#making-mods-general

1 messages · Page 431 of 1

vernal crest
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Romanced Andy does set the KissSpriteIndex

sudden tartan
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why is it in content oh my god

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okay that should fix it so sorry

vernal crest
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WHy wouldn't it be in content?

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That is where his Data/Characters entry is

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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.

sudden tartan
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alright thank you

brittle ledge
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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 kyuuchan_nod2

desert ibex
uncut viper
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(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)

obtuse wigeon
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Do you want any help with making and formatting it? (Outsource your problems, they then no longer are your problems but OUR problems)

uncut viper
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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

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The formatting and adding the tutorials to the site isn't a blocker just them not existing in the first place is

shut edge
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patch update doesn't refresh textures right? is there a way to do that?

uncut viper
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patch update does refresh patches that affect textures

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if you're talking about an item, delete it and spawn a new one

shut edge
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yeah but the PNG itself isn't like force reloaded into memory is it

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i'm working on a reskin of the fish pond

uncut viper
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the texture should be refreshed

shut edge
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hmm

uncut viper
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make sure you're actually doing patch reload and not patch update

shut edge
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tried both yea

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i'll reload and try CP's debug i suppose

gentle rose
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...what did I do

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oh I know what I did

patent lanceBOT
gentle rose
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nope I still have no idea

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atra uber can't quote images

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did that fix it? maybe?

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nope

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okay I was an idiot

gentle rose
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perfect. 10/10

hard fern
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Mmmm

gentle rose
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finally

ornate locust
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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

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%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

brittle pasture
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one after the other, yes

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%item id {{ModID}}_ManaBloomSeeds 1%%%item quest {{ModID}}_ManaBloomQuest true%%

ornate locust
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Awesome, thanks

ivory plume
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New doc page which might be useful for mod authors: Modding:Stats.

hallow prism
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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 😄

valid folio
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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.

brittle pasture
valid folio
valid folio
# brittle pasture seems like CB doesnt support it yet

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.

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Haha, now the normal crop is dropping both items. The reason is… there’s no reason haha.

shut edge
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AverageBedTime

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oh no being called out

twilit quest
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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?

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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?

tiny zealot
twilit quest
tiny zealot
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i think one way or the other you have to tell CP or SMAPI how to handle it, yes. but i haven't tried

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(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)

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or at least that's my model of what's going on, not having done any empirical testing

twilit quest
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Okay, added the code and it worked. Thank you, @tiny zealot!

tiny zealot
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glad to be of help!

vernal crest
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ichor, why are you and iro merged now?

tiny zealot
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people keep getting us confused, so we doubled down and made it worse

devout otter
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Hmph.

tiny zealot
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i've had my fun at this point so i'll probably revert soonish

twilit quest
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Ah, this is the kind of mischievous chaos I expect from the Stardew modding community.

gentle rose
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randomly popped in only to see this discussion

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I feel the need to catalogue this for future historians reading back

hard fern
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ichor what does bike or flower mean

late gull
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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

brittle pasture
obtuse wigeon
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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 SDVkrobusgiggle

vernal crest
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Use their pfps to tell them apart and if really struggling check their usernames lol

round timber
vernal crest
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Yeah it rhymes with ichortower

hard fern
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oohhh....

obtuse wigeon
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I also use pfps to tell people apart, when they change it's like a whole new person

lucid mulch
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I haven't changed mine in like 13 years

gentle rose
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I will be so happy when I'm done with this menu sitting

lucid mulch
obtuse wigeon
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I recently chaned mine to my logo as it was just easier to tell who I was across multiple platforms, consistancy is very useful

hard fern
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i change mine about once every 1-3 months

obtuse wigeon
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( 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)

gentle rose
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I'm not adding any images?

obtuse wigeon
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Okay cool, I just didn't know if the UI was using vanilla sprites or custom ones thats all

late gull
tiny zealot
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ok, laughing time is over. back to the old routine

gentle rose
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fine SDVpuffersquee

round timber
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serious time

obtuse wigeon
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ew serious time

lucid mulch
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Would need to check if poppy is the true id

tiny zealot
obtuse wigeon
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Squidward mask

lucid mulch
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just resolution quirks

hard fern
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what is that

gentle rose
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SinZ

hard fern
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OH

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it says Sin

obtuse wigeon
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SinZ in fancy font

hard fern
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i just realized it LOL

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i didnt even realize the X in the back

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Z

late gull
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I do believe it is according the wiki

lucid mulch
final pendant
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Hey, does anyone know why the crystal path recipe seems to resist me changing the output from 5 to 1 paths?

lucid mulch
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would want index 2 rather than 3 I think

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  "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

final pendant
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Oh my goodness, thank you so much. That's embarrassing. 😅

past knot
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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!

vernal crest
ocean sailBOT
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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.

ocean sailBOT
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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

past knot
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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

vernal crest
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Hmm

past knot
vernal crest
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Is this a mod you are making?

past knot
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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 SDVpufferwaaah

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Maps...definitely arent my strong suit other than designing them

vernal crest
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If you're just recolouring things, you shouldn't need to be touching maps at all.

past knot
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well, more so making it compatible with recolors such as daisynikos

vernal crest
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Ah, so you need to fix the fact that it was released with the tilesheets in the map folder?

past knot
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Yep!

vernal crest
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Ideally, the mod would be published without any of those tilesheets in it at all

past knot
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Ah

vernal crest
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We use a mod called Arbitrary Tilesheet Access now to allow maps to use vanilla tilesheets from outside the Maps folder

past knot
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Oh!

vernal crest
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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.

past knot
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Would you mind? i dont want to ask you of such if it would be too much SDVpufferheart

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Im absolutely stumped on this one i am afraid..

vernal crest
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I don't know which one you are asking for, but yes I am happy to xD

past knot
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Can I send it to you in dms or here???

vernal crest
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DM is fine if you prefer that

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Is it your friend's mod, or are you trying to make it recolour-friendly for your friend's personal use?

past knot
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Its a friends mod, but we're collabing! i have full reign of the maps at the moment and small fixes as well!

vernal crest
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Okay cool :)

past knot
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It's definitely helped me learn a whole bunch thats for sure

obtuse wigeon
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(Doesn't SMAPI ignore files and folders with prefixed by a .? or is that only when loading mod folders?)

vernal crest
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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.

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Because you can't have a recolourable version of a vanilla non-Maps tilesheet unless you use ATA.

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However, I am currently in the process of fixing all the maps so that the mod ships zero vanilla tilesheets in it anyway.

obtuse wigeon
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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

vernal crest
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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

obtuse wigeon
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The perfect pairing bahaha

gray bear
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still no schedule loaded. downloaded a hot fix for hmk 😕

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oh well, just a line of children

ocean sailBOT
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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
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lost in sauce

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then again don't think anyone can help me with this

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confused noises

solemn lagoon
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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

lucid iron
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due to various jank around using tsx people usually embed them into tmx to avoid the problem

vernal crest
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Yes, please embed them

lucid iron
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you can use em all u like during dev ofc

vernal crest
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You rarely even need tsxs in the first place

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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

solemn lagoon
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ohh i see, thank you so much!!

junior tiger
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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?

junior tiger
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Now it works! Thank you. Last time it didn't change icons. Now it does. Tank you!

fast plaza
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in the process of publishing my mod and damn this is scary. I got some questions/issues if anyone has the time to listen?

oblique meadow
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Are you happy with the final product?

fast plaza
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yee I think so

oblique meadow
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Then fuck what anyone else thinks

fast plaza
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I think its ready for release, its mostly just nexus being a bit weird with stuff

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heh thanks!

oblique meadow
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Nexus is always a bit weird

fast plaza
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god it seems like it

oblique meadow
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But uploading is pretty straightforward

fast plaza
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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?

obtuse wigeon
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If it hasn't been published it can't be accessed by the API

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in other words, that's working as expected

fast plaza
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ok thats good to know tysm

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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?

obtuse wigeon
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Have you added another version and archived an old version? if not that may also still be due to it being unreleased yet

fast plaza
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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.

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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

obtuse wigeon
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Hmm that is odd

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I'd say just release it, I can give it a download to see if it does download right if you want?

fast plaza
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thatd be awesome thanks!

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I guess I'll start publishing it in a sec

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oh and follow up question, how would I go about putting it in #mod-showcase? is it a bot command?

obtuse wigeon
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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)

fast plaza
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the blurb?

oblique meadow
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(Or AI)

obtuse wigeon
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a short and brief description of the mod, basically what you see on the showcase

fast plaza
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Ok!

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damn this publish button is getting me nervous. scary.

obtuse wigeon
oblique meadow
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Listen: someone hit publish on a poop framework mod

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You’re fine

fast plaza
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hah fairr

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aight its up I guess.

obtuse wigeon
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Good new, it downloads fine for me, good first mod!

fast plaza
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aayyyy nice!

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ty!

rare orbit
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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

Nexus Mods :: Stardew Valley

New 'facelifted' alpaca sprites for Alternative Textures.

obtuse wigeon
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!converters There may be a converter? as long as it's for personal use only

obtuse wigeon
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Actually it seems there isn't?

rare orbit
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so far i only see a cp to at pack. but im trying to figure out how to convert it to cp

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in farm animal face lift it allows for multiple skins and i want it to work like that

blissful panther
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Well, TTF fonts work actually shockingly simply... sort of.

floral stone
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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)

lucid iron
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you can maybe try using extra layers, if you have the tiles for it

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consider stealing these stairs from Farm_Ranching

gentle rose
obtuse wigeon
crude plank
fast plaza
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Yeah! What's up?

crude plank
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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

fast plaza
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Oh that's concerning

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What's the problem?

gaunt orbit
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my sourcegen package is published! still being indexed though :V
still missing analyzers but it has a readme and xml docs

crude plank
ocean sailBOT
#

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

fast plaza
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Hmm ok

crude plank
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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

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@obtuse wigeon you also found something i believe?

fast plaza
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yeah I saw atlas posted on the thing it doesn't work on linux and mac atm

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assuming thats what you mean

obtuse wigeon
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Oh cool you did see it, case sensitivity is a pain at times

crude plank
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besides the case sensitivity issue

fast plaza
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forrealll

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oh was there something else?

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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

crude plank
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but i had to stop testing once i had no way of opening the spellbook

fast plaza
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huh... I see the issue. Thats really strange...

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I'll look into that ASAP then, tysm for letting me know!

crude plank
fast plaza
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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

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Again tysm!

molten storm
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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?

urban patrol
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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

latent mauve
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You can use EMA for custom doors if you don't mind adding a dependency

molten storm
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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

latent mauve
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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.

molten storm
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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

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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

oblique meadow
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@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?

lucid iron
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well you can draw a object named TileData and have it work that way via tiled

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but in generally cp doesn't let you mass apply tile properties, which is really what this light is

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you don't have to force yourself to use mmap lights though, if vanilla lights do the trick then just do that

oblique meadow
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No. They dont. That's why im using it.

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But I think I get it.

lucid iron
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yea then doing it via tiled is what i recommend (it is kind of the whole reason why they are tile props)

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i liked being able to move them around in tiled u see

oblique meadow
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Got it. I was under the impression I had to code it all in the config. This will be MUCH easier

gentle rose
blissful panther
quick frost
blissful panther
# obtuse wigeon OpenSans font without font framework?👀

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.

brittle pasture
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maybe if I can specifically patch the font in this item description

blissful panther
#

That would be the overall ideal for this, but replacing every instance of rendering text... that sounds like a nightmare.

molten storm
oblique meadow
#

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?

tender bloom
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You can set tile properties in content patcher instead

latent mauve
tender bloom
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Otherwise I don’t think so, because tiled just generates a pile of text on the backend

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And that pile of text is passed to content patcher as just a raw tmx file

oblique meadow
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That's fine. I didnt think so, but figured i'd ask

brittle pasture
#

ah whoops elizabeth explained above

next crown
#

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 💞

iron ridge
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!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.

molten storm
# latent mauve okay, so that error looks to be because of AngelsDescent rather than SVE itself....

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!

balmy venture
#

guys, is it me or the base game has chest color now? I've always been using colorful chests so I'm not sure

brittle pasture
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been a thing for a while

balmy venture
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no cause I was gonna ask if there's a way to reference the colored chests into a menu 😅

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I was checking the colorful chests code until I started to ask myself that

floral stone
#

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?

latent mauve
floral stone
#

Yep

latent mauve
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And no duplicate numbers in your Order tile data?

floral stone
#

Nope :[

latent mauve
#

(your Nearby and Separate tiles are different sets of numbers, so those can overlap a little)

floral stone
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Ty for the help btw

latent mauve
#

And you set both the Nearby and Separate path tiles?

floral stone
#

also yes

latent mauve
#

Mind screenshotting your map in Tiled?

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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.

floral stone
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this is part of it screenshotting the whole thing might not be very readable

latent mauve
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Yeah, mainly looking to confirm that the tiledata object and the tile are both on the Paths layer

floral stone
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oh might be good to add

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all the other paths tiles are working, only the cabin's aren't

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is this sufficient?

latent mauve
#

here's the vanilla Meadowlands farm as an example

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So just make sure that the TileData property looks like what we have on the left under Custom Properties

floral stone
#

maybe that's the issue

latent mauve
#

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

floral stone
#

hol up

#

i screenshotted wrong I think

latent mauve
#

The Name is still not TileData there

floral stone
#

ah right

#

i'll check if that makes a difference

latent mauve
#

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. 🙂

young plaza
#

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")

floral stone
#

Ty, it works now xemmyA

true coyote
#

Idk if these need to be fixed separately (or if the update just hasnt been pushed yet) but I found another

uncut viper
#

meadowlands starting with a coop is hardcoded

#

fish smoker likely is too

opal glen
#

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

calm nebula
#

Fishing starting with a fish smoker is also hardcoded

uncut viper
#

i also don't believe that's possible within bundles

latent mauve
#

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.

calm nebula
#

Those are flavored items not full items in their own right

latent mauve
# young plaza I was actually just thinking about map editing so feels like a good time to be r...

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.

opal glen
#

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

uncut viper
#

the starter gift box should allow qualified item IDs

#

its just the furniture one that doesnt

oblique meadow
#

Buildings included does allow you to start with pre-built buildings

#

And it’s just JSON.

uncut viper
#

the raccoons are even more hardcoded

oblique meadow
#

If they weren’t, someone would have made them full NPCs by now

young plaza
# latent mauve It is worth noting that you can start with your own building through things like...

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 SDVpetslime

This is great info, and doesn't look very difficult honestly, very new stardew-modding approachable

#

thank you everyone SDVpufferthumbsup

oblique meadow
#

That’s what I used to add a well to the farm

opal glen
#

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

young plaza
oblique meadow
#

Item id for slime charmer ring is 520 if you’re going to add that to the starting gift

uncut viper
oblique meadow
#

I think because most craftables are 16x32 and the bundle pages only accept 16x16

latent mauve
#

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.

oblique meadow
#

Don’t overachieve too much. Will make the lazier of us look bad

brittle pasture
#

wonder if archipelago is willing to frameworkirize whatever they’re using for their wacky bundles

oblique meadow
#

Can’t hurt to ask

opal glen
oblique meadow
#

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

uncut viper
#

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

oblique meadow
#

Oh. Neat. Good to know

opal glen
#

So theoretically it would accept small craftable items like sprinklers?

#

because they're objects instead of big craftables

uncut viper
#

if it is (O) it can be drawn

young plaza
uncut viper
#

though, i do see code for creating flavoured items for bundle ingredients

oblique meadow
#

Giving Big Craftables as a starting gift doesn’t work very well

young plaza
uncut viper
#

the starting gift box doesnt care what type of item it is

young plaza
#

oh I was just basing it on the wiki info

brittle pasture
uncut viper
#

maybe a 1.6.16 or 1.7 request

oblique meadow
lucid iron
uncut viper
#

(i didnt realize discord calls that emoji cricket which means it might come across wrong i typed "grass" as in "grasshopper"...)

slow basin
#

Oh man idk where to start with implementing my gaming cards SDVpuffersweats
i wanna do that versus figuring out where you donate them using the museum framework

#

modtly trading cards u cant game with em

oblique meadow
#

At the beginning would be my guess

lucid iron
#

Are they gonna be objects

slow basin
#

ye

left basalt
#

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

urban patrol
#

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

brave fable
left basalt
true coyote
#

ok, no worries! I thought I'd check just to be sure SDVpufferheart

limpid panther
#

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.

lucid iron
#

the answer is you need to do all that yourself in C#

brittle pasture
#

it’s basically all “decompile and diy”

brave fable
#

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

brittle pasture
#

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

lucid iron
#

yea it's not very good for that usecase

#

this kinda thing is why ppl tend to slacc and just add keybind

brave fable
#

@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

limpid panther
#

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!

brave fable
#

but also selph. darling. chunk staging. please lol

lucid iron
brittle pasture
#

the spacecore stuff is still wip right
I'll look forward to that eventually for my hypothetical "flavor everything" cooking overhaul

lucid iron
#

and provide integration with better game menu + iconic framework etc

brittle pasture
#

duck omelete, goat cheese cauliflower

#

snail taco

tropic remnant
#

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)

brave fable
#

my changes to LOC + spacecore are done, but waiting on spacecore to merge and release, any other breaking changes on spacecore notwithstanding

uncut viper
#

(what is chunk staging)

brave fable
#

(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

uncut viper
#

i see

brave fable
#

you know, to omit irrelevant changes generated by ide preferences SDVdemetriums ones that would cause very large merge conflicts down the line when i merge my other branches SDVdemetriums

#

i mean, when someone merges their other branches.

slow basin
#

mfw i dont wanna have to implement over 300 images:
☠️

lucid iron
#

if they r cards then it shouldnt be that bad right bolbthinking

tiny zealot
uncut viper
#

we'll see

slow basin
#

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

slow basin
#

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
        }
    ]
}```
brave fable
#

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

slow basin
#

Oh ok

brave fable
#

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

slow basin
#

🙂‍↕️

#

gotcha ok, i was like "why is the mod targetting itself" or something XD thanks blue

brave fable
#

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

slow basin
#

YIPPEE

karmic gust
tropic remnant
brave fable
slow basin
#

ooh lemme look at dis ❤️

brave fable
#

the documentation is a little arcane, but essentially it's an Include with some values passed-in to simplify your content file a little

slow basin
#

oo

brave fable
#

i've never used it though so someone would need to correct me if this isn't ideal

lucid mulch
#

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

brave fable
#

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

vernal crest
#

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

lucid mulch
#

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

vernal crest
#

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

brave fable
#

but what if you had a 500 line mod with no performance hit...

lucid mulch
#

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

uncut viper
#

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

tiny zealot
#

👀 cp foreach (the content modders yearn, etc)

lucid mulch
#

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

slow basin
#

im so excited for when i can get this mod working the way i want it too and such X3

humble timber
#

👀

slow basin
#

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

humble timber
#

hiii

#

ive been all over the place today

#

now im lookign at these notes i made at 2am like SDVdemetriums

slow basin
#

XD

humble timber
#

lemme dm u that n some other stuff cuz im embarrassed at the self indulgence currently LOL

deep plume
ornate locust
#

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

oblique meadow
#

at least 10 minutes

ornate locust
#

over three hours

lime maple
#

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?

vernal crest
#

The item id for a coconut is (O)88

lime maple
#

I tried with (O)88, also error, but let me triple check

drowsy pewter
#

again it has to be (O)88

brittle pasture
#

items already on the tree doesn't change

#

and yes it has to be (O)88

lime maple
#

"Fruit": [{"ItemId": "(O)88"}],

brittle pasture
#

go to sleep and test again

drowsy pewter
#

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?

lime maple
#

ok, done, thank you guys!

#

is there a way to make it also drop golden coconut, but on a rare occasion, if yes, how?

brittle pasture
#

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

#

Fruit accepts a list of items (ie. [{}, {}])

lime maple
#

how to make sure that the entry is the default?

brittle pasture
#

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

lime maple
#

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

brittle pasture
#

you're probably missing the leaf debris tiles

oblique meadow
#

It’s homemade confetti!

#

At least it’s not glitter. That shit gets everywhere

tender bloom
#

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"

tough narwhal
#

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

tough narwhal
#

WOOAH

#

that's really cool ! i'm familiar with some basic programming so i'd love to know how you managed that

round dock
#

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

round dock
tough narwhal
round dock
#

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.

tough narwhal
#

ah, i figured that a config was need!

round dock
brave fable
#

at last. recipes with 6+ ingredients will accept any 6

#

cheat code for destroying everything bagel

brittle pasture
#

an unconventional way to cheat the everything donut mod but I’ll take it

#

same braincell moment

gentle rose
brave fable
#

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

gentle rose
#

I thought I was counting wrong but I did in fact list six ingredients

drowsy pewter
#

cranberry and sauce must be two different ingredients

#

We'll just never know what sauce

drowsy pewter
brave fable
#

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.

#

interesting they decided to report it on love of cooking. i suppose they decided desert bus was too silly and better crafting too solid

brittle pasture
#

I got reports for unrelated machine bugs on EMC all the time

ornate locust
#

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

brittle pasture
#

not complaining, just amused; we oft overestimate people’s ability to debug tech issues xkcd 2501 - style

ornate locust
#

yeah people just cast for the first thing that comes to mind

obtuse wigeon
#

I was tagged somewhere but discord is refusing to show me, sorry to whoever that was

#

OH WHAT I'M FANCY NOW

drowsy pewter
#

yeah i also get every machine bug under the sun haha

brittle pasture
ornate locust
#

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!

obtuse wigeon
lucid mulch
obtuse wigeon
#

I was just redownloading it because I lost my copy, seems you might get there quicker

brave fable
#

given there's no modid token it could even hint at an xnb

lucid mulch
#

mainly an excuse to actually extract an up to date copy of the mod-dump

lime maple
lucid mulch
#

last time I played a skyrim modpack I had to delete all my previous extracted mod-dumps to make room

fossil osprey
obtuse wigeon
#

I keep forgetting theres a mentions tab in that menu alongside unread, thank you!

lime maple
#

btw it seems that from the leaves segment the last line is used on winter alone

slow basin
#

it feels so good to make progress

drowsy pewter
# lime maple

are you sure? its a strange place to draw particles from

lime maple
#

yes

lucid mulch
#

this is the same game where the stamina rectangle is coloured by a specific pixel on the moon

lime maple
#

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

obtuse wigeon
lucid mulch
#

oh staminc rect is white, it is the Farmer.drinkGlug that uses the pixel from the moon

drowsy pewter
drowsy pewter
obtuse wigeon
#

they have absolutly no relation apart from that, what cursed knowledge

lucid mulch
lime maple
#

The tree texture atlas, that part is in the leaves segment

junior tiger
#

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

lime maple
#

It will draw confettis

#

Instead of drawing the leaves

lucid mulch
#

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

lime maple
#

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

drowsy pewter
#

i just wanted to see the full image you had tho

#

fruit trees have seasonal leaves in spring summer and fall

lucid mulch
#

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

drowsy pewter
#

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

lucid mulch
drowsy pewter
#

you poor soul

#

its a feature not a bug

lucid mulch
#

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

drowsy pewter
#

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

vernal crest
quaint horizon
#

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.

Nexus Mods :: Stardew Valley

ITS FINALLY HERE bundled together and full complete set of my Witchy Farm Buildings! SEASONAL VARIANTS GALORE and config options to customize a little bit further. For the goblins, witches, forest fol

warm field
quaint horizon
warm field
#

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"

junior tiger
#

Half the stuff works, but half the stuff on the same layer doesn't

brave fable
hexed ember
#

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

vernal crest
# junior tiger This is my new basement map that I was working on last time

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?

slow basin
#

i swear it was faster making the art then it is putting it into the game XD

junior tiger
vernal crest
junior tiger
#

I saved it yesterday after I took the screenshot

vernal crest
#

Perhaps it did not save

#

Or you accidentally have two copies and the more complete one is not in your mod folder

junior tiger
drowsy pewter
# hexed ember hello! i have a question about modmaking, but specifically etiquette- if one is ...

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!

dusky sail
#

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

vernal crest
#

I think 6480 summed it all up very well

gentle rose
dusky sail
#

yea 6480 covered all the bases. good info

drowsy pewter
dusky sail
#

yea my "ask anyways" is a step that comes after everything else if youre still unsure

hexed ember
# drowsy pewter For following permissions, you should go in the following order: - check the nex...

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 :']

drowsy pewter
#

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"

gentle rose
#

oh wow 6480 you draw npcs? would you like maybe to draw animated portraits--

drowsy pewter
#

Sure, have a look at my commission prices!
NPC portrait sheet: 100 USD
Animated NPC portrait sheet: 2,000,000 USD

hexed ember
#

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

gentle rose
#

one day later I feel like this menu looks so much worse than I remembered pffftI'll have a look at it Later™

#

wait why's the big portrait so far down Squint

#

eh whatever

gentle rose
drowsy pewter
#

....You drive a hard bargain

patent lanceBOT
nimble marlin
#

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. "

warm field
#

-# Love (not really) finding that type of TODO in random places

calm nebula
vernal crest
nimble marlin
# vernal crest

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?

vernal crest
#

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.

vernal crest
#

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.

nimble marlin
vernal crest
#

Like a play, you know, in a theatre

nimble marlin
#

oooohhhhhh

vernal crest
#

I forget what the real name is. But it has things like HIRIA WALKS INTO THE ROOM FROWNING

nimble marlin
#

and then you just go in game to check the tile positions?

vernal crest
#

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

nimble marlin
#

its so sad we cant have line breaks when creating events

vernal crest
#

Most of my recent script is written in between endless testing

#

Uhhhh we can?

#

All of my events are multilined

nimble marlin
#

and the SV Event GUI was discontinued 🙁

nimble marlin
#

wasnt there something like a few commands would break if multilined

vernal crest
#

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

nimble marlin
#

It will be much easier now for me to make events

#

thank you

vernal crest
#

This example was intended to show commenting inside events but it shows multilines too

drowsy pewter
#

houhfff learning dialogue syntax for the first time

nimble marlin
#

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?

vernal crest
drowsy pewter
#

aba could you sanity check my first dialogue line? SDVpuffersquee

vernal crest
#

I'll go to my computer and grab you an example Kana

drowsy pewter
#

"{{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!

nimble marlin
nimble marlin
vernal crest
drowsy pewter
#

yesss thats it

vernal crest
drowsy pewter
vernal crest
drowsy pewter
#

Oh okay! So theres nothing needed to end a dialogue

vernal crest
#

Nope

nimble marlin
# vernal crest temporaryAnimatedSprite

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

vernal crest
#

#$e# signals "end this dialogue and let the player click on the NPC for the next line"

vernal crest
nimble marlin
#

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

desert light
#

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.

vernal crest
# nimble marlin life saving! I'm remastering Weather Wonders and one thing I wanted to do is add...

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

lucid mulch
vernal crest
nimble marlin
drowsy pewter
#

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

vernal crest
#

Yup

drowsy pewter
#

Sweet

vernal crest
#

But how are you giving an NPC a shop menu?

nimble marlin
vernal crest
#

More than one TAS

nimble marlin
#

ohhh

#

I remove the first TAS and then create a new one on the same position the first one was?

vernal crest
#

Yeah, that's what I would try

nimble marlin
#

cool! thanks!!

drowsy pewter
#

So if she has dialogue, you see the dialogue first. If not, you just open the shop

vernal crest
#

Ah, interesting!

drowsy pewter
#

Yeah its pretty dope!

vernal crest
drowsy pewter
#

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

vernal crest
#

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)

drowsy pewter
#

Okay cool, should give that a spin then

calm nebula
#

Nightmarish but you could also consider schedule dialogue

brave fable
patent lanceBOT
fast plaza
#

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

warm field
#

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

tender bloom
#

Possibly this

#

I’m on mobile so harder to check

fast plaza
#

yep its in there

#

bit deeper under docs/README.md

#

ty guys

lucid mulch
#

Casey's repo reorganisation would have broken the links I guess

dapper crown
#

Is it expected that dotnet running a mod on Linux system doesn't work?

tiny zealot
#

no, but it can be finicky to set up. i use dotnet watch run for hot reload, for example

dapper crown
#

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

tiny zealot
#

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

dapper crown
#

Can you attach a debugger to that?

tiny zealot
#

i haven't tried

dapper crown
#

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

tiny zealot
#

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

dapper crown
#

I believe VS can do both, but yk, its VS

obtuse wigeon
#

How have you managed to get VS on arch? I could not find a build for it at all

dapper crown
obtuse wigeon
#

Ohh gotcha I misunderstood bahah

dapper crown
#

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

obtuse wigeon
#

I shall have to check out Zed, currently I'm using Rider after VSCode C# devkit wouldn't work

dapper crown
#

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

obtuse wigeon
#

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

oblique meadow
#

oh hey. I just realized Atlas is shiny

obtuse wigeon
#

I am! I havent touched grass in a while

#

well not real grass anyway

dapper crown
#

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

dapper crown
obtuse wigeon
#

cross platform and open source got me interested immediately

humble timber
#

shiny..

obtuse wigeon
gentle rose
#

the rider ai autocomplete feels like it's TRYING to be unhelpful

obtuse wigeon
#

Oh it really is, it's terrible at times

dapper crown
#

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

rough briar
#

im just overcomplicating things as usual 💔

oblique meadow
#

The JSON looks correct. It's just not patching?

rough briar
#

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

fossil osprey
# gentle rose the rider ai autocomplete feels like it's TRYING to be unhelpful

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"

rough briar
#

LMFAO

oblique meadow
#

Dottie. Im not sure and I can't troubleshoot well at work. Sorry

rough briar
#

its fine lol

brittle pasture
#

you'll need to make separate patches for every separate rectangular regions; otherwise the blank spots will override the unrelated items

rough briar
#

ahh oke

#

also yea the tuna shows up lol

calm nebula
#

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

fast plaza
#

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

lucid iron
#

Well first you wanna be compatible with your own mod list Dokkan

fast plaza
#

yeah thats fair haha

lucid iron
#

Then just wait for users to bring stuff up tbh it's a futile effort to try n predict it all

fast plaza
#

yeah that makes sense

lucid iron
#

When i made my first mod i searched for every mod that could possibly conflict with me

oblique meadow
#

and then hope an idiot like me decides to use your mod so you can idiot-proof your documentation /s

lucid iron
#

It was a huge waste of time tbh

fast plaza
#

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

lucid iron
#

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 SerenaDizzy

#

And then u gotta do stuff to at least not explode

#

This second case is not really predictable so y'know best effort

fast plaza
#

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

lucid iron
#

Hey that's the exact problem better game menu exists to solve

obtuse wigeon
#

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

fast plaza
#

wish I'd started working with it as soon as I started the mod rather than adding in support for it retroactively

brittle pasture
#

UIIS2 also adds a tab in the same spot right, and that one's pretty popular

calm nebula
#

Yeah

obtuse wigeon
calm nebula
#

Other than that it's just an Art Form of knowing what the popular mods do and not doing that lol

brittle pasture
#

although next update (which is coming Soon™) will remove that

late gull
#

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

brittle pasture
#

then you have to fight Ferngill Revenue Service's tab

slow basin
#

oooo

fast plaza
#

yeah UIIS2 seems like something I'm gonna have to fiddle around with to make it compatible

oblique meadow
#

and this is why I stopped building an arcade. :p /s /jk

calm nebula
#

Tofu - iconic framework might be also one to look at

#

(Which would let you have your menu as a teensy button near the inventory)

fast plaza
#

ok ty!

ocean sailBOT
#

@fast plaza You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

obtuse wigeon
#

It has a C# API but you can also add a button via content pack (albeit with a tiny bit less control)

fast plaza
#

yee haw

#

that better not be a hidden message or I'm gonna look real weird

obtuse wigeon
#

it's not bahaha

fast plaza
#

thank god

obtuse wigeon
#

honestly with the vast quantity of people here I would've not questioned it at all

gentle rose
fast plaza
#

oh neat

gentle rose
#

(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 SDVpuffersquee

calm nebula
#

Morning ichor!

#

How goes the mice

gentle rose
#

mousing along

#

how goes the teaching job, mathperson?

tiny zealot
#

when you're merely lurking and not even typing and atra says morning

calm nebula
#

No one has died due to high voltages

calm nebula
#

Jk I was playing up the iro/ichor confusion

#

You just happened to be here

tiny zealot
#

i know, but until the later messages appeared i was real spooked

gentle rose
#

maybe I'll use lacey in the mod preview for the portrait mod to increase the confusion even more SDVpuffersquee

tiny zealot
#

i can't decide whether to tell you to definitely use or definitely not use the horrifying lips

gentle rose
#

ichor since we're interchangeable do you want to make this menu for me

tiny zealot
#

honestly it's tempting to help out, since my secret shame is i sort of like doing UI in stardew

#

but not right now SDVpuffersquee

gentle rose
#

here, some more tempation

slow basin
#

im like 30 items away from being half done witth this

patent lanceBOT
fast plaza
#

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

brittle pasture
#

what's the issue you're having

fast plaza
#

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!

oblique meadow
#

how far in advance does the game decide what the weather is going to be?

#

is it just 1 day?

gaunt orbit
#

Yes

#

It chooses tomorrow's weather at the start of a new day

dapper crown
#

Its seeded, but yes technically thats when its locked in

gaunt orbit
#

It's not deterministic it just stores it in the save file

oblique meadow
#

I was hoping to design something that maybe gives weather a few days in advance as a reward. But i'll revise

dapper crown
#

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

gaunt orbit
#

Okay yeah I was gonna say

#

Because khloe had to replace the weather scheduler in 1.5 to get predictions in almanac

oblique meadow
#

Ill just do something like: You can trade 1 prismatic shard to choose the weather for the next day.

gaunt orbit
#

I suppose it makes sense that it changed in 1.6 because a lot of other random values got standardized as well

oblique meadow
#

CJB offers that. Yes. But at least this isnt free

dapper crown
#

Yup

dapper crown
gaunt orbit
#

That might have issues with that custom weather framework

oblique meadow
#

I know CJB does it.

#

So it CAN be done

#

haha

gaunt orbit
#

I mean the "determining everything in advance" technique

dapper crown
#

Like, an item that when used makes the next 3 days rainy for example?

gaunt orbit
#

Oh wait I think I misunderstood

oblique meadow
#

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

dapper crown
#

Ah, you can totally do that

oblique meadow
#

so you didnt misunderstand.

dapper crown
#

I belive positive predictor puts weather predictions in your calendar

uncut viper
#

You can also just overwrite what the chosen weather is lol you don't need to harmony patch anything

dapper crown
#

And underscores seed finding tool also has a method of getting weather given a seed and a day

uncut viper
#

this works just fine in my testing

glossy cargo
#

It would be probably a huge task

slow basin
#

Step 1 (implement the items) is almost done yippee!

#

well

#

almost halfway done

#

but yippee

gentle rose
#

that's what most frameworks are though, isn't it?

#

a framework is inherently c#

lucid iron
#

The concept here is just you let people give you data to act on

gentle rose
#

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

glossy cargo
# lucid iron The concept here is just you let people give you data to act on

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

gentle rose
#

that's the part you would need to change, yeah

glossy cargo
#

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

ocean sailBOT
#

@glossy cargo You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!

glossy cargo
#

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

nimble marlin
#

is there any possible way to have moving light sources on events?

glossy cargo
#

(I know I'm talking to a bot, but hey, this whole process is so inflexible that I might as well KEKMask )

brittle pasture
#

indeed
go be a cheeto

lucid iron
#

You can be orang now

lucid iron
#

The user needs C#, but significantly less C# than if they had to roll their own nonsense

glossy cargo
#

Something like just a class that the user can inherit? It's actually kinda what I'm doing already

lucid iron
#

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 kyuuchan_run

glossy cargo
#

lmao

lucid iron
#

It's a delegate

#

But yeah go look at the Outputmethod stuff in machine for what im talking about

glossy cargo
#

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

lucid iron
#

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

glossy cargo
#

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

lucid iron
#

You can pass interfaces through pintail

glossy cargo
lucid iron
#

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

latent mauve
#

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.

ornate locust
#

I swear I had it working before, I don't know what changed

#

I added overlays, but removing them does not fix it

lucid iron
#

I don't recall season being a list

#

"Outdoors": true,
"Indoors": false,

#

This is probably the actual problem

ornate locust
#

Would that not show it outside and not inside?

left nova
ornate locust
#

I'm not gonna lie, I am not sure how precedence works.

lucid iron
#

If so then sure

ornate locust
#

Yes

lucid iron
#

Precedence is lower value wins

ornate locust
#

but he's not in winter clothes outside

lucid iron
#

Put -100

#

That's same as vanilla winter appearances

ornate locust
#

Oh I see

lucid iron
#

For festival put -1000

#

Also what vanilla does for shane joja outfit for example

ornate locust
#

I see, I see

#

heyyy that did it

left nova
#

Game checks for lowest precedence values, then choose randomly between outfits with same precedence.

ornate locust
#

RANDOMLY that's why it seemed to work before, that makes sense

lucid iron
#

You also dont actually need a spring summer fall appearance entry

#

That's just the default sprite isn't it

ornate locust
#

I did that while I was trying to figure out why it wasn't working

#

erase erase

tender bloom
#

Is there a way to view all tiles that come from a given tilesheet in Tiled?

ornate locust
#

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.

left nova
ornate locust
#

I intended to start at 0 and count forwards

left nova
#

The stat increment is for Current player, while in GSQ you checked for Host player.

#

Though I'm not sure it was the problem.

ornate locust
#

I'm not testing it in multiplayer so I wouldn't think that's the problem

#

but I could try it

left nova
#

You can also use gq debug command to check condition, whether it is true or not.

#

debug gq PLAYER_STAT Host {{ModID}}_BillRivalHeartsTimer 3

ornate locust
#

Ah that's worth trying anyway

#

Yeah that shows false

#

hm

#

wait a dang minute

#

okay maybe it doesn't like tokens

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because that's my mod ID

left nova
#

Yep, I forgot about that one.

lucid mulch
#

cp tokens only exist within content patcher, no one else knows they exist

ornate locust
#

Well it says debug gq PLAYER_STAT Host MV.Municipal_BillRivalHeartsTimer 3 is false too

left nova
ornate locust
#

Also false

left nova
#

So your timer doesn't work, maybe.

ornate locust
#

It does not appear to be incrementing, yeah

left nova
#

Can you check the timer condition?

ornate locust
#

Seems like it should increment, it just doesn't

uncut viper
#

are you aware that your increment stat tractions are not being prevented from being marked applied and thus only run once ever

ornate locust
#

THAT would be a problem

#

heck

#

Button to the rescue

uncut viper
#

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

ornate locust
#

also good to know, how can I do that?

uncut viper
#

there's a trigger action action for marking one either applied or unapplied

#

You can do that in the console with Debug Action (action)

royal stump
uncut viper
#

add that line that Esca points out too

royal stump
#

(may have misread context, half-asleep SDVkrobusgiggle)

ornate locust
#

Thank you!

uncut viper
#

adding that line just isn't retroactive so new saves would be fine after adding that false mark applied thing

ornate locust
#

SDVpufferparty SDVpufferparty Working! Thank you so much!

tropic remnant
#

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

lucid iron
#

betas would be a trigger action tho u can use those in events

ornate locust
#

now I go to festival position change hell

#

SDVpuffersalute it's been an honor

elder kite
#

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!

uncut viper
#

itd be easier to get help if you described the issues you were having in here

elder kite
#

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

lucid iron
#

this is new format tho

#

"Effects" -> "CustomAttributes"

#

i kind of feel like this mod never worked blobcatgooglyblep

elder kite
#

Alright so I confused myself a little bit here, sorry for confusing you all as well lol