#making-mods-general
1 messages · Page 420 of 1
Check 258 1449 1 1 on cursors yes
258, 1449 is this specific pixel of the bags, yeah
Mr ape why would you do this
(for a second I thought it was part of the traveling cart, i.e. even weirder
)
That is so so specific
ah yeah, vpr doesn't change the bag on cursors (I just noticed there is that same vanilla purple when the bag sits on the counter)
who would have thunk there is a shadow around the bag...
If u want u can dehardcode this in C# probably
is that even a thing
since I have to fix the bag "shadow" anyways I'll just do it that way
i thought hardcoded meant it cannot be changed using mods
rejoice for vpr shall be fixed a little more come the next update XD
C# mods can do anything
literally anything at all
In context of sdv modding hardcoded means "cannot be changed via content"
You can change stuff in C# all you want
To my understanding, a lot of framework mods work by "dehardcoding" specific pieces of the game with C# so they can then be changed via content
It's true that hardcoding doesn't mean exactly this elsewhere
hello everyone,
I have a quick question. I want to check if the dialogue in dialogue box is finished typing. Is it possible to do?
Are you in C#
yeah
Take a look at DialogueBox.update then
I am not sure how am I gonna get a value by calling a method, could you enlighten me a little?
they mean reading the method to see how the dialogue boxes handle progressively loading text
yeah I tried to try that but I can't see original codes
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
oh okay thanks I didn't know I could use ILSpy
(O)Item_to_flavor Flavor_item
is the way to call flavored items, right? if I just want/need their ID?
to be fair SPU has specific functionality for recipe books that makes it much better for them than BETAS when it comes specifically to recipe books. it also has the other customizable book features. i wouldnt consider it eaten!
button ouroboros
i wont deny that SPU is a bit of a black sheep in my mod list though, at least to me
no
if what you’re using supports item queries you need the special FLAVORED_ITEM item query (for vanilla artisan goods, e.g. wine/jelly)
can I use item queries in a cp for a fish pond requested item? or rather what would the syntax for that be?
"ItemID": "FLAVORED_ITEM Wine (O)tiakall.bass.SeaBass", //Hey did you know you can make fish-flavored pond items? You're welcome.
aha!
thanks!
oh wow forwarding and backwarding time with cjb cheats menu for testing time + my fishpond really wracked my testing save:
https://smapi.io/log/61c2908bf36c494c98986cafee53915d
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 29 C# mods and 4 content packs.
ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue. (Parameter 'minValue') at System.Random.ThrowMinMaxValueSwapped()
Gonna guess you have a minvalue that's greater than your maxvalue.
Check your fish pond stuff and see if you got them backwards somewhere.
do i need to use a sprite sheet like will it work if i use a png? or do i need to use sprite sheets
?
Spritesheets are pngs
ah yes I did, but that is due to me jumping back and forth in time, so I just demolished the fish pond
i meant a single png for every object
You can use a single png for 1 object (like vanilla buildings), or a single png for all objects (like vanilla items)
aight ty
(a large spritesheet is marginally better performance wise)
does it matter if there is 5 objects?
probably not
aight thanks
but something something death of a thousand cuts
Part of my delay on my NPC overhaul mod is the dozens of tiny sprite replacements that I need to try to get onto a single sheet where possible-- but not all are possible since I can't PatchMode: Overlay on objects when my new objects are smaller than the originals. LOL
I mean, it's possible in a literal sense, but it would look a bit odd if they were just superimposed on the bigger vanilla object. 
i think im lost here a bit isn't adding stuff to a sprite sheet is just making a project turning on grid and importing all your assets and just place them in the right order?
making a project and turning on grid in what software?
aseprite
you dont even have to turn the grid on the squares are colored 16x16
I mean, that's one way to make the actual spritesheet png, sure, but lily is talking about actually patching spritesheets in game
not just making the png
so, the step after you make the png
if you overlay your new stuff on top of the existing spritesheet but your new stuff is smaller, obviously some of the original sprite will be visible
(also, not all spritesheets in the game are 16x16)
oh no i meant the squares are 16x16 but you can decide how many squares and you can also decide how big the squares are and they are just for clarity but after you export it it will be transparent png so you can use it in your projects
anything is hard when its on a big scale
What are you overhauling, Lily?
@glossy cargo so nexus has a bit in the tos about network connectivity features in mods
If you wish to include a thing like this, send them a email
My mod is already extremely network connective. Like that's the whole point.
It's not a few extra assets that would make a difference
They probably won't give you trouble
The I'm surprised that you haven't already sent an email 
(shows they r not very strict about it i guess)
Last time someone brought that up I went and looked at their rules and I remember concluding I was compliant.
Either way, if they want trouble, they can come to me. I wouldn't lose any sleep over getting banned from nexus. I only use it for marketing reasons, I strongly dislike using it as a source
But as far as I know, I'm compliant
I trust you to figure it out 
there was a clause about network stuff needing to be explicit, and not like, sneaky, or something
I don't remember. It's been over a year. But someone told me to look it up, and I did
I do think you can consider having the assets as separate mod though
No, that would literally not work for my purpose
Which allows you to put in a different update key
Well, I could do it, but it would not help with my goals at all
So you can point it to gh release if you want
my goal is on-demand requests. Specifically because the average player needs almost none of the assets
Like, say I have 1000 assets, the average players will need less than 10 of them
Ah i see, up to you then
which is why I'd like to do on-demand, and not package all 1000
"Files (especially executables) that connect to the internet to download or send information and/or files are prohibited unless where it is crucial for the functioning of the mod/utility. Please note that "auto update" functionality does not qualify as crucial and that we reserve the right to moderate and/or remove any files/tools/utilities/mods that communicate with the internet. If your tool's/app's functionality depends on the ability to send and receive information/files, please contact staff or send an email to support@nexusmods.com laying out your reasoning and providing the source code for your tool/app."
this is the exact wording in their guidelines
again tho like chu says they must clearly not care that much
Yeah i just bring it up whenever people discuss networking feature in mod cus it's not a very hard thing to just do once and not worry about it
Specifically, the feature is showing assets for other game content, within stardew. For example, you see in a shop, a Hollow Knight's player's grub. So I show the grub asset (custom made, we did not rip it from HK, that would be illegal. I attached it as an example)
yeah to add on to this im pretty sure like no one here actually gives a shitr abt network connectivity if its required we just like to warn people in case nexus doesnt like them lol
So to need an asset, you need to
1: Be playing in a multiworld with that specific game
2: Happen to have that specific item in your game
3: Happen to have that item in a spot that can be seen before obtention (like a shop)
Which means that, for any given asset, the chance of needing it is very low.
On-demand, it could be downloaded when needed, then kept in your files so that if it comes up again, it doesn't need re-downloading
You need to be on internet to play archipelago anyways right
You need to connect to a server. The server could be locally hosted on your PC, but the common usage is to use the archipelago website
Even if you host locally though, it's network code
Yeah i mean can someone dl all the assets so they dont get broken images 
In case of bad network
if bad network you can't even know what the item is, so your local game wouldn't be able to use the local asset either
But anyway we don't have assets for every item of every game (that would be... probably millions), so we do have default handling for any missing asset
I really don't think 10mb is that much even if it's relatively big for a sdv mod (sve is 50mb)
it's just an archipelago logo
, which is what it was for every item before we started making these assets
it's currently closer to 25mb, which is tolerable, but I prefered it smaller
If you're curious, here's all the custom assets for other games we have
https://github.com/agilbert1412/ArchipelagoUtilities/tree/main/KaitoKid.ArchipelagoUtilities.Net/KaitoKid.ArchipelagoUtilities.Net/Custom Assets
(A handful of them are direct rips, but only for the games where we got explicit, written permission from the dev or their representatives)
Oh wow the list of supported games has dramatically increased since I last checked
(Notably, Stardew, DLC Quest and Timespinner. And if they change their mind we can remove them at a moment's notice)
If you're looking at the website, that's like... 10% of all games that exist. The website only has the games vetted by the core developers 
Yes, I was talking about the zelda npc overhaul, naturally changing an NPC like Morris also involves changing all of his sprites on say, Cursors or townInterior as well, which is where the finicky patching comes in xD
What are you making exactly?
Archipelago Randomizer. Multiworld, multi-game randomizer. Every item from every player gets shuffled around across the games. So in your stardew, you find items for all the other games that your group is playing
Cool
Our Hollow Knight sprites:
Damn I just looked at how many you have and this is a lot of games.
All sprites are done by random volunteers, so some games get a lot more love than others
There are... about 75 official games on the website, and over 500 playable non-official games in addition to that iirc
(re: file size - I imagine my secret casey crimes in another dimension will be pretty sizable by SDV standards once it's finished, because that's gonna be a LOT of assets)
I myself have implemented 5 games, alone or with partners, including stardew valley as my first and biggest
Yeah, you'd have to patch in each NPC separately, but could probably speed it up with Localtokens or {{Target}}
Oh, that reminds me I bought hollow knight to try it for the first time like 2 weeks ago and forgot about it. I should install and play it soon.
It's an amazing game
(And anyways back to hiding in said secret crime thread and the alpha thread and programming off topic)
Speaking of archipelago, Kaito, I had a thought re: mod compat
I discovered it from Archipelago (I tried a lot of new games, as randomized in a multiworld with my friends), then played like a dozen extra playthroughs, a few vanilla and several modded 
When you're adding in a mod that has the same types of general checks (e.g., NPC hearts, map doors, etc) do you basically code them in the same way each time?
It's not really the sprite sheets in the Characters folder that are the problem but all the little temporary sprites that are used elsewhere. Morris behind the counter, the Joja Community Center completion scene, drunk Shane, etc
Ah yeah, I see your point
DSV does that, I believe, but I don't think they have an easy way around it either
A lot of that stuff you mentioned is done pretty generically in the mod, which means that if your mod is CP/Spacecore and doesn't do anything weird, you often don't even need to change anything in the SVAP mod itself.
Then, adding it to the generator is usually copy paste job from other content already there, and write some rules if applicable (for example, if an NPC only shows up after you get a rusty key or whatever, you'd have to add it as a rule)
Archipelago has two sides, the server/generator, and the client/mod. You only ever touch the mod when you add something really new. For example, SVE has unique checks for the aurora vineyard that don't really match anything from the base game. If you add a skill, for example Binning, you usually won't need to do anything in the mod, our code will generically handle it
But the generator must be changed every time you add anything, as it needs lists of items, locations, regions, and rules
Okay, so the generator is where you run into the bottleneck. Would it be possible to put together some kind of template so people that don't understand code but know the mod could give you the specifics, which you could then easily translate into the generator code itself?
Possible, yes, but that's a decent chunk of work, and wouldn't be very high on my priority list.
Our code structure is already kinda-template-ish, like if you were to add an NPC, you could easily look up another mod NPC and copy what's there with minimal friction, but it's still python code, not like, json or something
Yeah, I took a look at it a while back and didn't understand it well enough to be comfortable PRing it
Maybe after I take that intro to python class I've been eyeing 
sorry for the ghost reply/ping
that was an accident!
im trying to figure out how to change an existing event but I didn't find anything for editing existing ones on the wiki
and when I tried to look at CP packs that did that I couldn't figure out where they pulled these numbers from?
(I think I just replied to a message from a year ago)
If u patch the event key it'll just overwrite that event. Which knowing how event are is often the way tto go
yeah there's technically a way to target a specific event command inside the event afaik but it's really fiddly. you can either overwrite it with your own patch or set it to null and then create your own custom event with the same or different preconditions
is this the accursed TargetField
oh so I will just patch editdata the event key copypaste the whole vanilla thing + make my edits there?
also I was so scared for like 10 minutes that I got banned for replying to a message from a year ago and then deleting it 
lmao
nah discord was having outages, it wasn't just you!
(because discord acting up and showing me I had no access to this server)
Yeah you can just edit one bit, but it WILL require some counting
i very nearly did come in here to ask who this Zombifier was when i had a report about Zombifier's Machine Terrain Framework (and Aquatic Crops - formerly Custom Tapper Framework)
Not sure if there is any demand for such a thing but that's in the work I guess
tortilla...
TORTILLA EMOJI <33333
Who is the giant eye
The one thing we have needed!
lewis I think
👁️
Not responsible for the giant eye as it's part of the native emojis :p
😔 i feel kinda bummed out bc i have a mod i have so much done for and yet i have no motivation to really finish it
i was excited before but like now im just kinda "well, i guess i can finish it?"
adhd?
eh, no, it's just after a while i just felt like there wouldnt be a point to finishing it, since it's something i lost interest in
so you are a human.
there's a very real undercurrent of 'i make the mod, and for what, bug reports and feature requests? this world is a prison'
yup...
as long as you're enjoying the process it's not time wasted at least
😔 the problem is im no longer enjoying the process
yk what pops say if you do it you will feel great of yourself even if it fails and is hard
(and i made so many assets too lol. all for what)
if you're not enjoying it then straight-up stop for however long
no ifs and buts, just put the tools down and maybe it'll look good later
well, it's already been However Long and im still not in the mood to finish
so maybe i should just give up on that mod and instead work more on something else
that's how it goes sometimes 🥪 not everything is meant to be
modding is for fun. you gotta follow whatever is fun
welp ✨
who knows, another idea may come along later where you can reuse the assets you made for something else
you'll find it's good for the process and good for you to just drop things you're not feeling. if you start something new, you'll have all the experience and skills improved from whatever you dropped, and without the baggage
tortillas...
ye well listen this happens always to me its even painful when i try to continue even if i need or want it but it ain't fun never start a thing that will take long without having something holding you for it
i dont want the assets to go entirely to waste so i'll probably find some use for them later on
tortilla simulator 9000
make tortilla
upgrade tortillas
have a tortilla army
make the best tortilla empire
download now!!
some people need to do that thing to help people some other do it cause there significant other is with them on it or something like this
Fantastic advice, I should follow it more often, burnout isn't fun ata ll
or you can do something tortilla related with a 1 pixel of center sprite
its every where man
Honestly it sounds fun doing something then you get stressed and burnt out, I asked for some perms for all the fish I have, fully ready, even aquarium, come to find out they are an art thief, I don't want to even use their assets even with permission now
So it's really annoying to remake 20 fish and the sprites for their aquarium as well
🤔 i can put a context tag into universal likes, right
well the thing is that assets never go entirely to waste. you improved that much more from making them, and even the act of deciding they're unusable as-is is exercising some kind of creative process in itself. maybe they can be clobbered into something later on, but even if they're not released, the important part is the self-improvement and practice/exercise
That's horrible! I'm sorry you've had the displeasure of dealing with an art thief, it's certainly not en enjoyable experience at all
i can make 20 fish in 20s each (real) for 30% of your mod
the deal is done
im a damn con artist
aaa
i think a good amount are already remade but some are pretty hard
especially marlin
yeah just gimme 30% of your mod to take a bite out of... im hungry..
Another thing about having spare assets is at least if you need a placeholder, you don't have to make a basic one or search for one, my grass paths that I havent released work great as dirt placeholders too with just a colour overlay
wtf is that
narwhal..
Marlin
delete it
WWW I like it!!
fast
why-?
actually its not bad im joking
oh 😭
😭
i thought that too till I saw it was called a Marlin..
when i need a sprite i just take a pencil dot some places and some how it turns decent
My placeholder is always a 2x2 grid of magenta and black, at least then I know for certain I missed a texture
btw im color blind so for coloring i take multiple close hexes place them in a shading tool and move around in weird shapes
WHA
That's hard for a lot of sprites
yeah I gotcha
idk mn i just draw. i just draw the pixels
I'm mildly colourblind, yellows and greens are the worst for me, so I have become exceptional with hex values
im a perfectionist, and while I love others works, for my own, I am way too crazy, though if I was sent a piece of poop from someone I'd rave over it
samesies tho
idk how you guys can just do that
im not that creative with artwork
not sure how does this even look
with coding I am, not others
i put down the pixels and then i keep putting down more pixels until it looks right
for me it looks just right tbh
very good!!
though whats that slightly transparent blue?
are all artists like this
idk
thats the thing
its a mix of purple and black ish i think
i can get the hex if you want
do you expect everyone to be the same? 
im only even like this for pixel art
i have an actual step by step logical process for non pixel art
nono i am hardly even an artist
i dont know the "meta" or how others do it
i like learning how they do lol
but it WORKS. look at my radish
very good!!
For the radish, I'd recommend that the saturation is a bit higher
Time for me to attempt to art again.
ah yeah i do have trouble matching the saturation levels of vanilla
but i feel like staying in the middle ground makes it mesh better with people who have recolors
If I can make a tree as a coding focused colorblind guy, anyone can pixel art
but if you do both then you match neither 
If I were a squid sprite would I be on spring objects or would I be on something like fish?
(remember though that not everyone is looking for feedback or criticisms when posting their art)
reminded me of a short i saw some grandpa grew one as the shape of their legs
ty button
i think everyone either starts off with their art in stardew either way too high in saturation or way too low
radish is already in a published mod i dont wanna change it now
i find it helps to work with a fairly garish but not eye-searing background colour on my canvas to set the tone, and sample a starting palette from some similar vanilla sheet
actually a few background colours of different hues is nice since i can flip between them and see it in a different 'atmos'
i heard its best to use gradient colors for sdv (idk what is differnce betwen all these names)
my original portraits of pkmn characters are so scary to look back on 😭 WAYYYY too low of contrast and saturation
send here please
ik it will look like art i see bad stuff good
i dont wanna im embarrassed 😭
dw im a great lyer
yeah my oldest sprites were way too big, too pale, too desaturated, too detailed, too many tones, ..
honestly even my stuff now definitely doesnt fully match vanilla but i think it meshes well enough that it's okay
i just... cant do eye searing colors lmao
ye your status says it all
It looks good, nice cut off with that outline, little less apparent than usual around the lower-left tip of the leafy area of the radish The outline is good, seems like it's applying the neighboring colors hex a bit instead of one solid partially faded black outline with no adaption. The lower tip of the radish is smart, gives it some sharp character, the fade in color transitions are very clean, the shine that goes from the middle-half of the greenish hue to the mid-end of the radish is good, and again it's inheriting that neighboring colors a bit, but some areas of the shine don't, but that's a very minor detail. As for saturation, it's needed, though, with some saturation within primarily the inside of the radish, it'd look a lot better, but it's better to have it less saturated than oversatured if that's a worry for you.
Overall great
thank you but i did not ask for critique
Without it, people don't improve, if I didn't have it, I'd be poo poo
It's amazing though, I love that radish, what mod is it in?
and giving critique or criticisms without it being asked for is against the rules
..is that..real?
lol
yes. not everyone is looking for criticism. sometimes people want to share art their proud of
there are times when I'm mentally prepared to receive critique and times when i'm not, also
i have a lot of trouble with RSD so i personally have to be in the right headspace for it
i was giving constructive feedback with mine, my bad, I guess
my bad*
also its in Botany of Teyvat. even within the mod you can see my improvement over time and i like that about the art
I only wish for people to improve, do not take it in the wrong way, if I commented on it with constructive crtisim, then I loved your work, and want you to be amazing
I rarely ever comment like that, as you can tell with all my previous messages
is it me or i feel like sdv artists are only good at pixel art cause like when they draw their characters or actuall drawings the drawings are ####
Apologizes if taken the wrong way
i know you had good intentions! i only ask that you keep the rules in mind for the future
this is so rude and unnecessary
what an odd and rude thing to say!
Botany of Teyvat is your mod? I had no idea!
ye
dude seriously? theres no need to be rude at all
damn.
no not really im part of it kinda its when you go from pixels to curves and stuffs its a whole way bigger play ground if anything then its friendly fire
I don't get what this means (first rough drafts?), but regardless, seems rude
and i dont mean to be rude if its understood that way
"the sdv artists here draw their characters like shit" is always going to be seen as rude
in big public spaces like this you gotta be careful with your words because someone is gonna take it the wrong way, even if you dont mean anything by it
intentions matter very little when the outcome hurts people
ye idk most art i saw in creative or the gallery is not that great
its better than what i draw
a rich furry paid me to do an OC, not kidding even if its known as a meme, I do lots of artwork, but I am newer at pixel
but its not to be compared to what this person makes in pixel art
i mean honestly there isnt much overlap between cheetos and ppl who post in the creative channels
like, it's almost entirely in the making mods art lol
either way, calling art "not that great" where the artist can see it is rude
I’m just gonna step out before I say anything……
im sorry but are you referring to cheetos, I like eating cheetos : D
rude in private too, but at least then they dont have to see you being rude
anyways L+ratio+look at my oc
(mod authors here are often affectionately called cheetos because of the orange colour of the role)
indeed
Cheetos are the un/official name for people with the mod author role due to the colour
thats somewhat good ngl
show me yours if i show you mine 
HAHA that is so cute though! I didn't even know 😭
im not sure if im just used to high quality stuff 😭
You don't have to be "used to high quality stuff" to not be a jerk
it's easy, just don't insult people
even if you think something, you dont have to say it
I mean I’m used to conversations with people who add value and don’t have their head up their own butt. But sometimes we just deal with the hand we’re given 🤷♂️
This is very real
its hard when you come from a community where swears used there are not permitted to be referred to as their inferrior fourms in such community but my apoligies artists
If I see art I don't like, I don't go "hey you're not very good"
that has nothing to do with anything
I'm sorry if my previous message made you feel bad, I really only meant good...I'm in a few art servers..and I never had a rule like that before, so I am used to commenting on art that I really like and try to help improve. I really didn't know that some ppl might be affected by it. Maybe my approach should be softer? idk if it sounded mean..but I will work on it!
I swear all the time, I still manage to not just insult people
oh no lucy im talkin about nigel now
Ikk Im just apologizing for before
hm
think of cod community but x10 more toxic doxxing swatting turning your life miserable something like that
HAHAHAHA
youre fine! im more worried about people improving in the future than apologizing for the past
kat do we need to set up a swear jar
i said it over 25k in 3 years in my old community trust me im doing great rn
freak
i said it, i said the word
i cant say cuss here
whoa now
i am a good person
do we need to get the junimos in here
ok in my defense a good number of these are probably about FUCK farm. alas.
think you guys are getting a little far from the whole #making-mods-general topic
Ok. In a completely obvious change of topic.. question. I saw somewhere that custom monsters aren’t really a thing. Did I misunderstand something? Is there a framework?
yeah lmao
ban him fast mod
nonono dont take me to junimo prisonnnn
uuh,,, i thought they are a thing am i. stupid
also istg if anyone replies to my msg without mentioning i ain't replying
truly custom monsters are hard bc it requires C# shenanigans
I think there's a framework, or atleast one is being worked on
but if you reskin and add on a few behaviors to a vanilla monster you can have a unique one
FTM could do custome monsters I think but it might be out of date now?
Is C# similar to C? in C I can get some real bad memory leaks, rare, but sometimes it can happen, that's why I build a lot of stuff in python or Rust
I want to add a giant alligator to fight.
My memory is also a bit hazy.
I know Aba and Bog are working on custom monsters but I'm not sure if the framework is specific for their mod or not
i prefer not to touch C# so i dont know. my only skill is identifying when its necessary so i can avoid it
uuh... it's the language sdv is coded in so if u wanna do any coding crimes in sdv. C#.
I believe for Stardew it's typically fine, outside of it (as in your own app), your going down..a fun path!
C# doesn't require that you do manual memory management, it's very relaxed on that front. very accessible language.
Ahh, that's why it's so performant
That's what I was worried about, very nice
C is the precursor to C#, C# is a higer language than C with more restrictions to prevent excessive issues, to my basic knowledge atleast
i wonder how much of my expansion i'll be able to do without C# crimes.. 
i don't think anyone would describe C# as performant compared to C
there is c# c and c++ the c basically means they are related some how you can start from lowest level and then keep adding characters to the C for it to get more good and harder
the only thing i retained from my college coding courses was the ability to point at people's json and go "there should be a comma there"
while i'm no historian, i also don't think you could say that C and C# are strictly related.
this is hyperbole. i do remember other stuff
i have 0 coding experience... 
C# is the "higher" successor to it, yeah I didn't know how high level it was, I mainly would use C for most things, either for kernel driver fixes (had to fix a few bugs in the internet driver I had between my USB Wifi adapter), which I am debating on rewriting in Rust.
In C though, when I learned it, I wondered why my app took 1 gigabyte of ram, and accumaled
anyway, general programming language discussion is more for #programmers-off-topic than here
: (
i hope i dont have to actually use C# in my mod
what does it add or do
For stardew, thankfully you don't really need any! Just basic JSON formatting (meaning NO comments, as tempting..as..it...may...be...to...use)
Any thing pretty much in reguards to stardew
As long as it's basic, and simple, you should be fine
Just kidnap someone when u really need it
don’t hold your breath for it, but i’m planning on making an oversized monster. if i get it to work i’ll send you the code/perhaps make a framework
I am right here but pls no
i dont know c# tho
im sure i can but pls : ( i am innocent dont take me awayyy
I think I’ve almost accidentally built a minigame framework
Nowadays u can do a lot with other people's c# 
coding is just english with some fancy rules and characters and a real good IDE
i love adding dependencies instead of learning to do things myself!!!! (genuine)
me not code stealer, though yeah its aamzing to learn from, for stardew its important
if it becomes a fully fledged minigame framework, I will find a use for it. xD
please...for the sake of all things, I have seen some mods that have 9 frameworks (and its a small mod too) for the most useless things, dont be that developer : (
please, by all means, add as many dependencies as you need or want
Just through trial and error trying to get it to work I manage everything through a config file….
oh i have a very strong "if you dont like how i do things, dont download my mod" mentality
one of my side goals is to try to implement a use for most of the current (1.6-compatible) frame works at some point, just to see what I can do with it.
So it’s likely I will get it working
VSC + cursor theme (I hate AI, but the theme on Cursor was good so I quickly copied it and built a quick theme extension, it's easy to do)
was just telling my friend lets add a framework to the upcomming mod (a framework i will make) he said no :sad:
A general rules I have for myself is no more than 3 dependancies, and to try and use well known ones so that they probably don't have to install them
id rather add a dependency than loose important features to my mod or steal C# code
I got no rules. If I want to do something and need a dependency for it, I'm using it
but it's not like i do it willy nilly either
lesser known dependencies will never get known if people only do this
i just make the framework
A framework is great when it's pretty versatile, and will be used more than just one tiny thing, like a math library might be used once, but if it's relating to like mini-games, or fishing, or ponds, yeah, make that a very clean and re-usable framework
That is a good point Button, I didn't think about that
its not rocket sciense
I honestly had no idea about cloudy skies before Selph recommended it to me
tbh i think dependencies are more useful for smaller mods
look, if a dependency adds a cool feature and it makes sense for my mod, I will absolutely add it, even if it means making an optional file for those who choose not to use the dependency.
but if everyone makes the framework, then the end user will have like a dozen mods all doing the same thing
And now I use it for auto watering my greenhouse
there are genuine usecases for framework mods
BETAS was unused for months because no one used it for the reason of: no one uses it
Counter question! ….What is BETAS?
for case where you want extra flavor without going all in on actually figuring out C# and best practices™, or at least most compatible practices
i havent found anything i need betas for yet 🤔 hmm
thats not a counterpoint im pretty sure thats proving the point
Better Enterprise Telecomunnications At Stardew
I got no idea
a godsend
The more I learn what MMAP can do the more I love it
it was more of a meme of a quest that a feature but his boss would drob this item which btw is really great item with great lore and logic my mod will add this item as a stand alone mod but with different obtaining logic and some other tweaks my mod would detect if his mod is present then use his logic instead of mine it was a fire idea to milk the consumers but he turned it down sadly
The alternative is just leaving a bunch of features completely unused because you can't code them yourself
my current main wip has 4 dependencies... 2 of which are smapi and content patcher. not that bad all things considered
i dont really think it is a problem if ppl make more frameworks and have feature overlap tho 
Technically true. But also, shhhhh 😜
A note: ALWAYS fill out the fish data before you try to hook it up. Otherwise your game will freeze upon reeling in the fish.
bro is speaking from experince
i've come in here countless times asking "how can i do [x]" and at least 50% of the time the answer is "oh BETAS has that"
MMAP alone is the reason I have modular furniture, connected textures are some of my fave things
if theres a feature i want and a framework that does it tho im gonna add it
i would hope the fish would be datad before testing
even if i have some vague feelings about which framework is right place to house a feature
Do NOT eat a fish with no texture, I did, loud beep, game froze, and crash
if it has X, do not eat it
I don’t date fish. They’re not my type
Though I didn't succumb to the temptation to add a framework just for my coffee machine. BUT it turns out I needed it for a later thing, so now my coffee machine works
also "there'd be like 12 frameworks that do the same thing" just straight up isnt a thing right now anyway lol. why worry about that before it happens
I like you, be my friend

i dont think we went above 4 yet right 
I think the concern was more "if nobody uses frameworks and everyone just codes the feature, that's very redundant". The Butter Conundrum
yeah that was it
Yep. In hindsight, I'm surprised that the game froze instead of outright crashing.
Butter Compatibility Nightmare....
Let’s all be honest here. If we make too many mods that do the same thing content patcher will notice and eat them.
yea that can happen see untimed special orders lol, but at least it hasn't caused real problems compat wise
if one wants to worry about feature overlap, they must only choose one of the big expansions to add otherwise theyre wasting untimed orders
That reminds me, I need to play with the Custom Doors feature on EMA again.
(me 🤝 chu same thought)
Is it possible to crash Stardew Valley using modded fishing?
I just think... why bother if someone else did it. Also I don't code C# so yoink
In my opinion, I believe that if a framework is adding a lot of ability, release it, don't care about how other devs may interpret it, if it's very great to use (like the Fish Bobber Framework that got released a few months back!!) then it will be great
it was a very good fish bobber framework
i await "button's better butter" mod
but would you date a cephalopod.
bery best bobber bramework
butter cinematic universe
They get handsy
cephalopods dont have hands
sillly gooose
🅱️etter 🅱️utter 🅱️obbers
butter...
butter bobber...
Well then this is awkward…..
buttered tortillas...
heck I was testing an event and I alt tabbed out and got distracted by frameworks and butter
A cephalopod /ˈsɛfələpɒd/ is any member of the molluscan class Cephalopoda /sɛfəˈlɒpədə/ (Greek plural κεφαλόποδες, kephalópodes; "head-feet")[3] such as a squid, octopus, cuttlefish, or nautilus. These exclusively marine animals are characterized by bilateral body symmetry, a prominent head, and a set of arms or tentacles (muscular hydrostats) modified from the primitive molluscan foot.
Anyway. I’m going back to modded farmers. It’s safer there.
less cephalopods?
hey. entirely off topic. i wanted to put the abbreviations of my mods in my server nickname but my past goofs entirely screwed me over. naming two of your mods POG and UPDOG is all fun and games until you want recognizeability
WHAT'S THIS ABOUT BUTTER???
my displayname is "Button," you get used to it
my name is just a shrimp joke
you mean you arent a shrimp in real life?
"pen
(and despite that its still 50/50 whether someone calls me Button or Buttons...)
wise spiderbutton of the parlour
im half shrimp
half... uh... chaos.
Which half?
left half
Nice
the top half. my head is a shrimp
quick question guys would any of yall download a mod that adds an item like a backpack but magical can be upgraded the more you progress giving from 5-30 slots of extra inventory but requires lots of grind can not be bought thru and got a lore with the wizard too
in their defense, spiderbuttons and Button are both the correct ways
what if someone called u buton. like elliot
I would, I have Item Bags installed but I'd still add it and use it
id probably respond to it without mentioning it like i do with Buttons
I just read that in my head like Futon. And I hate it
That's just Button's name in french
buttong
you can think of my mod as a simple bags mod but not locked by coins but rather by how much the player can grind certain items do you think its decent at least?
also max 30 slots player cant have 2 of them
isnt this more like (the return of) custom backpack framework
wait lemme search that
not really but there is difference both allows storing items but mine has logic has lore and is rewarding
Nice backpack -
Well let me tell you the storage lore!
if you want to make it, i encourage you to make it and not worry about what others think!
if you build it they will come
think of having to kill lots of certain mobs around spending 30 days in the mines for the last upgrade just for 1 component you still need the metal you are gonna use there is tiers cooper iron gold iriduim and you need magical cloth too and its not a craftable or can be bought from someone you have to go to the wizard he will make it for you as a reward for completing his quest a player may be able to get the first one which is 5 slots only in spring if he spends alot in the mines and last upgrde could it take more than a year depending on how good the player is
thanks
there's an audience for pretty much any mod you could make. so if youll have fun making it, then dont worry about if anyone will like it
If I found an audience for exploding baby ammo. There’s an audience for anything 👍🏻
thats what i love about this community almost no mod goes to waste as long as it ain't trash
thats the real deal bro
like what are you doing with your life if not making such a masterpiece
if recentered tortillas can get 70 DLs then someone will download your quest backpack
🤔 hm i wonder if it would be fine to release a mod that has little purpose first, then the mod that makes it useful second.
or should i just do it at the same time
Respectfully, I’m not your bro. Please do not refer to me as such. I’m on the fence if I even like you currently
yeah i think thats fine forsy
I would say, though, that if the first mod is useless without the second, then it's best to release them together
well it's not useless useless
Otherwise you risk losing the audience
it just has minimal purpose outside of just looking pretty (it's flowers.)
Flowers are good 
i thought "things that look pretty" was like 75% of what the sdv modding community wanted /lh
There’s an incredibly massive audience for people who want “look pretty” mods
alright human that good with you?
If it's decor It shall be downloaded, it's the one constant in SDV
Let's not, please.
I’m half tempted to just release the retro carpet I made as a standalone mod given how much people are enjoying it
let's not what? am i missing something
I do need more mods that add flowers decor, I seem to only find ones of just green plants, I love some colour on them
i feel like that sort of 90s aesthetic is seriously underrepresented in stardew, so you might have tapped a vein there for sure
well it's not decor, i added an extra "fruit" to fruit trees so it will randomly produce either fruit or a flower. but it looks pretty if you don't really care about harvesting your fruit trees.
If someone asks you to respect their boundaries, please do so. Responding in a snarky way is not cool.
Good point. Please hold. Making mod
I would adore if you released it as a stand alone flooring
mb didn't mean it not going to praise anyone no more
I think I may be the perfect person, I never harvest fruit tress, they just look pretty
Cheetos play?
people love retro stuff (right? i know irl they do)
I love retro stuff
IKR I can hardly believe it myself!
I would download a retro carpet mod in a heartbeat
i play! i made it to fall y1 😭
depends not much people like black and white movies but most people like old songs
Logo. Have you seen how awesome my retro carpet is?
when i become cheeto does that mean i can't play anymore
id play more often if i didnt have to do "real world responsibilities"
Currently in spring 15, Y1 and I have wannted to restart atleast 5 times because of more mods

Though I break that rule all the time
my real world responsibilities are sleeping
I've released 4 or 5 farm maps and havent played on a single one of them beyond testing
ive considered getting stardew on my phone and learning how to mod mobile just so i can play at work
you can mod mobile???
only android
Good luck...mobile modding. 
i haven't played in like 2 years but planning to when the next cornucopia mod drops
there needs to be a stardew auto clicker game on mobile
when i used to play mobile you couldn't do anything really
but that was 3 years ish ago to be fair
We're using chu's Monster Variety. It allows for skins and custom drops for monsters, but their behaviour is the same as the vanilla monster. I think Monsters - the Framework is the only mod that allows for custom monster behaviour but I don't know if it works in 1.6.
I'm at a hearty 780 hours, I was at 400 before I started modding like a month and a half ago
I don't think it does, Aba
Ahhh gotcha, good to know! thank you!
i think chu should take what they learned making Trinket Tinker and make a new monsters framework
rn all i can prove it i have 1h and 8 minutes of gameplay
:
@agile flame You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
ty govey
Scopecreeping chu...good plan
Chu scope creeps themselves plenty... but a little extra couldn't hurt
chu also scope creeps me so its only fair
ScopeCreep4ScopeCreep
if we all scope creep each other that just means more mod to enjoy
so its a good thing
it also means we never finish anything
psh. i finish things. sometimes
When people scope creep me, I forget to write it down then immediatly forget, I'm like immune to it, baso a super power at this point
@sleek flint stop pepeing spy
someone scope creep me rn ill prove i can still finish my mod
What mod is it?
(the trick is i dont tell anyone what im working on so the only person who can scope creep me is myself)
tony stark?
How about adding a a rainbow veriety
sorry i dont watch marvel movies so i dont get the reference
i already have a rainbow item 
I am pepe I can't help it.
just wanna show off a pacman-like iminigame implementation i threw together on my day off today
oh that's adorable
I am loving that you made the textures SDV too, that's fantastic
That's cool when are you releasing it?
I love that it's Krobus
lol thats neat
omg collab with huskyninja's arcade when
Oh my goodness I LOVE this! I would be so down for more SDV arcade games
Im working on a whole array of stardew themed arcade cabinets. hoping to push that in the next 2-3 weeks. this iminigame and a junimo pong one will be in my Ferngill Forest mod sometime this week once i polish them up
impressive tbh in a single day too i know pepeople that can't do that in a week
not technically a day, most of the backend stuff was already written in the junimo pong one i made 😛
splicing vanilla sprites with custom sprites and listing this is allowed, right?
I mean I guess so, otherwise modding anything wouldn't be allowed
Yes!
thanks for the heads-up!
I made these and then took a glance at the crops spritesheet and thought to myself, I could make variations much easier

those are so cute
thanks!!
Apparently adding flooring is more a learning curve than I thought haha
just don't try to do pants you'll cry
🤔 ok like i know how um... flavored/colored items are cool and all but
there's no way to get an npc to love a specific flavor/color of an item, is there?
look at lani for SBV she loves all yellow items
but that's done via context tag right
which flavor of flooring do u need
i think so
the wall and floor or the paths and flooring
what im looking for is like. not just generic color context tag
i want npcs to like a specific singular item
but i dont think i can do it if it's flavored
u need the wall and floor then
oh yea adding flooring for a farmhouse is easy
paths require more work
i have a bunch of unreleased ones just sitting round 😭
{
"Action": "EditData",
"Target": "Data/AdditionalWallpaperFlooring",
"Entries": {
"{{ModId}}_floors": {
"Id": "{{ModId}}_floors",
"Texture": "{{ModId}}/wall_and_floor/floors",
"IsFlooring": true,
"Count": 8
}
}
},
Im just stumbling my waythrough it
a quirk is that their tx must be 256 wide
there is really nothing more to it than this tho
Hellooo, I'm a new modder trying to override a base game event sprite that another mod changes. I've tried EditImage and Load, but it's not working, and I'm not seeing any errors/warning. Any advice?
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
no you cant

(your format is out of date, current format is 2.8.0, but that likely isn't your issue)
well, i guess i can just make a unique item
i always wanted to make fancy little sprites
your target is incorrect
hm also you are using Load
The EditImage actually works as they changed the sprites but I'm having trouble with the load ones
Characters/AngelOfStars.Mrqifriendable_TheMrQiandCharacters/AngelOfStars.Mrqifriendable_TheMrQi_Winterare fine- The other ones are not fine because the original mod simply targets
Characters/MrQi
you would also have to EditImage Characters/MrQi
ohhhh
an additional problem is that this depends on the gender of mr qi that day
there's 2 things you can do here
- ask the author if they can include the compatibility on their end, it's not too bad but you'd have to let Lily have your sprites
- access the
QiGenderdynamic token using this mod
ohh i see, thank you! i’ll try it out and work through it
Ok. Im sorry. Im somehow stuck. I have my tilesheet that is 256 wide x 32 high. it's a 32x32 square.
This is the code:
"Format": "2.8.0",
"Changes": [
{
"Action": "Load",
"Target": "Mods/{{ModId}}/Flooring",
"FromFile": "Assets/Retrofloor.png"
},
{
"Action": "EditData",
"Target": "Data/AdditionalWallpaperFlooring",
"Entries": {
"{{ModId}}_floors": {
"Id": "{{ModId}}_floors",
"Texture": "Assets/Retrofloor.png",
"IsFlooring": true,
"Count": 4
}
}
},
]
}```
Its not in game
texture is the Load Target right?
yea pls change that to Mods/{{ModId}}/Flooring
so Mods/{{ModId}}/Flooring
(you beat me again Chu, I can buy out joja with the amount of sodas I owe)
@hard fern you cant make a villager like a specific flavored item but you can make your machine produce both generic flavored items and the specific item that they like? Would that work?
And you can also make the machine produce different items based on context tags if you wanna make them like it baded on color or whatever
I guess i assumed machine without any evidence. Oops
nah it's totally a machine. making it produce generic flavored items works but like. what would i do with the generic....
do i dare ask about casks
Woo! congrats!
It's perfect, as jarring and colourful as the real deal
I find in cases where non-generics have specific uses its ok to just have the generics be sellable. Then it becomes a game of figuring out which things will produce cool unique ones
Hello was i pinged for something. Cause I can't quite find it?
you can click the inbox in the top right of discord to see messages pinging you. but someone mentioned accidentally replying to a message from a year ago earlier, so that may have been in it if you dont see anything
Does FashionSense support clothes that automatically change based on season?
How does the phone pick which portrait to use when calling a shop?
I'm looking to make it so that (post-Community Centre) Shane watches the shop counter at the ranch on Monday, Tuesday, and Marnie and Jas's clinic days and want to be sure the phone portrait reflects that properly
Based on who is currently the shop "Owner"? Or it's always Marnie for her shop regardless of who is running it?
the latter, its always Marnie
Drat
likewise its always Robin for the carpenter shop, Marlon for the adv guild, and Clint for the blacksmith
and gus and pierre for the saloon and store
Time to learn C# I suppose
oh my god
I just had a violently vivid flashback to our local skate rink with that carpet
was twelve again for a second
Then my mod accomplished the nostalgia it aimed for
"summer": "MAIL beachBridgeFixed/GOTO summer_noBridge/900 LeahHouse 3 7 3 leah_sculpt/1200 Beach 72 18 2 leah_draw/1900 LeahHouse 8 5 0/2200 LeahHouse 13 10 2/2400 LeahHouse 2 4 3 leah_sleep", is beachBridgeFixed a mail flag? it's not anywhere on the wiki list of mail flags as far as i can tell. should i add it to the wiki and the modding wiki list of mail flags if so?
Show Players Behind Map Tiles now has gradual fading in and out https://www.nexusmods.com/stardewvalley/mods/6540
it used to be:
https://stardewvalleywiki.com/mediawiki/index.php?title=Modding:Mail_data&oldid=177351
apparently not suitable
oh hmm :/ any idea what i should use instead?
or is there a general world state GSQ or something?
it's a variable in the Beach class now
i'm not sure if you actually can query it via CP
wasn't there a mod that let you run C# in Content Patcher?
and i assume writing a schedule entry like this wouldn't work would it?
HasFlag works with world state IDs
oh sick okay
and there are also three world state GSQs already
its not a Beach class variable
also im not sure why writing the schedule entry like that wouldnt work if it works for Leah
the MAIL schedule thing checks for mail and world state IDs
bridgeFixed? it is in the Beach class
bridgeFixed is not beachBridgeFixed
bridgeFixed is a netbool in the Beach class, beachBridgeFixed is the world state ID that gets set when its fixed
the confusion between mail and flags strikes again
that makes a lot more sense because i'm sure i'm not the first CP author to write a conditional based on it being fixed lmao
i'll use HasFlag, but out of curiosity, would this be the appropriate GSQ? is there a list of world state IDs?
that would be the GSQ to use yes
awesome thanks
do NPCs prefer NPCWarps over regular warps? do they prioritize the shortest length of tiles/the fewest number of maps? (with spacecore)
i realized i could probably avert this in the first place by adding an NPC warp
So at the macro level, vanilla will just use the first way it finds to route from BusStop to Beach (Spacecore will make it fewest number of maps) but in either approach it doesn't know the size of the individual maps (or if that route is even walkable)
at the individual map level it will A* pathfind to try to use shortest path, but it wont attempt to avoid other warps which will doom it
Is it remotely possible with only Content Patcher to make a crop plant drop multiple different possible drops with different percentage chances for each?
e.g. some weird depraved mutant fish crop that you can get several different possible fish from, mostly carp (75%), maybe a largemouth bass or a bullhead (24%), maybe even a sturgeon if you are very lucky (1%).
in general when thinking in pure content patcher, you need to think in terms of vanilla mechanics
If you do a wild tree or fruit tree then yes you can do multiple drops with different chances
if you want the crop you need Spacecore; BETAS also can do a trigger based on the crop harvested and Selph is also working on something else that can do multiple crop drops
What about a new kind of geode?
yeah
(BETAS cant change the crop that does drop or drop an item on the ground though so maybe dont look at BETAS)
you can do a geode
Crop drops the geode, bust the geode open for stuff. Like fish or something.
im curious why you dont want to add spacecore though
I barely made a very simple crop and one cooking mod recipe work right, I don't think I'm ready to make something complicated enough to require Spacecore.
spacecore is used by over 1,000 mods because it isnt complicated and makes previously unavailable tasks available
(crop feature, including main drop override is released in Machine Terrain Framework (and Aquatic Crops - formerly Custom Tapper Framework) now, feel free to be a guinea pig)
And I still haven't released the one crop mod because I'm terrified it only works in very specific circumstances.
Ok, so with Spacecore, can the original concept described be done relatively simply?
-# and Knuckles
PREFERABLY WITH NO C# OR C++
Did you know? SpaceCore is used on over 4 billion devices worldwide.
C++ isnt used in any stardew modding whatsoever
what spacecore (and most frameworks really) do is expose a new asset for you to edit, in the same vein as vanilla's assets (like Data/Crops)
The closest I can think of would be Sunflower seeds, but its hardcoded behaviour and not data driven
if you know how to do an edit targeting an asset, you know how to use frameworks (and all the features they enable)
no need to tinker with C#
Just barley enough?
Oh whew! That's good to know.
spacecore allows you to control what each crop drops in each phase of its growth according to an item spawn query
honestly doing multi drops OR geode method is gonna be more complex lol
if ur that scared
Wait wait wait, so I can have a crop that has, like, 7 stages, and each stage except the 1st has a unique drop, and every time you harvest it, it goes back to the 1st stage?
Gotta work my way up the complexity ladder. Preferably slowly, gently, and methodically.
as i understand it, yes. better still, you can choose which phase it goes to when harvested, according to the docs
not just phase 1
Yeah you control which phase it goes to
*goes to go find the Spacecore Documentation*
ive not personally used it though, so i cannt help actually implement it, but that is what the docs say and im sure someone here has used it enough to help, if you catch them when theyre around
you'll want to look for CropExtensionData
in its docs, that is. dont go looking in the source code
they link to gists though that are also used as documentation. ergo docs
normally i might not consider gist snippets to be docs but in spacecore's case that is the only form of documentation for some things so, alas
oh, i don't think i've seen the gists
I have used it so I can help
(though main drop override and extra drops won't work if spacecore's crop expansion data is used since it skips the relevant code that's being patched. everything else works though)
why did that take so long to send
Crop and Machine Feature Framework (formerly Machine Terrain Framework - and Aquatic Crops [formerly Custom Tapper Framework])
what did i just read
featuring Dante
does it feature the inferno too
idk i never played DMC
Ok new question: Can just Content Patcher add a new kind of Tappable Wild Tree? I've seen plenty of fruit trees, but no wild trees (Unless I'm just blind/not paying attention)
Ooh, neat!
I even managed to make a wild tree that drops a new item instead of wood or hardwood (showing off!!! Boasting!! Dont mind me)
There's documentation on the stardew wiki's modding hub on how to do wild tree data using content patcher
when in doubt read through the index

In case u were curious. My theory is that fruit trees are more common than wild trees bc for fruit trees you can just make someone sell the sapling and its in the world. But for wild trees youd expect to have to do map patches to make it spawn in places like the vanilla wild trees do
Im still considering whether i wanna do map patches for mine or just make the seed readily available and let people plant it wherever they do their tree farms
well you can also have people sell the seeds
You can yeah
irl there’s a lot more trees that make fruits/flowers/whathaveyous than trees that make something other than sap when tapped
honestly the custom tapper economy is in shambles
where are the bird houses. the possum boxes. the ant mines
how can i harvest possum eggs when nobody's making custom tappers
I did make bird houses at least
I'm vaguely considering a Birch tree you tap for Birch Sap and then stick in a Jar for Birch Beer....
But studying feasibility first
they give you crap most of the time but it’s the thoughts that counts
that does sound like birds
Is this part of the poop cinematic universe
might need to look at this Zombifier guy's nexus page
Haha whos that (joke)
(both SVE and VMV adds birch trees and birch sap in fact, but there’s totally a market for a wild tree that’s not tied to an expansion)
There's a guy on YouTube who likes eating trees and every video there's some new tree ive never heard of
Oh yeah, I want "Simple Standalone Birch tree" essentially.
eating… trees? 🦫
Like a Beaver? Are they a Beaver??
@brittle pasture
Suggestions for more buildings are greatly welcome.
possum boxes that spawn possum critters on the farm thanks bye royalties please
butterfly hutch but for possums and nailed to a tree
Ok to be accurate he boils them for their essence and turns that into ice cream. Or cookies or something but like he's totally eating those trees.
recipe from linus, 50% dp
I will make sure to send you 50% of the DP earned if I get around to adding that
oh no the birch tree is buttering
New quote added by bblueberry as #6625 (https://discordapp.com/channels/137344473976799233/156109690059751424/1414856893406515344)
(I jest, birch away, I just enjoy Butter as a verb)
Butter Tree? I suppose that would be easier than adding a Butter churn bigcraftable and figuring out how to make it turn milk into butter but only if you have a salt in your inventory and then I need to figure out where salt comes from...
oh man imagine sitting under a butter tree and it drips on you
Bad place for a picnic
The mines? Or you have to collect seawater and extract the salt from it via dehydrator and....
Well.
One of those is easier than the other
Or... I can have Gus sell Butter trees.
i think someone here found a sprite for salt with the minerals on the springobjects sheet, it's got an unused data/objects entry
IDK
so in theory you would've cracked it from geodes
I probably will not make a Butter Tree
Birch is a good tree, aesthetically pleasing, tasty products
Oh I think I know which sprite you're talking about. So that's what that stuff is supposed to be.
this is the only thing that looks reasonably like salt
Yes yes, need to keep scope in check. Only Birch, no Butter. Butter can be seperate.
Salt has been rocks this whole time... maybe abigail knows what shes talking about
Yeah! That one!
salt is truly one of the world's most edible rocks
😔 i found the salt a few months ago
Noooo dont keep scope in check. Get scope creeped. Cmonnnnnn itll be fun
I uh... may have thought it was a rock flower and added it to my [AT] pack as a decorative.
UGH I HIT THE WRONG BUTTON AND SET SPRINGOBJECTS AS MY DESKTOP WALLPAPER AGAIN
I prefer project count creep. Butter Tree will be another mod for later.
Maybe
The original joke about butter was that there's about ten different kinds of butter depending on mod, I was not genuinely suggesting a butter tree. It'd be funny though
i'm sorry for laughing but this is hilarious that that's 1. possible 2. has happened multiple times apparently
send help
#justmodauthorproblems
I hope Nexus doesn't give me the side eye for having dozens and dozens of tiny mods....
with the Tortilla Incident, mods like that where there's many variants is just on my mind
uhh it might if you have DP on
Eh, nah.
I can tell you the kinds of mods they got mad at over that and it was that one guy who put up at least 200 mods that were all "Shout that makes specific NPC perform specific r-rated action" for Skyrim
I do not have DP on and would probably even then only enable it for a small subsection of my mods. Mainly ones I am actually proud of. Not the Tortilla ones, basically.
or the guy who was putting out single t-shirt designs for... think it was Cyberpunk. but like fifty of them
the most blatant DP farming you can imagine
also it was mods that rather than updating their mod just released the update on a new nexus page so all downloads were unique downloads
Those too, oh god those
I think I still have the shout guy blocked because he was single-handedly flooding out the Skyrim new files page
I'm keeping a running list of weird mod ideas. Exotic Butters is one of them.
No guarantee all of them will be made, but they're there if I want them.
I kinda wanna make another mini mod
That's what my "scope creep" column is for!
But no.... i must stay true to the path and finish my main projects
i was about to be like "oh maybe i should work on my mod" but then i remembered Bottle Hell
almost 5pm. almost time to make a new pair of pants
I just put out my biggest, most complicated event yet and I am MODDING BUSHED
I cant believe you dont wanna trade with me forsy. Is learning 3 foreign languages even that hard (yes)
one event to go and he'll have all his heart events
Be like me and be aimless with no specific main projects! (Not true, I do have a Main project, but it's [AT] so easy to maintain)
What mod do you make? Is it the sad buff eyepatch man one?
and then I can... maybe play... the game
Pelican Town Municipal. I've just got it out in alpha on the East Scarp and Sunberry servers
Oh ok!
he's a Andy Griffith kind of sheriff
and I think it's officially a year I've been working on it...
Hmm... I'm not finding it for some reason? Is it not released yet?
I've got a thread in Modmaking in Sunberry if you want to check it out. Or in Useful Files in East Scarp. It isn't Nexus released yet... I want to get it finished first.
and those guys kindly let me put it up so I can get some testing in
Nothing beats people actually playing a thing for testing
Ah, I see.
do you have some kind of pants quota you have to meet or Else
or else Blueberry isn't wearing pants when they go out
interest and inspiration are rare and fleeting feelings
mood
as the saying goes, strike while the coffee is hot
Oh no it's past my bedtime, I have work tomorrow
tree talk
I want to make a machine that peels bark from custom wild trees
we're turning our cinnamon tree into a wild tree
I have to wait for a big content update before i break everyones trees at once tho
A mod I play adds Sassafras trees, and to get the bark, you have to chop the trees down. They set the seed drop-rate pretty high and there's lots of places to go buy more seeds.
Alternatively, I've seen Cinnamon trees before. They're fruit trees. Shake it for one cinnamon per day.
6480 with a big axe, coming for your trees
Yeah, I'm the one that adds the cinnamon tree.
Also Raffadax, IIRC
was also thinking the update would break olive bushes so they become tall custom bushes, but dont think matt finished that feature (?) might add tree size framework as a new dependency or something
sigh, much to do..
What about making it drop like hazelnuts do from maple trees in fall, just with a very high chance so you can get it consistently
Or maybe working similarly to moss from basic wild trees, though perhaps with harvesting with a scythe/weapon disabled since that might not feel quite right
It can also drop occasionally when you shake it, or drop when you chop it
I would love to make it possible to use a scythe or something but I dont think I can without C#
hey so I was wondering how I could actually start with making my first mod, I have a base idea and I want to go from there, I have no previous c# experience and that worries me ;-;
I won't add the machine in More Crops, but plan to add more wild trees in a future mod
Hi, do you have an idea for what you might be interested in making?
definitely
You do not need to use C# or heavy programming to make a lot of mods
it's a mod called "Cornfields Expanded"
*touches sprite longingly* my love... wait for me and i shall return one day... after i slay the beast named Cooking Recipes
I want to add several new areas, tweak little paths, add new NPCs and dialogue, add new NPC events, add new crafting and cooking recipies, animals and crops and make certain existing NPCs dateable
I see
you can do all of that with Content Patcher, which is not C# programming
so start here
!cp
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
neato
sounds like a lot to start all at once though
out of curiosity
so i might suggest start with a crop or a map change and go from there
what requires c#?
Changing game mechanics themselves
I'm ambitious and I have time
You can also start with an NPC, but those have a lot of moving parts, so you should at least find something to work on to get used to the format first
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
aighto
(first link)
no probs
would you recommend starting the mod in 1.6
You basically have to
If you write a mod for 1.5, getting help will be a lot more difficult. The modding formats changed a lot between 1.5 and 1.6
I see I see
also I play a lot of modded, should I make another SMAPI installation for development specifically?
and 1.6 makes alot of things frankly nicer to do
I use Stardrop, it lets me have a testing profile and a normal profile
so I can play and if I need to test something, swap to an empty one with just what I need
what's stardrop
Mod manager
the profiles are super handy
oh well uh
my... playing profile is... 1.5.6

yeah
hm, I suspect THAT will be more complicated
I play 1.5.6 but I'd like to develop 1.6
I think you'd need like... another installation of Stardew Valley for that
I just have two mod folders, one for development and one for playing. SMAPI lets you link up more than one mod folder without anything else needed
I already have stardew on steam
oh?
Yeah if you want to play 1.5.6 but develop in 1.6, you can copy your stardew game elsewhere on your PC and keep the two files separate
its totally possible
Oh good
can't I just
I will bow to the number on this one, I wasn't sure on the logistics
thanks to stardew being drm free
900 thousand copies of stardew on my desktop
have a SMAPI 1.5.6 folder and a SMAPI 1.6 folder
my steam stardew installation and my modded are different fsr
like
they're not linked for some reason
probably because I copied the SMAPI folder from my old laptop
so probably yes, you can just update the steam one then
and install SMAPI 4.0 into the steam files
do custom crops require a specific set of growth sprites? and what's the px of a tile
https://stardewvalleywiki.com/Modding:Crop_data
https://stardewvalleywiki.com/Modding:Objects
I have a template/example crop mod that you can copy from to make your own
https://github.com/6480k/6480-Stardew-Mods/tree/main/[CP] Mouse-Ear Cress
Sorry, forgot theres an actual tutorial now
https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Crop
!unpack you will need to unpack your game files to do this much modding
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
And you can definitely have different versions of the game - I have 1.5, 1.6, and 1.7 installed. They each have their own SMAPI versions installed.
I haven't started looking at any of the 1.7 stuff yet. Do you think its worth it to start looking at compat already or can i be lazy for another while?

