#making-mods-general
1 messages · Page 431 of 1
WHy wouldn't it be in content?
That is where his Data/Characters entry is
By the way, "find in files" is an extremely handy tool in times like this. If you're using Notepad++, Sublime Text Editor, Visual Studio Code, or any other sufficiently advanced text editor you should have access to it. That lets you search for things across an entire folder (including subfolders). It makes it much faster, easier, and more foolproof to search for things. It's how I search for anything in SVE's files because they are way too big to search manually.
alright thank you
I plan on streaming the next NPC I do, if you're in the Sunberry server I'll probably post about it when I finally get around to it 
this would be great!!! i dont think im in that server but i'll see about joining asap!! actually being able to watch someone's process might still be helpful to figuring out my own workflow
yayyy ty for letting me know
(i mean it's not exactly just a "claim" when one can see that 40% of the links don't work, 20% just stop mid tutorial without finishing, and another 20% is for just setting up the folder which is not the part most people struggle with. it's very much and very clearly an unfinished section of my site)
Do you want any help with making and formatting it? (Outsource your problems, they then no longer are your problems but OUR problems)
the only holdup is actually writing the tutorials, but I'm not gonna let other people write my tutorials because then they aren't my tutorials
The formatting and adding the tutorials to the site isn't a blocker just them not existing in the first place is
patch update doesn't refresh textures right? is there a way to do that?
patch update does refresh patches that affect textures
if you're talking about an item, delete it and spawn a new one
yeah but the PNG itself isn't like force reloaded into memory is it
i'm working on a reskin of the fish pond
the texture should be refreshed
hmm
make sure you're actually doing patch reload and not patch update
New quote added by atravita as #6638 (https://discordapp.com/channels/137344473976799233/156109690059751424/1419050033239818411)
nope I still have no idea
atra uber can't quote images
did that fix it? maybe?
nope
okay I was an idiot
perfect. 10/10
Mmmm
finally
Hey, so if I want to have two mail commands in a letter, how would I do that? I want to give the player a seed to grow for a quest that is also started in the letter. The wiki is... not clear on how this works
%item id {{ModID}}_ManaBloomSeeds 1%% would be giving the item and %item quest {{ModID}}_ManaBloomQuest true%% would give the quest, so do I just... put them both on with a space in the middle? the syntax is what I'm looking for here
one after the other, yes
%item id {{ModID}}_ManaBloomSeeds 1%%%item quest {{ModID}}_ManaBloomQuest true%%
Awesome, thanks
New doc page which might be useful for mod authors: Modding:Stats.
great! i used the GSQ page to search for one earlier today (and it was listed) but it would be quite cramped to list every one of them there 😄
Hi, I have a question… Is it possible to configure a bush with Custom Bush so that it drops two items on each harvest? With a normal crop, I could do it using SpaceCore, setting both items to have a 100% chance to drop. I tried to do the same with a bush, configuring Custom Bush with the same probability for both items, but it only drops one. The only idea I have is to make one item drop on even days and the other on odd days, but I would like both items to drop at the same time if possible.
seems like CB doesnt support it yet
Yes, it seems so. I set it up for odd and even days, and it works.
The strange thing happening with the normal crop is that now no items are dropping, even though just a little while ago it was giving me both the flower and the berry. I’m going to test a bit more to see what’s going on.
Haha, now the normal crop is dropping both items. The reason is… there’s no reason haha.
Hi folks! I have a quick question regarding languages. If I add .de-DE.png to an image file in a mod, will the game detect it for German players? Or do I need to code it somehow for it to be recognized?
Like, I know that the game automatically recognizes and switches between its own assets (hence the plethora of different spring_outdoorsTileSheet files in different languages, for example). But does it do the same automatically with mod images?
you can use TargetLocale to target an asset only in a specific language
your edits target all locales by default, unless you specify otherwise (by a mechanism i'm not sure of the details on).
i have a few language-specific image edits that i do in content patcher and i put {{language}} in the FromFile and use HasFile to gate it
So it won't happen automatcially just by the name of the file? I have to code it in?
i think one way or the other you have to tell CP or SMAPI how to handle it, yes. but i haven't tried
(since the content API, and by extension content patcher, target all locales by default, if you just tell it about one image it will use that for all of them. if you specify that your image is just for one language, then it won't have any instructions for other ones)
or at least that's my model of what's going on, not having done any empirical testing
I just experimented with it by setting my game to Japanese, and it does seem to confirm your hypothesis. The jp i18n file loaded fine, but the image is still the English version
Okay, added the code and it worked. Thank you, @tiny zealot!
glad to be of help!
ichor, why are you and iro merged now?
people keep getting us confused, so we doubled down and made it worse
Hmph.
i've had my fun at this point so i'll probably revert soonish
Ah, this is the kind of mischievous chaos I expect from the Stardew modding community.
randomly popped in only to see this discussion
I feel the need to catalogue this for future historians reading back
ichor what does bike or flower mean
How do I use EditData for Data/AudioChanges to make a vanilla music track (poppy) loop? I can't seem to figure it out for vanilla tracks
don't think it's possible without repacking the audio #making-mods-general message
Ah, thank you!
the Ichor/Irocen swappage has confused me MANY times, I've just got used to it, I'm gunna be confused again once you change back 
Use their pfps to tell them apart and if really struggling check their usernames lol
its a pronounciation guide to his name i believe 
Yeah it rhymes with ichortower
oohhh....
I also use pfps to tell people apart, when they change it's like a whole new person
I haven't changed mine in like 13 years
I will be so happy when I'm done with this menu 
If it is an existing soundtrack you don't have to specify the filepaths but can still change the reverb/loop/category settings
I recently chaned mine to my logo as it was just easier to tell who I was across multiple platforms, consistancy is very useful
i change mine about once every 1-3 months
Guessing this is the portrait selection screen for an individual NPC? Looking good!
( this may be too late but if you're adding assets via C# please add them via the content pipeline so recolours can target them, I beg)
I'm not adding any images?
Okay cool, I just didn't know if the UI was using vanilla sprites or custom ones thats all
Hmm, I had tried that earlier but it didn't work. Am I setting up something wrong?
"LogName": "Load Audio Edits",
"Action": "EditData",
"Target": "Data/AudioChanges",
"Entries": {
"poppy": {
"ID": "poppy",
"Looped": true
},
}
}```
ok, laughing time is over. back to the old routine
fine 
serious time
ew serious time
Would need to check if poppy is the true id
... is this a bad time to mention that the white part of your pfp looks like a smiling mask with a long nose facing down-left
Squidward mask
just resolution quirks
what is that
SinZ
SinZ in fancy font
I do believe it is according the wiki
I do have a dark theme variant, though I don't think I have actually used it anywhere
Hey, does anyone know why the crystal path recipe seems to resist me changing the output from 5 to 1 paths?
would want index 2 rather than 3 I think
"Crystal Path": "338 1/Field/409 5/false/l 0/",
you are replacing 338 1 with 777 1, and false with 409 1 when you probably wanted to override the 409 5
Oh my goodness, thank you so much. That's embarrassing. 😅
i cant seem to get this at all. the images used in the tilesheet are in the folder with the mod, yet its ads if the maps are ignoring them entirely!
!log Unfortunately, a screenshot that cuts out half of the information is not super useful for troubleshooting. Can you please upload your log to the website linked below and then share the URL of the uploaded log? It will also help if you can share a screenshot of your map folder with the map and tilesheets in it.
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 6.2.9200.0, with 164 C# mods and 531 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
as for the out of date mods i assume its a code thing because these are the latest updates of everything yet it tells me its all the wrong versions
Hmm
my response to these error exactly 😮💨
Is this a mod you are making?
Its one im helping a friend to recolor! I had help with the recolors here before and was told putting a period in front of the image file name would help...but it seems to have broken it 
Maps...definitely arent my strong suit other than designing them
If you're just recolouring things, you shouldn't need to be touching maps at all.
well, more so making it compatible with recolors such as daisynikos
Ah, so you need to fix the fact that it was released with the tilesheets in the map folder?
Yep!
Ideally, the mod would be published without any of those tilesheets in it at all
Ah
We use a mod called Arbitrary Tilesheet Access now to allow maps to use vanilla tilesheets from outside the Maps folder
Oh!
I think I could convert this to be tilesheet-free quite quickly if you wanted me to, but I am also happy to take you through it if you like.
Would you mind? i dont want to ask you of such if it would be too much 
Im absolutely stumped on this one i am afraid..
I don't know which one you are asking for, but yes I am happy to xD
Can I send it to you in dms or here???
DM is fine if you prefer that
Is it your friend's mod, or are you trying to make it recolour-friendly for your friend's personal use?
Its a friends mod, but we're collabing! i have full reign of the maps at the moment and small fixes as well!
Okay cool :)
It's definitely helped me learn a whole bunch thats for sure
(Doesn't SMAPI ignore files and folders with prefixed by a .? or is that only when loading mod folders?)
Yes it does and it's supposed to strip the period out of the tileset image sources and then use the in-game one. So my oversight there was in not connecting the dots that it was only reporting errors for the non-Maps tilesheets because of course it wouldn't be able to find an in-game tilesheet.
Because you can't have a recolourable version of a vanilla non-Maps tilesheet unless you use ATA.
However, I am currently in the process of fixing all the maps so that the mod ships zero vanilla tilesheets in it anyway.
If I was around at the right time I also wouldn't've noticed it was only reporting non map tilesheets so you ain't alone there, I am however quite a big fan of ATA
I didn't think too hard about fixing Tanjiro's reported issue because I immediately jumped to "let's fix this whole thing with iro's plugin and ATA" lol
The perfect pairing bahaha
still no schedule loaded. downloaded a hot fix for hmk 😕
oh well, just a line of children
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.
hi, i want to ask
what do i do with the tileset (tsx) files after i finished making/editing my maps? i barely see any mods keeping them in their maps folder :0
due to various jank around using tsx people usually embed them into tmx to avoid the problem
Yes, please embed them
you can use em all u like during dev ofc
You rarely even need tsxs in the first place
Unless you're trying to combine tile animations and/or tile properties because the vanilla map you start with doesn't have all the ones you need
ohh i see, thank you so much!!
Hey, I read that you can animate in tiled. Like I have these tiles from the base game for example, how could I make them be animated?
Now it works! Thank you. Last time it didn't change icons. Now it does. Tank you!
in the process of publishing my mod and damn this is scary. I got some questions/issues if anyone has the time to listen?
Are you happy with the final product?
yee I think so
Then fuck what anyone else thinks
I think its ready for release, its mostly just nexus being a bit weird with stuff
heh thanks!
Nexus is always a bit weird
god it seems like it
But uploading is pretty straightforward
I've got two problems right now - first, I'm trying to test if the mod download works onto the vortex client, and I get the error "Requesting url failed with status 403", this code is usually caused by an invalid request, maybe you followed a link that has expired or you lack permission to access it. Now this could be because the mod isn't published yet but I am using the account I have uploaded to nexus with so I'm worried this might be something else?
If it hasn't been published it can't be accessed by the API
in other words, that's working as expected
ok thats good to know tysm
second - for some reason it says "You are downloading an archived version of this mod which is no longer supported by the mod author. Please do not report issues encountered while playing with this version as they may already be fixed in the latest release." on the download page. not sure why its doing that. Is there some setting I'm missing that is making it show that message?
Have you added another version and archived an old version? if not that may also still be due to it being unreleased yet
yeah theres an old version in the archive cuz I forgot to add a update key in the original one and I guess nexus doesn't let you delete stuff. But the current release is under main files, and i can see its definitely the main vortex file so I don't see why it'd be downloading the archived version.
and checking through the downloaded file it is definitely the one in the main folder because it has the update key in the manifest.json
Hmm that is odd
I'd say just release it, I can give it a download to see if it does download right if you want?
thatd be awesome thanks!
I guess I'll start publishing it in a sec
oh and follow up question, how would I go about putting it in #mod-showcase? is it a bot command?
It's an orange role command, if you post it into #modded-stardew with the blurb and link to the mod, I can show case it if you want, (as long as it isn't NSFW)
the blurb?
(Or AI)
a short and brief description of the mod, basically what you see on the showcase
as an example, the latest mod show case would've had a message like this:
convenient little AIO item bag if you use appleseeds extra forage and fermentation 
Good new, it downloads fine for me, good first mod!
hey? any idea how to convert AT mods to CP? i saw this mod to match Farm Animal Facelift but it's an AT pack only and idk how busy the author is! it's mostly gonna be personal use but i do plan to send the author the conversion so they can upload it
https://www.nexusmods.com/stardewvalley/mods/37783
!converters There may be a converter? as long as it's for personal use only
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
Actually it seems there isn't?
so far i only see a cp to at pack. but im trying to figure out how to convert it to cp
in farm animal face lift it allows for multiple skins and i want it to work like that
Well, TTF fonts work actually shockingly simply... sort of.
Hi all, anyone know of a way to make these stairs look integrated? I'm using tiled. (also lmk if this is the wrong channel for this)
you can maybe try using extra layers, if you have the tiles for it
consider stealing these stairs from Farm_Ranching
that looks like you're being paid by HelloFresh 
OpenSans font without font framework?👀
Hi! Runescape Spellbook is yours right?
Yeah! What's up?
just tried to get it and some stuff happened but it's more than a bug report so i thought it would be better to reach out to you here
my sourcegen package is published! still being indexed though :V
still missing analyzers but it has a readme and xml docs
so first here's a log https://smapi.io/log/d360752f51554fe1bee2a0c5b0082288
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 306 C# mods and 926 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Hmm ok
Compatibility with Better Game Menu is something that you might want to look into, as well as having a config for to rebind key would be nice
@obtuse wigeon you also found something i believe?
yeah I saw atlas posted on the thing it doesn't work on linux and mac atm
assuming thats what you mean
Oh cool you did see it, case sensitivity is a pain at times
besides the case sensitivity issue
forrealll
oh was there something else?
yeah I'm kinda waiting until tomorrow to see what kinda issues arise and I'll try and fix them all in bulk. Figure noone wants to sit through 15 mod updates if I fix every issue as they are found
yeah that's why i waited until i fully loaded a save with it to reach out, so i can tell you all of them at once
but i had to stop testing once i had no way of opening the spellbook
huh... I see the issue. Thats really strange...
I'll look into that ASAP then, tysm for letting me know!
with Better Game Menu the tab can't appear without compat and pressing the key resulted in the error in the log i sent
Yeah I think I have an idea of how to fix that but my eeby ass is definitely gonna wait til tomorrow. Really hope it isn't a common issue. I'll have to do some research on making the mod compatable with mods like the better game menu
Again tysm!
Hi im really new at modding and to the server so sorry if this is a really easy / simple question, but im trying to get internal doors working and can't seem to get the tile actions to work?
I have the tile action to be set up as a test for being a friendship door with emily. I can get it to register ive clicked when not friends enough with emily. But if i have the hearts with her nothing happens at all when you click on the door.
I have screenshotted the setup bits ive put on the map and individual tile. With having used a copy of the indoors spritesheet saved as z_DDindoors as my sprites for the map.
The wiki said that i need to have these two properties set and it just kind of works? but i can't seem to get it to do anything?
Can anyone offer any pointers?
are you trying to use a custom tilesheet for your door? unfortunately doors are kind of hardcoded and only work with specifically the saloon swinging double doors, the clinic door, and the generic door
You can use EMA for custom doors if you don't mind adding a dependency
i want to try and use just the normal generic door
im only referencing the tilesheet differently because i had crashes when trying to use the default spritesheet names due to SVE using the mine mods sheet or something? (i dont really know im still trying to learn by doing) but it worked when i renamed my sheets
Do you have any more information about the SVE issue? That seems strange, because you will need to use the default tilesheet for the hardcoded doors.
The only way currently to use a custom tilesheet for a door (like z_DDindoors) would be using C# or using Extra Map Actions and the Custom Doors feature there: https://www.nexusmods.com/stardewvalley/mods/26849
erm, i would have to try and recreate the issue from a few days ago to get the exact error messages
but it said something along the lines of failed to load the mines tilesheet for SVE because it was an unrecognised file format?
but it only happened when my mod was trying to use the mines tilesheet too
i would love to be using the default tilesheets though, i just think ive possibly messsed something up in processing or something that broke it
is there a recommended walk through video on trying to use all default spritesheets? as i didn't understand fully the instructions on trying to export the .tsx file in Tiled to import and then replace the image pointer to a local imageusing them on a new map
@lucid iron I've tried several different ways and it seems to throw errors or not work. So before I just throw in the towel I figure i'll ask.... Can I not set a range of coordinates with the "mushymato.MMAP_Light" and I have to have a small block for each light?
well you can draw a object named TileData and have it work that way via tiled
but in generally cp doesn't let you mass apply tile properties, which is really what this light is
you don't have to force yourself to use mmap lights though, if vanilla lights do the trick then just do that
yea then doing it via tiled is what i recommend (it is kind of the whole reason why they are tile props)
i liked being able to move them around in tiled u see
Got it. I was under the impression I had to code it all in the config. This will be MUCH easier
👀
...I wish I could safely make that joke if this becomes a mod now.
I updated Piano Valley!! :3 https://www.nexusmods.com/stardewvalley/mods/7103
Right now, it's just quick and easy TTF rendering!
this.fontSystem.AddFont(File.ReadAllBytes("Mods/MappingExtensionsAndExtraProperties/MappingExtensionsAndExtraProperties/Fonts/Pacifico-Regular.ttf"));
...
e.SpriteBatch.DrawString(this.fontSystem.GetFont(192), "Hello", new Vector2(100, 100), Microsoft.Xna.Framework.Color.White);
This DrawString being an extension method from the library. This is the entire setup. Create a FontSystem, load a font, get the font from it at the required size, and pass it into DrawString. It's shockingly simple.
It does appear to have some issues with SMAPI's draw events and zoom levels, but... it's some kind of progress.

maybe if I can specifically patch the font in this item description
That would be the overall ideal for this, but replacing every instance of rendering text... that sounds like a nightmare.
ended up recreating the issue almost accidentally while trying to go back to using the default sprite sheets
Silly question. Is there any easy way to pass a token that I set in the content file to a tile property set in Tiled?
You can set tile properties in content patcher instead
okay, so that error looks to be because of AngelsDescent rather than SVE itself. Mines are weird, because the mines.png is located in Maps/Mines and not just in Maps, so you need to change the path manually in your TMX for that, IIRC.
Otherwise I don’t think so, because tiled just generates a pile of text on the backend
And that pile of text is passed to content patcher as just a raw tmx file
no, you'd need EditMap
That's fine. I didnt think so, but figured i'd ask
ah whoops elizabeth explained above
Hello! I edited the fat little birds that show up in SDV into cardinals because I love cardinals. I've had a few people say they'd love for this to be a mod but I've never made a mod... This should be a simple content mod that just duplicates one of the other birds and replaces the image...right? A point in the right direction would be very much appreciated 💞
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
ok that makes sense that i didn't accidentally actually break SVE 😅
i managed to fix my door issue thank you to your help. I got the sprite sheets to default for that door, and it turned out i was making a very rookie mistake, i had put the wrong tile index in the map Doors property! I feel very silly after spending hours trying to fix it with that wrong the entire time!!
Thank you for your help!
guys, is it me or the base game has chest color now? I've always been using colorful chests so I'm not sure
no cause I was gonna ask if there's a way to reference the colored chests into a menu 😅
I was checking the colorful chests code until I started to ask myself that
Hi, me and my friends are making a custom map, but the multiplayer cabins don't seem to be spawning (theres nothing there and you can walk through the space). Anyone ever experienced this?
Do you have the path tiles AND the Order TileData set on the map where you want the cabins to appear?
Yep
And no duplicate numbers in your Order tile data?
Nope :[
(your Nearby and Separate tiles are different sets of numbers, so those can overlap a little)
Ty for the help btw
And you set both the Nearby and Separate path tiles?
also yes
Mind screenshotting your map in Tiled?
Worth noting that any changes you make regarding the cabin setup won't apply unless you create a new multiplayer save, in case you're opening a prexisting save file.
this is part of it screenshotting the whole thing might not be very readable
Yeah, mainly looking to confirm that the tiledata object and the tile are both on the Paths layer
oh might be good to add
all the other paths tiles are working, only the cabin's aren't
is this sufficient?
here's the vanilla Meadowlands farm as an example
So just make sure that the TileData property looks like what we have on the left under Custom Properties
maybe that's the issue
okay, so your Name for the object always has to be TileData, that's not optional
And you need to set the properties under Custom Properties
The Name is still not TileData there
We call them TileData objects because the Name always has to be TileData for Stardew to recognize them as map tile objects and act on them. 🙂
I was actually just thinking about map editing so feels like a good time to be reading up on this
I had been wondering how certain maps started with certain pre-defined buildings. every farm having the farm building in the same location made sense even though it isn't shown in the editor (I think only one had it in a different starter location?) but it made me wonder:
how one map starts with a Coop since it doesn't show the coop on the map when you edit it, and doesn't mention it in the custom properties
similar question for how does one start by giving us a Fish Smoker when it isn't mentioned in the custom properties either (I thought it would be in "FarmHouseStarterGift")
Ty, it works now 
Idk if these need to be fixed separately (or if the update just hasnt been pushed yet) but I found another
Unrelated to map stuff - does anybody know how to reference specific juice types? I'm trying to make a mod that changes the community center bundles, and I really want to have a Failed Brewer bundle that includes potato juice and unmilled rice juice
Fishing starting with a fish smoker is also hardcoded
I don't think you can
Tbh
i also don't believe that's possible within bundles
It is worth noting that you can start with your own building through things like Spacecore-- there is an example specifically for creating a Coop on your farm at save creation.
Those are flavored items not full items in their own right
you'll need to use another mod framework like Spacecore to start with a Coop or other building on your farm, as that behavior is hardcoded in the base game.
Similarly, you would need to use a workaround (like a day one mail) to start with an item that uses a string instead of an integer key because currently the game does not allow for non-integer furniture or starting gift IDs. The fish smoker was a hardcoded exception written for the specific farm.
I think Buildings Included also allows for creating Buildings on a new farm map at start, but I've not used that one personally.
I know I've seen it before, although the mod in question is big and not remotely possible with content patcher. And the raccoons can call for specific flavors of stuff. So I know it's possible, I was just hoping that it's possible without getting into c# lol
the starter gift box should allow qualified item IDs
its just the furniture one that doesnt
Buildings included does allow you to start with pre-built buildings
And it’s just JSON.
anything is possible with enough C#. literally anything. unfortunately this is only possible via C#
the raccoons are even more hardcoded
If they weren’t, someone would have made them full NPCs by now
oh gotcha 🫡 will look into that framework that sounds like it will do exactly what I am thinking of doing. Essentially I just wanted to make a map that starts with a Slime Hutch, and then would probably give the player a slime charmer ring to make it a comfortable start off, maybe or maybe not a slime egg-press to fully round off the "Slime Rancher" map idea 
This is great info, and doesn't look very difficult honestly, very new stardew-modding approachable
thank you everyone 
I had to poke around for the formatting when I last used it, but If you use buildings included the code is as simple as:
"Action": "EditData",
"Target": "MindMeltMax.MapBuildings/Buildings",
"When": {
"DLX.Bundles/Purchased": "RR_FixWell",
},
"Update": "OnTimeChange",
"Entries": {
"{{ModId}}_GpaWell": [
{
"Location": "Farm",
"X": 45,
"Y": 19,
"Building": "Well"
},
],
},
}, ```
That’s what I used to add a well to the farm
oh well. It's not worth the time to figure out to edit literally 2 items in bundles. I can just go with unspecified juice
Second question: does anybody know how to make the sprite appear for craftables? Because I was testing stuff out and it doesn't like the mini-jukebox
I had pulled up the docs for SpaceCore and it had a very similar example, thank you this is fantastic how smooth it is
Item id for slime charmer ring is 520 if you’re going to add that to the starting gift
i believe this is another limitation of bundles
which is to say: you cant. its not meant to display anything but objects
I think because most craftables are 16x32 and the bundle pages only accept 16x16
The nice thing is, since the code is so similar, if you decide to overachieve as a mod author and offer both patches with a "HasMod" condition in case someone has one or the other already, you can.
I bring up Spacecore first because it's pretty common that people using other mods will already have it installed, but you can offer both.
Don’t overachieve too much. Will make the lazier of us look bad
wonder if archipelago is willing to frameworkirize whatever they’re using for their wacky bundles
Can’t hurt to ask
I'm not sure what this means? Is it the size of the sprite/number of pixels?
Yeah. Most objects are a 16x16 pixel sprite. Where things like chests, scarecrows, jukebox, etc are 16 pixels wide by 32 tall
So you could potentially put the bottom half of the jukebox there
its not to do with the sprite size
you cannot do it
it literally checks if its an Object
if its not an Object, it does not draw
Oh. Neat. Good to know
So theoretically it would accept small craftable items like sprinklers?
because they're objects instead of big craftables
if it is (O) it can be drawn
It looks like it will be (O)520 1 (BC)158 1 for the ring and slime egg-press, though I suppose I could just manually place it nearby the slime hutch as well with the Building code
but i like that it has options
though, i do see code for creating flavoured items for bundle ingredients
Giving Big Craftables as a starting gift doesn’t work very well
oh good point, I figured it is probably a semi-common one already but having the check is nice for managing mods makes perfect sense
the starting gift box doesnt care what type of item it is
oh I was just basing it on the wiki info
yeah it’s specifically to accommodate the raccoon bundles, vanilla bundles just don’t fill that field in
maybe a 1.6.16 or 1.7 request
Correction. Giving a bigcraftables as part of the spawning cabin doesn’t work. Starting gift is fine
(i didnt realize discord calls that emoji cricket which means it might come across wrong i typed "grass" as in "grasshopper"...)
Oh man idk where to start with implementing my gaming cards 
i wanna do that versus figuring out where you donate them using the museum framework
modtly trading cards u cant game with em
At the beginning would be my guess
Are they gonna be objects
ye
Hey! Is there a resource somewhere that details how to change the Farmer's pose in an event? I specifically want to adjust the position of the hands so that I can make it look like they're holding a game controller, haha
this page has information about the farmer animations https://stardewvalleywiki.com/Modding:Farmer_sprite#Sprite_Index_Breakdown
but i'm not sure you'll be able to make your own animation without C#
you can maybe fake it and then put a TAS of the game controller on top but ymmv
oh sorry, should've mentioned the fix isn't included in this latest update, it's waiting for the rest of the cooking/ingredients/spacecore improvements to merge in
Yeah my working theory was if I can just get a static frame with the Farmer's hands up I could superimpose a cutout of the controller on top (ex. one of the NPCs I'm already doing this with)
ok, no worries! I thought I'd check just to be sure 
hey! I'm a bit new to Stardew modding and just wondering how can I add a new button on the inventory UI (kinda like the organize button). Maybe its just me but I can't find anything about UI on the wiki.
the answer is you need to do all that yourself in C#
it’s basically all “decompile and diy”
do you want a button on all inventory menus (e.g. chest, shipping container, fishing hauls), or on the main menu (e.g. inventory, map, skills)?
if the latter, you can use Better Game Menu to add one quite easily, but you still need to program all your UI and functionality
UI is very manual, there's no game framework for it*, you'll be drawing on the screen yourself
*there's StardewUI for making your own UI, but I don't think it helps in this case where you want an extra button in a vanilla UI
yea it's not very good for that usecase
this kinda thing is why ppl tend to slacc and just add keybind
@brittle pasture i merged your LOC changes by the way, they're included in the latest release (2.0.5+) in case you were waiting on it for a release
ohh thats rough. Maybe I'll check out the Better Game Menu but I was leaning towards are more self-standing solution. I knew C# was going to be involved but I guess it'll take a bit more time to decompile and even understand it all. Thanks guys!
but also selph. darling. chunk staging. please lol
depending on what u are doing it's fine to just have your own menu that's keybind by default
the spacecore stuff is still wip right
I'll look forward to that eventually for my hypothetical "flavor everything" cooking overhaul
and provide integration with better game menu + iconic framework etc
Hey y'all, I'm using changeToTemporaryMap to make an event play in a different location than where triggered, but this seems to make all the doors in that new location transparent and not move (open visually) during events. Is this new? I don't think it was happening last time I tried working on my event mod (2-3 months ago)
my changes to LOC + spacecore are done, but waiting on spacecore to merge and release, any other breaking changes on spacecore notwithstanding
(what is chunk staging)
(it'll also have a little extra added to allow for using only 6 out of 7+ ingredient recipes if i can brain it out to solve all the issues people have when mods add massive recipes)
line-by-line, chunk-by-chunk, rather than staging the entire file
i see
you know, to omit irrelevant changes generated by ide preferences
ones that would cause very large merge conflicts down the line when i merge my other branches 
i mean, when someone merges their other branches.
mfw i dont wanna have to implement over 300 images:
☠️
if they r cards then it shouldnt be that bad right 
try git add -p [file...] sometime
we'll see
is the instructions on how to create an object in stardew on the objects section of the wiki
im looking but i cant find it and i might be looking in the wrong place so thought id check
nvm its in items i think
ok i have a quick question i might have missed something but when loading an object/item whats the target section supposed to be targetting im trying to replicate it for the necessary target for my mod and im a bit confused is it targeting the mods folder?
"Action": "Load",
"Target": "Mods/{{ModId}}/Crops, Mods/{{ModId}}/Objects",
"FromFile": "assets/{{TargetWithoutPath}}.png" // assets/Crops.png, assets/Objects.png
}
]
}```
Target doesn't refer to folders or files at all, it's just arbitrary asset names. the game does typically expect asset names to be in a certain format though, such as with NPC portraits and dialogue, and its own content folder structure matches the asset names of base game assets
in this case, your Target should match whatever values you've provided in the Texture field of your object/crop data
Oh ok
and in the example you've posted there, you'll be loading 2 spritesheet assets with unique names from some files in your assets folder with matching filenames
🙂↕️
gotcha ok, i was like "why is the mod targetting itself" or something XD thanks blue
Target and FromFile in simpler terms could be 'when the game is told to load this (target) asset, fetch it from this (fromfile) file' (obviously not quite the case when using non-Load actions)
the mod isn't exactly targeting anything
YIPPEE
I had this happen too. I'm not sure if there's a better solution but I ended up using changeLocation instead
ooh, I'll give that a try
that worked! thanks so much 
if your collectible cards are almost identical, this sounds like an excellent use case for local tokens to template your object data entries
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#local-tokens
ooh lemme look at dis ❤️
the documentation is a little arcane, but essentially it's an Include with some values passed-in to simplify your content file a little
oo
i've never used it though so someone would need to correct me if this isn't ideal
if you have repetitive data being on multiple assets its fairly good (eg Hats + Shop)
if its just a single asset, depending on how much doesn't change between your items it could be alright
i was rather expecting LocalTokens to be a list of objects honestly
i'm sure there's good reasons why it's not, but the mod authors yearn for iterables in content patches
Yup, I have found that if I am just adding a bunch of things to a single asset it's not really worth it but if I'm adding them to many assets using only a fairly small set of tokens it's excellent
putting my performance hat on, I would prefer the single big EditData populating everything for a given target all at once rather than it being cut into tiny patches, but for a data model asset, not the end of the world
I will personally accept the performance hit in my mod when it means I can have one 709 line file instead of 14 times that
but what if you had a 500 line mod with no performance hit...
when I finish some of my current items on the todo list, I do want to explore what a cp foreach or more performant templating could look like
if you really wanna achieve Peak Performance™, you'll even localtoken the texture itself with a Local Token'd EditImage patch to the image part of your trading card /j
👀 cp foreach (the content modders yearn, etc)
or ways CP can just compile multiple editdata's into a single patch if they run at the same update priority and same tokens/conditions
though editdata isn't really the performance concerns, EditImage are the scary ones
a way for EditImage to copy multiple rectangles from source to target at once would go a long way
im so excited for when i can get this mod working the way i want it too and such X3
👀
goal 1. implment cards and booster pack/ trash booster pack
goal 2. make cards randomly gottable from booster packs using that one pelican mod i forgot the name of
goal 3. make them collectables you can trade in for prizes
hiiii kaaatttttt
hiii
ive been all over the place today
now im lookign at these notes i made at 2am like 
XD
lemme dm u that n some other stuff cuz im embarrassed at the self indulgence currently LOL
grass!! (thanks chu) https://www.nexusmods.com/stardewvalley/mods/37798
blacked out today and came to and I've done all of my Rival Hearts except for an event
what time is it, how long has it been
at least 10 minutes
over three hours
Hello there, I'm trying to make a tree that drops coconut
...
"Fruit": [{"ItemId": "Coconut"}],
...
however it is resulting in error item
what am I doing wrong?
again it has to be (O)88
"Fruit": [{"ItemId": "(O)88"}],
go to sleep and test again
if the error item comes out with the name of coconut then the old error is still in place
Do you know how to patch reload?
ok, done, thank you guys!
is there a way to make it also drop golden coconut, but on a rare occasion, if yes, how?
add another entry with ItemId set to whatever the golden coconut's ID is, with a Chance field set to a value you want
make sure that entry is above the default coconut entry
https://stardewvalleywiki.com/Modding:Fruit_trees for reference
Fruit accepts a list of items (ie. [{}, {}])
how to make sure that the entry is the default?
that's the wrong word sorry
Fruit checks the entries in order, and the first one that passes is picked
so if the first entry has "Chance": 0.2 it gets selected 20% of the time, otherwise the second entry is selected
hmmmmm, I see!
and the Fruit happens when the item spawns, right?
on the tree
btw, sorry for bothering, but on winter
the leaves are shown like that T_T
what does your tree png look like
you're probably missing the leaf debris tiles
I have made a lot of progress today (even though most of it was copy paste)
it turns out the gap between "i have picture of object" and "I have object" is vast but not insurmountable"
hello! new to modding, but i'm wondering if anybody has ever attempted to make a mod that reconciliates potential dialogue conflicts with multiple mods eg: Vanilla Dialogue Expanded + Immersive Characters - Shane and more
i'm currently in the midst of fixing an outdated dialogue mod for Shane and i really enjoyed Immersive Characters - Shane, was thinking of how i could combine both of best worlds lmao
Hi, I have! 🙂
WOOAH
that's really cool ! i'm familiar with some basic programming so i'd love to know how you managed that
What I did was sort out all of the similar dialogue keys my mod used with those used by other dialogue mods (e.g. mine and Mod X both use spring_1) first
I’m on my phone rn but I can suggest that you look at either CFDE’s compat code or you can check out how I coded mine in Harvey Cares
will do so! i'll take a look and update in the channel again if i encounter any challenges. would you mind me pinging you if I had any questions? no worries if you'd prefer not! :D
What I did was essentially set up a config for my players to use so when they set the value to "Random", it gives both sets of lines from mine and a diff mod an equal chance to appear when this conflict occurs.
ah, i figured that a config was need!
There’s also chu’s merge too, they’ll be able to explain better if they’re around but sure! You can study my assets just to gauge how I was able to pull it off 🙂
at last. recipes with 6+ ingredients will accept any 6
cheat code for destroying everything bagel
an unconventional way to cheat the everything donut mod but I’ll take it
same braincell moment
are you saying I can make a baked potato using cranberry sauce, carrots, eggs, broccoli, cheese, and salad
no, i'm saying you can only make a baked potato with any 6 of those. all seven would be ridiculous
which puts me in the unique position of the potato being optional
I thought I was counting wrong but I did in fact list six ingredients
cranberry and sauce must be two different ingredients
We'll just never know what sauce
theyll have to call it the anything bagel
yeah i just read 'baked potato with ...' as potato being the mystery 7th ingredient
i made such a point of reading cranberry sauce as one ingredient while flexing my counting skills. there was even a linebreak between the two words.
odd issue report, no log, any idea what mod this mail is from? 
https://i.imgur.com/U82Ej8C.png
interesting they decided to report it on love of cooking. i suppose they decided desert bus was too silly and better crafting too solid
I got reports for unrelated machine bugs on EMC all the time
The number of bug reports I got for mods that are literally just a texture and could not even possibly cause their bug are... not low
not complaining, just amused; we oft overestimate people’s ability to debug tech issues xkcd 2501 - style
yeah people just cast for the first thing that comes to mind
I was tagged somewhere but discord is refusing to show me, sorry to whoever that was
OH WHAT I'M FANCY NOW
yeah i also get every machine bug under the sun haha
your prudent refusal to engage in tactile activities with green foliage hath been temporarily honored
But I did have one that would just not stop asking me about the problem after I said "It is just a texture, it cannot be doing this" and I WILL complain about that one
I pointed them at the cause, man, ask them!
I have tactilely engaged with greenery a plenty thank you very much, twas digital greenery but greenery none the less
give me like an hour and I might be able to answer that
I was just redownloading it because I lost my copy, seems you might get there quicker
it might not be all that important, since i wouldn't be able to fix it myself given it's someone else's mod, and if it's from naver it may not even be in your mod dump
given there's no modid token it could even hint at an xnb
mainly an excuse to actually extract an up to date copy of the mod-dump
it looks like this
or if anyone else can tell me why the screen looks messed during winter T_T
/edit I have fixed the issue
last time I played a skyrim modpack I had to delete all my previous extracted mod-dumps to make room
You should be able to see all recent mentions in the notification tab/menu, if you didn't know ^^
I keep forgetting theres a mentions tab in that menu alongside unread, thank you!
it feels so good to make progress
are you sure? its a strange place to draw particles from
yes
this is the same game where the stamina rectangle is coloured by a specific pixel on the moon
I first painted the entire area red, confirmed red was coming from the leaves segment
then I noticed the color, then changed colors (this above was an attempt)
it is not just the pixel, but this pixel stretches a lot, all the four bellow do the same, so it becomes a rectangle
at first I thought that maybe it was a combination from each other segment but no
but at least it didn't affect my attempt to draw a palm leaf
I beg you're pardon? I hate that so much
oh staminc rect is white, it is the Farmer.drinkGlug that uses the pixel from the moon
can you show me where it is on the whole tree sheet? I just want to try it out on my end since i have a lot of fruit trees too
Thats awful, i hate having this knowledge
they have absolutly no relation apart from that, what cursed knowledge
what was the entire texture again?
The tree texture atlas, that part is in the leaves segment
I hope you guys can forgive me for barging in, but I need some help with tiled. What it's supposed to look like in tiled VS how it ends up in game. Half of the stuff is missing (the floor pillows are all on the same layer so I have no idea what is going on and outside of a few things, all of the hitboxes are not working
On top of the stump, the leaves segment.
Paint the entire area red and go into winter
It will draw confettis
Instead of drawing the leaves
if its a fruit tree, most of the leaf spawning code is disabled but otherwise is conventionally out of bounds of the standard tilesheet
if its a wild tree, the actual leaf drawing code has no seasonal logic at all and is just going to use one of the four 8x8 regions at random at 16,112 or 24,112 or 16,120 or 24,120
Don't paint it red, because ofc it will be red, that was stupid me.
Set a new layer behind the leaves and then set it red.
Watch it skip the leaves and only draw red
It is a fruit tree.
I think the seasonal is disabled, but winter has some residual.
Because it tries to draw from that region
i just wanted to see the full image you had tho
fruit trees have seasonal leaves in spring summer and fall
the leaf rendering doesn't use the cosmetic season logic the main tree part uses, it uses an 8x8 region from X: (24 + seasonIndex) * 16, Y: (24 + seasonIndex) * 16)
ie, 384,0 -> 391,7 for the first tree in spring, 400,0 -> 407,7 in summer, 416,0 -> 423,7 in fall and the mythical 432,0 -> 439,7 in winter
Interestingly enough the mango tree has the incorrect placement of their leaves, and the stock tilesheet is 1 pixel wider than what the 3 season rendering should be, so that last pixel which only the mango tree populates is what the winter leaf will be
see thats what i was assuming
also did not realize the vanilla tree sheet has fucked up dimensions
Please fix in 1.7
i do think this is a case of not being sure where the bounding box starts and stops, but i cant tell because I didnt see the original image
just see mysterious zoomed in leaf from somewhere unknown
so tl;dr if you want winter leaves properly make the tilesheet 7-15 pixels wider and colour the winter leaf properly, or keep it empty
good lord
i wonder if that breaks indexing if i have more fruit trees on rows below
I do have fruit trees that have leaves in winter (as in on the big tree sprite), but i dont think the lack of leafage debris is immersion ruining
Is this an edit to an existing map or a map that you're loading new into the game?
So I am using BogWyytch's Farm buildings the one for Content Patcher
(https://www.nexusmods.com/stardewvalley/mods/34624)
I want to take the textures for cabins and use them in place of the shed textures. I have Mego Orchard Greenhouse and I was able to take that and have its exterior the same as the in game greenhouse but that was done with AT and idk if I could do this but I really wanna.
Or if theres a working mod to turn cabins into sheds I might be ok with that.
No I want to use the Textures from Bogs pack this would just add those textures and new buildings
I figured you could examine the above on how to add textures to your sheds
It was just an idea 🤷 since you mentioned "a working mod to turn cabins into sheds"
This is my new basement map that I was working on last time
Half the stuff works, but half the stuff on the same layer doesn't
i'm guessing it just wasn't in there 
hello! i have a question about modmaking, but specifically etiquette- if one is making a sprite/portrait mod, should one ask for permission to post it? is this dependant on the use of original assets?
i made two mods for myself, which makes the characters from central station + nature in the valley match with anthro characters continued, and i'd like to share them. in both cases the main overworld sprites are an edited version of the original mod's sprite, so it makes me think i should ask. (the portraits are original, though it's a furry-fied version of the designs) but similarly i don't want to pester the modmakers, nor do i know if the modmakers would be around to answer the question as i know some may take monthslong breaks from checking it.
so..should i ask, and wait for permission? if so, is it better to ask through messages or posting on the mod? is it okay for me to post, and just take it down if the original modmaker dislikes it? is this dependant on the fact that i edited the modmaker's assets? and should i ask for permission from anthro characters for replicating the style, even if i haven't used any assets from it. please help calm my anxiety about all of this haha, i've never published a mod before
I have a guess about the hitboxes not working (I assume you mean collision) and that's that you might have put things on Buildings1 expecting them to have collision but only things on the Buildings layer have collision. The other issue I'm not sure about. Can you take a screenshot of your tilesets box please, so I can see all of the tilesets you have?
i swear it was faster making the art then it is putting it into the game XD
Yes, of course. The paths, is just the paths. The untitled tilesheet is the stardew tilesheet for the walls and stairs etc, and the last one is my own custom tilesheet
Is it just me or is your Tiled screenshot looking like the game one now?
Yeah, I just noticed that too...
I saved it yesterday after I took the screenshot
Perhaps it did not save
Or you accidentally have two copies and the more complete one is not in your mod folder
I'll test it again. It could be unlikely, but who knows... I made sillier mistakes 😭
For following permissions, you should go in the following order:
- check the nexus mod page for the permissions section. A lot of times they say ask to use artwork (in this case, the edited overworld sprites fall into this)--but sometimes people allow free usage of their sprites, and you dont have to ask for perms! Or sometimes, it's totally closed and they dont want anyone doing it.
- If you need to ask for permission, you can do the following. 1. Check if they're in this discord and send a ping or DM. Discord is used by a lot of people so it's likely to get a fast response. 2. Send a dm through nexus, and wait for a response. May take 2+ weeks. 3. Leave a mod comment, but depending on the author, they may not read their mod comments.
However if the mod page says that you need permission, and they do not respond to you, then you cannot use their assets.
Central station is MIT license, which basically means "free to use as long as you credit + include the MIT license in your mod." Technically this means that you have to copy the MIT license into your mod also, but realistically just credit is fine. Myself and Kisaa did the custom characters from there, but most of the characters are just direct copies from the vanilla game, and Pathoschild--the author--is incredibly open about permissions.
Nature in the valley I dont know.
For question of "is drawing in xyz person's style ok"-- my PERSONAL take is in this case, it's fine, if you dont copy directly from their portraits. It's not against the typical permissions guidelines. However, every artist has different sensibilities for it, and you may accidentally hurt an artist who isnt comfortable with their style being copied. You can ask around to see if anyone knows how that artist feels (such as asking here is a good idea!) Or you can read the permissions from that mod you're drawing from, or see if other people made third party "style" mods like you made, etc.
For npc mods, even if you draw the sprites and portraits entirely from scratch, the npc author themselves might not feel OK with their characters being redesigned. This is similar to imitating another persons style, in that its not technically against the language of permissions, but that you may still step on someones toes
So if an author is active, its always a polite thing to send them a quick message to check!
you'll never get in trouble for asking for permission when you don't need to either
so err on the side of caution i'd say
I think 6480 summed it all up very well
(I just want to say ty for checking first!)
yea 6480 covered all the bases. good info
i do get a little brusque when people ask me about things that are clearly allowed in the permissions sections, but its not their fault that I get that question all the time 😂
yea my "ask anyways" is a step that comes after everything else if youre still unsure
thank you so very much for the detailed response! i appreciate this a ton- my brain struggles a lot with vague info, so this orderlist is absolutely perfect, and i'll be going through and checking everything i can for both these and future mods i wanna make to eliminate those pesky style inconsistencies. i wouldn't have even thought about discord honestly, but it's a good call!!
as for specific mods, it's reassuring to know that central station is okay at least, especially hearing it from someone who worked on it! this did push me to investigate anthro characters continued more too, and it's free to edit as long as credit/linkback is given. i did have the gut that this was okay as there is an unofficial sve portraitset and i have seen other similar mods for standalone mods/fixes, but it's reassuring to see it in writing :']
Yeh there you go! theres always (well usually) a lot of info in the perms section, and you can always ask here if you're not sure, since the regulars here have more info on each mod author's personal feelings/history
I was in the middle of writing it like "Well idk about central station--hold on, I was the one who drew npcs for that"
oh wow 6480 you draw npcs? would you like maybe to draw animated portraits--
Sure, have a look at my commission prices!
NPC portrait sheet: 100 USD
Animated NPC portrait sheet: 2,000,000 USD
and thank you everyone else for the extra thoughts. i really don't want to step on any toes! i did figure the direct translation of a design is especially noteworthy in this, since i know people will be attached to their characters and may feel differently, but i was afraid of also being a pain xDD
one day later I feel like this menu looks so much worse than I remembered
I'll have a look at it Later™
wait why's the big portrait so far down 
eh whatever
would you consider 2USD and exposure?
....You drive a hard bargain
New quote added by atravita as #6643 (https://discordapp.com/channels/137344473976799233/156109690059751424/1419655355985690694)
how can I make events center on the farmhouse considering players can move their farmhouse?
like when certain villager comes to your farm to tell you something
also, anyone knows whats these other parameters do? "viewport <x> <y> [true [unfreeze]|clamp [true|unfreeze]]" the wiki says "TODO: explain other parameters. "
-# Love (not really) finding that type of TODO in random places
Events in farm naturally do that unless you specify otherwise
thank you so much, that's super helpful! just a few questions: whats "clamp" and "string option"?
oh on the topic of event creation, any tips to help visualize what im creating?
Ummm let's see if I can remember correctly. Clamp stops the viewport from moving when the map is small so you don't end up seeing mostly void, I think. Unfreeze makes it follow the farmer? I have no clue what string option is but since unfreeze isn't listed there maybe it's unfreeze.
thank you!!!
I have no tips for visualising the event I'm afraid because I don't try to lol. I write a play script to plan the event and then I just put that into event script.
what do you mean by play script?
Like a play, you know, in a theatre
oooohhhhhh
I forget what the real name is. But it has things like HIRIA WALKS INTO THE ROOM FROWNING
and then you just go in game to check the tile positions?
Usually I do it in the map files but if I've got the game open then sure I check in there sometimes too
I do a lot of tweaking after I get the bones of the event into the game
its so sad we cant have line breaks when creating events
Most of my recent script is written in between endless testing
Uhhhh we can?
All of my events are multilined
and the SV Event GUI was discontinued 🙁
you can??
wasnt there something like a few commands would break if multilined
The only one I know of that doesn't like to be multilined is quickQuestion and I deal with that by using switchEvent as the only commands in the QQ
that's awesome to know!!
It will be much easier now for me to make events
thank you
This example was intended to show commenting inside events but it shows multilines too
houhfff learning dialogue syntax for the first time
since you seem to know a lot about events, by any chance you know how to add animals to them like the birds critters and the raccoon?
You can do it!
aba could you sanity check my first dialogue line? 
Yup, I use TAS but I think you can do it with temp actors or something as well
I'll go to my computer and grab you an example Kana
"{{WeekDay}}": "Why, hello there! Are you one of the locals of this town?$0#$b#It's embarassing to admit, but I've lost a number of rather important pages around here. $1#$b#I'm writing a book, you see. If you help me recover the *lost pages*, I'll send you a copy of my book, free of charge!$0#$e#An autograph? I don't give those out easily! $1#$e#$action AddMail Current Cornucopia.CookingRecipes_MysteriousWoman_Met received"
I have a dynamix token called WeekDay to patch it into the current day!
thats really useful resource!!
whats TAS?
you're so kind, thank you so much!!

I bet it's the same one I stole from Desty lol
yesss thats it
temporaryAnimatedSprite
Btw over the course of about 5 or 6 different days, she needs to give a different dialogue line in sequential order. So currently I have it set as different CP patches with a when condition checking if the mailflag from the previous dialogue has been recieved or not. But Im not sure if theres a better way to do that!
Don't need the $0 because the neutral portrait is used by default when others aren't specified and I think the player might experience a blank last box if you have the #$e# before the action so I'd just change that to # but otherwise looks good 
Let me think about the sequential dialogue for a minute while I help Kana
Oh okay! So theres nothing needed to end a dialogue
Nope
this makes me think how useful would be if there were snippets for event creation for stardew valley, looking at the TAS parameters I have no idea what I would need to do in order to have the birds flying lol
#$e# signals "end this dialogue and let the player click on the NPC for the next line"
Don't worry, I wrote that for Lemur the other day so I have one I can give you
life saving! I'm remastering Weather Wonders and one thing I wanted to do is add a bunch of new scripted night events, and having wildlife during them is very important
it's my first time doing this xD
never did events before
I might rename the mod after the remaster because it includes way more than just weathers
but im not sure about this yet
Does anyone know the technical reason the PathFindController is limited to maps of at most 127x127 tiles? I'm assuming something's stored as a byte and its to avoid overflow, but what value in the algorithm in particular? What other options are there, or would I have to write a controller that uses a larger data type if I wanted to be able to use it on big maps.
This line creates a seagull which flies from right to left across the screen.
temporaryAnimatedSprite TileSheets\\critters 0 32 32 32 100 4 99 31 22 false false 50 0 1 0 0 0 motion -5 0/
0 32 32 32 = top left and size of the first frame in the animation
100 = millisecond duration of each frame
4 = number of frames (going right across the row)
99 = number of times to loop the animation
31 22 = tile to put the sprite on
false = make it not flicker
false = don't flip the sprite
50 = put it on a very high map layer so it draws above everything else
0 = don't fade the sprite out
1 = keep the sprite normal size
0 = zero scale change
0 = don't rotate the sprite in a static way
0 = don't continuously rotate the sprite
motion -5 0 = move the sprite left for as long as the TAS exists, make the number more negative to speed it up, more positive to slow it down
And then use removeTemporarySprites/ once it's off screen to remove it
I forgot about that, started the grep now
The only other way i can think to do it would involve using a DT to call a different i18n line, where the mailflag check goes with the DTs rather than having multiple EditData patches with the checks
thank you so much for this!!
Okay so I'm not missing any super straightforward method then!
Also if I dont patch any dialogue in, does she just not speak? She has a shop menu, so I dont want her to talk every day
Yup
Sweet
But how are you giving an NPC a shop menu?
how would this work for a bird, that for example has 2 animations, one for flying and one for pecking, like, how would I change the same bird from one to another?
More than one TAS
ohhh
I remove the first TAS and then create a new one on the same position the first one was?
Yeah, that's what I would try
cool! thanks!!
Oh she just stands in one spot, the shop tile is the tile where she stands
So if she has dialogue, you see the dialogue first. If not, you just open the shop
Ah, interesting!
Yeah its pretty dope!
Yeah if there was only one other line you could do it with $1 or $query
I saw the query thing, but yeah seemed like a bad idea to stick 6 dialogue lines in there
I'm trying to figure if this BETAS action will let me speak to her a second time (triggered by turning in a quest item), if I already spoke to her that day
You wouldn't be able to anyway because you can't nest queries
Yes I think so, if she didn't already have the dialogue added by SetNewDialogue when you spoke to her (and you therefore saw it then)
Okay cool, should give that a spin then
Nightmarish but you could also consider schedule dialogue
thanks! definitely wouldn't have guessed it from the mail id. again though, not sure what i'd even do with this information now i've got it hahah
New quote added by atravita as #6644 (https://discordapp.com/channels/137344473976799233/156109690059751424/1419576738580664381)
moooornin y'all
does anyone have the updated link for the generic mod config menu documentation? link in the description of the nexus mods page seems to be dead
If on the left side in the menu you change the dropdown from "develop" to "main" there is a documentation (in github) nevermind, that version is outdated
yep its in there
bit deeper under docs/README.md
New home for my stardew valley mod source code. Contribute to spacechase0/StardewValleyMods development by creating an account on GitHub.
ty guys
Casey's repo reorganisation would have broken the links I guess
Is it expected that dotnet running a mod on Linux system doesn't work?
no, but it can be finicky to set up. i use dotnet watch run for hot reload, for example
Got any tips? I installed appropriate versions of dotnet-sdk, dotnet-runtime and aspnet-runtime on arch and set up the game with smapi
So far I've been developing my mods on windoof
well, here's what i do:
in the .csproj you will want to have a <RunCommand>your-script</RunCommand> inside your PropertyGroup
(i put mine in ~/stardewvalley.targets so it is shared among all my mods)
the thing i run is a shell script in my PATH which does some hot nonsense to start up SMAPI while working around a particular infelicity which i will get to in a second
GAMEDIR="$HOME/GOG Games/Stardew Valley/game"
if [ "$1" = "steam" ]; then
GAMEDIR="$HOME/.steam/steam/steamapps/common/Stardew Valley"
fi
FIFO=$(mktemp -u hotreload-smapi-input.XXXXXX)
cd "$GAMEDIR"
rm -f hotreload-smapi-input.*
mkfifo "$FIFO"
xfce4-terminal -e "sh -c 'echo \"SMAPI console entry >\"; while true; do cat >$FIFO; done'"
exec ./StardewModdingAPI <"$FIFO"```
the GAMEDIR part is for switching between steam and gog, which you may not need to do
and the rest of it is because when dotnet runs SMAPI for me, it eats about half of the terminal input so debug commands are mostly unusable, which is a Big Problem, so this sets up a fifo, opens a terminal to take console input, then runs SMAPI reading input from there
and just for posterity, hot reload only turns on on linux if your command-line invocation is dotnet watch run exactly. you can't use any other name, it must be run
Can you attach a debugger to that?
i haven't tried
Alright, well thanks for sharing your setup, maybe ill do something similar, maybe not
Tbf i havent been using a debugger so far anyway (because on windoof i was already using Zed instead of VS), but it might be nice
i have heard that Rider is a serviceable IDE which can do either a debugger or hot reload, but apparently not both at once
but that's another thing i haven't tried
I believe VS can do both, but yk, its VS
How have you managed to get VS on arch? I could not find a build for it at all
I haven't, I've only ever used it on windows 😅
Ohh gotcha I misunderstood bahah
Zed has been the absolute goat amongst all editors for me, I cant recommend it enough
Only thing its missing is more powerful extension APIs for stuff like custom UI
I shall have to check out Zed, currently I'm using Rider after VSCode C# devkit wouldn't work
If you've got Rider, honestly just stick to it for dotnet development. Omnisharp in Zed has had an annoying habit of trying to parse json, csproj or really any file as if it were C# and is generating a bunch of noise as a result
But then again, I havent gone super deep into it, because thats something i can work around
Where Zed has been really impressing me is when I use it for remote development on a vm where me and a friend are working on a firewall
Ahh remote development isn't something I'd need so that wont be taken into account, I'll give it a try anyway, never know, my become my new fav
oh hey. I just realized Atlas is shiny
It's far from the only selling point. Other highlights include automatic lsp downloads, good AI features you can disable complletely, not being based on web tech and having gpu accelerated rendering and therefore just being super quick, and ofc its cross-platform and open-source. Windows support is in beta tho
"What's grass? Is that the latest JavaScript framework?" :D
cross platform and open source got me interested immediately
shiny..
Python actually, works great if you want foliage in your terminal
you had me at "AI you can disable completely"
the rider ai autocomplete feels like it's TRYING to be unhelpful
Oh it really is, it's terrible at times
I have edit predictions in Zed turned to subtle mode. That way if im positive itll understand my next task i can hold alt to see what itll do, otherwise its out of my way
my memory is failing me. trying to get this to work https://cafe.naver.com/f-e/cafes/28468938/articles/477433
and i cant figure out how to make the fish textures apply to springobject fish, bc it only worked when i used the load action but i wanna use the editimage action so it will keep the crabs and shellfish visible.
heres the log lol https://smapi.io/json/content-patcher/b41be877f8d145519b836602b75561b3
im just overcomplicating things as usual 💔
The JSON looks correct. It's just not patching?
yea its not patching/applying the textures
trying to get these to appear </3 but every reload i do it just doesnt change anything
it only works if i use load, but if i use that, the shellfish and other critters are invisible
Oh my god, I'll vent on this
We have a "shiny brand-new" internal AI at work for on-the-fly code search, and some people are currently trying it
Someone on my team tried to mess with it a bit by asking it what time it was
I swear to whoever, its genuine answer was "type 'clock' on Google, it will tell you the time. Alternatively, you can look at your watch"
LMFAO
Dottie. Im not sure and I can't troubleshoot well at work. Sorry
its fine lol
your patch doesn't include the albacore (that's a couple many rows down), just the five fish starting from that rectangle
do those fish show up
you'll need to make separate patches for every separate rectangular regions; otherwise the blank spots will override the unrelated items
Tbh if I, personally, was gonna use a maps/springobjects mod
I would hand edit a bloody png (perhaps one for each season) that combined all the ones I wanted
And then just load that
dunno if previous convo is over and I hope I'm not interrupting but like. What would y'all say is like the must haves for mod compatibility. I'm working on fixing up my mods compatibilities and wondering which ones would be best to focus on
Well first you wanna be compatible with your own mod list 
yeah thats fair haha
Then just wait for users to bring stuff up tbh it's a futile effort to try n predict it all
yeah that makes sense
When i made my first mod i searched for every mod that could possibly conflict with me
and then hope an idiot like me decides to use your mod so you can idiot-proof your documentation /s
It was a huge waste of time tbh
I have the innate ability of being an idiot myself. comes in very useful sometimes
yeah that seems like a huuuge task. I'm focusing just on generic mod config menu and better menus right now cuz they were requested. Seems like atleast GMCM is a must-have if you've got a config setup
but that's kinda just a guess
There's 2 kinds of mod interactions i think
GMCM and BGM are more "integration" in that they are made for you to use
Got API and all that
Incompatibility is more like ah fug i patched a thing alternative texture is skip prefixing 
And then u gotta do stuff to at least not explode
This second case is not really predictable so y'know best effort
yeahhh
well best effort is all I can do. I'm really regretting adding a menu tab to my mod though because that means I have to worry about overlapping other tabs which is a nightmare to deal with
Its not exactly game breaking but noone really wants their mods menu tab to be hidden under my mods menu tab
Hey that's the exact problem better game menu exists to solve
I tend to go through the popular tab on nexus and test for compat with the first 2 pages after testing compat in my mod list
wish I'd started working with it as soon as I started the mod rather than adding in support for it retroactively
UIIS2 also adds a tab in the same spot right, and that one's pretty popular
Yeah
That is something usually you find out the hard way
Other than that it's just an Art Form of knowing what the popular mods do and not doing that lol
although next update (which is coming Soon™) will remove that
Just want to show off an iminigame i threw together over the weekend. I'll be dropping my arcade mod with 5 new stardew-themed iminigames sometime this week
then you have to fight Ferngill Revenue Service's tab
oooo
yeah UIIS2 seems like something I'm gonna have to fiddle around with to make it compatible
and this is why I stopped building an arcade. :p /s /jk
Tofu - iconic framework might be also one to look at
(Which would let you have your menu as a teensy button near the inventory)
ok ty!
@fast plaza You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
It has a C# API but you can also add a button via content pack (albeit with a tiny bit less control)
it's not bahaha
thank god
honestly with the vast quantity of people here I would've not questioned it at all
hidden messages can only happen in response to commands you use!
oh neat
(or buttons you press on embeds, I guess).
it's important to me that people know that so you guys don't go clicking the little "dismiss message" link on a fake hidden message 
when you're merely lurking and not even typing and atra says morning
No one has died due to high voltages
It's a sixth sense
Jk I was playing up the iro/ichor confusion
You just happened to be here
i know, but until the later messages appeared i was real spooked
maybe I'll use lacey in the mod preview for the portrait mod to increase the confusion even more 
i can't decide whether to tell you to definitely use or definitely not use the horrifying lips
Or happy birthday
ichor since we're interchangeable do you want to make this menu for me
honestly it's tempting to help out, since my secret shame is i sort of like doing UI in stardew
but not right now 
here, some more tempation
im like 30 items away from being half done witth this
New quote added by atravita as #6645 (https://discordapp.com/channels/137344473976799233/156109690059751424/1419753564980514878)
I don't suppose anyone knows any mods that are open source and use better game menu (and add a new tab)? I'm having a few issues with the API setup and I'm wondering if I can find some other examples that might help me
oo ty
well I was just having a bit of trouble with some stuff with resizing and thought I might be adding stuff wrong so this should help a lot thanks!
how far in advance does the game decide what the weather is going to be?
is it just 1 day?
Its seeded, but yes technically thats when its locked in
It's not deterministic it just stores it in the save file
I was hoping to design something that maybe gives weather a few days in advance as a reward. But i'll revise
Take it from someone whos done seeded minmaxing. Ive specifically filtered for certain weather on seeds before
And yes it did use to be more random and tied to step count
Okay yeah I was gonna say
Because khloe had to replace the weather scheduler in 1.5 to get predictions in almanac
Ill just do something like: You can trade 1 prismatic shard to choose the weather for the next day.
I suppose it makes sense that it changed in 1.6 because a lot of other random values got standardized as well
CJB offers that. Yes. But at least this isnt free
Yup
Cant you still do it by writing some info to the game save and harmony patching the method that determines the weather for the next day?
That might have issues with that custom weather framework
I mean the "determining everything in advance" technique
Like, an item that when used makes the next 3 days rainy for example?
Oh wait I think I misunderstood
My original use case was to give players a totem that they could trade, say, a diamond to and it would tell them what the weather was going to be for the next week
Ah, you can totally do that
so you didnt misunderstand.
I belive positive predictor puts weather predictions in your calendar
You can also just overwrite what the chosen weather is lol you don't need to harmony patch anything
And underscores seed finding tool also has a method of getting weather given a seed and a day
Yeah, thats true.
Here's code that can predict the weather, if youre still interested
https://github.com/Underscore76/SeedFinding/blob/main/Weather.cs
Willing, I wouldn't say no, but able, that seems like a hard sell. It's all C#, it reworks the entirety of the bundles and Junimo Note Menu code, and performs massive refactoring, to make our stupid ideas anywhere near possible.
It would be probably a huge task
Step 1 (implement the items) is almost done yippee!
well
almost halfway done
but yippee
All C# doesn't make it impossible to frameworkize tho
The concept here is just you let people give you data to act on
like my current wip framework is c# and reworks how portraits are handled pretty much everywhere
oh speaking of, it's time for me to attempt a crime
and harmony patch another mod for the first time
Yes, but like, the "data" itself here, is a bunch of bundles that our "framework" would need to know how to handle already.
By that, I mean, for example, an NPC framework would let people create NPCs. But our bundle framework would not let people create more bundles, without me having to go implement them in the bundle framework anyway
that's the part you would need to change, yeah
If it was just for our remixed bundles, sure, it would be pretty easy to just make a bundles framework that allows BigCraftables, Furnitures, Weapons, Hats, etc.
But I don't see how I can make a framework that suddenly allows people to make a bundle the likes of one that asks for your hair, or you to place a stone in it 12 times but it falls back down every time, or that forces you to play a game of cookie clicker
@glossy cargo You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
it's like, every bundle is so specific and gimmicky, that it always needs specific handling. The framework would never be extendable from the outside with a content pack or whatnot
is there any possible way to have moving light sources on events?
Is this the level that would finally let me qualify to be a mod author?
(I know I'm talking to a bot, but hey, this whole process is so inflexible that I might as well
)
indeed
go be a cheeto
You can be orang now
I think this is still possible actually, it's a little bit like how machine output methods work where the data asked for is an assembly qualified delegate used to check bundle completion
The user needs C#, but significantly less C# than if they had to roll their own nonsense
Something like just a class that the user can inherit? It's actually kinda what I'm doing already
This + the general gib item stuff seems like enough to framework on, if you have the energy tp spare ofc
No not a class
Down with oop 
lmao
It's a delegate
But yeah go look at the Outputmethod stuff in machine for what im talking about
Making my own JunimoNoteMenuRemake.cs, which is just the decompiled JunimoNoteMenu.cs but refactored to hell in order to extract methods and make them virtual, was a week long process but so so critical to my mod
Besides raw C# u can accept simpler things like just a GSQ
While C# facing frameworks r rarer, they do exist see spacecore skills and better crafting
So y'know it's more about do you wanna do all that n presumably extract this into new mod? Is not a trivial amount of work but I do see value in it
Just so you know, my current set of 105 or so bundles, is built through 22 overriden methods in the original classes.
So to provide the same behavior as a framework, that's the number of API endpoints I'd provide
You can pass interfaces through pintail
I've extracted MultiSleep into a standalone mod before, and I intend to someday extract the Seasons Picker into a standalone mod as well.
The bundles could be done. It's just not high on my priority list
That's how better game menu does things actually it just packs all it's menu interfaces and provide api to register the impl
So u don't have to slice it by method
That said a bundle framework should be content first imo, with option to plug some C# if needed
Even if all we got from a bundles framework was one that allowed the non Object type "items" (Big Craftables, Furniture, Weapons, clothing, etc) to work in bundles, that would be a huge improvement to what is currently out there.
https://smapi.io/json/content-patcher/95675a61feac4ef7b0e3e0aaa6a04e80 This has my appearance data in it.
https://smapi.io/json/content-patcher/276d259346cf407d8fb89825596cd38f
This has my loads.
My NPC has his normal appearance in winter, sprite and portrait. Why would this be?
I swear I had it working before, I don't know what changed
I added overlays, but removing them does not fix it
I don't recall season being a list
"Outdoors": true,
"Indoors": false,
This is probably the actual problem
Would that not show it outside and not inside?
You have Precedence as 0 for both appearances?
I'm not gonna lie, I am not sure how precedence works.
When inside you want him to go back to not winter?
If so then sure
Yes
Precedence is lower value wins
but he's not in winter clothes outside
Oh I see
Game checks for lowest precedence values, then choose randomly between outfits with same precedence.
RANDOMLY that's why it seemed to work before, that makes sense
You also dont actually need a spring summer fall appearance entry
That's just the default sprite isn't it
Is there a way to view all tiles that come from a given tilesheet in Tiled?
https://smapi.io/json/none/009d8b526fe0413ab43f12ef367c0105 hopefully my last problem for now. My IncrementStat timer stuff does not appear to be working. Or at least, I'm not getting the mail I'm supposed to get from them. Both actions have "timer" in the name and the next action from each is the send trigger.
Are both your STAT start from 4 and count backward?
I intended to start at 0 and count forwards
The stat increment is for Current player, while in GSQ you checked for Host player.
Though I'm not sure it was the problem.
I'm not testing it in multiplayer so I wouldn't think that's the problem
but I could try it
You can also use gq debug command to check condition, whether it is true or not.
debug gq PLAYER_STAT Host {{ModID}}_BillRivalHeartsTimer 3
Ah that's worth trying anyway
Yeah that shows false
hm
wait a dang minute
okay maybe it doesn't like tokens
because that's my mod ID
Yep, I forgot about that one.
cp tokens only exist within content patcher, no one else knows they exist
Well it says debug gq PLAYER_STAT Host MV.Municipal_BillRivalHeartsTimer 3 is false too
Check the Current player instead?
Also false
So your timer doesn't work, maybe.
It does not appear to be incrementing, yeah
Can you check the timer condition?
are you aware that your increment stat tractions are not being prevented from being marked applied and thus only run once ever
and that if you are going to use the same save file for testing after fixing that you will need to mark them unapplied manually
also good to know, how can I do that?
there's a trigger action action for marking one either applied or unapplied
You can do that in the console with Debug Action (action)
"MarkActionApplied": false in the trigger settings
https://stardewvalleywiki.com/Modding:Trigger_actions#Triggers
add that line that Esca points out too
(may have misread context, half-asleep
)
Thank you!
adding that line just isn't retroactive so new saves would be fine after adding that false mark applied thing
Working! Thank you so much!
Is there a way to make textAboveHead stay up for a shorter amount of time? rather than 2500, making it 1000?
ah nevermind I just saw in search that you can do so in BETAS
betas would be a trigger action tho u can use those in events
Trying to update an old mod that allows you to configure several settings for coffee and triple shot espresso, a bit lost right now so if anyone wants to help out shoot me a DM!
itd be easier to get help if you described the issues you were having in here
More than anything I've never modified the actual code in my mods, everything I've learned thus far has just been simple texture replacments
Here is the important part of the code
{
"Action": "EditData",
"Target": "Data/Objects",
"TargetField": ["395"],
"Entries": {
"Buffs": [
{
"Duration": "{{query: 360 * ({{CFDuration}} / 100) }}",
"IconTexture": "TileSheets/BuffsIcons",
"IconSpriteIndex": 9,
"Effects": {
"Speed": "{{CFBuff}}"
}
}
]
},
"When": {
"ApplyCF": "True"
}
},```
A quick read through the documentation, and it appears that this is a really old format. Wiill most likely have to rewrite
this is new format tho
"Effects" -> "CustomAttributes"
i kind of feel like this mod never worked 
Alright so I confused myself a little bit here, sorry for confusing you all as well lol
it's been an honor