#making-mods-general
1 messages Β· Page 426 of 1
ooh you're totally right, i wrote that before moving between like 3 dosa shops
I wish I lived between three dosa shops
Have to go to a whole other city just to eat them
yes i think a naan chef is more likely to do the pizza animation than the pancake one (if im not remembering them wrong)
i waste potential by savouring fine biryani instead
it's just as likely for someone to use a context tag i don't expect, or omit them entirely, as it is for them to name their items slightly differently (or in another language)
does it check the internal name of the item or does it only work on english games?
to be fair it's an assum[tion the internal name is englihs
what if a chinese dev wants to use chinese instead
well it checks the internal name, but there's nothing stopping someone from writing the internal name in their own language
or indeed just plain gibberish
Oh i mean u keep current rules, but also define loc_anim_pizza
note that BakeyFoods and CakeyFoods make no attempt to check for torte, pain, tortilla, biscotti, or any other common non-english names for foods listed there
In case 6480 is like "tortilla is a pizza"
help help I'm drowning in tortillas
hate to tell you but love of cooking specifically states that tortilla is a pizza
Oh well you're the expert
oh my god 6480 
tortilla is a pizza i guess
but i do like that opt-in rather than naive search
(aside)
or in addition to naive search
tortillas irl are made with a tortilla press
Ig it could be custom field too like
press the tortilla
"blueberry.LoveOfCooking/Anim": "Pizzary"
(all you need is your tortilla press, a cheese press, and whatever it is that makes crushed tomatoes and you've got yourself a whole pizza machine.)
or else
/j

a blender?
πΎπͺ πΈ
actually are crushed tomatoes cooked beforehand
(oh, yemen. i thought you put indonesia by mistake while trying to write pls with poland)
(which country is the no flag from?)
anyways, blubs, I demand more accuracy in cooking mods
π²π¦πΎ π§ πͺ
that's not how tortillas. that's not how pizza dough. where is my instant pot and my takeout-at-midnight-and-tears
risotto is made without rice
is risotto a mod item or a vanilla item
at level 10 you can make a one-pot roast. and since i never made cooking foods take time either it's pretty much instant
My culinary degree is in shambles seeing this speak
vanilla
What do you mean tortilla is pizza
fiddlehead risotto is vanilla. it's more fiddlehead than risotto
Hotdogs are sandwiches
there is no risotto in risotto
Risotto without rice?!
oh, if I could make cooking not take time irl
hyperventilates
one thing I want for the One App to rule them all is automatic recipe interleving
It is now
depends how long you leave it for
if u want cooking accuracy try a diff game
well to be fair stardew doesnt have authentic parmigiano reggiano
please, 6480, how can I put cayenne in everything if there's NO CAYENNE
does it not? has anyone written a scathing article about this?
chocolate cake has no chocolate
I think i saw someone made/is making a more accurate recipes mod anyway? Lol
betrayed
they are made
another fine abandoned love of cooking feature was more accurate recipes
into the bin
there's like more than one, doesn't ruin the point
its already a config in cornucopia but someone recently made independent ones
siracha is a lifestyle
please do. get it out of there if possible
i mean i wouldnt complain if loc added rice to risotto
is baked fish a fransktein of two other fish
Is there anyway to display if a recipe has been cooked at least once?
Without yknow having to use up lookup anything
half and half... but which half?
I'm p sure i have that checked and it only shows for crafting
sprite leans into sunfish head but bream tail
mermaid fish
None of my recipes show they've been cooked without using lookup anything
should work for cooking too 
i could look into it, though the cookbook itself is kind of busy already
Or at least maybe a filter for uncooked doshes
ah yes, yellow
Dishes*
already available! it's in the filters tab of the cookbook
Yeah I get thay
BC has that but if ur using LOC YEAH
Especially since it doesnt like to format with custom fonts xD
you have issue with yellow vegetables? but not the blue ones?
But i will persevere
the cyan vegetables on the plate?
Really? Ionly have dishes ready to be made (which includes ones already cooked) and uh well not uncooked afaik
Let me get on my pc
"yo does anyone else like crab cak--"
blueberry, without prompting: blue
crab cakes and bean hotpot are my favourite foods ingame. which is why i get so many opportunities to stare at them in bewilderment
just beans in a bowl
is the cooked thing from BC?
maybe they are big beans
tbh it's also inaccurate that bean plants only produce 2 in stardew
i hate to tell you this but stardew isnt exactly accurate when it comes to farming
or cooking, or fishing, or mining
it probably is from BC, I dont have it, i cant remember if it was conflicting or causing crashes/freezing
but monster combat, thats pretty on point
the BC cooking menu doesn't work with the LoC one
ah yeah it's how i learned my epic slime fighting moves
yeah that
ok yeah LoC filter only has ready to cook (which is any recipe that has the ingredients, not just uncooked) favorites, new and buff recipes
new great category
new.. is uncooked 
wat
new means u havent made it yet
man in my mind new = "heres the last like 5 recipes you picked up" lol
true, but is it uncooked salad if its got cooked ingredients in it?
well at least now I know new = not cooked
now, if only the kitchen would register nearby chests like the work bench can with chests using better workbench
oh that's in the next update i think
just gotta wait for a pr to merge before i can post it
i wish sdv had a feature in ff14 where I could downgrade quality items to normal
since currently LoC wont let me cook if i have all the ingredients but theyre not all the same quality
is there no setting for that?
not that Ive noticed?
it should, just add them on separate plates
I know in cjb you can spawn items at any quality
but i dont think existing items you can downgrade
or do u mean like, same ingredient but diff quality
it sums up the quantities of all matching ingredients, you don't need to use a single stack for a single ingredient
like u need 3 blueberry and one is gold?
yeah one of my ingredients, It needed 3 but one was a different quality
and wouldnt let me cook
there's a plate limit no?
I had an extra plate left over

cant remember the recipe but it had 4 total ingredients, I have all 6 plates unlocked
one of the ingredients required 3, but one was silver quality
wouldnt give me the cook button
if you can replicate it and share a screenshot that'd be good, sounds like a bug if anything
until I got another normal quality one
ok, if I see it again I'll send you it!
gotta get my toddler out of bed now though :(
Make a quality scrubber BC
There's a mod that adds a quality merge button but I forget which it is
Sounds right
Theres two, quality smasher and another one, both of which I have in my game, one by keybind the other by button
actually doesn't Better crafting have a quality smash feature? or it mightve been extended storage
BC doesn't
right im going to, try n add schedules
wish me luck
what the fuck
so i know vanilla npcs can attend the desert festival, shouldn't that be a schedule thing
oh is it i am blind
i struggle
how do i set a home entry for an npc
in their character data
so if they live in the farmhouse, location would be Farmhouse?
NPCs don't have pathing on the farm, unless you're using Chus mod which might have it added?
but if they did I believe it would be FarmHouse
the children run around the house
chu said to add a home entry since im adding schedules
I'd say pathing was added then, it should be FarmHouse, I don't see why not atleast
makes sense
The home should not be farmhouse
I do this for roswell
It should be where you want them to start walking to the squid fest
you have to add a npc warp to the farmhouse to make them actually leave the house but they can walk
busstop????
Sure
wait is this a married npc or like a extra npc that moves in with a married one
But no dont do any of the usual hacks for npc in farmhouse cus the farmhouse version is the Child
i need a warp anyway since i'm doing desert fest first
Doesn't desert fest have a npc warp normally
it does yes
For the whole town
warp normally?
yeah it does for npcs
So yeah bea just plonk the kid in bus stop for now details later
i need to get my gsq for sociallize right
Bea is using my kids mod, it has a feature to enable a NPC counterpart to the Child
They are internally separate entities so that's why they don't have to start from farmhouse
And most days the Child version is the one active and roaming the farm
ooo i see
i thought it was like a npc that moved in or something
i have roswell move in if you marry lyell so
IS_PASSIVE_FESTIVAL_TODAY says to use passive festival id,,, what is
Bea the toggle between Child and npc happens on the start of day so just imagine ur kid ran out to bus stop at 5:59 or something
I guess i can do something to make them to the run outside in morning later but eh that's Later
What are you confused about? Looks right to me
i have a bad track record with GSQ
Yes
Iβll change to modid before releasing the mod, its just so i dont confuse myself
You can setup a dynamic token instead
Then write {{Xavier}} instead of {{ModId}}_Xavier
Im having an issue where my recipe appears as fried egg 
Oh that will do, Iβll do it
what's ur recipe code look like
Thank you chu 
Let me see if i have my content saved here
Line 2404
Ignore the rest its an old json
Damn i think i just found the problem
Its set as default

What's set as default?
You do not need a new Data/CookingRecipes patch for every recipe that you add, by the way. You can just add them in one patch.
which recipe is it? i need search
The hotpot 
Its cuz im an idiot as always 
i need to uh, stare at recipe data
You have your field count wrong
Your unlock conditions for all three recipes are in the display name field, while you have 25 1 in the unlock condition field
You need to delete that 25 1/ from all 3
isn't that too many fields
Yes, cooking recipes only have 5 fields (0 to 4) and if you don't intend to put a display name (which you haven't unless your display names are meant to be f Xavier 5, f Xavier 7, and default) you should only be using four of them (0 to 3)
"Fried Egg": "-5 1/10 10/194/default/",
ingredients/unused/yield/unlock condition/displayname
Oh i didnt know there was a limit for conditions
Will fix it 
Thank you guys
Im learning so much
Limit for conditions?
if you need several conditions at once it's better to have null and send recipe otherwise
For conditions or /?
I donβt, just thought it was required to set a date
an unlocking condition isn't required
It's not even possible to set a date for unlock conditions
Nope, it's gibberish
it's nothing at all
Did you read the recipe data page to write these?
Pfttt 
Yeah
But i dont remember
You may want to have another look
I made the recipes first after doing the basic for the npc
maybe u got confused by the Big craftable field, that one isn't used in cooking
Have no idea where i saw 25 1 
hey, is there a template/simple guide for replacing textures with content patcher somewhere? trying to fix up an outdated mod for myself, figured i'd ask before i try to reverse engineer some other random mod lol
What texture do you want to replace?
!unpack You will want to unpack your game content so it's easier to find the data, then use a Load Content Patcher action if you're intending to replace the entire image file (will be totally incompatible with other mods, but if you want to replace the entire file you'd be most likely incompatible anyway) or an EditImage action if you only want to replace parts of the file. There are examples on both pages for what the patches should look like (a patch is one section of code with an "Action" field in it contained in curly brackets.
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!
Oh and I even have a wiki page with info about what the fence sprites are like (it's old and hasn't been checked for outdated information but to my knowledge fences haven't changed: https://stardewmodding.wiki.gg/wiki/Fences
Once you unpack your game, you will find the fence files (Fence1.png through to Fence5.png, missing 4 for some reason) in Content (unpacked)\LooseSprites
yeah i have it unpacked already, needed to edit farm map before and needed tilesheets π
got it, and the wiki page is also useful since i had trouble trying to figure out what some of the gate orientations were lol
thanks a lot!
You're welcome! If you need more of an overall picture of using CP, the author guide is an overview.
will check it out, ty
If we make template with local tokens, if we didn't specify one of local token when calling the template what would it return? Would it be just null or is that even allowed? I'll try if I'm on pc but am currently don't have access to it π
It'll yellow at you
What you want to do instead is to pass empty string and do HasValue check on the inside
Thank you 
https://smapi.io/json/content-patcher/555c9b9499674ea0b9d5ad3b58a538ee
can anyone tell me what is wrong with #1 and #3?
Actions is a list
And you out CP style When in Condition which only takes game state query
ohh thank you!
after I have read that using gsq in cp patches increases loadtimes I thought I should switch 
Uh I don't think you understood it, or the source is incorrect
CP When is evaluated on day start and optionally on location change and time change
Whenever the condition changes enough that the asset must be edited the asset will be reloaded, this can be expensive
oh! what
Condition or GSQ is a different thing, from a data perspective it's merely a string
Whenever it's needed the condition is evaluated by itself for a yes/no answer and then proceed to whatever work
In the case of trigger action it decides if it should run the following actions or not
Only specific fields can take game state query
Which one to use really depends on the scenario, like it's fine to use When/tokens if you wish to change a particular dialogue only in certain cases
mhm yeah I think I mix up when and condition regarding their meaning
is there any easy event to track if a player just used stamina?
like is there a "player did an action" event? so I can plug into that and check
If stamina is a netfloat u can hook onvaluechange
The sourcegen thing now has automatic event hookups, supporting all smapi events, as well as static mod-defined events which use EventHandler<>. It chooses the event to use based on the method parameter type
is onvaluechange a new smapi event? I don't see it on the wiki. it is a netfloat
No it's just how the game netcode works, not smapi
It's an event on the netfield itself
So you would do Game1.player.stamina.onvaluechange +=
might have found an smapi bug?
Context.IsWorldReady says Whether the player has loaded a save and the world has finished initializing..
So checking to see if it is false should mean they are on the main menu. So
if (e.IsMultipleOf(3) && !Context.IsWorldReady)
return;
Should make sure the code doesn't run on the main menu. yet my log for the code after it is being sent.
Isn't that cus u did a && instead of ||
Need e is mult of 3 OR not context ready then return early
okay ty. was thinking I wanted to check if a multiple of 3 and the world isn't loaded, to skip.
Okay, I see the issue now when typing it out here.
@brave fable this was the recipe -- I'm not sure if its the only one because I dont have any ingredients to check for things that may not be working (scrolled through what i could cook and it is calculating correctly with mismatched qualities, for what I have)
when i made it previously i played around with the font size and style to see if the cook button was hidden, but it's not
probably a good time to learn de morgan's rule - if you want the code to run whenever (e isn't a multiple of three) AND (the world is loaded), then you want it to return whenever NOT ( (e isn't a multiple of three) AND (the world is loaded) ), which is the same as (NOT e isn't a multiple of three) OR (NOT the world is loaded)
aka
!(!e.IsMultipleOf(3) && Context.IsWorldReady) == !!e.IsMultipleOf(3) || !Context.IsWorldReady
If I read this right, by setting SpouseAdopts to false my NPC will always get pregnant regardless of the player being male or female, right?
someone will get preggo
that sounds like a threat
Oh, I get it now, thanks
though what happens if that's set to false and you're both same gender? Is there logic for that, or...
Pregnancy dice roll
Eenie meenie miney mo
unsure
if u set it to false u shouldn't be able to adopt no matter what
but who is going to get preggo
Actual stork shows up
makes sense
game rolls the dice for which of you is trans, obviously
yeah its easy
this will cause an issue if the npc is nonbinary wouldn't it
why?
I mean game code wise i have no idea how youd set it up
but lore wise
well they have something down there probably
well u don't know, cant trans a non existent
gender and genitals do not correspond like that
hmm. whoever is nonbinary is definitely trans, but it leaves open the question if the other person is
and its like... open free season. shroedinger's private medical details
the pregnancy roles mod needs to come back <3
except possibly the baby
become Drukhari
nothing you could say could convince me not to pronounce that like "become drew Carey"
edgy Warhammer space elves, only the super powerful don't vat grow their kids
Imagine the pointiest elves possible dressed themselves in a hot topic
my wife is a big Warhammer nerd so I'm familiar I just think they're name is funny
It is a funny name
ooh i like that
Thank you so much to everyone who helped me with the Broken Farmhouse mod. It's finally live! You can find it in the #mod-showcase channel. ^_^
On an unrelated note, is there anyone here who is in the Los Angeles, California area (or who can get there by tonight) and is free tonight? I have an extra concert ticket, since the person who was supposed to go with me got sick. >_< I'll ask around in more appropriate channels, but I wanted to give you folks first crack at it, since you've been such a huge help. β€οΈ
dies when: quere: gsq work?
like:
"HasSeenEvent:AnyPlayer": "9333220",
"HasMod": "camiska.FrogTankFrogEgg",
"Query": "NOT IS_EVENT 9333220"```
*does
No
if you explains your goal someone may have alternate idea about how to do it (maybe)
Thanks, Iβll try it tomorrow again, my brain is mush^^
question for modmakers, especially those who are new: when you're looking at the modding wiki for info, how do you find what you're looking for? What would make it easier for you to find things? https://stardewmodding.wiki.gg/
The Stardew Valley Modding wiki (aka the Modding Tutorial Wiki or the Modding Wiki for short) is a companion to the Official Stardew Valley Wiki.
You can think of stardewvalleywiki.com/ as a sort of "textbook" or "dictionary" containing vast amounts of useful information and as the resource for things...
(Please feel free to ping me when replying)
If I ask the question "How could I send a letter more than one day after an event", would I regret hearing the answer?
just use stats or CT
our answers reveal our biases i see
i prefer the stats way but i most often see people recommend the CT way so i just put what i think people would more expect to hear first
What's a stat timer?
I can infer based on the name, but I'm not sure where to find the How
increment a stat every day until its the number you want
then do something when its the number you want
the thing to use is action IncrementStat
Really random question someone might know. Is there a reason anyone is aware of that the SVE premium coop and premium barn are standalone buildings and not upgrades? I have debated doing a small patch for it since so many people in modded farmers complain. But figured maybe thereβs a reason I donβt know about
the footprint is bigger
it is probably gameplay design choice too ofc but thats less important 
CT way is probably a hold over from 1.5.6, from before we had increment stat
Gotcha. So theoretically I could update it and it might make for some wonky layouts but it should work
i would just edit the Size smaller
its fine for a building to have texture bigger than it's footprint
animal door may need fixing tho 
but yes juggle it until it works out
i would prob balance the prices lower as well
Unrelated. I have some MMAP questions for you. I just want to reread the documentation first before I waste your time with questions you already answered
what ails thee
Iβm not wrapping my head fully around the panorama stuff is all
have you tried it in game yet?
Slightly. Then I got distracted.
Thatβs why I wanted to reread before I harassed you fully haha
@ivory plume hello! would you mind giving me decompile repo access? my github is here https://github.com/nbeymer99
well just remember that most of the fields r optional for the simple usecases
Working on that cliff farm idea you mentioned
Trying to figure out how to make the ocean alive
Done! See the repo readme after you accept the invite for more info, and feel free to ask if anything is unclear.
thank you! 
i had vague idea of making use of the Minigames/*_boatJourneyMap assets as TAS for lil boats on the water
MMAP_IslandHorizon as base
Thatβs kinda where my brain is at. I can animate some tiles on the right sequencing to make it look like the boat is sailing across the water once in a while
well u dont have to animate them by hand
there is a whole feature to make animations that go across the screen, like the clouds 
As part of MMAP?
as part of mmap panorama
Ok. I definitely need to reread
hey it's me again for a "help me with english" request
Those rivers run so deep into the mountains, you never know where they'll
is there a term i can use for finishing this sentence? Like, i know how i'll say it in french but some language expect specific words.
I would go with βend upβ
thanks! i will see which one works best for the context, i appreciate the help
What is the term in French?
in french i would use "ressurgissent"
So like, "come out"?
roughly yeah
So google translate says that means resurface. So I still like end up
"End up" is pretty good, that sounds the most colloquial. "Resurface" is more specific, but sounds slightly less natural. "Lead" sounds good, but is vague.
You could also say something like, "you never know where they'll come spilling out" or something like that
maybe, but i'm not sure if it'll sounds natural and people sometimes already have trouble with that part
I think context of why itβs being said could matter. Because in another context I could see βtake youβ working
"end up" is the most natural and colloquial so far
If you're following them, yes, but mainly in that context
so context is for a character speaking of a lake, then of the rivers coming from the lake (which i should by the way make clearer) but since they go underground you can't take them
basically it's how you have one river going under the ground at whatever point and then it end up being the same river way further because it traveled a lot underground when you can't track it
Can i make a npcβs sprite disappear when i have a certain trinket in my inventory?
imo end up works for someone following the river, but lead works better for the river, which runs like a path
Is it possible to type in icons inside a dialogue box (no portrait)?
Is there a trinket condition? I cant find it
depends on the icons, the game substitutes some in automatically for special characters, such as β€οΈ for <
for trinket tinker the general method is to use the vanilla set npc visible traction
So the npc that isnt being used disappears?
Oh so thats what its for, i thought it would set visible the tinker not the npc npc
Is there a guide on the possible icons and how to write them, and is it possible to create my own?
its for setting the matching npc hidden yea
Will hide it thanks again chu 
Was trying to find condition to put on the npcβs sprite lol
howdy guys :D So, i'm doing a personal-possiblei'mnotsureyet public modpack, and I was interrested in trying making a paintmask for a building mod...
....Does someone know how to do it? :C
anything is possible βοΈ but there's no framework as far as I know
pretty sure there's a guide to the icons on the great ID spreadsheet
though if you can find one on the modding wiki that's probably a better bet
Wdym by "the great ID spreadsheet"?
π§ ...
The thing is I don't even know what to look for but I will try.
!itemids
not that one
the non-public Google sheet with absolutely everything on it hahah
honestly I don't know what i'd search either, the best I can tell you is $ πͺ , < β€οΈ , ^
, and some other miscellaneous characters for arrows
I don't remember the character for
but he's in there too
In that case, can you tell me where the Google sheet is? You don't have to send it for me if you don't want to, but any help on where I could find it would be appreciated.
The event modding resource right? There's a link to it in this channel's pinned messages, named 'the great ID spreadsheet' in an old Pathos post from 2020
Found it! Thank you very much 
Was trying to jump to that post so I could link it directly but discord isn't cooperating with me today lol
There aren't that many icons π₯²
it'd be cute to see a builtin [] token in the style of LocalizedText to insert icons, emotes, items, etc in dialogue instead of having to use arcane runes and wild guesses
I will see if I can add my own, but if it's too hard, I won't bother. Any idea where exactly is the game's code for these icons?
what did you have in mind?
they're baked into the spritefont hahah
and the substitution happens in the spritefont c# implementation
.. for some characters, anyway. the ones baked into the spritefont are simply the sprites for that character
I am making a custom channel that will tell you what floors are special floor types today and I wanted a skull, slime, dino, and fungi emoji.
well this is very much roll-as-you-like territory, so there's not much input I can give as far as the implementation goes
best I can say is to avoid trying to edit the spritefont assets themselves, and find some other way of drawing an icon inline
If you mean the logic for this, then I already made it. I just wanted the icons to display the results in a pretty way.
Why?
I mean the logic for displaying the icons, it's something of a task in itself at a guess
One thing that would be nice is LocalizedText being nestable
i could go on for a while about this, but since i'm sunday morning chilling I'll leave it at 'have you ever seen someone patch a spritefont to add more characters'
currently the output of LocalizedText only gets genderblock preprocessing but nothing else
it is a sunday morning chilling time 
Also, does anyone know where I can find that pink sky I remember there were ones that were only pink without the orange and all of that, but I would be ok with anything at this point. I just can't seem to find anything except the normal panorama.
uhh i have it around here somewhere
it's from the hot springs scene in my endless mod lol
What endless mod? I am curious.
how do you need it?
wdym?
best not to be curious, it's endless after all
what size, format, ..?
or if it was just out of curiosity
the original size to be able to edit it, and in any format.
ahhh really makin me get on the pc huh
Sorry I didn't mean to interrupt your sunday morning chilling 
alas bed
Thank you!!! Do you remember where you got these, btw? I am trying to gather multiple variations and test them all to see which ones are best.
you can plug this into gimp or photopea.com and check it out
well the background mountains and clouds are from sdv of course, the stars would've either been from the sebastian cutscene or hand-drawn, the rest is just some messy gradients and overlays
the weird leafy border is unused content from the same mod
are the bg from harvey balloon
it doesn't much matter if it ends up in your mod if that's what you're doing, since it's probably royalty-free now by virtue of being on the wiki
no idea how this stuff works
trademark lawyers hate this one simple trick
trademark lawyers can answer to this legally-binding document stating that i, the rights holder to those pixels, hereby permit all use under whatever purpose etc etc money
(what blueberry doesnt say is that the "etc etc" stands for "if you give me all of your")
(it's explained in the fine text)
How to add a new horse using Cp mode? Not replacing.
you cannot
with CP alone you cannot
however, you can try this https://www.nexusmods.com/stardewvalley/mods/35810
need extra mod
turn all the tractor features off, boost its speed and reskin it to be your custom horse, ez
does adding extra data to the manifest.json for CP packs cause any issues with mods? The extra data would be personal metadata (for a tool) with fields like Priority or Status, all prefixed with a unique Identifier
no
Perfect thank you
though mods can access that info and may use it for their own purposes
If u r in C# u can access those fields
That's good info to know for the future, I shall keep that in mind thank you
which of these hairstyles have the best/worst back sprites
it's real hard to balance the detail between the compact and busy fronts and the otherwise huge and empty backs
and what works for the smaller back sprites (e.g. right) doesn't necessarily work at all for the larger ones (e.g. right-1)
I think chibiusa is less croissant now so that is good
The bun looks really big from the back (2nd from right)
I am not sure I understand the geometry on 4th from right
4th from right is giving vanilla hair (unknowable geometry) /lh
Small note but 2nd from right i think the bun is fine actually but when i do the same hair on me i get a much stronger dividing line between βupβ hair feeding into the bun and βdownβ hair hanging loose (just noting about back view, side and front look fine to me)
Bottom row, 2nd from the left looks the best imo I think, 4th from the left seems a bit too dark compared to the rest of them
The details get kinda washed out due to it
right-3 is uranus and it was agony to even get this far lol
Pardon my poor drawing but something like this is how the lines of hair look to me in a similar hairstyle
back to the drawing board
I have hella hair so I can get substantial bun volume if I try
yeah we're after pork buns more than dumplings for pluto i think
And also I think Stardew hair defies some amount of logic
Like you can have hair that goes practically to your knees in vanilla
Whoβs to say you canβt have pork buns on your head?
it's shoujo comics. the hair, like the legs, just keep going
solid feedback all round, time to get out the big eraser for big problems
Is that not possible in real life?
It's possible, but definitely impractical.
Hair weight a lot
depends how much time you're willing to spend washing it 
Trueβ¦
But the farmer doesn't care about washing and brushing hair
The farmer has perfect hygiene
the farmer, canonically, reeks (source: haley)
Oh true
more on right-3 (uranus), is the front frame still usable or bin it
short hair with centre parting
In addition to being wildly impractical, it also depends partially on genetics and partially on an intense hair care routine (that the farmer clearly isnβt doing)
Yeah, long hair is really hard to maintain
You have to make sure the ends aren't breaking
i don't even know
swishy short hair too hard. better than the 2020 sprite is good enough to ship
pretty sure exactly nobody is installing the mod for the hair anyway hahah
i think it's cute!
I like it. It reminds me of something but I canβt put my finger on it
(Things get weird in rewriter code.
)
> this.GetType().FullName
"StardewModdingAPI.Framework.ContentManagers.GameContentManager"
> this is StardewModdingAPI.Framework.ContentManagers.GameContentManager
false
how does that even happen?
SMAPI's rewriters work by redirecting method calls, so this (as seen by the compiler) and this (at runtime) aren't the same value.
ah. terrifying
thanks for the hair style tips π₯³ 2019/2020 - 2025 comparison for your pleasure
you can really see the sailor moon art style in the new ones!
bangs are the heart of sailor moon. cowlicks are the soul
omg hairstyle number 3 looks like my hair! i have to download just for that
Blueberry these hairs look yummy
Is there a way to export a list of GSQs from vanilla and from the loaded mods? Similar to a patch export. I couldn't find anything like that
4th on the right needs to extend further to the left. It's wider on the front and side views
Also, the bangs probably don't curve around all the way to the back?
Other than that back one, these all look so gooddddddddddd
I love Rei's, Ami's and Setsuna's hairs the besssttttt
oh and Minako's <3
As far as I can tell, no, but I just threw one together out of curiosity if you want it. It could be something to ask Pathos about for the alpha or SMAPI, and I might toss it into EMP later. 
(Making it actually describe their args would be a mess, though.)
~gsq
[TestMod2] Registered game state queries:
PLAYER_SPECIAL_ORDER_COMPLETE
PLAYER_KILLED_MONSTERS
PLAYER_STAT
//etc
Esca.FarmTypeManager_NUMBER_OF_MONSTERS
Esca.EMP_IS_TIME_PASSING
Oh that's fantastic thank you! I shall go ahead and add that mod to my mod list and see which GSQs are available!
I shall also be having a look at this too, thank you! This is mostly to see if theres ones left off the modding wiki, so the more data I have the mor I can find out and add!
I think the (vanilla) wiki's pretty complete, aside from the green rain one, since it's wonky for internal use & a normal weather check exists
Here the list from my game with over 500 mods
I have noticed a few in the list that aren't on the wiki.gg modding wiki
I didn't know it had one, seems handy
not gsq but the only thing I know is missing from vanilla wiki is the extremely niche end Leo event command
The modding wiki is great for more specialised and niche use cases, quite a few resources on there that either wouldn't feel in place on the official wiki, or are niche enough that they are rarly used but still useful to include for prosperity
Would it be wrong to observe others art style and how many pixels they take to make stuff to try and make my own? Without copying it?
well, nobody can stop you from looking π
how would it be wrong to observe others' art style????
also, you need to copy to learn
you should observe others' art style and then try to copy it actually
art styles are not copyrightable
also that, yes

as long as you dont publish it you can copy anything
i suppose it depends on what your goal is, though. if you want to make game-fitting art, you have to study the actual game art, rather than someone's custom content. if you want to make things in their style, then you would
Oh that'll make my life much easier T-T
Ohhhh so for example if I wanna make npc I should go in sprites of the game and see for myself?
note that you can absolutely publish stuff made to mimic someone else's art style, as long as you dont copy the actual specific stuff they made in it
and ofc it helps to try and learn why they put the pixels where they did, just copying by going "ok they put a blue pixel here so ill put a blue pixel here" isnt gonna do much good
yup
pls i stare at other people's work like a hawk when i dunno how to do something. seeing a real example makes it 900% easier to understand how it works
vanilla assets you can straight up edit to make your npc portraits
studying stuff is ok and a good way to learn
that's saving me from so many headaches thank yall so much
even when aiming for vanilla style, understanding some concepts is always helpful (hue shifting, dithering, shading... )
!artguide
oh well
i knew the command wouldn't be that, because of course
!pixelart
Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.
To start, you'll want an art program. See a list of recommended programs in the !software command.
Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab
To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.
Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396
SDV has a few quirks to remember too:
- Colour limits: Limit the number of shades you use - stick to six including the outline.
- Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
- Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
eats the hair
qq: do i need a mod to kiss a farmhand in mp
i am, unsure, wiki doesn't say. anyone here be using mp
you right 
Need help learning how to convert an XNB to CP using https://xnb.pillow.rocks/ I need it explained to me like I'm 5 years old because I don't understand the usage guide π© the mod I'm trying to convert is a replacer to the cat.xnb file
I've never touched a mod in my life outside of config files
the mod didn't come with a folder, it's just a download to the xnb file. if that's what you mean?
Is that the same Content folder that's already in the Stardew Valley folder?
sorry I just feel like I'm really slow.. where do I make the new Content folder?
meanwhile i am reading this doing same thing
not sure if it does paired with portrait
it will work with anything
Alright I got a folder on my desktop named Content with the cat replacer xnb inside
Yep so far so good
fill in the info on the left (credit og author) and then click done, download button should appear
does the version matter
nope
oh wait, i think
the content.json is empty
right i, which files are you goes trying to convert
wdym
tell me the name of the files
for example hairstyles.xnb is in Content/Characters/Farmer
cat.xnb
its a lot but its the npc names.xnb
portraits?
yep!
You need to make multiple folders inside each other, since cat.xnb. you see where the game file is? same scrtucture
Content/Animals
Same idea, really. so Content/Portraits
Ah ok so go back to the beginning, make Content Folder with Animals subfolder, and put the new cat.xnb in Animals, and upload?

needs to be the same as how the game does it
when it makes the mod, it will be in a zip. make sure all the folders are inside one folder, don't want manifest and content to be in the wild
i am trying my best to understood so i woudnt burden you guys 
it's okay, it takes time β€οΈ
the content json is still empty
or rather, it shows this, but it showed this the first time too
ohh i have to make another content folder with the portraits folder inside that has the xnb files?
might be broken, i'll bring it up to Pillow
are the portraits inside a folder right now?
inside here!
should i convert it?
to the converter?
yeh
would you be willing to? the mod author says in the comments that anyone can fix the file and use it.. the mod comes with both CP and XNB versions but the CP version (which was done by a different person than the original author) broke and the CP author is awol, and the XNB author doesn't know how to fix
the XNB works fine and I've been using it, it's just the CP that something's borked
or, mod link
please use the Gray XNB if you need to choose
i did it, should i delete the other portrait folder and keep the converted portrait? (pls pardon me, i only know how to code design)
i can make it configrable
that also would be awesome
open the zip somewhere else, see if content.json inside it has anything in it
same as this
ah gee. can also convert yours if you want, im either misundestanding the converter or it doesn't work
that would be very appreciated, but only do it once you're done with torayori and have extra freetime
i am not that sweaty mod player 
im almost done with it
the portrait mod is in naver, it is in korean but heree
lucky for u i have an account
does it make an difference if you have an account in it?
some posts can't be seen without one
i didnt log in there, just an guest
ohh
i hope they had an cp version posted
should mention this doesn't change the icon when picking a pet @spark wharf
thank you so much, and totally okay with that, the original didn't either
did u get the beach portraits as well?
i also wanted the bench!
thank you!
would u care if they're xnb or png
can confirm it works, very appreciated! 
so there's a short hair elliot option, do you want it configurable
i will keep the long onee
the seasonal do
hmm
like i want to keep the baechues female portrait but change the bachellors portrait
i mean beachu's have seasonal
ohh
you can rename the png's from this mod and put into beachu's for like spring
but it wouldn't match the sprites
maybe the beach ones 
its fine
its the portraits i am prioritizing
alrrr and again, tysm for all the work
like replace naver png to the baechu's png?
well yeah
if so, i can do that part
you'd need to rename them to the season you want them to replace in
okii
so from Alex to Alex_spring, and put beach ones into the Beach folder
how stupid am i
not at all
i couldve done this a long time ago
to replace the png file??
or maybe i just dont have the coding sense yet
let me know once you upload itt
oh! i though u were doing the replacing thing
don't need code for that
suppose i could make u the replacer, to save u any trouble
it's much easier than coding a mod who might not even get priority
hmm seems like some of the ones in that portrait don't get one in beachu
that i can code
i hope it wont cause another burden 
not at all
do you want all the new portraits to replace the spring variant? the others will be in beachu style
maybe all season will be the same
but the females will stay in baechu style
does beachu allow u to disable characters
not that i think of, idk
jsut deleting some files
find this folder (yours wouldn't be in downloads, but in mods)
delete the files for the men
mod wouldn't break, i am coding the portraits
finding itt
just the males?
u said u wanted to keep the female ones
yepp, just confirming
yep
done with deletingg
jsut be aware doing this will make the men use their default vanilla winter portrait
@obtuse wigeon @lucid iron
The keybind and iconic framework issues in Fishbot should be resolved in 0.3.0, i completely replaced the input simulation with harmony patches and direct game code access. Let me know when youve tested it, I'm a bit too low on time to comprehensively ensure that everything is still working perfectly.
I have embraced The Harmony
tis done
uhh i did double check if i forgot anyone, might have made a typo, do lmk
i will just download it?
unzip and place into ur mod folder
lol
i am not dangerous 
it is exactly what someone dangerous would say! /lh
discord says this about all files btw. also, it mentions program, there isn't a program in there
just a few files
thats it?
i am shocked
and png's in there
in the world of coding
replacers aren't hard to code
? did i break something
i am doublign if its me
if i put it all in the mod
cause the sprites of baechu isnt loading
let me just double checkk
if u want sprites and not portraits to load it'll be a code edit
ohh its vice versa
OHHH
i see
it's all or nothing
i get it now
its alrightt now that my confusion is answered
let me see the portrait
i need to wait 9 am
they should show up in the social menu
pretty cool! i also experimented with hue shifting/colored base for some of my hairs and it definitively make them more vibrants
it seems i have an extra space somewhere
AAAA its workinggg
thank youu!!
if i want them to say the item name in lowercase, where would i add the block for it?
like this?
[ItemName {{Random:{{lowercase:(O)137,(O)145}}}}]```
no problem! glad to help 
next update for beachu u mean?
mhm!
you'd need to do the same thing you did
also i did a test if it works by adding an seperate mod of seasonal baechu but sprite only and it also workss
the naver file stayed
and the sprite chnaged to baechu style but the portrait didnt change, just the file you gave
i am so so so sos so grateful
thank you so much againn 
lol, reading it like this is like when you watch something and some words are badly dubbed over
wahh formatting
also i think my strcture may be fucked
heck
did i fix 
my lowercase is not correct
you are using Fields to partially edit entries that don't exist
but they do exist, i am birthing them~ i put in include in the wrong folder ig
so
[ItemName {{Random:{{lowercase:(O)137,(O)145}}}}] is not correct. do i just
{{lowercase:[ItemName {{Random:(O)137,(O)145}}]}}
??? formatting how
what are you trying to do, and why the lower case?
understandable have a good day
CP tokens can only affect what end up in the asset, but using dialogue tokens are runtime state
i want my kid to say a name of the fish, but in lowercase, so squid instead of Squid
unsure what that means, sorry
the dialouge string is
"winter_Sat": "{{i18n:boy1.Dialog.Winter.Sat}} [ItemName {{Random:(O)151,(O)130}}]$6",
how do i make it so the item name turns out in lowercase
i too wish to see an error item
(o) 151?
simple explanation is CP runs first, and then the vanilla system runs
but if you did patch export <asset name> all the CP tokens will have been resolved, but all the vanilla tokens will be still be present
so {{lowercase:[ItemName]...}}? since the cp one runs first?
{{lowercase: [ItemName]...}} will just result in [itemname]... first
if you want to manipulate the output of a vanilla token you would need to use other vanilla tokens on it
you could un-lowercase it, not sure if theres a vanilla lowercase
someone help me with this?
is this a mod you're making thing?
oh no it's not
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
then
is there a specific channel for these sort of thing? i need help with my daisyniko recolor because it's missing some tiles
oh thank you
here is more if you want to make a fix yourself for example
if it makes you feel better bea, vanilla generally doesn't bother lowercasing item names fetched from data
something something "Octopus"
treat them as proper nouns and don't ask too many questions
that's fair. we must be nice to nouns
Hey everyone! I've never made a mod before, but I would like to try to make one that prevents friendship loss with your pets if you don't have a pet bowl for each one. This way players could have multiple pets with only one bowl. So I have a couple questions: Does a mod like this already exist? And if not, what are the best resources for me to look at to attempt to create such a mod myself (like is there anything more specific than just general modding tutorials/wikis)?
hi, i believe this mod would require C#
alas i'm not a C# maker so i can't guide you exactly on what is needed (i assume something like finding the proper function, disabling the part you don't like)
Someone commented on No Friendship Decay - Reborn that it also works with pets, but not with barn animals.
I didn't test the mod myself though, but I think you should give it a try.
I wasn't sure if mods that prevent friendship decay from like not petting would also prevent the loss from not having enough bowls, but I will give it a try first! Thank you!
If the mod that HitMe suggested doesn't work for what I want, then it's helpful to at least have a starting point for what I want to do, so thank you!
What is the proper way to loop music when using the Game1.changeMusicTrack method?
How are you adding the music
I'm storing the previously played music track in a private readonly field called previousMusicTrack when the iminigame is launched, using Game1.changeMusicTrack("poppy", true); to play the vanilla poppy music, and restoring the previous music with Game1.changeMusicTrack(crusher.previousMusicTrack); when the IMiningame is closed.
Sorry if I've gotten some of the terminology wrong, I'm still pretty fresh to C# and am learning as I go
Ah it's not custom sound then 
Nooo just using vanilla music
can someone help me locate this certain bush in tilesheets? i might be blind but i searched everything and it's just... gone
is this not spring_outdoorstilesheet
i look anyway
no i am wrong, bushes have their own tilesheet
Tilesheets/Bushes
I'm on phone so I can't look but iirc there is vanilla thing to just choose musics again
do not despair, being confused about "where is asset im looking for?!" is a part of being a modder

Note that if itβs in tilesheets the way to include it on a map is via paths layer
tiles are so confusing, i spend 90% of my time searching for them and figuring out which one suits and which one does notπ₯²
If you're trying to figure out how to use them in a technical sense (like "how do I put a bush here that the player can shake") as opposed to just trying to figure out which one you think looks best, my advice is to aggressively copy vanilla. Find a vanilla map that does what you want to do and then copy it exactly. You'll make far fewer mistakes and gradually build your own understanding of how to make things work the way you want them.
Could I get someone to do a quick test to make sure my 2 mods are working? Either https://www.nexusmods.com/stardewvalley/mods/37365 or https://www.nexusmods.com/stardewvalley/mods/37232
Just have to go to the back freezers of JojaMart, or the Candy rack by the checkouts.
I'm trying to troubleshoot for someone who says neither of my custom stores are working for him and I can't think of why that would be. It works for me. I'd just like to confirm that either one is working for at least someone else.
Did they give you a log?
i did open the cindersap forest map for that reason, but apparently all the bushes were marked with the path icons and i couldn't really find anything that would provide an image of it straight from the tilesheets
does that mean i need to put an icon as well, or just insert both tiles of that bush directly on the path layer?
real bushes are just paths
https://smapi.io/log/59bd9d62843648b79fded8140cf46b81
The gave me this one, but I'm away from home atm and it's a pain to sift through on mobile, but I don't see any outright errors
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 66 C# mods and 81 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
The real bushes are the friends we made along the way
If you want a bush that functions the same way that the vanilla ones do, you need to put the icon onto the paths layer. I'd recommend doing that either way, unless you really, really don't want the player to be able to chop it down if they have the bush chopping mod.
Thank you! I do have it installed but I just want verification that it is working for someone besides myself. For my own sanity
ah, so finding that tilesheet was unneccessary anyway?
you can edit how they look with the tilesheet
if you just wanna place them on the map, kinda?
10
@near island works as intended
Yes, especially since if you want to place them directly on the map you'd use the ones in the tilesheets in the Maps folder rather than the tilesheets/bushes one
Ty so much. I was pulling my hair out. I'll try to get more info from him. The only thing I can think is he's trying to shop outside store hours?
He has the shoplifter mod, that might be impacting it
looking at the log they sent, i see nothing. might be yeah. self serve wouldn't work on modded shops no?
yeah also that, seems like they were banned from joja for a bit 
no self serve actually
Not sure what that mod is, I'll check it out thank you!
Appreciate it guys, this has been driving me crazy. I hate having any bugs at all in my mods.
I believe it lets you break into shop buildings while they're closed but yeah I don't know anything more
i presume these two are the same thing, yes? and the right one can be interacted with while the left one not? ngl all this trouble i have with just one bush is rather sillyπ it's my first time making a map so sorry for being so confused
your mod wouldn't cause this bug, maybe he was doing what aba said and that's why the shops don't work
Ahhh. That would make sense
You don't have to apologise! And yes you're correct.
Thank you much guys!
hope u figure it out! np! im going to drink some jojamilkβ’
okay, thanks for everyone's help!
ur milk sprite is very nice btw, really says corporate
You're welcome! By the way, just in case you don't already know, but turning on trace messages and then using the search box to limit the log to only messages relating to your mods makes it way easier to search logs on mobile (and computer lol). Another thing you can do is look for the asset to see if anything else is editing it. Like checking "jojamart" to see if any other mod edits the jojamart map after yours etc.
I was worried that it came out looking like a bottle of bleach lol, but I couldn't get the handle a different way that I liked
no no it's perfect
Thank you! I'm new to modding SDV so I don't have all the cool tools figured out yet
and bleach isnt blue so ur in the clear
Hehe I noticed that too
sometimes im reminded people use my mods and im like 
I like to tell people about the cool tools so if you ever want to hear about more feel free to ping me ^_^
Hey, so sorry to bust in again π₯Ί over the last few days I made a house and want to add it to the forest map, but I have encountered a few issues with tiled.
First one, is this is my house, but in tiled the bottom is cut off
Does anyone know why this could be? Did I import it wrong?
"add new tileset at the bottom" I followed another tutorial again
Yes, for NPCs that I've been working on
272 X 175 do I need to resize it? Does it have to me a multiple of 16?
Yeah cus each tile is 16x16
Your thing looks cutoff by more than just 1px though
Does tiled just floor automatically
Okay, I think that should help. I can increase the size and let you know how it works out
Yep pls do
I'm not sure how you mean π₯Ί
Math floor means round down and math ceiling means round up
Oh, I don't even know where I would find that setting.
But now the house appears to be cut off on the right. I changed it to 270 x 175
Uh you wanted to change 175 to 176 (11x16)
272 is fine cus it's 17x16





