinion.

drowsy pewter
#

some guy from brazil yoinked my randomly generated numbber

stark spindle
#

Thats nuts. Damn brazillian tractor fans.

lucid mulch
#

I have to actively fight for SinZ

dusky sail
#

Having more than one username would probably be smart huh

stark spindle
oblique meadow
#

At least his username wasnt something like "melons" so you arent in as much danger /s

#

I should stop looking at the mod ideas page. I have a project already. I dont need a side quest....

dusky sail
#

20 projects at once challenge

oblique meadow
#

I just added space invaders to Stardew Valley. No. Not even a little one šŸ˜

#

Sorry. Let me rephrase. I just added legally distinct but in the similar vein of space invaders

stark spindle
#

Space swarmers?

dusky sail
#

Stardrop shooters

oblique meadow
#

Farm Attackers

dusky sail
#

Cownapper Invasion!

oblique meadow
#

It's a junimo defending against a swarm of hungry farm animals

dusky sail
#

(The ! Is important)

lucid mulch
#

ufo and aliens are already canon for the most part wont take too much to do a space invaders arcade machine

#

bonus points if its craftable using the strange capsules

oblique meadow
#

Oh it wasnt hard. I actually made the arcade cabinet already

#

Game is functional

#

mostly

#

I don't want to make it craftable because Im adding to the arcade in an expansion area im making. Something unique

lucid iron
#

As long as it's a tile action then ppl can reuse it

oblique meadow
shut edge
#

hell yeah

oblique meadow
#

Figured an arcade needed a few more games

shut edge
#

my pac-man mod has some pac-man cabinets in it

#

if you wanna maybe use those

lucid iron
#

Husky what about connect 1

oblique meadow
#

I mean… I feel Pac Man would fit perfectly…

lucid iron
#

(this is jokes but connect 4 can be fun)

shut edge
lucid mulch
#

tic tac toe with less steps

oblique meadow
lucid mulch
#

actually connect 4 is also solved, so its actually the same as regular connect 4 if played optimally

shut edge
#

i will probably eventually make some more arcadey furniture but time / effort etc

#

thanks

lucid iron
oblique meadow
#

I wonder how hard it would be to code a very basic pinball game

#

I think pinball would wrap it up nicely

shut edge
#

that would kick ass

oblique meadow
#

-# I should stop scope creeping

shut edge
#

scope creep never stops

lucid iron
#

I think you need to implement the physics yourself

lucid mulch
#

I have been tempted to add monopoly, but don't feel like working on my like 5th implementation

lucid iron
#

It's not full physics engine tho

oblique meadow
#

I’m already struggling with skeeball

lucid iron
#

So harder than space invader easier than stardew 3d

#

Plinko would be easier if u wanna do that for now

shut edge
#

speaking of scope creep i am thinkin i might get back to my jerky project soon

#

pachinko parlor

oblique meadow
#

I figured the fishing mini game already handles a strength of throw mechanic and the slingshot has an aim mechanic. So I should be able to lean on existing features to make skeeball

dusky sail
shut edge
#

thanks

#

there are probably other meats out there i should make

#

prob will do squid yet

oblique meadow
shut edge
#

and maybe a generic any other fish

oblique meadow
#

Everything can be jerky

shut edge
#

pretty much

#

might try and make a couple alternate dehydrators

#

one for bulk and one for like...sun drying? faster in the desert?

#

prob do some meat sticks and biltong while i'm at it

#

damn that site has shark jerky

oblique meadow
#

So Cryo. I was looking at the permissions on your Pac Man mod. And even though it's pretty open still want to make sure you're ok if I nip a few of your assets. Tweak them a bit and add them to my arcade. I will likely be turning on Donation points for the mod so you do require permission there first. We can discuss in DM if you'd prefer but I just wanted to get your blessing. I will, of course, give credit where credit is due on the pac stuff.

shut edge
#

yeah i'm fine with that

#

do you actually get anything with donation points?

oblique meadow
#

They say I can use them to donate towards charity. So even if its a miniscule amount, why not

shut edge
#

yeah that should be cool then

#

if you need something more specific lemme know

#

should just need to download the ghosts and the cabs will be in the assets

oblique meadow
#

Awesome. Thank you!

lucid mulch
#

I have ~150usd sitting in the nexus wallet waiting to be redeemed from donation points via paypal if I want it

shut edge
#

dang

#

i doubt i get enough traffic or whatever to bother enabling them on my stuff

lucid mulch
#

it adds up

#

having it off does nothing but throw it in the bin

shut edge
#

eh if someone wants to give me money they can contact me lol

blissful panther
#

It's theoretically a tiny bit more in the pockets of everyone else who has DP turned on, but... you can also just send it straight to charity.

shut edge
#

most of my stuff is fairly derivative anyway

shut edge
oblique meadow
shut edge
#

ah that looks cool

#

neat

late gull
shut edge
#

there's a couple mods on nexus with new arcade cabs i think

#

could make for a nice little community resource project heh

oblique meadow
#

haha. No. I think Im ok. But I appreciate it. Luckily technology has advanced to where modern games can run old games....

shut edge
#

i should probably get laying down tho, good luck yall

late gull
#

Just showing off my Junimo Pong iMinigame ive been making over the past couple days, 5 levels of increasing difficulty / layout, 3 powerups (wide paddle, speed, sticky ball), and controller support

shut edge
#

that's lookin nice

oblique meadow
#

I like it

shut edge
#

probably could reuse some of that code for breakout too

oblique meadow
#

My breakout doesnt look half that good

oblique meadow
late gull
#

Good suggestion, I'll add a config with GMCM support to toggle different types of colorblind-friendly backgrounds or filters before release for sure!

#

Would a config option to change the Junimo ball color help too?

oblique meadow
#

I can't speak to that as well. If you change the background it should be ok i'd think

#

But if you want to ensure you cover inclusivity out the gate, it wouldnt be the worst thing. People like customization

#

But that's really all i've got. It looks great

autumn tide
#

hey! working on a letter + quest; the goal is that Emily sends the player a letter, along with a fruit salad, and a question about how she should refer to krobus. This triggers a quest to give krobus a fruit salad. If you speak to emily afterwards, she will express disappointment that krobus disliked the food, and ask about how to refer to Krobus. (there's lore in my mod that makes this make sense lol)
Is it correctly written? I will put it in its proper place later, rn I'm still drafting the story

"{{ModId}}_Emily_Letter_Quest":"Hi! ^How are you doing? I had some spare ingredients at the saloon and I wanted to make some food for Krobus. Let me know if they like it! :) ^ Love, Emily < ^ P.S. : What pronouns does Krobus use? It’s always good to be respectful! ^ + %item quest {{ModId}}_Emily_Letter_Quest_Quest true %%%item id [610 [1]]+ %%[textcolor purple][#]Emily sends a Fruit Salad for Krobusā€

ā€œ{{ModId}}_Emily_Letter_Quest_Questā€: ā€œItemDelivery/A gift for Krobus/Emily made some food for Krobus and wants you to give it to Krobus./Give a Fruit Salad to Krobus./Krobus 610/0/0/0/false/Oh, Emily made this for me..?#$b#I suppose I’ll try it…$3#$b#...I’m sure Emily meant well.$2#$t {{ModId}}_Emily_Letter_Quest_ā€

ā€œ{{ModId}}_Emily_Letter_Quest_Responseā€:ā€Hi! How’s Krobus doing? Did they like the Fruit Salad?$3#$b#Oh, they didn’t?$2#$b#That’s okay, I’m sure I can make something Krobus’ll like!$1#$e#Oh, and how should I refer to Krobus?#$b#%You explain to Emily that Shadowfolk only go by name, and that the use of pronouns is considered disrespectful, barring plurals.#$b#Got it, so just ā€˜Krobus’ then? Okay!ā€

mighty quest
#

I'm patching Data/Machines via AssetRequested API and giving it AssetPriority.Late to overwrite some changes made by SVE. I've checked that the patch is being applied and everything when the game loads. But, for some reason, when it comes time for the game to actually read this data, my changes are always gone and the data is reverted to SVE's original values. I can't seem to figure out when or why my changes are being overwritten...

tiny zealot
#

i would check your log and probably also do a patch export if you haven't yet

#

the log will list all the edits made in order

#

something like

your mod edited Data/Machines
some other mod edited Data/Machines```
#

the ones coming after you in that list are the ones to look at. or maybe the order is not what you expected and you can fix that instead

mighty quest
#

I'll do that

#

Yeah, looks like mine was the last one:

13:18:19    TRACE    SMAPI    Walk Of Life - Rebirth loaded asset 'DaLion.Professions_ArtisanMachines'.
13:18:19    TRACE    SMAPI    Serfdom loaded asset 'DaLion.Taxes_ArtisanMachines'.
13:18:21    TRACE    SMAPI    Content Patcher edited Data/Machines (for the 'More Fish' content pack).
13:18:21    TRACE    SMAPI    Content Patcher edited Data/Machines (for the 'Stardew Valley Expanded' content pack).
13:18:21    TRACE    SMAPI    ExtraMachineConfig edited Data/Machines.
13:18:21    TRACE    SMAPI    Walk Of Life - Rebirth edited Data/Machines.
13:18:51    INFO    SMAPI    $>patch export Data/Machines
13:18:51    INFO    Content Patcher    Exported asset 'Data/Machines' to 'G:\Steam\Library\Stardew Valley\patch export\Data_Machines.json'.

But the export shows unedited values.

opaque field
calm nebula
opaque field
#

ty

agile flame
#

right bottom corner

opaque field
#

enfixening

agile flame
#

real

opaque field
#

I had someone look at it before posting and he was like 'yeah looks good babe'

tiny zealot
#

was it 6480? /lh

agile flame
#

i doubt they said babe

#

(I'm just jealous)

obtuse wigeon
#

I'm looking at special characters with specific uses in content packs, bar Dialogue, Manifest files, and Query fields, do these special characters > + ^ () . * $ have use outside of these 3 specific usecases?

verbal narwhal
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can I also ask for help brainstorming here?
as to how a player who has just seen the seb 14 heart event (but chose to toggle the terrarium off with another mod bc custom spouse room or spouse room redecoration) how and why to give them a custom mod frog tank in a somewhat immersive way?

karmic gust
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Hmm, maybe an event where Sebastian asks how the player feels about getting a new pet? And if the player agrees to it then he'll give them the custom frog tank

verbal narwhal
#

ah in the scenario I think that most players face they see the cutscene where it is in his spouse room but afterwards gone bc of mods

lucid iron
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I think you can just force spawn the furniture tank if it's not present in the farmhouse though, and then add the tank to the lostitemshop so people can retrieve it immersively

verbal narwhal
#

can i use trigger actions to always trigger a dialogue after the cutscene?

lucid iron
#

In this scenario you are the mod that is erasing the tank from the map

#

And replacing it with the furniture

verbal narwhal
#

mhm but would that disable compatibility with a mod that deletes all the furniture from the spouse rooms? or would they conflict?

#

I will just ask the mod author of spouse room renovation

lucid iron
#

Furniture is independent of map

verbal narwhal
# lucid iron Robin builds a tank

I really like this and thought of a scenario already where there is an event with sebastian if the player is good friends with him and chose to not marry him where Robin builds one for you, but this will have me look into events and this still seems quite daunting

lucid iron
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And also you just do it one time SDVpufferthumbsup

#

In the future the player get tank back from the crow

verbal narwhal
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the scarecrow crows? :D

lucid iron
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So if they dont want tank in the farmhouse (maybe they put it in a pif) then they can do that

lucid iron
#

This is a mechanism to get a "one time" item back if you lost it

verbal narwhal
#

mhm I already did something like that but that one is without any sebastian mentions, so setting one up with the mentions is easy now, I was just thinking of ways to make it immsersive (and the player who has contacted me already has two mods that modify spouse rooms so I don't think I should add my shenanigans with the spouse room as well)

urban patrol
verbal narwhal
lucid iron
#

The trash bear would never give it back he only homf

stable grotto
#

does anyone know where this colour is coming from? every single interior mod has this issue of a mismatched colour once the last bag expansion is sold
and the colour is not directly picked from any interior tile/asset

verbal narwhal
#

homf SDVpetcat

latent mauve
#

Is it possible that the game draws a colored rectangle over the For Sale portion of the counter when the bag is sold, rather than pulling from a sprite?

stable grotto
#

in that case I would assume that colour is the same unless a mod changes the code but it always somewhat fits the esthetic of the mod pack

latent mauve
#

I know that happens with a few color spots that interfere with UI mods

stable grotto
#

this is proof it's at least not taken from towninterior (vpr has this purple colour, not the brown earthy has)

latent mauve
#

Ah, I see

stable grotto
#

yes, I painted the entire sheet red XD

#

except for the counter ... let me "fix" that

lucid iron
stable grotto
lucid iron
#

On github

royal stump
#

SeedShop's code contains this, which I think is drawing that from cursors, probably? it's been too long since I parsed spritebatch args though

public override void draw(SpriteBatch b)
{
    base.draw(b);
    if (Game1.player.maxItems.Value == 12)
    {
        b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(new Vector2(456f, 1088f)), new Rectangle(255, 1436, 12, 14), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 0.1232f);
    }
    else if (Game1.player.maxItems.Value < 36)
    {
        b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(new Vector2(456f, 1088f)), new Rectangle(267, 1436, 12, 14), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 0.1232f);
    }
    else
    {
        b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(Game1.viewport, new Rectangle(452, 1184, 112, 20)), new Rectangle(258, 1449, 1, 1), Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.1232f);
    }
}```
lucid iron
#

Yeah i was gonna link this part

#

Dokkan here ya go then

#

The else case is the suspicious one, 1x1 px

royal stump
#

but yeah, pathos has the whole main branch decompile in a repo you can ask about SDVkrobusgiggle

latent mauve
#

That does look like a white overlay as far as the color change (visually)