#making-mods-general

1 messages Ā· Page 430 of 1

tired matrix
#

is somthing wrong here??

#

he wont change the outfit when i get in the mines

brittle pasture
#

NPCs reload their appearance when they change locations

#

so if they already have their appearance determined, you entering the mines won't affect anything

#

(also, NPCs can't enter mines in the first place. is this for an event?)

obtuse wigeon
#

Trinket Tinker I think?

brittle pasture
#

...oh, I didn't read too closely and thought it's NPC appearances lmao

obtuse wigeon
#

I may be confusing 2 people up however, I'm not 100% certain

brittle pasture
#

yeah I figured lol

tired matrix
#

he has one outfit per season, i wanna make him change when he gets in the mines too

brittle pasture
#

hmm I think Mine and SkullCaveonly applies to the entrance levels

tired matrix
#

how would i put this then 😭

brittle pasture
#

try LOCATION_IS_MINES Current and LOCATION_IS_SKULL_CAVE Current

tired matrix
brittle pasture
#

can you post your code

tired matrix
#

u mean the log?

obtuse wigeon
#

no, the code

brittle pasture
#

well both is useful

#

but yes code

tired matrix
#

Works only on the entrance

#

Can i do something to make it work in all levels?

brittle pasture
#

I still see PLAYER_LOCATION_NAME Mine in the code you posted

tired matrix
#

Bc i changed to test again

#

Simapi didnt recognize the other one

brittle pasture
#

well change it back and post both the code and the log

tired matrix
#

Alright

vernal crest
# tired matrix Bc i changed to test again

Just FYI so it's easier for you to get help: if someone is helping you after you asked for assistance, don't change things that they haven't said to change. It's confusing and makes it hard for them to help you. SDVpuffersmile

vernal crest
#

You don't have to apologise, especially not to me. I'm just letting you know so it's easier for you ^_^

#

I know it's not always an easy thing for people to recognise on their own.

brittle pasture
#

oh yeah I made an error

#

replace Current with Here

#

LOCATION_IS_MINES Here

tired matrix
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 18 C# mods and 88 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

tired matrix
#

okay let me try

brittle pasture
#

I forgot that LOCATION_IS_MINES take a location param and not the player sorry šŸ˜…

tired matrix
#

i dont know these queries confuse me so much😭

brittle pasture
#

[[Modding:Game_state_queries]]

brittle pasture
#

very useful reference

tired matrix
#

i was looking from there

#

WORKS YAY

#

thanks kid_wow_lad

drowsy pewter
#

Wow! You found the bug, fixed the bug, and let me know within 19 minutes! From one mod author to another, that's some serious dedication.

Lol, me no-lifing in my nexus notifications pays off

lucid mulch
gentle rose
#

sure, you'll just need them to solve p=np real quick first

lucid mulch
#

Just override the ModRegistry to prevent all other mods loading, and now framerates fine again

drowsy pewter
#

yeah i'm sure pathos would be fine with that

cedar jackal
#

how do i know the fromarea toarea of the townpath and the x and y stuff

dusky sail
lucid mulch
#

fromarea is the region in your source file (FromFile)
toarea is the region on the asset you want to edit (presumably townpath)

#

in regular pixel coordinates from memory rather than any sprite indexes

lucid mulch
gentle rose
#

which ones? or is it nondeterministic

lucid mulch
#

or fingerprint his mod analysis VM and not run when it is detected

#

which totally isnt malware behaviour

gentle rose
#

no need, just count the number of mods in the registry, and if it's in the five figures, don't run /lh

#

that way you also won't run for scarlett's regular mod list!

#

you reminded me I should finally do the optimisation thing I've been putting off... ugh

drowsy pewter
#

whoof, manually splicing about 200 item sprites into various combinations of recipes

#

and the art for the items themselves hasnt been polished yet, so I'll be remaking all these images right before release SDVpuffersquee

dusky sail
#

A sisyphean task....

gentle rose
#

should have nerdsniped pillow into making you a script to generate them

#

(/hj)

drowsy pewter
#

it would be a hilariously complicated script

gentle rose
#

best kind

obtuse wigeon
#

does Pillow use the pillow library? pretty sure python is used often so it wouldn't suprise me

gentle rose
#

iirc yes?

obtuse wigeon
#

It's so fitting I love it

indigo yoke
#

looking around, I'll find it eventually but thought to ask just in case: anyone know where the profession tracker is for perfection?

gentle rose
#

wdym by profession tracker?

cedar jackal
vernal crest
indigo yoke
brave fable
#

the recipe and ingredients in question:

drowsy pewter
#

the quantity of everything and the house setup just adds to the quality of this

dusky sail
#

Im not sure what you mean. Sushi and sugar and chocolate are perfectly normal ingredients for paella

brittle pasture
#

they might genuinely think the paella is cookable by throwing whatevs into it

#

idk I’m trying to give them the most charitable interpretation of the description

obtuse wigeon
#

I mean, anything is cookable by throwing anything into it, whether it's good or not is a different matter entirely

brittle pasture
#

my ā€œwhatever’s left in the fridge soupā€ recipe is always good SDVpufferwoke

#

granted I also usually add two gallon of fish sauce and ten cartons of milk so they taste more like those than the ingredients

brave fable
#

inshallah half a thousand chocolate and sushi burgers paella will feed us for many months

obtuse wigeon
#

I've just noticed in the image that trash isn't greyed out, trash paella anyone?

drowsy pewter
hard fern
#

I dont even want to know what the ingredients on the right are supposed to create

dusky sail
#

Paella. Obviously (joke)

drowsy pewter
#

broke: anything is a sandwich
woke: anything is paella

dusky sail
#

All you need is rice, saffron, and some sort of fish. If im remembering correctly at least. Then you can add whatever you want

gentle rose
#

you may hear the screams of the spanish but you can just put on noise cancelling headphones to tune those out

obtuse wigeon
#

The day my household owns saffron is the day we win the lottery

drowsy pewter
#

you can own saffron in stardew at least

obtuse wigeon
#

I shall single handedly create a global saffron empire in stardew

dusky sail
#

If you cant afford saffron then just use yellow food dye it does the same thing (no it doesnt)

tender agate
brave fable
#

almost wish i added dandelions to the recipe as a rich man's saffron

#

literally the same thing

obtuse wigeon
#

Dandelions I can easly substitute saffron for, they're everywhere! both IRL and stardew

obtuse wigeon
drowsy pewter
obtuse wigeon
#

Fake olive oil too

drowsy pewter
#

fake vanilla extract

#

cant use any of it for anything unless you have cornucopias extended flexible cooking recipes option (now with loc integration!) though

dusky sail
#

But its so much cheaper to buy at pierre's than the real stuff

obtuse wigeon
#

-# Nice little advert edit there 6480

drowsy pewter
#

gotta plug

gentle rose
#

speaking of plugs

6480 have you ever considered making an animated portrait--

drowsy pewter
#

Yeah someone asked me for that yesterday

gentle rose
#

they sound smart, maybe you should do it

drowsy pewter
#

forgot who tho

gentle rose
#

probably not important but you should definitely do it for sure though

drowsy pewter
#

you seem trustworthy

warped raven
#

yep, seems about right

hard fern
#

Huh

elfin oasis
#

I have been affectionately calling this the ammobox.

Does anybody know how vanilla builds it or what it's called? I ended up having to make my own hovertext and hoverbox for a new weapon and I want to use this ammobox in it.

Picture two is my current working implementation

patent lanceBOT
#

@lucid mulch: fix cellar tiles going poof in propagation (18h ago)

shut edge
crude plank
hard fern
#

I cant believe it's not [one out of several butters added by mods]!

brave fable
elfin oasis
# brave fable it's simply called `attachmentSlot` on `Slingshot`, the same as `FishingRod` but...

I am very new to modding so this might be ignorant to ask as a follow up. But what is the path to getting that attachmentSlot?

Currently I am using something like this to find it and try and later place it where I want:

" private static Texture2D TryLoadAttachmentSlot()
{
if (_slotTex != null) return _slotTex;

        var candidates = new[]
        {
    "LooseSprites/attachmentSlot",   // canonical 1.6+
    "LooseSprites/AttachmentSlot",   // case variant (just in case)
    "LooseSprites/attachmentSlots"   // rare variant seen in forks
};"
gentle rose
#

I can't really think of why you would need three different spellings of an asset path to be checked

drowsy pewter
#

and im like bruh i dont know what any of this means

lime maple
#

hey guys, can anyone help me with a game state query? I want to know if the player has ever seen a mushroom tree

drowsy pewter
#

I dont think thats a vanilla supported gsq

#

unless chopping specific trees is a stat, if its a stat you can count that

#

let me see

lime maple
#

maybe an achievement

#

there is not achievement with mushroom tree

drowsy pewter
#

i dont see something related on the stats list either

lime maple
#

sad that we have PLAYER_HAS_CAUGHT_FISH but no PLAYER_HAS_CHOPPED_TREE

crude plank
#

Or MCP

drowsy pewter
#

thats all fine and all but i keep getting comments like that and they dont even state that theyre using a renaming mod

#

like they assume i know everything already lol

crude plank
#

Yeah that's just users being users

brave fable
#

as an aside, you should absolutely decompile the game code to use as a reference, so do mention if you haven't

elfin oasis
obtuse wigeon
#

!decompile

ocean sailBOT
obtuse wigeon
#

Theres instructions to decompile here /\

desert light
#

Anyone have a good source/example that I could look at to learn how to add a new building with the least dependencies? I'm ok with more difficulty, I just want to have as much control over the building behavior as possible.

obtuse wigeon
#

Unpack the game files, that is by far your best resource

#

it should be in Data/Buildings I think?

#

You can also view the wiki for the full list, but formatting may not be as easy to get (I learned that the hard way)

blissful panther
#

Beacuse yeah, buildings require essentially zero dependencies. Only CP if you want to do it via JSON, or you can skip even that and do it manually with C#... but that's less recommended.

Though if you need some C# to add some fun functionality, maybe worth looking at?

vernal crest
#

I was going to suggest MMAP for additional features if vanilla isn't enough but I don't actually know if it adds building features or if it just lets other things act like buildings lol

oblique meadow
#

FUN-ctionality. It was right there. Gosh

vernal crest
desert light
vernal crest
#

They just add to the list of buildings with the data that they want for their building, the available choices for which are listed on that wiki page I listed

#

If the building has new functionality that a vanilla building isn't capable of, it'll be C# (whether their own or using a framework).

#

For example there's a monster hutch framework mod that lets you put non-slime monsters in a hutch to raise them like slimes. The mod itself doesn't add content to the game but makes it possible for others to make content packs that do.

desert light
#

In terms of adding custom functionality via c# would that be done with Building subclasses? Like how I see the junimo hut in the decompiled stuff being it's own extension of the building class

lucid iron
#

Don't use solid foundations

#

As for adding functionality it kinda depends on what you want to do

vernal crest
#

Ah ha MMAP does have some building stuff

lucid iron
#

Something like junimo hut will need C# most likely but you can do obelisks with just normal vanilla stuff

vernal crest
#

That I don't need to try to explain now because Chu is here anyway

lucid iron
#

The building stuff in mmap mainly pertains to the draw layers

#

If u needed fancier anim

#

Or if u want multiple entrances

obtuse wigeon
#

Can spouse rooms have changable floors and walls? or are they hardcoded/not doable with just CP

calm nebula
#

There was at least one mod for that

vernal crest
#

Oh yeah the north wall greenhouse door

lucid iron
obtuse wigeon
#

I shall see if I can find it, I did look but missed it I guess

lucid iron
#

Give it a floor id wall id

obtuse wigeon
#

Oh perfect! thank you

warm field
#

Are spouserooms hardcoded to always have to appear on the right side/have their opening on the left?

desert light
#

It would be a non-enterable building very similar to junimo huts, even up to the point that junimos would be assigned to them lol.

lucid iron
#

In that case u will probably need C#

#

It's the kind of specific gameplay thing that is unlikely to be covered by any frameworks lol

#

If you wish to subclass a building then you will need spacecore

fading moon
#

i might just be dumb, but i can't figure this out lol. iv'e been trying to use only the buildings from a recolor mod but i'm struggling with what fromarea and toarea mean. can somebody explain it to me?

#

and iv'e already read the github guide but i'm still confused. but i understand most of the other stuff.

lucid iron
#

Well idk what tx you are editing but let's say it's 64x64 just as example

#

And then you wish to only edit the top left corner of 32x32

#

So the ToArea is 32 0 32 32, which means "starting at the point x=32 y=0, edit over a 32x32 box"

vernal crest
#

(psst Chu that's not top left)

lucid iron
#

Yes i meant top right sorry

fading moon
#

and what does fromarea mean?

vernal crest
#

The same thing but on the sheet that you're using as your source image

fading moon
#

or really i should ask is how to find the toarea and from area, thats what i'm most confused about.

vernal crest
#

It only applies if you're using a smaller part of a large source image

lucid iron
#

Usually the various image editing software will show you a X Y width height when you select something

vernal crest
#

You open the images in an image editor and turn on a 16x16 grid (in this case) and then put your mouse over the top left pixel in the top left square that you want to use

fading moon
#

oh, ok. is there a recommended program to use or can i use any? i currently have gimp.

lucid iron
#

Gimp is fine for this

tiny zealot
#

use whatever you're comfortable using, as long as it can output 8-bit rgba .png files

fading moon
#

great, thank you guys for the help. i think i know what i'm doing now.

tiny zealot
#

(if an image editor cannot clear this very low bar, i don't consider it an image editor /lh)

warm field
#

even old MS Paint can do that these days

gentle rose
brave fable
#

windows, not satisfied with making me run windows updates before i can open photoshop, also hides my cursor in the screenshot

gray bear
#

windows always mad

warm field
#

I don't think it ever included its cursors in screenshots?

brave fable
#

i'm giving a demonstration, not a history lesson 😌

iron ridge
warm field
#

snipping tool at least lets you mark things, helpfully

warm field
#

All the mods I've checked always had the spouse room spot on the right so I was wondering is this is a limit I'd have to consider, too

drowsy pewter
#

beige egg

brave fable
warm field
#

Ah, I'm sorry

brave fable
#

this is because i gave them the wrong directions. the method FarmHouse.GetSpouseRoomCorner in the decompiled game code says you can specify the position with the farmhouse map property SpouseRoomPosition

obtuse wigeon
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.16.7.1, with 5 C# mods and 1 content packs.

brave fable
#

you're saying your map has no tile layers?

obtuse wigeon
#

Yes, only Object layer as that's the only thing I'm adding

obtuse wigeon
#

Guessing it needs atleast something on a tile layer

vernal crest
obtuse wigeon
#

Ahh gotcah okay, thank you!

brave fable
#

Overlay surprisingly expects you to provide a map

vernal crest
#

Use MapTiles for the tile object properties

brave fable
#

whoops yep, wrong heading link

#

you want map tiles below that.

vernal crest
#

They need both anyway meow_googlychecks_pat

#

Although you'll need to do a text operation to append the map properties atlas

obtuse wigeon
#

Oh there is going to be a lot of writing the same thing, automation time

vernal crest
#

Test it first!

vernal crest
#

(Also the map property edit might need to be the farmhouse not the spouse rooms map)

obtuse wigeon
#

Well that just entirely wiped out the spouse room, time to figure out what I did wrong

lucid mulch
obtuse wigeon
#

Guessing that's for me? do only I have to download it for testing or would users have to use it too

lucid mulch
#

theres an open PR for SMAPI with it, so hopefully by the end of the month it should be in smapi

#

though I need to check whether this is also deleting the cellar door

obtuse wigeon
#

Ohhh okay gotcha, I remember this discussion now, if I didn't participate I did lurk and watch it go down

vernal crest
obtuse wigeon
#

Thats what I was intending to do, I don't use polyam mods myself but I do know many people use them

#

I really need to install a different console emulator, why on earth does it not have a way to access previously sent commands like every other

#

I shall be leaving this idea until an update that fixes the phantom spouse rooms bc this is not a testing environment I enjoySDVkrobusgiggle

warm field
#

Different window items?

obtuse wigeon
#

I didn't even notice that, they aren't even window items, they're what the game places as a placeholder when there isn't a spouse room

tiny zealot
obtuse wigeon
#

Honestly, Not a clue, but I like to think SMAPI is perfect with nothing wrong at all

tiny zealot
#

well

#

i'm reasonably confident that its command handling on linux does not support up/down to access command history

#

i hear that it does on windows, so i suspect there's some layer that is supposed to do it but silently does not

brave fable
#

am i finally losing my mind or is my git activity starting to spell out FS

obtuse wigeon
#

That shall be something I live with then, I really don't want to go back to windows

obtuse wigeon
tiny zealot
#

(i also live with it, and i don't have time to figure out the class hierarchy in SMAPI enough to try and PR it)

obtuse wigeon
#

One day I shall submit a PR to SMAPI, that day, is not before 1.7 release that is for sure

vernal crest
#

I expect one of you to have fixed it before I move to Linux please

patent lanceBOT
obtuse wigeon
#

group effort, we'll all work on it

calm nebula
#

I've said before

obtuse wigeon
#

almost certainly for worse, too many cooks spoil the broth

calm nebula
#

Given the sheer numver of enbies around

#

Why has no one implemented the third gender in stardew

obtuse wigeon
#

WELL you say that....

#

1,7 may bring that change

#

or was it 1.6.16?

#

one of them does magic

vernal crest
#

No I don't think it's in scope for vanilla?

tiny zealot
obtuse wigeon
#

I swear tirnary token things were discussed

#

(Tirnary isn't the name, I cant remember the name but it's a 3 state thing)

tiny zealot
#

1.6 has a gender switch block with three bits: ${male^female^unspecified}$

obtuse wigeon
#

Maybe it was that, that I was thinking about

tiny zealot
#

switch blocks are great and i hope they get expanded to more things in 1.7, as teased

obtuse wigeon
#

I identify as ${male^female^unspecified}$, as in, I will have all the genders at once, with no leftovers, no more gender left for anyone else

#

I ADORE switch blocks so much, if an IF can be replace by a switch, I can and will change it

obtuse wigeon
#

That is the correct spelling, thank you!

vernal crest
brave fable
#

go on then. make a new third gender farmer sheet. you can do the pants

warm field
#

and kilts and skirts, while you're at it

vernal crest
#

Just alternate the male and female ones every frame

gaunt orbit
#

what is even the difference between the male and female sprites

calm nebula
#

1 pixel of height

#

Subtle breasts

brave fable
#

shoe sizes and foot shapes, leg positions, eyes and lashes, expressions, underwear, and sweat

#

more than you think

tiny zealot
#

thinking once again about how male!farmer is 2 pixels taller in his swimsuit than he is naked/in normal clothes

warm field
#

he put on leg extensions

latent mauve
#

Look, clearly being in a swimsuit makes the farmer want to show off and stop slouching

autumn tide
hard fern
calm nebula
#

Technically ternaries are two states

shut edge
#

Something something vertical binders

true coyote
#

ugh, I'm trying to make an item bag for extra foraging and fermentation and it's just not working out, even though its structured exactly like the other custom item bags I downloaded, and like how the mod documentation says to build it :/

#

anyone familiar with making an item bag?

#

hmm, now I only have part of the items

quartz flame
#

Are there any online tutorial on how to create mods?

urban patrol
#

!startmodding yes, you can use the official wiki and there’s also the modding wiki which has tutorials for specific things

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

quartz flame
#

Thanks

spiral wave
#

Potentially dumb question what is the best way to get involved with the modding community and help with mods? Not sure if I said that right, šŸ˜…

latent mauve
#

Are you looking to help with making mods, or get help in making mods?

spiral wave
#

help with making mods

#

I'm familar with golang and JSON seems pretty easy, but I still have to take a class to get c#

round dock
#

To be clear, you want to help modders/authors with their mods?

spiral wave
true coyote
#

aha got it

round dock
#

Just a bit curious though, have you made a Stardew mod before?

latent mauve
#

I'd personally recommend getting your feet wet with Stardew modding (like making your own mods, even if they're small/unpublished tester mods just to make sure you're able to create a working mod) before you offer help to others, but if you're already familiar with JSON, a Content Patcher content pack is likely the best place to start getting familiar with Stardew modding.

#

That's just my personal opinion though

drowsy pewter
#

yeah its less about learning json and more about learning the game modding frameworks/data system

#

there are some mods that are team projects though that you can ask to help with

#

like if youve played a lot of modded stardew you can think about what mods you like the most ?

#

sometimes theres also people who like doing pixel art but are scared of doing the code

#

so sometimes amateur artist+coders team up like that

spiral wave
spiral wave
fading walrus
#

In the meantime, while you learn, feel free to scopecreep people

round dock
#

Ah, personally, I think the best way to help others is having experience in making a mod yourself, no matter how small or complex it is. But this is the right place when it comes to offering/asking help with modding. Lots of new authors (and even experienced ones) come around asking for help i.e. a pair of eyes to check their code or how to implement something properly

spiral wave
fading walrus
spiral wave
round dock
#

That, too! I fairly enjoy brainstorming with other authors and has in fact helped me in solidifying the idea behind my last published mod

spiral wave
autumn tide
#

also a complete beginner here, I'm making a mod but still don't really know how to code, I just got started by editing pre-existing mods with help from wiki, so that might be a good starting place for you too!

spiral wave
autumn tide
#

getting insanely hyperfixated helps-

spiral wave
round dock
spiral wave
#

I work in Tech Support so I already have a troubleshooting mindset toward fixing problems

round dock
autumn tide
#

idk if my advice as someone in a similar situation would help since idk what I'm doing either, but for me I was really passionate about an old mod that was semi-fixed, but still had a few bugs, found the way to fix the bug and then spiraled into incorporating my own headcanons and now I'm making a whole Krobus expansion-

spiral wave
#

Keep forgetting I'm not in slack, šŸ˜…

autumn tide
# spiral wave That sounds amazing, šŸ˜

soo if there's any lore idea you want added, tweaking a pre-existing mod for personal use can be a good start! (alsooooo if you wanna help out with mod-making I'd appreciate your input with mine cause I'm a little stuck rn-)

spiral wave
autumn tide
#

whichever you prefer!

#

I don't really have a preference lol

solar sierra
#

Hello hello ~
I hope it's okay to ask here...
I'd like to start modding furniture for stardew and I was wondering if it's possible to test AT furniture mods in game with the CJB Item Spawner.
I've...never made/installed mods for Stardew so I don't know how all of that works šŸ˜‚
Thank you in advance for the answer (^ w^)/

autumn tide
slow basin
#

in the dispos file when choosing the spouse adopts true or false does false mean that you have genetic kids with spouse with option to adopt or is that only if i put true

uncut viper
#

not just true/false

#

false means the spouse will not adopt if the spouse is the opposite gender of the player

#

but they will still adopt if they are the same gender

slow basin
#

ooooooh

uncut viper
#

(i think

uncut viper
#

actually setting it to false explicitly might override the same gender thing

uncut viper
autumn tide
#

lemme check the character files

uncut viper
#

SpouseAdopts does override the usual same-gender restriction

solar sierra
#

Oooh got it, thank you !

autumn tide
#

it looks like spouse adopts is usually null for the marriageables

latent mauve
#

If null, defaults to true for same-gender and false for opposite-gender spouse

#

Per the wiki. šŸ™‚

slow basin
#

Aaah ok thank you so much!

#

that was really confusing me lol

#

i must not have been looking at the wiki right lmao

latent mauve
slow basin
#

OH! thats why i never visited that page >.> im following the tiakall tut and im doing bare bones rn and then building on everything else

latent mauve
#

The official wiki has most if not all of the explanations for the data fields in the modding namespace pages for the thing you are looking to change.

#

It's really recommended to have that page open alongside any NPC tutorials or creators you might be working with, just so you know what can GO in each of those fields and what they do.

solar sierra
#

I have another question if it's okay to ask x)
AT mods replace/overwrite already existing og furniture if I understand correctly ? So does that mean I need to write the og ItemName I want to replace in the texture.json ?

#

Also ! Is there anyway to know the size of the og furniture sprites ?

uncut viper
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

uncut viper
#

!unpack

ocean sailBOT
#

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

uncut viper
#

the second governor command there answers your latest question

solar sierra
#

Thank you ! 🌸

#

Oh the unpacked sprites are tilesets though, so I don't know the exact size of each furniture individually... How do everyone know how many tiles/pixels one furniture is ?

uncut viper
#

you can open the tilesheet and measure them

solar sierra
#

With a grid ! Why I didn't think of that, I'm dummy xD
Thank you !

uncut viper
#

just make sure when measuring you include the empty space around each tile
theyll be sized in increments of 16px

solar sierra
#

šŸ‘Œ(^ w ^)

merry rampart
#

my town fountain looks like this during the winter and i have no idea why

#

buildings layer in tiled

#

ah nvm i see why

autumn tide
#

hey! uhh two questions, first what do the numbers (other than 0, ik that's the player name) in curly brackets translate to in the extra dialog file? for example: "PurchasedItem_1_QualityHigh": "Hey, {0}.#$b# So I stopped by Pierre's the other day and bought {1} {2}. It was the first time I've seen one of those there in a while... #$b#I cooked it up for dinner last night... It filled the house with a {3} smell.. It was a hit!$h#$b#I'm glad Pierre's stock is starting to expand again.#$e# Anyways...",

also, the purchased item lines in the extra dialog files are numbered, is there a specific reason for that or is it just for randomization purposes? example:
"PurchasedItem_1_QualityHigh" "PurchasedItem_1_QualityLow" " "PurchasedItem_2_QualityHigh" "PurchasedItem_2_QualityLow" "PurchasedItem_3_QualityLow_Rude" "PurchasedItem_3_QualityHigh_Rude" "PurchasedItem_3_NonRude" "PurchasedItem_4" "PurchasedItem_5_VegetableOrFruit" "PurchasedItem_5_Cooking" "PurchasedItem_5_Foraged"

uncut viper
#

{0} is not always player name

#

a number in braces means that something will be substituted into that space

#

like an item name, for example, which probably goes into the {2} slot if i had to guess

autumn tide
#

oh really? thanks for telling me!

uncut viper
#

what goes into what number entirely depends on the context its used in and what the code behind the scenes decides to put in there

autumn tide
#

ohhh okay, so there's no set rule and I have to infer?

brittle pasture
#

you don’t have to infer and can read the source

#

the code in this case is in ShopLocation.cs if you have the decompile

autumn tide
#

ooh okay

#

ty!

uncut viper
#

if you dont want to read the source and it isnt written on a wiki somewhere or something then yeah you have to infer

#

whether by guessing or by trying to see it in game

autumn tide
#

sadly not on the token page on the wiki

uncut viper
#

theyre not tokens or tokenizable strings

autumn tide
#

oh?

uncut viper
#

theyre not specific to Stardew at all

#

its just something you can do with strings in C#

#

among other programming languages

#

without reading the source id assume that {1} is a random amount ("a few", "one", "a" ,"some") and {3} is a random adjective

#

i make no claims of being 100% correct

autumn tide
#

yeah, that's what I thought too, I was just hoping there was a universal answer lol

uncut viper
#

i was close, {1} is just the proper particle for the item name

#

a vs an

#

the numbers in the string keys dont matter

pine elbow
#

hey yall

autumn tide
#

hi!

autumn tide
uncut viper
#

what was your second question

autumn tide
#

uhh one sec lemme paste

#

also, the purchased item lines in the extra dialog files are numbered, is there a specific reason for that or is it just for randomization purposes? example:
"PurchasedItem_1_QualityHigh" "PurchasedItem_1_QualityLow" " "PurchasedItem_2_QualityHigh" "PurchasedItem_2_QualityLow" "PurchasedItem_3_QualityLow_Rude" "PurchasedItem_3_QualityHigh_Rude" "PurchasedItem_3_NonRude" "PurchasedItem_4" "PurchasedItem_5_VegetableOrFruit" "PurchasedItem_5_Cooking" "PurchasedItem_5_Foraged"

uncut viper
autumn tide
#

OHHH okay ty!!

#

was confused for a sec lol, thanks!!

uncut viper
#

theyre numbered just bc theyre numbered as far as i can tell

#

the random choice is decided elsewhere

#

however it will always be the _3_[...]_Rude variant if they are a rude npc

#

basically the game chooses a number randomly between 0 and 5 (exclusive) and then if the NPC is rude it sets it to 2
then it uses that number to determine which PurchasedItem line to show, but if it chooses 0 it will use the 1 line, if it chooses 1 it will use the 2 line, etc

#

so like, its technically for randomization purposes, but it manually writes in the next higher number, so...

#

theres also some hardcoding for specific NPCs

ornate drift
#

sooo uhhh

#

what's a full-on guide to making a custom NPC?

iron ridge
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

calm nebula
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

brittle pasture
#

the event format is totally wrong. please refer to the wiki page + unpacked vanilla files

ornate locust
#

AI code isn't allowed here because it also doesn't know what it's doing

grizzled stag
#

Hi, AI-generated content, including code, is not permitted in the server

round flume
#

Ok sorry I'll except a ban

grizzled stag
#

This is only a verbal reminder, offical warnings and ban messages would be sent via bouncer in DMs

ornate locust
#

well that's a bit dramatic, you deleted it, don't worry about it

#

Looking at a vanilla event as an example will definitely be more helpful though.

round flume
#

I don't how to code i just wanted some help

urban patrol
#

we're perfectly happy to help you learn, but we cannot help correct chatGPT code (it's a waste of our time much better spent showing you resources to use instead). as people mentioned, try visiting [[Modding:Event_data]] for more information on events specifically

jolly torrent
#

just wondering if this mod exists already or if it's something i'll have to go make - has anyone split out all artisan items (ie. wines, pickles, jellies, honey) to be separate items for the shipping collection? would that even be possible?

brittle pasture
#

anything is possible in C#, which I’d imagine to be the best route to go with

jolly torrent
#

oh god lmao... alright fair enough, time to crack a book on that ig

brittle pasture
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

jolly torrent
#

i've only ever done content packs before buuuut

#

😤 i can do it

brittle pasture
#

what you want is theoretically possible with content packs, but

  • you’d need an ungodly amount of code
  • you’d need separate compat with modded crops
  • it’d break the hardcoded raccoon requests (among others) if you make the generic variants completely unobtainable
jolly torrent
#

yeah, it'd be better to learn c# and do it that way! i guess i know my next project for a while lmao

balmy venture
#

learning C# from scratch without help is hard. I know it well šŸ˜” I'm not a code person so I'm struggling real hard

oblique meadow
balmy venture
#

well for my ideas that are usually improvements and compats, yes haha

#

what can I say, I'm a creative person without coding knowledge lol

oblique meadow
#

šŸ¤·ā€ā™‚ļø I’m a colorblind person who tries to make pixel art at times. We all have our challenges

balmy venture
#

we could switch lol

#

at least at colors 🤣

spiral wave
autumn tide
#

hello! so I wanna change krobus's current 14 heart event to instead trigger while married on the 28th of summer when you go to bed, i think ik how i would make the event trigger when i want it to, but how could i get that to relpace the original event?

brittle pasture
#

you can null out the original event

autumn tide
#

oh yeah!

#

ty!

#

turns out i don't know what I'm doing lmao, how could I get my event (on the beach) to trigger when going to bed on the 28th of summer? I set up a DayEnding trigger action, but idk how to connect it to the event

uncut viper
#

if you want it to be a night event like that, you need the More Nightly Events framework

autumn tide
#

oh, I mean like a heart event

uncut viper
#

yeah. you cant do events when you go to bed without that

autumn tide
#

oh okay! i didn't know they were in the same category

lucid iron
#

The only way to emulate it is to have a event on the farmhouse location and make it happen in the morning

autumn tide
#

got it, even with more nightly events or nah?

uncut viper
#

More Nightly Events lets you run a normal event script overnight

#

any script you choose

autumn tide
#

got it, so how could I implement the event with MNE?

uncut viper
#

you'll have to look at its documentation

autumn tide
#

Oh, okay

#

prob gonna ask for more help here bc i suck at coding lol

#

would I have to set up the event in the farmhouse and then try to warp it to the beach or something?

uncut viper
#

you will have to refer to its documentation

#

it will likely answer your questions where i cannot as i have not used it

autumn tide
#

gotcha, thanks :)

turbid umbra
#

Is this the place to ask for a mod?

tender agate
tiny zealot
#

or if you are asking if a mod to do X already exists, or which of several options people prefer, #modded-stardew is the channel for that

golden basin
#

is it possible to add dig spot to the map in vanilla?

#

like a dig spot that has 1 item

drowsy pewter
#

you can do that with spacecore spawnables

golden basin
#

the documentation is gone

#

ooh i see nevermind the link i have is old

drowsy pewter
#

oh yeah im not sure what happened to the links lol

#

did you find it?

golden basin
#

I did but im not understanding the documentation. ive done this like twice and each time i barely understand it rip

lucid iron
#

casey was reorganizing the things so links prob ded

#

i believe both spacecore and ftm can do it?

golden basin
#

is there no vanilla way to do it? spawning on a tile? like a treasure

drowsy pewter
#

no

uncut viper
#

do you specifically want it to be a dig spot?

golden basin
uncut viper
#

do you care if the player has to have a quest in their quest log for it?

#

a Lost Item quest will spawn an object on the map that the player can pick up

golden basin
#

hmm I dont know about that, its like supposed to be a wepaon you can get

uncut viper
#

then no there is no vanilla way

golden basin
drowsy pewter
#

are you gonna share?

golden basin
#

yeah! if yall want

#

So I set the my indoor map as a outdoor, but didnt set any floor places as dirt. I put a diggable property down on one tile. Then I added my weapon as a artifact spot via location data and upped the chance to 100.0 just in case. Ill prob set a condtional to turn the spawn off once the weapon is got. adn then i made the digspot invisable when on that map

#

you use a treasure totem to spawn the item

#

makin the dig spot invisible is optionable

#

i just want it to be a secret thing

#

tho i might make it like a crack in the floor

uncut viper
#

well, i wouldnt call that spawning the dig spot if the player has to use a treasure totem to spawn it

#

but if it works for you then it works for you

golden basin
#

itll spawn on its own i just have the treasure totem cause i wanted to do a sort of lewis basement thing

#

it spawns on its own too

uncut viper
#

but not guaranteed to spawn

golden basin
#

well no i guess not... I tried my best though

#

i still think it was at least a decent way to do it.

shut edge
#

there are some "treasure chests" in vanilla right

#

i dunno if they're made in a way that's helpful tho

#

like uhh bottom of mines boxes and such

uncut viper
#

yes and theyre all hardcoded and you cant spawn them on your own anyway

tender agate
#

Is there an IModHelper.Events thing I can hook up to when the player uses their hoe?

tiny zealot
tender agate
#

yeah that's even better
any ideas on how to exclude digging artifact spots?

tiny zealot
#

no, sorry

tender agate
#

actually nvm, don't need it

#

to see if it was a successful hoe, I do a if (AddedTerrainFeature == typeof(HoeDirt)) or something like that?

tiny zealot
#

something like it

#

if you don't need to take any action with the item and you just want to check whether you have one, something like
if (e.Added.Values.Any(item => item is HoeDirt)) {
should do (with using System.Linq;)

gaunt orbit
vernal crest
#

Well, drat. I apparently cannot nest a local token inside a config token like this: "Texture": "{{ModId}}_PhotoBackground{{CT_PhotoBg{{LT_AnimalName}}}}16",

#

Hrm, I cannot find a workaround for this.

mortal hatch
#

i got a mod where
"BuildCondition": "PLAYER_HEARTS Any Gus 4 hearts",
puts out in SMAPI:
[game] Failed parsing condition 'PLAYER_HEARTS Any Gus 4 hearts': optional index 4 (int maxHearts) has value 'hearts', which can't be parsed as an integer.

any clue what the right code phrase would be?

hard fern
#

its telling you hearts is not a number, so just try removing that? šŸ¤”

vernal crest
obtuse wigeon
#

Good thinking Aba

#

stealing that for if I come accross wanting to do that same

vernal crest
#

I don't even know if there's a point to me doing it lol. Will anyone want to adjust their animal photo backgrounds/frames separately?

#

Like this, where you can choose a different background for each animal. (Animal sprites by Elle. Photo backgrounds and frames adapted from vanilla by me.)

hard fern
#

cutee

vernal crest
#

I think I would like the option to adjust them individually in case I wanted them to be themed differently according to the room they were in or something SDVpufferthinkblob

hard fern
#

really cool that the... the sprites will match whatever retexture

vernal crest
#

Thanks! I am pretty happy with that little idea haha

vital lotus
#

Most players r usually expect more of drag and drop, that's it. But those who do will appreciate

vernal crest
#

Drag and drop? Like to just put the furniture on their wall and go about their day, do you mean? Or drag and drop for installing the mod?

vital lotus
#

*who do like tweaking

#

Installing the mod

vernal crest
#

Well, installing it will be the same either way

#

This is all just config settings ^_^

#

Editable on the go while in game via GMCM

#

If you squint, you can see it change even while in the GMCM menu (though it's pretty dark lol)

#

(Well, you can't because you don't have the mod lol but I can!)

obtuse wigeon
#

I can say for certain I would defo change them to match the room they're in, none of my rooms tend to be the same so being able to mix and match is fantastic

mortal hatch
#

yea bread lovers gets a rework, someday

#

said the maker during JANUARY

vernal crest
vernal crest
mortal hatch
#

atleast fix this major bug....
with i dunno? a bugfix patch?

#

its been altready half a year

vernal crest
#

This is a hobby. People do this for fun and they do it for free. Stop with that entitled attitude.

mortal hatch
#

entitled attitude.? you are reading me wrong

#

i cmoplain then move on

vernal crest
#

And I'm saying "don't complain"

hard fern
#

i mean if you want something updated best solution tbh is to just do it yourself (but don't post it publicly anywhere unless you have permission)

mortal hatch
#

why shouldnt i be alowed to post a bugfix for a mod?

hard fern
#

cuz it's unofficial

#

and the actual author at the end of the day has the final say in everything bc it's their mod, it belongs to them

obtuse wigeon
#

It's classed as Mod theft if you don't have persmission from the original author

hard fern
#

if the author has said that it's ok to post unoffical bugfixes it's fine though

vernal crest
#

You can do so if you do it as a separate mod that doesn't include any of the original mod's assets or code, but even then the preferred etiquette in the community is that you make a good faith attempt to contact the author first. If your fix would have to include any of the original mod inside it, you can't do it at all. Edit: note that this applies in situations where the original mod author has not given permission for other people to modify their mod or redistribute their assets, which is the case for Bread Lovers.

mortal hatch
#

ok, never heard of that

#

i fixed it, but the netire building isnt working, so imma have to wait then

vernal crest
#

It's on the Nexus mod page under the "Permissions and credits" dropdown

mortal hatch
#

but i am at the verge to do it myself.... so i got a fixed version for myself

#

i just need to copy how the industrial furnace mod does it, and this mod doesnt

vernal crest
#

I'm sure I'm not going to get mixed up having four tokens that are almost, but not quite, identical /lh

brave fable
#

lh.. but not j...

vernal crest
#

I never joke blueberry

#

Light of heart but serious of face

gray bear
#

when will i understand schedules thonk i just want my kids to go to the desert festival (they are real npcs rn)

#

reading the schedule wiki im confused, how do i make them warp

vernal crest
#

You don't, they will take whatever warp is available to them

#

I'm not sure if schedules with only a single schedule point work

#

You're starting them on the bus stop map right?

gray bear
#

that is their default location

vernal crest
#

Try adding another schedule point

hard fern
#

gghhhh... i come back to working on my mod and i immediately dive into chairs hell

vernal crest
#

But also have you done blank loads for their schedules first?

fading walrus
vernal crest
#

Chairs as in chairtiles?

gray bear
#

many blanks

hard fern
#

yep... chair tiles...

gray bear
#

well 2, of em.

hard fern
vernal crest
#

Why is that hell?

gray bear
#

hey quill

vernal crest
#

A bit tedious, maybe

hard fern
#

cuz i dont like drawing chairs šŸ˜”

vernal crest
#

Oh so it is the drawing, not the data

gray bear
#

custom chairs?

vernal crest
gray bear
#

alrighty

fading walrus
#

I'm gonna get to work on something from the wip pile tonight

#

As a treat

gray bear
#

baba is wave t_pray

#

have fun SDVpufferheart

obtuse wigeon
hard fern
fading walrus
gray bear
#

i wish u a swift and nice chair experience

obtuse wigeon
#

I vote for the 3rd item from the bottom

fading walrus
#

Hmmmmm

#

Maybe I should finish my soda update since that's already in progress

obtuse wigeon
#

unless it's NPC related, then I vote for 3rd from top

#

Wwww more soda!

gray bear
#

🄤

fading walrus
#

I shall finish the update

#

It is decided

#

After that I'll get to work on the interface since that's also already a WIP

gray bear
#

live ur soda dreams

obtuse wigeon
#

If it wasn't for all my mods needing textures rn I'd also be modding

gray bear
#

ugh, textures

obtuse wigeon
#

Exactly!

gray bear
#

look at em

obtuse wigeon
#

daisy chain of children

gray bear
#

i will make them attend the festival SDVpufferwoke

hard fern
#

im just stalling bc i dont want to do textures XD

#

sigh i realized a flaw in my mod so i have to revise buildings and stuff too

desert ibex
#

wishing there were updated video tutorials on how to make custom npcs in 1.6… like ones that walk you through the entire process start to finish šŸ’” LOVE the wiki and it’s super helpful but i still have times where im unable to follow like half of the things on there bc i have genuinely 0 experience coding šŸ˜ž

#

it would be a lot of work though.. so i understand why one isn’t up lol

vernal crest
#

I notice you say "the wiki" when we actually have two which makes me wonder if you've only seen one of them. Have you been shown the NPC-making tutorial?

desert ibex
#

yep! i looked at a majority of the tutorials including the one in the bot message that people are able to bring up here 😭😭 it just gets difficult for me to pay attention when i see a bunch of text bc of my adhd + dyslexia combo so i wish there was an audible guide out there

vernal crest
#

Fair enough

obtuse wigeon
#

Can we get stephen fry to do an audible modding tutorial? is that possible?

desert ibex
vernal crest
#

I do always wonder what people who want a video guide would be copying and pasting though.

desert ibex
#

could always point to the description for links to templates if it’s a youtube video

vernal crest
#

Like is the expectation that the video tutorial also has the code snippets somewhere? Or do people just want to type it all out by hand from the video?

#

We have had some people say they are going to make a video. Nothing seems to have come from it though

obtuse wigeon
#

I guess if you have the schema it can help build up muscle memory by doing it manually while still having the helping hand

vernal crest
#

I suspect because the overlap of people who like video tutorials, people who know how to make video tutorials, and people who know how to mod Stardew is quite small.

desert ibex
#

yeaaah šŸ’” most likely

vernal crest
#

I hate videos because of my ADHD lol

#

They're so sloooooooooooooooow and when I miss something I have to do so much work to find the spot again

hard fern
#

i like video turorials but a lot of them ive seen (in general) tend to be poorly made/paced

desert ibex
#

i like them bc it’s easy for me to rewind if i miss something and if it’s too slow i can just turn it to 2x

obtuse wigeon
#

I tend to play videos on 2x (sometimes 3x if its available) speed

vernal crest
#

I did that when I had to listen to lectures in uni

#

Outside of lectures I just avoid videos wherever possible

obtuse wigeon
#

if they're on youtube, it has the chapter features, which when used correctly, are very useful

hard fern
#

ugh i hate lectures

#

they just drag on and on...

desert ibex
obtuse wigeon
#

Lectures I had to rewatch because the lecturer always talks way too slow for my liking

vernal crest
#

I enjoyed mine because I loved almost every single class I had in uni and wanted to learn all the things, but I didn't take notes or anything so I didn't get much long-term knowledge from the lectures themselves lol

desert ibex
#

notes are the devil i’ll never do them/j

#

maybe that’s why i’m having this issue

obtuse wigeon
#

If it wasn't for my voice, I'd make them, but the difficulty comes from talking for long for me

vernal crest
#

I write myself a lot of notes while modmaking

#

My first mod especially is full of lines and lines and lines of notes where I explain to myself how a certain feature works or why the syntax has to be a certain way or what my reasoning is for trying X

desert ibex
#

i probably need to take notes.. it just feels like some of the tutorials omit stuff assuming you know or at least have the basics down and im over here like šŸ’” well no i don’t can you be a teeny bit more specific

obtuse wigeon
#

My notes tend to be external, which because quite the problem when I loose them and no longer have any docs for why I did a thing that way

vernal crest
# desert ibex i probably need to take notes.. it just feels like some of the tutorials omit st...

Yeah, there always has to be a level of being able to pause so you can go fill a knowledge gap to be able to successfully follow tutorials like these. Because if every single tutorial was explaining the very basics they'd all be hundreds of pages long while they explained what file extensions are and why you need to turn on the option to show them, what the different types of brackets are, what JSON is, etc. But if you're finding that you need more of an understanding of JSON, we have a tutorial for that too: https://stardew.button.gay/tutorials/json

desert ibex
#

damgamdrool thank you…… for saving me… i couldn’t find this one

obtuse wigeon
#

Wwww thats a great resource! thank you Button for making it!

fading walrus
vernal crest
#

I don't know if we have any official links to it because Button keeps claiming that her tutorials aren't ready lol. She actually has a few more tutorials but the link at the top of the page doesn't go to them because of the aforementioned "not ready" claim. So I will give you the link to the page: https://stardew.button.gay/tutorials

obtuse wigeon
#

(I don't have dyslexia but dyslexic fonts have been a life saver personally)

vernal crest
#

We all have ADHD here /hj

desert ibex
#

i really should get around to installing a dyslexic friendly font but 1) i keep forgetting and 2) i kind of don’t like how it looks šŸ’”šŸ’”šŸ’” next time i’m actively at my pc i’ll make note to do so

desert ibex
drowsy pewter
#

button gay????? SDVpufferkiss

hard fern
#

button.gay

#

best domain

desert ibex
#

tbh the button site does already feel easier for me to read LOL maybe it’s because i’m on mobile atm but there’s large spaces between each word and that somehow helps tremendously

vernal crest
#

I see there's research showing that dyslexia fonts don't help

#

Does increasing text size help?

desert ibex
#

not really.. if the words are too close together or in big blocks they tend to like.. melt together mentally if that makes sense 😭

fading walrus
#

My thesis supervisor is dyslexic, she said they help a ton when combined with increasing text size and reducing the amount of clutter on the page. Has to use html versions of journal articles almost exclusively as a result

vernal crest
#

I don't have dyslexia but I seem to need my text size to be much bigger than many people so I have my text permanently at least 120% and sometimes even bigger

fading walrus
desert ibex
#

damgamdrool i’ll test out bigger text when i’m on pc… perchance that is another factor as to why it’s easier to read on my phone

vernal crest
obtuse wigeon
#

I thought dyslexia fonts were entirely just to help prevent b, p, d, q looking the same, for actual words they don't do so much

hard fern
#

ngl even with a dyslexia font they all look the same

#

to me, at least

fading walrus
#

Mayhaps postlight reader or tranquility reader would help BABA_IS_THINK
They reduce clutter and you can adjust the text settings like spacing and such

desert ibex
hard fern
#

šŸ˜… idk, i dont really process the "difference" in the way the text is written with those fonts properly

#

i have trouble reading text in general and it's mostly about how small the text is/spacing that matters more

fading walrus
desert ibex
#

i use opera so it should work on there… ty quill stupididiotdumbidiotmridiotstupi

hard fern
#

this is also a silent reminder to me to wear my damn glasses

desert ibex
#

i need glasses but i can’t afford the lenses right now sleepy… ok thinking in retrospect no wonder i’m having difficulties reading the wiki perhaps a video tutorial might not be needed after all……. i shall test this theory Soon

vernal crest
#

Opera might also have a reader view like Firefox does where you can control things like the character and word spacing

fading walrus
#

when I last used opera, I seem to remember finding it very rudimentary catnod1

#

That was what made me use an extension

desert ibex
#

fingers crossed guys… ty for the tips THUMBSUP

vernal crest
#

Comparison of the first paragraph of the NPC tutorial in the reader view vs my normal view

fading walrus
#

Ooo

obtuse wigeon
#

Oh that so much easier to read

desert ibex
#

oooooo.. yeah the first one looks WAY more readable to me 😭

fading walrus
hard fern
#

i'll admit i really just skim past all of the text in the wikis because i see long paragraphs and my eyes glaze over... šŸ˜…

desert ibex
#

THAT HAPPENS TO ME TOO!!

#

it’s like i try to read but my mind forcequits when it comes to comprehending any of the words on the page lol

vernal crest
#

(That's with me having increased the word spacing, character spacing, and line height. Can also change to serif or monospace font.)

desert ibex
#

šŸ™šŸ™ will absolutely be putting that into practice… I WILL CONQUER CODING!!!!!! šŸ”„šŸ’Æ

vernal crest
#

I usually chunk the wiki page content and read only bits at a time rather than trying to comprehend it all as a whole

sudden tartan
#

I’m currently trying to make a sprite swap for a sve npc, does anyone know where the JSON for the sprites is? I literally can’t find it anywhere 😭

desert ibex
vernal crest
# desert ibex yeah i usually try to go step by step while looking at the tutorials but then i ...

Don't worry too much about understanding absolutely everything as you go along, either. When I first started, there was a whole bunch of stuff I didn't understand while I was doing it (it was pre-tutorial so I was just copying another NPC mod) and as I got further along I'd learn something that helped me understand bits I'd already done.

If you're going CatHuh all the time and you never know whether to use a } or a ] or when something needs a comma - those things you do need to understand pretty much while you're doing them.

But if you don't understand why you're Loading a blank.json (for example), that's fine! (Many people who use blank.json loads have no clue why they do, including me at the start.)

desert ibex
#

stupididiotdumbidiotmridiotstupi thank u for ur kind words… i’ve also been looking at other npc mods to understand how they format it and copy it that way but it’s still been such a major struggle that i’ve just been focusing on the art portion (what i can comfortably do)

i just have to keep hyping myself and i’ll be fine if i try hard enough i can do anything šŸ™šŸ™ but again ty for the help 😭😭 god knows i needed it

vernal crest
#

An NPC is also a big place to start so it's understandable that it can feel overwhelming

hard fern
#

yu[

#

a ton of little parts

vernal crest
#

I think that to get a feel for how to get a mod in the game and how Content Patcher works, it is best to start just with little experiments. Like if you have a portrait, just try making a mod that replaces a vanilla NPC's portraits with your one. That will teach you how Load and/or EditImage works. Then try adding a new line to a vanilla NPC and that will teach you how EditData works. And so on.

#

I still test new-to-me features by making a silly little mod that just does that one thing

#

I have a whoooole bunch of them

hard fern
#

wow

obtuse wigeon
#

Well I know what I shall be doing when I'm bored, having quick access like that would be great

vernal crest
obtuse wigeon
#

Aba mod no.1

desert ibex
#

i really should do this…

obtuse wigeon
vernal crest
#

That whole mod is "okay, try X" followed by "that worked! Now try Y" and "that didn't work, what if I try it like Z?"

hard fern
#

what i do if i need to test something new is i just do like. the bare minimum for my mod to work

#

and if it works i add all the rest of it in

vernal crest
# obtuse wigeon What on earth is `AbaBreakChicken`

Haha that was when I was trying to explode the game by setting a chicken texture to something invalid. Unlike pets though, the game has a way to handle it so it just gave my chicken an error texture instead.

obtuse wigeon
gray bear
#

draw some squares

#

✨ pixel art ✨

hard fern
#

with the kinda sorta expansion ive been making i really just do one part of it at a time and load it up whenever im ready to see if it explodes or not

gray bear
#

always good to send the bomb squad in (that's u)

#

im still on the figuring out how to schedule

#

its my kid's bday and im making him stand still, in the rain (i should make rain outfits but like pain )

#

do i trust myself to umbrella

obtuse wigeon
#

(Sharing my super secret, Super unique, never before seen placeholder sprite)

#

Wow that's bigger than I thought

gray bear
#

oh that hurts to look it

#

perfect

desert ibex
#

rain outfits would be really cute….. writing down the idea for a future update when i get that far with my mod..

obtuse wigeon
#

Easily noticeable when I leave a placeholder in by accident

desert ibex
gray bear
#

if i make a single umbrella sprite sheet i could simply overlay it during the seasons

#

but that requires making it

vernal crest
#

I usually just recolour vanilla assets in heinous fluorescents lol

gray bear
#

me? easily distracted? nooooo

obtuse wigeon
desert ibex
#

i’ve been drawing sprites this whole time instead of actually coding just bc i like my guy so much..

gray bear
#

i have the opposite issue of wanting to add more things but now knowing the art

desert ibex
#

i think they fancy a desert trip maybe,.. lol

gray bear
#

expect schedules i can't figure those out

vernal crest
#

I have so much art piling up that I am dreading getting to

desert ibex
#

schedules look confusing 😭😭

hard fern
#

ugh same

#

i do NOT want to draw the sprites

gray bear
#

why won't they square

desert ibex
#

i šŸ’š DRAWING MY OC!! i don’t have this issue fortunately

lucid iron
#

Remember to eep

gray bear
#

600 is 6am and 100 is 10am right

obtuse wigeon
#

I wish I could just clone myself to make the art, or just hire someone but both those options cost money

gray bear
#

im restarting game when i edit

desert ibex
#

however in exchange for drawing i cannot code for shit but it’s ok i will learn

lucid iron
#

Also what time is 100 dont u need 1000

vernal crest
# gray bear

Okay, it's not loading a schedule so I think we return to your loads. Are your loads before the EditData patches in your code?

gray bear
#

i may be worm

gray bear
#

they're in, separate code blocks

vernal crest
#

Yes I understand that

calm nebula
#

(At a bus stop with no schedule loaded)

vernal crest
#

Is the load one before the editdata one?

calm nebula
#

Jk

gray bear
#

sorry i emant seperate files aaaa

vernal crest
#

Yes I also understand that

#

Is the include for the load one before the include for the editdata one?

gray bear
#

the include loads the edit data one so yes?

vernal crest
#

Okay

gray bear
#

actually, wonder if i should move the include to content.json, none of the additional files are using any of the local tokens

vernal crest
#

What's your patch summary saying about your schedule EditData?

gray bear
#

do i just run patch summary or do i add my mod id

vernal crest
#

Add your mod id

#

And also full

#

patch summary full <modid>

#

(I assume you fixed that 100 time schedule point before this?)

#

And changed the 600 one to 610?

gray bear
#

(i, forgor, reloading)

#

like this is ok right?

vernal crest
#

No, make those two desert ones way further apart

#

In time, I mean

gray bear
#

1100?

#

or like 1030

vernal crest
#

They're going to start to leave the busstop at 10am and before they've even reached the warp to the desert it will be 1010

#

Like...1200 at a minimum for safety right now

gray bear
#

alrighty

#

thank u

vernal crest
#

Best to give really wide time gaps and then time how long it takes them to reach each point before you start narrowing times down

hard fern
#

ugh i kinda feel like i need to reorganize my tilesheet so i can maximize the space... SDVpufferwaaah

gray bear
#

whjyyyyyyyyyyy

hard fern
#

but that's gonna mess up my map lol so i also kinda dont want to do that

vernal crest
gray bear
#

log parser having a time

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 123 C# mods and 143 content packs.

gray bear
#

does this mean my include shouldn't be in main? thonk

vernal crest
#

No

#

(Why does your mod id have Lumi's name in it?)

gray bear
#

(started out as just using her toddlers mod and know im afraid to change it)

#

(i do still use her assets)

vernal crest
#

Why? It's not her mod, you shouldn't be putting her name as the author

#

As for the schedule, it's not loading or editing them

#

Are you definitely sleeping?

gray bear
#

if i change my modid all my children will break

vernal crest
#

Why? Where is Lumi's name hardcoded?

gray bear
#

my children's id uses {{modid}}

#

slept, still no schedule loaded

vernal crest
gray bear
#

i will! just not rn

#

i also need to like, change many other things

vernal crest
#

I do not know why this schedule isn't loading

gray bear
#

i'll do some more testing, see if i can figure it out

vernal crest
#

Going to check a patch summary for one of my NPCs to see what it looks like for theirs

#

Okay, the first day they had no schedule because I added them to an existing save but the next day they were all there

vernal crest
gray bear
#

yep

#

i don't understand // hint: asset name may be incorrect (shouldn't include '.HMK_Shane_Child_Derek' extension

lucid iron
#

That's not relevant

gray bear
#

o

vernal crest
#

That's just an annoying CP warning because it thinks you've put a file extension in your Target

lucid iron
#

If u only turned npc kid on via config for desert fest you will want to eep

#

Time travel back if u need to

vernal crest
#

You've been setting the day back to the 14th and then sleeping to the 15th?

gray bear
#

yes, could that be breaking it?

gray bear
#

its the same at spring 16

#

and 17. i am lost

opaque field
#

I feel silly for asking but how does one edit the spouse room?

vernal crest
#

Do you mean edit a vanilla NPC's spouse room?

opaque field
#

yes šŸ™‚

vernal crest
vernal crest
#

As long as you only want to do it before the player is married

gray bear
vernal crest
#

If you want to edit the spouse room after the player is married, good luck

gray bear
#

@lucid iron did i set it wrong

opaque field
vernal crest
gray bear
#

i am once again in awe of CA's names for tilesheets. just p

#

it is for paths so it does make sense but i find it funny

lucid iron
#

The Q was more whether u did it immediately

gray bear
#

i have eeped since, but i do need to turn back time bc festival is only 3 days

vernal crest
#

I am at a loss as to why the schedule is not loading

gray bear
#

same here

#

is confus

lucid iron
#

Can u patch export the schedule at the internal id of the npc version of child

gray bear
#

how would i do tha

lucid iron
#

It is generated so I wonder if i broke forwarding at some point

#

Just check the real id on the npc version using lookup anything

#

Write it down

gray bear
#

can i make this bigger

#

also is it intented for the gmcm for hmk not to work while playing?

#

as in its not on the list

#

is this is the id? do i need to like, change that in the code

#

wait

#

arrow is other way around

#

so patch export "Character/schedules/Lumisteria.Toddlers.HMK_Shane_Child_Emilia"

#

?

#

tis empty

#

don't tell me its cause my entry is "DesertFestival" and all vanilla npcs use "DesertFestival_1"

obtuse wigeon
#

That is probably why

gray bear
#

prolly not since emily uses "DesertFestival"

obtuse wigeon
#

Oh okay nvm

gray bear
obtuse wigeon
#

It wouldn't hurt to try DesertFestival_1 to _3

vernal crest
#

Festival ID on its own is a valid key according to the wiki

gray bear
#

i wish i could find out why it won't load

vernal crest
#

If that is the correct internal ID, then I think the problem is with chu's mod

lucid iron
#

Try patch export Data/Characters first

gray bear
#

alr

lucid iron
#

Then look for this key

lucid iron
gray bear
#

oh wait i didn't include data in the string

lucid iron
#

Cus the way it works is that you edit Characters/schedules/<kid id>

gray bear
#

oh right

#

iz what i did, i no understand

lucid iron
#

And i forward that to Characters/schedules/<kid npc id>

gray bear
#

what key am i looking for?

lucid iron
#

The key is the left side of :

gray bear
#

is that the key

lucid iron
#

Yeah that long thing is yhe generated id

gray bear
#

do i need to make my schedule edits use these instead of what i do now?

#

loong

vernal crest
#

Patch export using that

#

Characters/schedules/long long key

gray bear
#

also empty

lucid iron
#

Well yeah cus ur short key is empty too

gray bear
#

how fill

lucid iron
#

Post ur EditData json

gray bear
#

for the schedule or just, all the jsons

lucid iron
#

For the schedules

lucid iron
#

Did u load blank to any of these

gray bear
#

did this

#

should i instead do one before each one

#

this works for the dialouge, schedule might be diff

gentle rose
#

blank is blank is blank

gray bear
#

we're all blank

lucid iron
#

yggy why is it no edit in then

gray bear
#

i don't know. i am sadge

sudden tartan
#

does anyone know where the code that sets up the kiss animation? I cant find it in animation descriptions or anything. im making custom sprites for romanceable andy from sve and everything works except that 😭

vernal crest
sudden tartan
vernal crest
#

Or put his kiss sprite on frame 28 of his spritesheet?

lucid iron
#

Did you forget to include

sudden tartan
vernal crest
sudden tartan
vernal crest
lucid iron
#

Well either way Bea the goal here is

sudden tartan
obtuse wigeon
#

I wonder if Aseprite can recognize my drawing tablet, if it can I may move permanently to it as I don't have access to photoshop anymore, if possible could you retrieve to plugin please?

lucid iron
#
  1. Make sure schedules with the short kid id you actually EditData has stuff
  2. Then, check that the schedules with the long npc id also has stuff
#

I'm gonna double check over here too

vernal crest
vernal crest
obtuse wigeon
#

It does indeed recognise it, time to build it from source once again

vernal crest
obtuse wigeon
#

Oh perfect thank you!!

vernal crest
#

(You can see tile indexes in Aseprite natively with the grid turned on but the extension works well for seeing a lot of indexes at a glance)

obtuse wigeon
#

Given I'll be using it on my second monitor wen defining the indexes the plugin certainly will be of use

gray bear
gentle rose
#

at this point it might help if you send the entire mod zip / content file if there's just one, bea, so people can see if they can replicate the problem

gray bear
#

but i mean, ur gonna need to have some kids

#

and marry shane

sudden tartan
gray bear
#

not in that order

#

did u not create a new sprite sheet? he's not datable either

vernal crest
sudden tartan
vernal crest
#

Looks right, try doing patch export Data/Characters in SMAPI and then going to the file path it tells you it exported it to and open that up to check if it's 42 in there. This screenshot is a patch export of Data/Characters with SVE normally and you can see his is 28 there.

#

Oh, but you've still got his CanBeRomanced set to false so of course he won't use his kiss sprite. How are you attempting to kiss him if he's unromanceable?

gray bear
#

can't kiss if no date

sudden tartan
#

he is marrigeable and whatnot

vernal crest
#

If that's the file you're using to edit him, you're going to either overwrite what the other mod is doing or the other mod will overwrite you.

sudden tartan
#

this is all the mod overrites, but should i put it here instead?

vernal crest
#

What is that other file then?

sudden tartan
#

the other file is from sve itself, i was trying to test it before adding it to the mod file

vernal crest
#

And no, you can't put his KissSpriteIndex field into animationDescriptions

#

So you're trying to patch a mod that is patching a third mod (which is SVE)? Is that right?

sudden tartan
#

the mod is a mod of sve that makes him romanceable, but it doesnt actually have any of the animations, just dialogue

#

ive gotten the portrait, wedding and flower dance animations in just fine, this is the only one causing issue

vernal crest
#

Does the romanceable mod add a KissSpriteIndex for him?

sudden tartan
#

it does not

vernal crest
#

Well, do the patch export that I suggested before and see what that says

sudden tartan
#

alright

obtuse wigeon
#

Here was me thinking building Aseprite was easier on linux, love a missing executable, damn you modding!!

sudden tartan
vernal crest
sudden tartan
#

in the patch export, it shows is kissindex is 16, which is what is showing up in game, but his character file does not have a kiss index

vernal crest
#

Well, something is giving him that kiss index

#

So it's going to be a mod that you haven't looked at

#

!log Can you grab me a log please?

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

vernal crest
#

(Make sure it's from when you were in a save, not just going to the main menu. If you have been in game and since quit, just go get the log from then. DOn't have to go back in game.)

sudden tartan
#

alright one moment

#

i think i sent them right??

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 56 C# mods and 95 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
#

Only two mods are editing Data/Characters and they're SVE and Romanced Andy

#

And SVE doesn't set his KissSpriteIndex either

sudden tartan
#

when i did the export, it had his sprite at 16

vernal crest
#

But when I did a patch export of Data/Characters with SVE it was 28

sudden tartan
#

which was what was being shown

#

weird

#

ours seem to be different

vernal crest
#

Can you please link to this Romanced Andy's mod page?

sudden tartan
vernal crest
#

...

sudden tartan
#

the person was having the same issue it seems