#making-mods-general
1 messages · Page 424 of 1
That is soooo huge! All I'd love is just for the dialogue to work 😭 then I can go to bed in peace
But you guys already helped me so much. You've been way too kind with your time, I cannot tell you how much I appreciate that 💗
It's been a nice distraction from trying to do i18n stuff. I keep falling asleep after a few minutes of converting entries, LOL
Oh, that's the translation stuff, right? I really wish I could help, but that is so far outside my realm of knowledge
Yeah, no, I will not be accepting anyone who offers to help on my i18n without knowing what they're getting into
This is for the Zelda NPC Overhaul and that is an undertaking and a half
So I'll slog through it myself. ❤️
Anything else would be taking advantage, because of the sheer scope of it, LOL
Now, is there one last way I could try and troubleshoot the dialogue? Then I'll reduce my distractions XD
you can make sure that the right Dialogue file is getting pulled
And you can post your gift tastes
That is honestly a very valid and mature mindset
It keeps generating a dialogue file in the main file instead of the "data" folder I have it in. Should I just try and pull from the main file?
I did post the gift tastes here
When you say "generating" how are you making the dialogue file?
okay, so this isn't a valid Target: "Target": "Data/TaqGiftTastes"
Okay, so basically.
I only have one dialogue file in assets/data/dialogue.json and that's where my content.json is pulling from, but every time I open the game a new dialogue file appears right in my [npc] folder
Data/NPCGiftTastes is the actual JSON file the game uses, NPC is not a placeholder there
Oh, okay okay
Well, not a new file, but rather a copy of the existing dialogue.json
the game would not be creating copies of any file in any mod folders, the only file that would be created is a config
I know, but I remember for sure deleting it and now it's back again
dark magic...
I wonder if it's OneDrive sync thing
I don't have OneDrive 🥺
(OneDrive synced folders are my nemesis)
or a Vorttex or Stardrop thing, maybe?
either way, its not the game doing it and wont have anything to do with it not working
okay, then that's good at least 🥺
Yep, as long as you aren't using that new one as your FromFile, it shouldn't matter.
Yeah, the from file is still pointing at the assets/data/dialogue
But, given that your NPCGiftTastes target was not NPCGiftTastes, I am gonna guess that will solve your issue. 😛
I still don't know the exact coding logic behind it, but without a valid NPCGiftTastes entry, dialogue just straight up doesn't work for social NPCs.
Oh, so you think the gift tastes was interfering with the regular dialogue?
Yes.
If your NPC Target was correct on the dialogue patch and SMAPI's not complaining about invalid JSON on your Dialogue file, then it was most likely the Gift Tastes.
I hate to be the bearer of bad news but it still doesn't work. I waited until past 8, and I talked to other townsfolk :/ all was fine with them
okay, anything in the console?
Nope, clean slate
okay, let's doublecheck the Dialogue file again
Should I send it in again?
not unless you've changed it
Nope, nothing that I know of
Yes, that's what I meant. I keep deleting it and it comes back when I start the game
So we want to make sure you changed the right one
The one in the base file is not the right one. The content is targeting the one in assets/data/
--> data: Dialogue: https://smapi.io/json/content-patcher/8f629685b2a54613a2fd41c310195f12 (it keeps making another dialogue file in main)
that one?
Yes, this is the one that keeps appearing
Okay, and this is NOT the one that's being used in the patch?
Yes
Mods --> assets --> Data --> Dialogue (real and linked)
Mods --> Dialogue (keeps appearing)
This is what it looks like right now, let's see if it comes back
okay, can you open up the one in assets/data/dialogue one more time then just to be sure we have the right one?
Got it open
What's the Target line on the patch in it?
Just in case. Assets/data/dialogue https://smapi.io/json/content-patcher/c7b50351d6be4894a54dbe018d0fbd70
[NPC]Taq/dialogue
[NPC]Taq/dialogue that's the old, wrong target
So you need to change it on that one
I tried to look it up again, but got so tired. I'm sorry 2 am brain 😭 I'll find it
"Target":"Characters/Dialogue/{{ModId}}_Taq"
I'll doublecheck but that should be what we want
Thank you, I have changed it in the right file 
It's also possible this will fix your duping problem, since that old Target looks like it's trying to target your mod folder xD
The dark magic... it vanishes
I'll try it again
Omg.... it works!!! I have some formating to do, but you saved my life 😭
Awesome, please get some sleep
Only the tiniest of questions. What is the right wording for him to face towards the camera in the dispos? I tried "front" but it didn't work
"Down" or 2, depending on the context
The possible values are down, left, right, and up
You are the absolute bestest, for sure! I know it doesn't mean much, but if I can ever do anything, let me know that extends to everyone who helped today!
For Home
DOWN! That makes sense, thank you!
Thank you, I was probably too tired to think of down
how would i make an acceptdialogue section? cause i want it to be specific dialogue for separate items but also specific gift taste with love, like, etc. i only know how to do the simple things like normal dialogue and gift taste 😔
like if my character loves wild horseradish and says smth like "i like to eat it by itself"
have you checked https://stardewvalleywiki.com/Modding:Dialogue#Item_dialogue?
Is there anything I should be aware of before downloading the mod dump? (besides the fact it's 77GB)
have space to extract it as well
I have plenty so that's a nill issue thankfully
The other thing is iirc there are some very helpful json files that act as the front door into the cache so you dont need to fully analyze the full filesystem it will tell you where things are
but its also like a 200mb json file so have a system that is capable of reading it well
though I'm somewhat out of date of the mod-dump meta, pathos made changes to the structure since I did it last but a problem I had to deal with was the same mod being in there multiple times due to nexus+moddrop+curseforge
and sometimes multiple versions of the mod being in there
also there was some non-seiso json in there last time I did it and had to use a more flexible parser to do it
The same mod being in there isn't too much of an issue given I'm also grabbing the UniqueID of them, I shall add a bit more relating to versions but that shouldn't give me too much grief (unless none semantic versioning is used which is likely but no impossible to figure out)
https://gist.github.com/SinZ163/ccdf1d3944eb45bb7d1e976f018ead27 was my old script I used to mount the mod-dump into a folder that I could then run smapi with
I'm unfamiliar with the term "Non-seiso", a quick google says not pure, I'm already handling trailing commas and comments using JSON5 parser which also supports non-encased keys (not that content patcher can handle them) so unless theres another point of failure I'm unaware of, it shouldn't be a major issue
Ahh I see the sanitizeID function, that is a very good call as some of those I hadn't thought about
that came from wanting to write uniqueids as files and windows bans all those characters
Ahhh Okay, I shall continue to browse the script and see if theres anything I forgot about
in this case, my analysis had to be done by running smapi itself as the purpose of this activity was mod compatibility analysis.
but for your case, you mainly just care about the cpMountSuggestion flow and you now have a collection of uniqueid -> folder pairings you can use to then read the relevant content.json
is there a way to make certain machine rules learnable by recipe the same way that cooking and crafting is?
yea sorta
you can add Condition that depends on a mailflag
btw forsy did you still want to do the cauldron furniture smoke i lowkey forgor about it 
sigh conditions again
what if i want it to be like. the player purchases a recipe
would i attach a trigger action to that specific item being purchased, and then like... make mail be sent?
There's no way to have two Unique IDs on a mod is there?
i dont think so
yea you can use ActionOnPurchase to set a mailflag (doesn't need to be real mail)
got it
after that write a condition like PLAYER_HAS_MAIL Current blablah
goes on the Triggers
I've changed East Scarp's Unique ID because of the spelling mistake and to remove the .CP and its going to break all the mods that have added compatibility with LemurKat.EastScarpe.CP
you really don't want to change the uniqueid of a mod after release, particularly an important mod that's expecting a lot of dependents
lemur i think u can just have a dummy empty cp pack
I've been meaning to bother Pathos about adding unique ID alias support
but afaik currently, the closest workaround would be to add a "stub" mod with the old ID that doesn't do anything
which could still have issues depending on what other mods do in relation to yours
but also, ESR is like a major version update so changing unique id is fine imo
u can offer the stuff in optional files for people too lazy to go update the manifest
I'm going to put this cursed C# code here for no particular reason https://github.com/SinZ163/StardewMods/blob/main/SinZationalSixSupport/ModEntry.cs
Hello, i am using gentle night lighting and kisaa's bunny burrow farm, which uses mmap to keep the map dark. The lightings seem to be canceling each other out, and i was curious if anyone had any idea how to disable gentle night lighting specifically on the farm? The lighting mod has a config to toggle farmhouse for example, but not the farm, and it is a dll file. Is this something i would have to learn a lot about programming to change inside the dll? Or is there an easier way to override it with the farm's code? I did try making both bunny burrow and mmap dependent on gentle night lighting in the manifest and nothing changed
is a typo really important enough to break every mod with a dependency or condition on your uniqueid?
they've managed just fine as-is
is there more to the id change than this?
i dont think it's easy and kinda depends on how gentle night lighting adjusts the ambiant light field hrm
ok it looks like gentle night light has player config for this
Oh wait for the farm?
ok this feature is either vestigal or never tested cus it will not work as intended 
helper.ModContent.Load<Dictionary<string, float>>(Path.Combine(helper.DirectoryPath, "locations", text))
why...
as for mod compat between mmap and gentle night light, gentle night light's ambiant lighting patches are more overriding so there's nothing mmap can do 
just escalate the harmony arms race, ez
nou
I already harmony patch smapi's mod registry what more do you want me to do
Ah okay, thanks for the response:)
hrm, i double checked the effect in game
the farm is actually still a little darker than town (very pink)
u sure u didnt accidentally go into the no farm cave mode for bunny burrow?
Yeah, i have the farm cave! Weird.. I'm about to eat dinner but I'll test it again afterwards
well if u want to follow up go make thread in #1272025932932055121 n ping me
since it not really about making mod now 
Oh yeah true, will do! Thanks:)
there's too many fish in this game
i dont want to make fish perfume
if it helps i think id be perfectly content to never receive anything called "fish perfume"
If someone told me they use "fish perfume" I would worry for both their sanity and their nose
When making custom crafting recipes, what does the "Big craftable?" field actually do in the game?
That is a flavoured item I think bc I have only ever seen it in blue
and it wasn't aquamarine, that's smaller
actually no it does look to be unused
it's now officially a mini moon for the crossover between Minions and Stardew
its because prior to 1.6 item ids were not qualified (ie O for Object for BC for Big Craftable)
so the game likely needed a field to specify whether the resulting item id number was for an object or bigcraftable
if the field is false its an object
Ahhh gotcha
speaking of which can you not use qualified IDs in crafting recipes then?
Like this :"{{ModID}}_chest_to_BigChest": "(BC)130 1 388 70 334 2/AtlasVRecipe/(BC)BigChest 1/true//",
(Takes a regular chest, wood, and copper, and makes a big chest
a tad annoying but oh well, easily solved
youll notice cooking and crafting were not completely reformatted for 1.6 conventions
1.17 request: dehardcode the whole game, should be easy /jk
you can
wait yeah cornucopia does
also there's a chest to big chest mod psure
lol
I wonder why it isn't working
the other recipes work, but the don't use qualified IDs
"Cornucopia_DeluxeSmoker": "(BC)FishSmoker 1 335 2/Home/Cornucopia_DeluxeSmoker/true/",
because your output is wrong
and should be not qualified yes?
ah ok
Just to make sure I'm not missing something, This is my crafting recipe:
"{{ModID}}_chest_to_BigChest": "(BC)130 1 388 70 334 2/AtlasVRecipe/(BC)BigChest 1/true//",
It shouldn't need any levels or conditions to unlock, I've patch reloaded, then slept, is there anything else I should be doing to get recipes to show up in an already established game?
Do object sprites have to be 16x16?
The key name should be the name of the output, unless that also changed in 1.6.9 lol
without Sprites in Detail or whatever it is, yeah
and might as well debug give yourself all recipes just in case
Without a framework yes I'm pretty sure
Your unlock condition has to be default to unlock on day start
The other recipes I have worked with missmatched outputs and keynames
i used scale up 2 for that stupid tortilla lol
(vanilla recipes also mismatch the output and keys)
Since it's nothing, it just doesn't unlock
This is only necessary for putting the recipe in a shop
That is what I'm missing thank you!
Ah
thats what i was thinking of
I always make them the same by default now to ensure that I don't decide later to put a recipe in a shop and then encounter sadness
Okay, my animal sculptures can't be objects then 
they can be furniture!
(Twas a mistake to test only with chickens before!)
for none modded items wouldn't that cause some issues with over writing or something?
To have the recipe be named the same as the object?
(though... i dont know how the shadows would look..)
Say I make another recipe that I want to see in a shop, and it's for Blue Grass Starter, wouldn't that overwrite the vanilla blue grass starter recipe?
I guess I am going to find out lol
If the vanilla recipe is already named that, yes. So just put the vanilla recipe in the shop instead lol
I think I've got a bit confused, But I'm not adding these to a shop so that's fine by me
Not many people want to make additional recipes for existing vanilla objects and then put those additional recipes in shops
Good point
IDK if it's possible to get around it by pointing the ObjectInternalName to its ID instead of name. I'd test it but I have (more) animal furniture to make lol
Them having to be furniture brings up the possibility for more MMAP draw layers if I can think of any use for them
Hats
hats for the pictures
well no not the pictures, but the animals on the pictures
Button do you want to see the customisable background and frame photos I made for them? They were initially going to be the photo that the player took and then used in the shop but they are giant lol
sure!
I have a question about query expressions. I am using it in Content Patcher to create buffs that dynamically increase based on stats increasing. However, I have noticed some stats work and some don't. For example, {{query: {{daysPlayed}}/1000}} will yield a value, but using {{diamondsFound}} instead of daysPlayed will not. Does anyone know why this is the case and if there is a non-C# workaround?
DaysPlayed is a Content Patcher token already. DiamondsFound is not
no Content Patcher token can read player stats
(tangentially related, but be aware that im pretty sure this approach for a dynamic buff would also sync weirdly/break in multiplayer)
aw shucks. Thanks for the info! If it could break in multiplayer it is prob not worth it.
Buffs for the most part don't network their effects, just the buff id and the other clients will use their own view of what the buff is intended to guess what it should do
so if the dynamic behaviour is something that will be consistent between players then you are mostly fine, but if its something local then less so
compounded by the fact that player stats themselves are not synced entirely consistently between players, too
what tends to be consistent? I have never played multiplayer.
you kinda chose the two most major outliers i think lol
anything that explicitly pulls from host like {{HasFlag: hostPlayer |contains=My.custom.Mailflag}} (though player stats are probably an exception due to how verbose it can get) or stuff thats part of the global world state like {{DayOfWeek}}
Yeah, I have a tendency to complicates things for myself!
depending on how the buff is applied, it would be a lot easier to just have multiple buffs and dynamically apply the correct one
can I specify context tags as ingredients in recipes without a framework, only Content Patcher?
that sounds like a spacecore feature
The animal sprites change automatically based on the installed farm animal retexture mod and can be rotated to show a front, sideways, sleeping, or eating sprite.
(Animal textures from Qute Animals)
that is a spacecore feature
Gotcha, thank you
you can specify categories only. You will need Spacecore or Better Crafting to do that. That is my MO right now.
these are SO cute 
Piggy
how'd you get them to change based on the installed retexture?
Thanks, that is something for me to consider. Back to the drwaing board!
Overlay from the animals png? 🤔
Using MMAP draw layers! The background, frame, and animal are totally separate layers and so the animal sprite is pulled right from Animals/<animal>.
Those animals are too cute!
(Animal textures from Qute Animals)
(by the way, i just added another option to CMF so anything with the context tag "spiderbuttons.cmf_hide_shadow" will not have its shadow drawn when on an item pedestal)
Aba, I remember you mentioning content packs can change the frame and background, can others be added or can they only be modified?
(bc it did look quite terrible with a table lol. better to draw the shadow into the furniture texture itself)
(or just leave it off... off looks better than on even if off looks odd)
At this point they can only be replaced entirely, so for example someone wouldn't be able to use a mod that added Boggified frames and backgrounds while preserving the base mod ones as an option.
Gotcha! I shall certainly be making a frame and background pack for a dark academia aethstetic, thankfully config options can easily change which ones are enabled and which frame and background is replaced
Bleh I hate it when I want to test something but at some unknown point I broke one of the pieces of the pipeline for that thing so I have to go find and fix that first
(My donations have broken wah)
My museum is...finished? But it's empty!
Donation requirement was looking for an object still
Button I see what you mean about the shadow looking strange. I will add the context tag!
Well It seems I am unable to download the mod dump, network failure twice right at the end of the download (There was no network faliure)
@vernal crest new version of CMF is on nexus, and heres the new documentation most relevant to you
Thank you I shall check it right now
I'd recommend using a dedicated download tool for it, preferably one with resumabability and download acceleration, back in the day I would have used BitComet but theres probably others that support http downloading
this may have been the kind of info he wanted before finishing the 77gb download 
That's what I had been using but it seems to have issues regardless, I'm hoping it's just this computer that has issues specifically
well, the download failed, so he never finished it. therefore, it is still before they finished the 77gb download
I cant remember if I had one of my servers download it and then I downloaded it from myself rather than directly from the storage acount
I am downloading another client that may work
I forgot that I have a server I can download it to, that isn't a bad shout thank you!
i was so sure noone would assume finish meant success 
i think if someone says "you finished college" they wouldnt count dropping out in your third year
looks like I did just download it normally last time but took two attempts
if i give you a picture will you get OFF my case button
I'm finished with this conversation does not necessarily mean the conversation went well
Well this time it's using my whole bandwidth rather than half of it so it should download in just under 2 hours, speedy
yes!
i can be easily bribed
healthy dose of grammar pedantry to start the day 
after being here for a short while, I have learned to not expect anything less 
It is literally our jobs to talk literally to a computer, and if you said the C# equivalent of Lets eat grandma instead of Lets eat, grandma , she isnt going to be around much longer
Aaaaaaa
That is beautiful!
it's scuffed but i'm finished with it in the not-necessarily-successful sense because i just realised i didn't actually put the gap in the sides of about 64 pants frames
64 sounds a lot but knowing pants thats probably like 5% of the spritesheet
im sure you will get many players complaining
bribe successful, very pretty picture
i'm sure i can fix it up in another 3 years
My favourite are the hakama
actually the side pants frames are my least favourite so fuck it, we redraw all the hair now
some fine 2021 crust on these sprites
https://smapi.io/log/a3dab9fcf35a4a7da369164e4ad25c45 guys any thoughts? the info is right from the website but still
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 19 C# mods and 89 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
not this part bot 
you're gonna have to be a bit more specific about which error you're asking about i think
considering there are 246 of them
please say more about what you are working on
and if theres a json involved that also needs to be shared
if its the billion errors at the front, it seems you have a lot of folders but at no point in the assets/Hats/Hairs file tree it actually found manifest.json
or Hairs
Remind me to add an article explaining how to set the home for Pelican Valley Loft NPC Apartments on the mod page in 12 hours
.....ok..... (#6860504) (12h | <t:1757700659>)
I just got my first comment asking how the heck you do that, LOL
(I really should download some NPCs for it, it's very weird being completely empty)
(I don't dare publish it but I did come up with quick files to house a bunch of old abandoned characters in it)
I may make some random none social NPCs to fill it out, I'd be able hone those skills abit (not that I have those skills to begin with)
It is really very easy to create EditData patches to move preexisting NPC's homes into the empty apartment rooms.
and their schedules?
Most of the ones I tested with didn't have bed schedules anyway, so that wasn't a big deal either
(lorewise, you can always claim that a resident who doesn't return back in the evening is staying out late)
But honestly, if you just wanted to fill out the apartment with a bunch of shutins for personal use, you could probably make nonsocial NPCs from the festival tourists
i guess we'll never know what error they needed help with
I am assuming they actually needed modded-tech support instead based on that log
I have been watching modded tech support but I havent seen it there, entirely out of sheer curiosity
WDYMM'
forever a mystery
commas are useful in json
You're missing many commas
In fact you need all the commas
sorry will share, i fixed the error but now its not working and no errors lol
I think you may have misunderstood what it was telling you, do you have a screenshot?
It's helpful to practice just throwing together npcs, even if they don't do much. I can spool one up pretty quickly now because of the practice I got from monster collective, so the only part that takes a while is deciding on the creative parts
(and getting the energy to do it lol)
the tinker isnt appearing at all
please give me a line number
you also need to share the log again now that you changed something
Neuvi you're using the wrong JSON format
it not lol ill delete these mods im just lazy to do it
you’re using “content”, you need to use “manifest”
You were using the wrong json schema, changing it to manifest shows that that is right
omg it automatically switched and I didn't even pay attention
All is well, just had to switch the schema
To be clear if you want someone to help you you need to be a lot more clearer with what the error is, what your mod is, and provide a log AND json if you're not sure what you need
ty guysss
Agreed, NPCs are something I really don't see myself making often due to the sheer effort it takes me to write creativly, but expanding my skill set in the event I do will very much save time, effort, and frustration
I feel like there’s a way to add a warning about that to the schema tbh
but idk if pathos will want that since it’s technically not strictly a part of the schema itself
1037
thank you
.
ok but I have another problem, the manifest keeps going empty 
wdym?
like I launch, and it just erases the manifest text inside
Are you saving the file?
that’s strange. do you have vortex installed?
Are you saving the manifest as a JSON?
Do you have file extensions turned on?
can you send a screenshot of your mod’s folder, please?
no, on is good!
nope, It should be on
You want file extensions on so we can see the extension in the screenshot
Ideally include the filepath in the screenshot too
like the whole folder or only the mod specifically
Idk how, this is overwhelming me lol 
just what’s inside your mod’s folder
I'm gonna back off and let iro handle it, don't want to overwhelm you
(that's what I've done too, I know how overwhelming it can be when loads of people are talking towards you)
This is the whole folder, I did move them before just to make it easier for myself, but the same thing happened then too-
whatever folder the manifest file is in please, if that makes sense
being 0 kB looks concerning
yeah idk why
that’s the issue, it’s blanking the file
what is a json-fil
fil is the swedish name for file
(JSON file but in a differnt language)
json file but in swedish? I think
yaaas
(Woo I know my languages!)
if you double click the manifest file, what do you see?
hehe
are you 100% sure this json is what was saved in your mod folder?
literally just empty
it's self destructing, I do not appreciate it
Can you try copy and pasting into it one more time, saving the file, closing notepad, then running the game?
yep
its my custom npc's json
(I get the feeling “closing notepad” is a scary suggestion for you
)
can you send an updated log after spawning in your trinket?
trying it now xd
yeah but theres nothing
no error message
it doesnt matter if theres nothing, send the log
this happens everytime
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 19 C# mods and 89 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
notepad is closed, right? can you see if the manifest is empty again?
so this is one of those cases where I suggest a computer restart
If a restart doesn't fix it, might I suggest making the manifest somewhere else (like the desktop) then moving it into the folder
is this log from after you spawned in your trinket? what is the exact issue youre having, no trinket at all or no trinket tinker custom stuff or what?
(Thinking maybe steam read only is having a bit of a tantrum)
lemme try one more time, then I restart and try the desktop trick
I pray I'm not the problem-
I worked so hard on these crops 
yeah, no tinker
trinket appears fine
To me it looks like you aren't the problem don't worry
Yep still no workie, will do a quick restart

Looks like your computer is cursed 
if its a Trinket Tinker thing then unfortunately i think you'll need to wait til you can catch chu around, I'm not familiar with Trinket Tinker details myself
catch what 
STAWP, I literally struggled so much with this pc before realising it was my windows being annoying. I've had so many mental breakdowns over this little IAJSHFILYAGIYFGHA 
as in wait for Chu, the author of the Trinket Tinker framework, to be around to ask them for help
chu2.718281828459045235360287471
Uhhhh
!json show the json file?
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.
for the manifest or content?
Content
Content
what a lovely token tantrum, that yellow truly makes the console pop
This sounds like a notepad issue now, I suggest you download Notepad++ or VSCode (Notepad++ is probably the more freindly option, and both are completely free)
It wasn't deleted when it was in game or it wouldn't have given you those errors, so it might be something to do with when you're opening the file.
(I recommend VSC, it's better at supporting newbies with syntax)
That's the one I'm using 
I see there is an issue that wasn't there before
It looks like you're using notepad, the one that comes with windows. Notepad++ is another program
As I suspected, you're trying to use tokens that you haven't defined
I know I meant ++ sorry
and how do I do that
You need a ConfigSchema to tell content patcher what those "Crops" and "CropsMap" tokens are.
Atlas's point was that your screenshot looked like Notepad, not Notepad++
oh yeayea that was simply when I opened it, but I use to other one for saving the json
I am just doing this all today for the first time so I'm a bit lost 
you're also missing a { right at the start of the file before "Format" (Unless that wasn't copied into the website, just as long as it's there in your file)
Also just to check: do you know why you have those When field conditions? Like what you're using them for?
ah yesss it's there
idek what that is, I just decided I wanted to make sprites and I saw someone use like this sprite size but in seperate little boxes, and I wanted to learn how to do that
I am clueless 
Are you editing the vanilla sprites, or sprites added by another mod?
You shouldn't need the when conditions at all then I'm pretty sure
Okay, you will want to remove the "When" field then as you do not need that.
Just so you know, this approach is bad for performance. It's much better to have them all on one sheet and replace them in one patch (each bit of json that has an "Action" field in it is called a patch).
(I do love those sprites, they look fantastic)
(You can still decide to have them as separate sprites, especially if it's a personal mod. I'm just letting you know so you can make an informed decision ^_^)
yessss I understand that, I just thought these seperate ones looked really cool so I wanted to try it out, I started trying to understand everything this evening XDDD
do I remove all the "when"
then?
Yep
alr lemme try that out
Yes, regardless of whether you have individual sprites or not, right now you want them all to apply (I assume) so the When field is of no use to you.
also since you’re having issues with files being overwritten, I recommend only opening them in one app at a time
(sorry, had to to do things)
The When field is used when you only want things to apply sometimes. Like in the case of configs, if you decided you wanted one set of crop textures that gave them all little faces and one set that were normal and you wanted to be able to switch between them, you'd set up a ConfigSchema to add a way to choose between them and then you'd use the When field to say "when the crop face option is true, use the sprites with faces and when it's false, use the sprites without faces"*.
* there's actually a more efficient way to do something like that than having two patches with When fields but for the sake of this example we'll ignore that lol
ohhhh that makes sense, ty for letting me know the specifics c:
yesss I will keep that in mind
I deleted the whens.. I think I have too many }, in the middle

No errors there
That looks right, not errors atleast
ooo alr idk how to fix the rest tho
What do you mean, fix? What is there to fix?
oh the valodation it says "Property format has not been defined and the schema does not allow additional properties."
and then
property changes has not been defined and the schema does not allow additional properties.
Thats the right schema type and it says no errors! so you're good
Yeah you keep setting it as manifest
SO SORRY 
could it possibly work now
er
we shall see
OMG OKAY BUT THE SPRITES WORK IN GAME
NOW WHAT DOES THIS MEAN
Looks like you still have extranious tokens
WHEATTTTT
"FromFile": "assets/CropsMap/grapes_{{Trellis}}.png", change this (and the others with {{trellis}}) to the actual file name in your mod folder
oh I see it
Would anyone happen to know how Content Patcher Animations behaves if another mod tries to EditImage the same ToArea spot an animation's at? I'm trying to overwrite and disable something in order to redirect it somewhere else
OMG I FIXED IT THANK YOU, MY BRAIN TOOK 10 MINUTES TO FUNCTION HAHAHAHA
@vernal crest@obtuse wigeon @gentle rose Thank you so much you guys, you guys are so amazing

Glad it's fixed and working! You're very welcome, glad to be able to help
My first mod, IT'S A MIRACLE 
not a miracle, your doing!
FLUFFY HAAAAAAAAAAAYYYYY
Such sweet encouragement
💖
cracks knuckles time to figure out how to make flavored items
Its easier than it seems actuallt
https://smapi.io/json/none/6a451111a6b54388800a10bc3a56e4cf
Trying to make the catalogue price configureable. It looks fine to me, but SMAPI isnt having it...
"Description: "Replace the vanilla Wizard Catalogue.", missing an " after descriptom
Same for the other two config options
ah ok
ugh i should just go to bed...
It works, at least. Just need to do i18n stuff but that's a problem for tomorrow me
the i18nifier doesn't support furniture. so im gonna have to do this manually...
Spreadsheet programs are pretty good for i18ning quickly
You put {{i18n: into one cell, your key into the next column, then }} in the third. Then use concat to join 'em up.
i dont have excel x.x
huh, my date overrides don't appear to be working.
(it says they have but I got generic dialogue)
huhh... i probably asked before but there's no way to use flavored items as input items, right? since they dont actually have their own item id, they just use the base item id
Google sheets? Libreoffice calc? I also don't have excel
hii im here

🤔 flavor can be inherited with context tags?
PeliQ lets you use flavoured items as input https://www.nexusmods.com/stardewvalley/mods/31832
amazing banner
It was made so that Goat could sell every type of fish bait at once
It will mean that if a player adds mods with items that meet the conditions, those items will also be useable as input
Hooray for framework mods!!@@
(Caveat: I am at mushy brain part of day so if I have misunderstood machines or PeliQ and raised false hope, I am sorry!)
Also it might just be me but the instructions are much easier to read on the github than on the mod page
yeah idk i feel like my brain is being busted trying to read it on the mod page lol
I think what you want is the first one, the one that uses the fish bait example
Do you have any existing json for the machine I can try to put it into?
If not I will just write some
uhhh i do but i dont? like what i have is just the local token template and havent put anything in it yet
I don't want a local token template, you won't need local tokens for this
Just your Data/Machines entry where you make the machine/add the rule
(Sorry if that sounded abrupt it wasn't annoyed just too tired for emojis lol)
i can write something up really quick for like, making apple wine back into apples, i guess? (or i can try lol)
Nah don't worry I will do it, hold on
Actually what machine is this for? Existing? New?
existing, i wanna put it in a keg
Okay
you can take flavored items as an input with vanilla--for machines yes?
I tried to backread but i feel like I missed a chunk of context
what i read in the wiki is if you do that it will just take the item it's flavored with as an input
like if you use apple wine, it will take the apple
and you want to make apple wine xyz instead?
Apple Wine Perfume
uhh more like i want it to create a new item. like apple wine + cranberry wine = apple cranberry wine
(i wont actually be using wine)
Oh you want to combine things
yeah....
yeah thats different
ok next question do you want the output item to be automatic or are you specifically manually making apple cranberry wine
i want it to be specific combinations
So you need EMC to do two items in one machine
so you can do apple + cranberry, apple + orange, but not something like apple + fish
and vanilla takes the apple wine in the first place using context tags
Why does it need to be the flavoured item?
You can definitely take apple wine using the context tag trigger field and use the tag for apple flavor with the tag for wine id
Why are you making apple and cranberry wine perfume? /curious
ok maybe using wine was a bad example
But you said you want to use a flavoured item as input. Apple is not a flavoured item.
But did you actually mean you just want to use two items?
ok let me start over
is this the essential oil situation
i thought using wine would be easier since it already exists and i could use it as a placeholder
Ah okay
the trigger field for a machine entry takes a set of tags
You need emc for the second item
or you can makr it a crafting recipe with spacecore or i think better crafting
I am glad there is something for me to do while i stand in the train back home
(Which was to use anything-flavoured essential oil without having to specify the flavour)
Is that possible just with vanilla too?
yes
Hmm then why did Goat need PeliQ 
idk
Maybe because Goat didn't have access to machine-specific fields
if you want to pass one the full flavor of "Apple Wine" instead of "Apple" or "Wine" maybe
cus i havent done that before
maybe im just tired but i can't find a context tag for flavor
Well Goat was selling, not machine-ruling
but thats entirely related
He wanted every fish bait in the shop at once
turn on debug fields in lookup anything and use it on a flavored item ingame
its preserve sheet index
ahhh
I imagine chu will probably backread and correct me at some point lol
@hard fern You can always ping me with machine questions, just try to describe the intended full outcome rather than specific problem cus it can help ppl better see where the hangup is
👍
i didn't even know it was possible to write shop data this badly
blueberry forgot the side slits
i forgot
ran out of memory...
Oops
ughhh time to test my mod before going to sleeep
if it explodes and dies thats a problem for later me
Maybe you'd even dream up a solution for that
i always say this and then when i do get a bug i stay up for another two hours fixing it and other things LOL
innocence is bliss..
ignorance..
whatever
my best work has been in an all nighter
sounds terrible, i'll take ten
all my work has been in an all nighter, I'm suprised I manage to function during the day
the incredibly cursed snake support was an all nighter
I'd expect nothing less with an idea like that 
the snake was childs play compared to the cursed selene
I just make stupid mistakes when I don't rest when I need to. Like just now, when I accidentally used git to delete a bunch of changes and files that I didn't intend to get rid of.
What's the etymology behind "Selene"? does it have something to do with Lua or just illiteration?
Selene goddess of the moon, and Lua is portugese for Moon
Oh now that's just terrible, does undo even fix it at that point?
Ahh good little portugese fact there, nice
I didn't know there was an undo and I've done other stuff since so 🤷
depends if your editor was open to those changes at the time 
Its more of a fun Lua fact, and is why its not LUA but Lua
you know, i've never actually imagined the lua logo as the earth and the moon before
I learn more every day, I've used basic Lua in the past, never quite got the hang of it enough to be very useful
I also immediately forgot what files they were so I can't go look for them or replace the changes either
For me, all nighters happen for me from being hyper focused on a task that everything else is an after thought until the problem is solved
It has resulted in me needing to do emergency food deliveries in the past because it became 3-5am and I didnt have dinner, but ah well
you should invest in a hungry roommate. it'll ruin your workflow but greatly improve your diet
Abby is always hungry but only actively goes after me for her morning wet
During Uni that was basically my method of sustenance, especially when essay writing when I literally could not break focus or it would all be gone
as I automated her 24/7 dry
Speaking of overdue food
your roommate sounds weird
Hey, are you familiar with mod Personal Combat Drone Redux? I was wondering if it you be possible to make other things, like a pokemon that attacks monster
Can Trinket Tinker do stuff like that? or maybe Custom Companions
Your roommate looks very cute, and mildly terrified
strange, she doesn't look wet 
it wasnt morning
a.... ok so like my item isnt iteming and coloring and displaynaming and stuff when it should be. like it should be "coconut Essential Oil". uh lmk if you need my default.json too
https://smapi.io/json/none/decc34d731394ceda4d251c7128a7c8b <- objects
https://smapi.io/json/content-patcher/8297946e80ff4048a28896a5cccdc03b <- machines
are you using another mod as an example
LocalTokens my beloved
nope im going in absolutely blind... and by that i mean im following the wiki and not much else.
You dont have any fields for copying the flavor or the color, I think you should look at some other mod
a little concerned that i changed nothing and the out-of-memory exception went away. ominous
you will want "PreserveId": "DROP_IN_ID" in the outputitem I think
this example uses the outdated emc method of copying color but you need the vanilla field from the wiki machine data page for color too
or you can use the emc one since you're using emc anyways
hmm wiki says DROP_IN_ID but that Cornucopia example is just DROP_IN and looking at code is also just DROP_IN or DROP_IN_PRESERVE
or I just misread the common fields section and should read the relevant row
no idea
uhh i tried following it but no dice
following what
ok so what did you do
i think i messed it up https://smapi.io/json/none/40d10da5ffcc4f99a390e91a093699c6 again
thats a cool trick
click a line number and then shift click a second line and you will get that
did you remake the item
... did i forget the color thing
You need to be using {0} in some places not (O) btw
yes you did
forget the color
use the color field from the wiki page
hello i have come with a question 
has anyone ever thought about something like Fields of Mistria where donations to the museum trigger a flag for characters to talk about said donation? like a donation related dialogue, so to say (in case anyone in the future comes searching for the same question as me)
Your object data also needs a field for using color from next index if it doesnt already btw
wait huh where did i forget it (maybe modding when im sleepy is bad)
internal name
more of a #modded-stardew thing, but there is a mod that at least makes gunther go on a speal about each item
yeah you want to template the ObjectInternalName so it doesn't stack with other flavored items of a different flavor
the internal name
oh shoot, do you know what the name of the mod is?
-# you know, on the down low, mods don't have to know we're talking about it here
Yes you have to do this
it does though?
I think you only need the liquid texture, and the rest transparent, next to the original sprite
yeah, i have that
not in your object data it doesnt have it
unless you changed that in the last five minutes
you made a new item and etc etc?
I noticed on the wiki about stone chests and in some context tags theres mention of spoilable items, I cannot think of any spoilable items at all, what is that about? is it an unused/unimplimented feature or have I entirely missed it?
oh i am dumb forgot to patch reload
guessing CA planned for that feature but never added it
Time to see if theres a mod to enable it, Seems like an interesting system (ableit a tad annoying but I can think of other uses that aren't as annoying)
stardew having a spoilage mechanic sounds hilarious
well it's true\
most unimplemented systems can’t just be enabled, there’s significant code missing tbh
uhh doesn't Fresh Farm Produce kinda do that
(see: raft/lantern, map, luck skill)
I was just thinking if there was a mod that expanded on it and made it somewhat functional, especially if an item spoils into another item rather than disappearing
thats probably what the broken fruits on the objects sheet are
actually does it prevent a Jack o' Lantern from turning into a Rotten Plant
Okay so there is (thanks erinthe) but it is 3 years old
I think so, yeah
aha! it works. im now going to like. collapse.
questions to anyone here who knows about the pathfinder, am I remembering correctly that pathfinding for npcs is handled on day start? and if so, how does it handle a used warp being removed at certain times (if it even does)?
😭 thanks for everyone who helped...
great work!
I think they recalculate on map change aswell right? I feel like I remember that being mentioned when NPCs would use community upgrade shortcuts
what's up
oh, no i dont need help (anymore)
smapi will recalculate the WarpPathfindingCache if warps change, not 100% how in-flight schedules will behave though
i like macgines'
In flight schedules will not update
so they’ll just get stuck
community upgrade shortcuts happen when you enter the map iirc
wiki says 3 days
I assume in flight schedules are for the entire day, not point to point?
remind me in 8 hours to next step: buff trigger action mail flag crimes upon drinking the perfume
mmmmmmmmmmm I'll think about it (#6860778) (8h | <t:1757706271>)
entire day is done in bulk
don't know if that's correct though
Smapi will try to propagate schedules
which is what powers my schedule debugger
They happen to happen when you enter the map
yeah that’s what I remembered (most of this is exactly what I suspected, except for community upgrades which I’m still lost on)
But if smapi updates the cache after that they will show up
Community updates are actually applied when you warp to the map in question
Vanilla doesn't usually update the macro cache
so they’ll likely not be used by npcs the first time you visit them, and almost definitely not before you visit that map for the first time
But smapi does
yeah, good point, that’s what I meant but definitely not per save lmao
Are the shortcuts applied every time you warp or...that answers that
I only think in sessions, saves are a myth and can’t hurt me
they happen first time you enter and wont reapply it as it remembers, but if smapi or someone else invalidates the map, it will have to run again and I think smapi will just do it immediately as propgation does call map modifications iirc
There was also something where it kept applying multiple times in multiplayer
so, when are we rewriting the scheduler/pathfinder again?
I'm retired 😛
(/lh)
I'm very happy with my life decisions
So if someone did an ontimechange map edit they would keep being reapplied?
I dont remember what my reminder for tomorrow morning is, it might have been scheduler related idk
you can list them
I prefer the surprise
this is why ontimechanges aren’t great, though they only get reapplied if the patch is actually applied (iirc), so if it checks for a specific time I think it’s less bad?
MapModifications are arguably slightly better than an actual EditMap patch as it doesnt need to load another map, vanilla just mutates the map directly with what it wants
I’m blanking on what those are
the expensive part is reloading the entire map, not applying the shortcut again
Could this affect an NPC's pathfinding or would the time between shortcut exists -> shortcut doesn't exist -> shortcut exists again be too small for it to affect it? (I am using time but I mean order of code things running, I think - like could the pathfinder attempt to direct the NPC through the shortcut between it being invalidated and then reapplied)
there isn't a time window between being invalidated and reapplied
its already reapplied before the Invalidate function has finished blocking main thread
the pathfinder only works on day start, and since the game only does one thing at a time (for the most part), nothing happens between invalidation and reapplication like sinz said
does a shop entry Id have to be the same as the item you're trying to put in the shop
Hm that isn't quite what I was expecting. I thought it'd be invalidate -> reapply, not start invalidate -> reapply -> end invalidate. Interesting, thanks
you get this nested behaviour
No
I’m going to put recursion between two methods into my mod just to break your website /j
would the c# compiler even allow that
Profiler can handle recursion perfectly fine, it just cant handle multi threadding
I refuse to even joke about multithreading stardew
performance is the least of your concerns
I am probably betraying a great deal of ignorance here, but how can that happen? Isn't Stardew single threaded? Is SMAPI multi-threaded? (Am I even understanding threading remotely correctly haha - okay judging by the last couple of messages I am not understanding it lol)
Stardew is effectively single threadded but its still C# and nothing stops you from invoking more threads, its just that pretty much no code is thread safe
my messages were inspired by the entire course I took on how to program concurrently, whose moral was ultimately “don’t!”
also ig mp is a form of multithreading which is kind of why it’s so cursed
split screen co-op isn't multi threading which is partly why performance is so bad
Hm yes it appears I have definitely gotten mixed up
tl;dr a lot of things you would assume are very basic in programming break as soon as you have two threads doing them at once
say you have two threads that are trying to increase a variable x by one. if you’re doing it concurrently you can run into the issue that thread 1 grabs the original value of x, thread 2 grabs the original value of x, thread 1 sets x to original + 1, thread 2 sets x to original + 1, you only counted one of them
-# (yes I know incrementation is usually an atomic operation, whichever one of you was about to comment that /lh)
Okay, what about running two unrelated processes at the same time? Is that multithread?
it is but if they’re completely unrelated, they’re usually safe
but as soon as they so much as touch the same thing, you can have issues
But vanilla only runs one thing at a time?
(if you’ve ever heard of people here talking about mutexes, that’s a tool you can use to protect things in these contexts)
It's often more difficult to prevent 2 things from affecting the same thing than making it safe for them to work together too (at least in my limited experience in multithreaded data processing)
took a bit of hunting through my hoard of logs but did find a case where there was recursive propagation
How can SMAPI be running CoreAssetPropagator.Propagate() and whatever it's doing with Maps/winter_outdoorstilesheet at the same time?
in a single threadded mindset, the simplest way to read these flame graphs is read left to right, and the thing currently running is the furthest down
Multiplayer is multiprocess not multithread
so Warped called UpdateContext which called Propagate which called PropgateTexture which called AssetReady which called Propagate (again) which called propagateTexture which then did a CopyFromTexture.
once CopyFromTexture finishes, its back to PropagateTexture running operations again and when it returns, its back to Propagate, etc
so the answer is really that only the bottom thing is running (like sinz said), and everything else is waiting for it to finish so it can continue because running the bottom thing was part of the higher thing
Oh I see
if the thing at the bottom threw an exception, that cross section will be the stack trace
So they aren't all actually doing something at the same time
just because you’re right doesn’t mean I have to acknowledge that >:(
what if I like to be wrong, chu?
/lh
Ok cool thank you both for explaining 
Another programming knowledge nut I can stash away for winter and hopefully not forget the location of lol
on a semi related note, finding that screenshot was actually a great stress test for the new site, it handled that great and turns out I accidently made the tab buttons wrap around which was neat, good job past me
the JS heap might be 1.7gb from having these 12 logs loaded but thats fiiiiine
wont be available until I release Profiler 2.1 and I haven't gotten around to adding the special sauce into Profiler 2.1 (or the site) to justify it
also it doesn't have a log viewer at all currently as my nieve attempt crashed SolidJS which wasn't fun
ugh ok uh.....
sorry for having issues again but my Mail is not Flagging.
i tried looking at how to add a mail flag (no actual mail) but it doesn't seem to have actually triggered since i can't craft my item anymore https://smapi.io/json/none/e12388e282374c6e88310406255d0243
pls ping bc i might end up falling asleep
(i thought you were going to sleep after the last 'one last fix'?)
(i lied)
You can add an action right to its shop entry, you don't need a separate trigger actions entry
{
"LogName": "Add the shop items",
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [
"{{ModId}}_CommissionsShop",
"Items"
],
"Entries": {
"{{ModId}}_{{LT_AnimalName}}CommissionReceipt": {
"Id": "{{ModId}}_{{LT_AnimalName}}CommissionReceipt",
"ItemId": "{{ModId}}_{{LT_AnimalName}}CommissionReceipt",
"TradeItemId": "{{ModId}}_{{LT_AnimalName}}Film",
"AvailableStock": 1,
"Condition": "!PLAYER_HAS_MAIL Current {{ModId}}_Commissioned{{LT_AnimalName}} Any, PLAYER_STAT Current {{ModId}}_{{LT_AnimalName}}PhotoProduced 1",
"ActionsOnPurchase": [
"AddMail Current {{ModId}}_Commissioned{{LT_AnimalName}} tomorrow",
"AddConversationTopic {{ModId}}_Commissioned{{LT_AnimalName}}CT {{CT_TimeGate}}"
]
}
}
},
I would suggest SpeedySolutions but it makes it fast to load the game again at the cost of not letting patch reload play nice
i patch reload like no tomorrow
though I guess you could just turn off the in memory image cache which is the only real thing fighting against patch reload
the bulk of the time save for startup comes from the sound logic and you probably aren't tweaking audio files
anyways! i am totally happy it works now. yahoo.
i guess ive just made the item itself double as a recipe
since you can only make the item if you've bought it once
people familiar with GSQ and trigger actions, is there any of those that cover the selling of an animal, and/or the reaching of max heart with an animal and/or what numbers of heart an animal you sold had? (absolutely not a specific very small niche case, there's probably a GSQ for this exact case somewhere)
summoning the knowledgeable people with those words :
"traction traction traction"
i heard this work
sorry I cant help anymore I only respect trigger action action
You mean you want an animals sold trigger?
but I doubt it, in general GSQ and trigger action actions only exist for stuff that vanilla might have wanted to use
or what were low effort enough that they snuck in anyway
I don't recall any framework adding it
I wonder why vanilla added trigger LocationChange
You can check for friendship level with EAC but I don't know about the others
it had LocationChange first, and added DayEnding later and pretty much everything migrated over to use it
as it was to kill the x precondition mail hacks
and x precondition mail was functionally LocationChange behaviour
but to fix issues like sleeping in ginger island or other places not triggering a farm locationchange they all got moved to global dayending
History 
I don't have access to this presumed 1.6 alpha link
ah interesting
unknown
This time truly unknown
I don't either, which is interesting because I did have access to the last one you linked
made me child me by accident. oh well
thats real cool
in hindsight Hooks was the better name to prevent trigger action action or traction
(side note, how do you make the names inline?)
pathos scope creeping himself
-# Sheku is correct actions is a bad name
Data/DoStuff is underrated
(settings > appearance > compact)
Data/GetYapping
hey blueberry, checked the mod page but didn't find anything, does LoC edit some vanilla recipes?
I really enjoy pathos' new watermelon colors btw
same
yours are pretty nice too
Best jolly rancher flavor
Ooo brilliant thank you! I thought it was a custom css thing
I remember back in the day I would backread the modding channels looking for green, but then half the junimos became modders (or modders becoming junimos) and wasnt as practical, but Pathos being extra fancy makes it viable again
i mean it's the whole concept of mods to add their own for stuff vanilla didn't consider!
So my job has two buildings now and I'm pissed to announce the other building has jolly ranchers and we don't
nope! no more recipe editing of any kind. no prices changed, no ingredients changed, no quantities changed, no healing changed, no leftovers added.
yeah
i had an idea related to selling animals or having high hearts animals or, ideally, selling animals with high heart
alrighty, thanks! 💖
fortunately for you, loc sandwiches still give leftovers, leaving you with an incredible half a sandwich every time you eat one
nice
Can't beat absolutely horfing a sarnie
i cut it in half and then eat both halves
in this fantasy game you have self-control
i have no idea what some of those words are
Lol, I just have a fast metabolism
horfing = almost greadily consuming, stuffing your face
sarnie = British slang for sandwich
I'm always astonished by people who can eat a whole foot long Subway in one sitting
people is me, I tend to not have much that is filling on it though
tl note: horf a sarnie = manger un baguette comme le porc
I can eat an entire foot long subway sandwich in one sitting lol
i once ordered like a whole bahn mi and i could only manage half
Entire mukbang community 
it was cropped out, but he talked with CA and got it on the table, in part as it was very useful for modders, and also solved vanilla problems with the x precondition (which later fixed vanilla bugs by moving it to dayending)
I can't believe sdv farmer tossing a whole baguette into mouth is realism
Smh have you met long distance runners
The number of calories needed to run a marathon is also the number of calories in a costco pizza
Need the LoC sequel, Enjoyment of Eating
i am pretty astonishing
farmer has kirby dna, so yes it is realistic 
I recall stuff like olympic swimmers just mowing through pizzas because at that level they need sheer quantity of calories
Eating skill unlocked
i suppose you could get the same effect by having some kind of reverse Fast Animations that makes you slowly, joyfully eat your food to savour every bite
tl note: doucement
god you must've been hungry
in college (~20 years ago) i once ate an entire enormous sandwich thing in the time my good friend ate half of his and gave up to save the rest for later. i still have a reputation about it
doctor: pain should subside in 5 days
me, a week later: 
i have a bad habit of homfing food personally. i can finish a whole bowl of pasta in less than 10 mins but at what cost
i do not savor food at all
tw // mention of ED kinda but not really?
||i am doing my best work to not have an awful relationship with food but dear lord, is it hard. am fat, am eat a lot, society shocked ik||
(fast animations user
)
When you grow up very poor. You eat fast or you don’t eat. You learn to eat like a duck in that environment.

actually i try and get myself to eat slower
but its like im default fast
i end up making my chest hurt bc im too fast
i also try to like, slow down usually. i just don't like wasting time™
I also do not savour food but in my case it's because I always wish I wasn't eating
mood 
Sadly, it translates into "eat very slowly so the thing you hate spends more time in your mouth" hahaha
sometimes my little bro in his infinite wisdom decides to tell me i have a lot of of food on my plate
Man. I love food. I can’t imagine not wanting to be eating

Drat
I wanted to copy something from multiple layers and paste it onto a single layer. Tiled said "no"
yeah tiled doesn't like that
food taste good but like once u eat it it's gone :/ and then i get sad and empty
Do not recommend it lol
yeah keep at it
This map is going to be so borked by the time I get to making it a real one and then I'm going to forget all the weirdness about it until I've basically finished making it and then I'll have to remake it and will cry forever
borked maps is how u learn, sadly
Speaking of food, this kimchi ramen smell horrific, nothing like kimchi at all disapointingly
i spent a while ignoring the front layer only to realize that makes everything look so fucked
I don't think I ever use the AlwaysFront layer
I do not need to learn, I knew how to make maps when you were in your cradle little Bea /lh
we're the same age 
Whaaaat you're 34?
Omg i'm a child to you all
baby noises
Okay you just thought I was young lol
34 is young
Not compared to 24 it ain't lol
i kinda assume everyone is the same age as me, not at all good with ages
got scared by the idea that bea and abagaianye could be the same age
I am clearly elderly
am i clearly baby? do i need to ask
i dont want to say you're baby because i'm only a year older but yeah
You’re old when you wake up scared of accidentally pulling a muscle in your sleep or hurting your shoulder sneezing too hard.
oh don't worry im aware of my maturity level, or lack thereof
You’re not there
i do pull muscles in my sleep
I suspect my disability has accelerated this somewhat, but yes I do get stuck reaching into the backseat of the car or trying to scratch my shoulderblade now
my issues certainly do lower the age at which these isses appear, 23 years of age in a body similar to that of a 50 yr old
it seems very strange that you and I are the same age despite the fact that idk which one of us I would expect to be older/younger
Hi! Is it possible for someone to only edit some of the portraits of your portrait mod without
add new
Sorrry
My keyboard is really behign on my typing
im sorry did you not say you had an adult daughter at some point or did i seriously misunderstand something
...are you thinking of ichor or something
....no

do you mean editing portraits from another mod?
then idk who you're thinking of 
Essentially, can someone add new portraits to your portrait mod of a preexisting character without storing your entire portrait mod in their own mod that adds those new expressions?
Expanding a mod?
Someone sent me a DM asking about editing and adding onto my portrait mod
I don’t know exactly what im goign to say yet
But i do not want my mod to essentially be stored in the files of their own, rendering it useless to download the files from me, if it isn’t even possible for them to add onto it without still requiring the rest of my portrait mod




