#making-mods-general

1 messages · Page 445 of 1

lucid iron
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In particular it looks like you packed a copy of content patcher in your own mod, which is unnecessary

quartz vale
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found it, yeah you where right, had CP wrote in at "ContentPackfor" . Thx

uncut viper
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if you're making a mod for content patcher, it needs to have CP's id in the ContentPackFor section

latent mauve
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I feel like I am seeing this misunderstanding more often, but I am not sure what about the language is making people think that they need to include a copy of the Content Patcher mod itself in their new mod's folder, rather than simply having Content Patcher installed normally to run their contentpack mod.

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At this point I feel like it has to be something that could be phrased better somehow

hard fern
latent mauve
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I have seen it at least three times now from new modders who think they need to include the Content Patcher folder inside their mod

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It's usually the ones who have never done anything at all with modding which makes me think something somewhere is being worded confusingly

woeful lintel
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the CP doc is very clear about it, even has a picture of the file structure for a basic content pack

ornate locust
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it will drive you crazy

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if you get enough users, you will get a lot of people making the same mistake, and at a point, you just can't document your way out of that hole

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i still twitch when I hear the phrase "cross eye bug"

hard fern
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you could probably even say "dont make a copy of content patcher in your own mod" and people will still do that

ornate locust
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I had variations of "other mods that change races are not compatible, this includes mods that add eye colors, hair colors, and hair styles" in more than one place, in bold, one was in red...

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users always decided whatever hair or eye mod they had was some secret exception

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Or they just flat didn't read it

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(the number that did read it, mentioned they read it, demonstrated they knew what it said, and then said "So anyway I only use this other hair mod-" was painfully high)

hard fern
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you're right it's not even my mod and it's driving me crazy

ornate locust
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Teenage me was not prepared for a mod to go really big and get that kind of user interaction LOL

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but I learned that while clarifying documentation is nice if people say it is unclear, having very clear documentation will still get a ton of people not understanding it if you have a big userbase. Trying to clarify your way out of it is a trap

inner harbor
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Is it possible to set a map property so that any plants planted on that map would always be watered?

calm nebula
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I dont think so?

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Maybe in Khloe weather mod has a trigger actioj

latent mauve
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Fair enough, I was just wondering if there was something we could clarify further somewhere, especially with the efforts to try to get more foreign language modmakers to swap to CP over XNB mods

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I tend to assume that it's not willful obstinance that causes new mod makers to disregard instructions

indigo yoke
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how would I go about checking to see if a tile is pure black/out of bounds like the space around interiors?

ornate locust
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I don't think it's why any of my users did either. It's a failure of reading comprehension, not reading thoroughly/skimming, or just innocently missing the instruction.

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But none of those is really a problem that can be fixed on your end without seeing someone making the mistake and pointing it out

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Non-english modmakers would probably best be helped by instructions in their own language, but that's also a hard thing to do

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language barrier clarity is a real pain. shakes fist at the tower of Babel

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I genuinely think showing the intended file structure is as clear as you can get.

gaunt orbit
lucid iron
junior tiger
ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 4 C# mods and 1 content packs.

urban patrol
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that error looks like it means you have closing brackets }} without a corresponding pair of opening brackets but i can't tell where

uncut viper
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Line 38 of the dialogue-nau

urban patrol
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good eye

junior tiger
uncut viper
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In the validator link

urban patrol
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also in general having portrait commands at the beginning of lines can cause errors. are you using miss coriel's NPC creator?

uncut viper
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which does not have comments or unnecessary newlines

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A portrait command can go anywhere in the dialogue iirc

junior tiger
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You just can't have two commands without #$b# or #$e# inbetween

junior tiger
urban patrol
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why do you need two portrait commands without a break or end in between?

junior tiger
urban patrol
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yeah as far as i know the game can't parse having more than one expression at a time. that's why dialogue is frequently broken up using $b or $e, to allow for changing expressions like that

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as well as just timing in general

uncut viper
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i think irocendar's portrait mod thing theyre working on will help with that in the future

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i think. dont quote me on that, i might be misremembering its intention

urban patrol
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the animation one? i could see that yeah

junior tiger
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Thanks tough you lovely ppl! Now I can get back to work ❤️

brave fable
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the railroad is a strange place SDVpufferthinkblob trains keep moving and tossing items while menus are up, but not while tabbed-out. and trains can just run right through events? not sure if it's just debug ebi shenanigans

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the trains are invisible but the steam puffs aren't

calm nebula
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Isn't gonna let a pause menu make them late

royal stump
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train has unique rendering (or at least update) code but the steam is just TAS generation, and events pretty much treat those normally
and yeah, train updates just happen in updateEvenIfFarmerIsntHere & don't seem to care about pausing, just the game's time counter

brave fable
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wonder if invisible trains tooting and steaming through events is a known vanilla issue SDVdemetriums

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not that there's very many vanilla events on the railroad

lucid iron
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harvey balloon is there right

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i dont recall one that put player on the track tho

ornate locust
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The stuff with unlocking the witch hut happens there I guess?

lucid iron
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yea, also high up enough that u won't be bothered by train

brave fable
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well it'll be visible from wherever you are, you just won't get run over by an invisible train

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or rather everything but the train will be visible

royal stump
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if nothing else, there's code to make it not hit the player during events SDVkrobusgiggle

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but yeah, for w/e reason Railroad.draw just says "if event then no train"

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everything else pretty much keeps happening

brave fable
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well i'm happy that it doesn't draw the train in events but the fact you still get the whistle and steam is amusing

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and coal, wood, etc

brave fable
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for what reason does the temporaryAnimatedSprite event command only take an int for scale when the actual scale field is a float

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all of tilesheets/animations is unusable since they're drawn at 4x scale in both the spritesheet and again in the temp sprite

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i'm going to speak to the authorities about this

tiny zealot
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as usual, i expect the reason is "do whatever is pragmatic in the moment, it's good enough to ship, never revisit the decision" which honestly i respect /lh

brave fable
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i understand it but i do not respect it 🙂‍↕️

autumn tide
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hellooo anyone know where the relationship label term things are stored? I wanna change 'roommate' to 'companion' bc it's cuter lol

gaunt orbit
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somewhere in Strings/ probably

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wait I can use grep for this

brave fable
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most are in StringsFromCSFiles, specifically with the keys SocialPage_Relationship_

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it's easy enough with a search-in-files in your text editor of choice, they all have it. use Ctrl+Shift+F

tiny zealot
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grep my beloved

brave fable
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surprisingly you won't get any results for roommate, but housemate appears instead if you search for the key above

gaunt orbit
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hm, in my files the key is just "Housemate"

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did it change in one of the small updates?

autumn tide
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oh, okay! sorry i missed your response at first lol, my volume was off

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..wait what's grep??

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im curious now-

gaunt orbit
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it's a tool that allows you to search through an entire directory for a specific text string or regex match

autumn tide
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oooooh

gaunt orbit
tiny zealot
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general-purpose command-line searching program, yeah. best feature is identical to "find in files" but it's its own thing and doesn't have to be built in to your text editor

autumn tide
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tysm SDVpufferheart

gaunt orbit
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StringsFromCSFiles is like the cursors of game text

autumn tide
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oh yeah, I tried looking for 'roommate' in there earlier but couldn't find it lol

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i was like 'wait where else would it be..??'

tiny zealot
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TIL the ProfileMenu (detailed view of single character) loads the relationship status string (e.g. (Wife)) and just strips off the parentheses lol

autumn tide
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oh?

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i could of sworn there were parentheses-

tiny zealot
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there are, on the big list

autumn tide
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i mean in the menu lol

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hi again lol, uhh are there any model events you'd recommend looking at to understand how to use question forks? tried using the one with penny in forest with the kids where you talk about farming, but it looks to complex-

tender bloom
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question forks are unfortunately a bit complex

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i hear many people favor quickQuestion

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you could try looking for an event using that

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quickQuestion can't do everything tho, so it does depend on your use case

vernal crest
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Yes my advice is to pretend question forks don't exist and use quickQuestion instead

autumn tide
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gotcha, i just want it to be a question on whether or not to trigger the event

tiny zealot
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in general i also recommend quickQuestion/switchEvent over question fork

vernal crest
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Anything question fork can do quickQuestion can do better 🎶

tiny zealot
autumn tide
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i love that-

uncut viper
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what about the things that Elizabeth implied it can't do

vernal crest
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She didn't technically say that question fork could do them either /lh

autumn tide
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it's supposed to be an engagement event for krobus that triggers when you enter the sewers with a void pendant (and other prerequisites too lol)

tiny zealot
tender bloom
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i thought there's some complex event forking that qq can't do

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but maybe not?

vernal crest
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Serious answer is that the only thing that I know of that question fork can do that QQ can't is set the special event variable but I don't know if there's any actual use for the variable that you cannot achieve via other methods using QQ

autumn tide
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i love how the official position is seemingly that question fork (usually) ✨ doesn't exist✨

vernal crest
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I make use of switchEvent inside QQ routes so I can fork to whatever I please

tiny zealot
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don't look too closely, but this advice is to become obsolete when goto/choose become available, the mythical 14th standard that will handle everyone's use cases /lh

urban patrol
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warning about QQ/switch event that i ran into last night: dialogue immediately after the switch event gets caught in a loop, so you probably need a pause 1 as the first command if dialogue is the first thing

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i’ve never run into that with fork

autumn tide
tiny zealot
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just cursed Event Loop Things™

urban patrol
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if you wanted to switch event and then have the command after switching be speak: Don’t

autumn tide
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alr ty :))

urban patrol
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there’s a note in QQ documentation on the wiki about dialogue looping but it doesn’t mention this (niche) edge case, just using it at the start of an event

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i thought about adding a warning but figured it was too niche

autumn tide
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i mean it might prove useful?

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idk

urban patrol
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¯_(ツ)_/¯ i also usually ask in here before adding things to the wiki because i still feel unqualified lol

brave fable
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you don't need to be 'good enough' to edit the wiki, but your information has to be SDVpufferthumbsup

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so long as it's factual, relevant, concise, and useful then it's fair

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now if only someone were relevant & factual enough to create a Modding:Hairstyles page with the migration page information

urban patrol
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yeah, like i don’t know why it happens or if it happens every time even, so not much information to offer

tiny zealot
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(edits to pages in the Modding: namespace are much less subject to reversal than vanilla pages, since the wiki vandalism problem is much, much smaller there)

tender bloom
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we're like the hidden basement of the wiki

ocean sailBOT
brave fable
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aah why does that work here

vapid oak
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to the shadow realms you go

brave fable
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at least delete my shame SDVitembass

pine brook
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Does anyone know of a mod that allows 'giving gifts' during festivals?

urban patrol
vernal crest
urban patrol
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i'm eventing right now, i could play with it

smoky fiber
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MAYBE progress
I think I made the object AT LEAST and it has no errors

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now I need the manifest and everything but at least the object is there

tight rivet
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welp

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opens up the mod, starts rewriting it, angrish

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pro tip: remember to update the mail to point to the new objects

smoky fiber
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ts is way too hard bro

smoky fiber
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I give up

urban patrol
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do you have questions? maybe we can help

smoky fiber
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I have to make like a content.json thing I don't even know what to do tbh

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and since the wiki doesn't really have a specific "making new object" page idk what to do

urban patrol
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i don't know what ts twin is but there are templates and guides for making content.json

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content.json just refers to a file in your mod folder that will contain all of your patches (the code in between brackets that you write to do stuff)

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there may be a tutorial for adding an object on the modding wiki, let me see

smoky fiber
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I saw people using json assets or something like that to make objects but idk if I also need to make a content.json for that

urban patrol
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you don't need to use json assets, as its functionality has been replaced by content patcher

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i couldn't find a tutorial, but i can walk you through it. it should be easy

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first, i recommend downloading notepad++, which is a program to edit files in which works much better than regular notepad

smoky fiber
urban patrol
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haha good, just wanted to make sure!

smoky fiber
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NAH

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the changes I made on object.json didn't save

urban patrol
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oh no!

smoky fiber
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I'm wrapping it up

urban patrol
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once you recover or redo your changes, you can just copy paste all of those patches into your content.json

urban patrol
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a mod technically only needs two files: manifest.json and content.json. the choice to split your patches into multiple files and use Include is a personal one that many people do for organization, but if you're just adding one object it's probably not necessary at the moment

uncut viper
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(a Content Patcher mod* specifically)

urban patrol
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yes thank you

tight rivet
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I am tempted to write notes somewhere that say "remember that conditional patches need to be in the upper level of the action, and not in the text operations section"

smoky fiber
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I'm never doing this again but I'm making this only dumb object to prove I can do ts

tight rivet
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I find it most useful tto do content patcher mod stuff so you can fix older mods or stuff yourself. >_>

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(that's why I'm doing it.)

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(or I could learn how to sprite, but I prefer goals that won't swallow up very limited modding time.)

smoky fiber
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what the fuck

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it says

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"error on line 23"

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(my code has 21 lines)

urban patrol
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!json it's absolutely normal to get errors when making a mod for the first time. it will help us point them out if you share your code using the link governor sent

ocean sailBOT
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JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

urban patrol
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just content.json, we don't need your manifest

tight rivet
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I wonder if I should consider merging the mfm stuff into the content patcher 🤔

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a lot of mods still appear to use Mail Framework Mod though.. or do they. 🤔

uncut viper
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MFM isnt deprecated

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if you dont need its extra features then it doesnt matter but it doesnt hurt to leave them as it still gets support

tight rivet
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yeah, this is more if I want more experience working with Content Patcher

brave fable
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some do, but i'd likely just use CP with the new base game features for handling mail.

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of course if you've already got a working solution, no sense in breaking it

smoky fiber
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I was using that json validating stuff

tight rivet
urban patrol
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great!

tight rivet
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part of why I'm updating this to latest CP is so I can be sure the IDs and all match.

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(the other part is also just, I need schema experience.)

smoky fiber
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I'm launching the game

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I copied and pasted the code on content.json

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plz bro

brave fable
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using CP for mail is also a good introduction to triggers and trigger-actions if you haven't already worked with them

smoky fiber
urban patrol
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unfortunately a good portion of modding is fixing tiny errors until things work the way you want them to

urban patrol
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don't get discouraged, it happens to literally all of us

brave fable
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part of the process SDVpufferthumbsup

smoky fiber
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can't parse semantic version from invalid value "2..0" should be formatted like 1.2 1.2.20, or 1.2.20-beta

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WHAT does ts mean

urban patrol
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you have an extra .

smoky fiber
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idk why it doesn't show the 8

urban patrol
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can we see your json

smoky fiber
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😂😂😂

uncut viper
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you are likely confusing the Format field in the content.json with your UniqueID in your manifest

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the latter being what its complaining about

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and by uniqueID i mean version

smoky fiber
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mind you my object does NOTHING yet

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it's just there

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Fuck it I'll play normally until I sleep and wake up again it's 3 am anyways

urban patrol
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anyway, don't feel embarrassed, you're learning

smoky fiber
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Ok twin

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YOU KNOW WHAT

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something easier

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how can I change a sprite

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I change the ring that glows and irradiates light

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with a lantern

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boom easy

urban patrol
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you're going to want to write a patch that uses the action EditImage

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there's an example at the bottom of that page

smoky fiber
urban patrol
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many wiki pages have examples, but you can also find mods (that have been updated for 1.6) that do something similar to whatever you're doing and copy how they do it

tight rivet
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    "RayAmier.MyOldFriends.LimeMacaron.name": "Lime Macaron",
    "RayAmier.MyOldFriends.LimeMacaron.desc": "诺亚制作的青柠味马卡龙。口感轻盈细腻,味道刚好。",
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sometimes i18n is weird

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i don't know enough chinese to guess what that translation should be

tender bloom
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Are you trying to translate to English?

tight rivet
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no

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there's an EN and ZN translation

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i'm collating it into one i18n

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(well, two i18n, but you know what i mean)

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i don't know why since I can't really upload this to Nexus but

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i feel I should do it properly. c.c

tender bloom
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The translation doesn’t look too weird to me, but I’m not familiar with all the Chinese words

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It says something like “special product of (bakery name?), lime (I presume) flavored macarons (macaron is a loan word transliterated). Something about how the mouthfeel and flavor are great (using adjectives I’m not super familiar with).”

tight rivet
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That makes sense, since this is the EN translation:

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"RayAmier.MyOldFriends.LimeMacaron.name": "Lime Macaron",
"RayAmier.MyOldFriends.LimeMacaron.desc": "Lime-flavored macarons made by Noah. Light and delicate in texture, with a perfect taste.",

tender bloom
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Yes, I would have guessed “delicate texture with a perfectly balanced taste”, so that makes sense to me too

tight rivet
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yeah

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I guess in CN you're just likely to see english writing there or something

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because everything else in the ZH version is what I'd expect

brave fable
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noah's pretty darn proud of these macarons huh

tight rivet
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He best be: "Date": "26 winter Y2"

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and I did figure out why it broke

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I forgot to update the MFM file with new mod ids

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{
        "Type": "Object",
        "Name": "LimeMacaron",
        "Stack": 2,
        "Quality": 3
      }
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this would never work lol

brave fable
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ah yes the mysterious quality between gold and iridium

tight rivet
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..

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hah I never noticed that

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adds it to the to-fix list

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i had to fix a few other issues with it, aleady

brave fable
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unless MFM uses 3 to mean iridium, then the joke's on me

tight rivet
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"Quality": 2, // The quality value of the item to be delivered. Used only for Objects. 0 = none, 1 = silver, 2 = gold, 4 = iridium. Default is 0;it does not

urban patrol
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is there a way to retroactively create a branch in github? aka i should have done it months ago so i could keep bugfixes separate from new content but didn't. i want to download my most recent mod version from nexus, then compare it to my current files and choose what to merge

tight rivet
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uh..

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I want to say it is.. one sec

brave fable
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i never bother to remember the cli commands since i'm glued to the clients usually

urban patrol
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i mostly do it on the web or in github desktop anyway

brave fable
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i'd expect you can just git checkout with the commit hash and then git branch a new one

tight rivet
urban patrol
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ooh

brave fable
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wait hold on i'm crossing wires here

tight rivet
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i assume this is "I have made like twenty-five commits since the Nexus version, and want to create a new branch at that version and then look at the commits since then."

urban patrol
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it is, but i don't have a commit on the date i uploaded 1.2.3. i've been working on 1.3.0 for two months since then, and never merged the changes from 1.2.4 and 1.2.5 with the changes i've made for 1.3.0

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i do have a zip file of each though

tight rivet
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uh.

brave fable
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if you want to regress your main branch and keep your current progress as a new branch, git branch a new branch first, ensure you're checked into your main branch, then git reset back to your milestone

tight rivet
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that's.. a lot harder.

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i guess you could find a commit before 1.2.3

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put your files on the branch

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then comp- hm

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🤔

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that might cause some .. fun bits

brave fable
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can you share what your commit history/tree looks like in github desktop?

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if it's linear it might not be an issue

urban patrol
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yeah i've literally only ever used main

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i tried a branch once when i first started and didn't see the point, then 1.3.0 turned enormous and i went ah i should have used a branch

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the changes i made for 1.2.4 and 1.2.5 never made it onto this machine because they were quick fixes done with my laptop

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however i don't remember what they were and don't want to re-break things

brave fable
uncut viper
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my experience with asking "can i do [x] with git?" is usually "technically yes, but without pain, no" so i just stick to the very basics and ignore anything else

tender bloom
brave fable
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if i wanted to rollback my feature/improvements branch and keep the changes on a separate branch, i'd just make a new branch at my current working head (i'm checked into feature/improvements already), check back into feature/improvements if i'd checked into the new branch at all, and then git reset to an earlier commit

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it's very simple when it's linear

urban patrol
urban patrol
brave fable
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i've never seen this page before in my life. very impressive

urban patrol
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i had to google how to view history tree

woeful lintel
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Hey there, a user/tester of FF is having issues with their Chinese localization: the characters show up as *** in the game, and when I open the file they sent me, I get a jumbled mess of special chars instead of Chinese, I'm guessing it is an encoding issue, how does one fix this?

uncut viper
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(aka big shrug noises. there might be. if there is i dont know it)

urban patrol
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no worries

tight rivet
urban patrol
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i'm gonna try making a branch where i am now, then going back to pre-1.2.3 and dropping 1.2.4 files in to overwrite

woeful lintel
tight rivet
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hm. So, i18n jsons, right?

brave fable
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incidentally you'd want to lookup the manual for git reset before using it since it has several highly destructive options

tight rivet
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Can you do me a favor, and make sure the file is in utf-8?

tight rivet
urban patrol
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so maybe this isn't something to do at 3am then you're saying

brave fable
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3am is the exact wrong time of day for git

tight rivet
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(I think that was git. It's one of the g it tools, lol. It was in the LKML.)

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yeah, don't approach git tired

brave fable
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when you've created a new branch at the current working head your changes will be preserved on that branch, and you won't be resetting your remote changes either until/unless you force-push them, but you can absolutely irreversibly destroy your local changes with git reset

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and by local changes i mean the entire change history, not just uncommitted changes

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everything

urban patrol
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no matter what i'm zipping the file as is right now

brave fable
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just put that zip somewhere outside of the git directory lol

urban patrol
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it would still suck to lose past versions though

uncut viper
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(make sure you put the zip in a different cooker)

urban patrol
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yep lmao

uncut viper
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I meant folder but auto correct saw blueberry here

urban patrol
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annoyingly enough the way i have it set up right now is my git folder is INSIDE my mod folder so i always have to remember to remove it when zipping to upload

brave fable
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git can and will consider your backup file to be a local change and delete that as well if it's in the repo folder

urban patrol
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yeah no worries all my zips are one level up in [CP] DBDA

woeful lintel
brave fable
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surprisingly Notepad will tell you readily what the encoding is

tight rivet
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...yeah something's not right

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I have ANSI encoding

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have them resave as UTF-8 (or you, whoever's doing it)

urban patrol
tight rivet
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i use notepad a lot actually now it has markdown and tabs

brave fable
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godspeed

tight rivet
brave fable
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without syntax highlighting and autoformatting notepad is useless to me

tight rivet
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ohi don't use it for coding

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i use it for my noncoding stuff lol

woeful lintel
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ah, thanks, I was missing the -i option

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it says charset=iso-8859-1 then

tight rivet
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for coding I use notepad++ XD

brave fable
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even now i'd rather use sublime for notepad tasks. it's a little overkill, but not enough to care

tight rivet
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(iso-8859-1 is truly ancient)

woeful lintel
#

I'm guessing I'd have to save with utf-8 from an editor that shows the chinese characters, right?

tight rivet
#

yes

#

are you using gedit or kate?

woeful lintel
#

gedit

tight rivet
#

try save-as, and setting character coding to Unicode(UTF-8)

woeful lintel
#

hold on, I think I can do it with vscode, it has an "open with encoding" option

tight rivet
#

(it should have autodetected that.)

woeful lintel
hard fern
woeful lintel
#

the person having this issue is using VS, is there an encoding option in VS so I can tell them to change it?

brave fable
#

i'm just glad we found something more frustrating than git to look at

woeful lintel
#

found the correct encoding: GBK

tight rivet
#

.. uh

brave fable
#

???

tight rivet
#

Do not.

#

UTF-8

urban patrol
#

(even mini jukebox is confused)

tight rivet
#

(GB abbreviates Guójiā Biāozhǔn, which means national standard in Chinese, while K stands for Extension (扩展 kuòzhǎn). GBK not only extended the old standard GB 2312 with Traditional Chinese characters, but also with Chinese characters that were simplified after the establishment of GB 2312 in 1981. With the arrival of GBK, certain names with characters formerly unrepresentable, like the 镕 (róng) character in former Chinese Premier Zhu Rongji's name, are now representable.[2] ) from wiki

#

but the thing is, it's not 1:1 to UTF-8

brave fable
tight rivet
#

.. That said, I guess it's fine if the person on the other end expects GBK.

#

but I'd generally recommend sticking to UTF-8 unless you really need to change it

woeful lintel
#

damn, gedit can't even display the UTF-8 encoded file properly...

tight rivet
#

that is.. weird.

woeful lintel
#

UTF-16 is fine though

tight rivet
#

Oh.

#

You might be stuck with BGK or UTF-16 then.

#

... is there a way to load a lot of files fast in Content Patcher?

#

I seem to remember {{TargetWithoutPath}} but

woeful lintel
#

I found it — it was an editor setting issue. The file was being saved as UTF-8 with signature, and unchecking that option fixed it.
They fixed it themselves, so all is good

#

also the game was able to read the file re-encoded in utf-8 so no big deal either way

tight rivet
#

ah

ornate locust
#

I did a lot with {{TargetWithoutPath}} and {{TargetPathOnly}}

hard fern
#

or {{target}} if you have your files formatted the exact same as vanilla

tight rivet
#

So this Should work?

#
        {
            "LogName": "Adding Mail Backgrounds",
            "Action": "Load",
            "Target": "Mods/{{ModId}}/{TargetWithoutPath}}",
            "FromFile": "assets/{{TargetWithoutPath}}.png" 
        },
hard fern
#

You can set multiple targets though

ornate locust
#

You you do need a target

tight rivet
#

was so afraid of that

ornate locust
#

why did I you twice

tight rivet
#

starts to copy paste it >_>

ornate locust
#
            "LogName": "Bill Portraits and Characters",
            "Action": "Load",
            "Target": "Portraits/{{ModID}}_SheriffBill,Characters/{{ModID}}_SheriffBill,Portraits/{{ModID}}_SheriffBill_Winter,Characters/{{ModID}}_SheriffBill_Winter,Portraits/{{ModID}}_SheriffBill_Beach,Characters/{{ModID}}_SheriffBill_Beach,Portraits/{{ModID}}_SheriffBill_SpiritsEve,Characters/{{ModID}}_SheriffBill_SpiritsEve,Portraits/{{ModID}}_SheriffBill_Pride,Characters/{{ModID}}_SheriffBill_Pride",
            "FromFile": "Assets/NPCs/{{TargetPathOnly}}/{{TargetWithoutPath}}.png"
        },```
this is how I used TargetPathOnly and TargetWithoutPath
#

but you do have to file in all those targets

#

Makes half of it faster anyway

woeful lintel
#

also possible to use local tokens now, it makes it a tiny bit less repetitive

tight rivet
#

Ah-ha, so.:

#
        {
            "LogName": "Adding Mail Backgrounds",
            "Action": "Load",
            "Target": "Mods/{{ModId}}/backgroundA,Mods/{{ModId}}/backgroundB, Mods/{{ModId}}/backgroundE, Mods/{{ModId}}/backgroundF, Mods/{{ModId}}/backgroundH, Mods/{{ModId}}/backgroundL, Mods/{{ModId}}/backgroundM, Mods/{{ModId}}/backgroundN, Mods/{{ModId}}/backgroundS, Mods/{{ModId}}/backgroundY, Mods/{{ModId}}/backgroundZ",
            "FromFile": "assets/{{TargetWithoutPath}}.png" 
        },
#

(i applaud the original author for every person having their own mail, but..)

hard fern
#

Yuh

ornate locust
#

Local tokens are a thing I have not touched

hard fern
#

Im using localtokens for my machines

tight rivet
#

wew, making mail i18n compatible is fun

ornate locust
#

nose in Local Token documentation ...huh. those coulda made stamp-making faster if I knew what they were at the time

tight rivet
#

it looks like you just put the mail string in there complete with formatting notes

ornate locust
#

Yeah basically

tight rivet
#

incidentally, if nothing else:

#

"@!^^Hey! How do you feel about your first day in Pelican Town? Did you miss me? Haha, don't worry, I will write to you from time to time and won't let you 'isolate from the world'.^The air in the countryside should be very fresh, but don't forget that your body is the capital of revolution. Don't be busy farming all day, eat when you need to, and rest when you need to!^Come on, stay energetic! Remember to write me back!^^Ethan",

#

I don't know how to make this flow better, and think it's perfect as it is, lol

woeful lintel
tight rivet
#

.. the tutorial and example do not make that immediately clear but I could see how that'd be useful

#

I'm still working on writing GSQ's anyway, lol

woeful lintel
#

For example, you can have a template.json file with:

{
  "Changes":[
    {
      "LogName": "Adding Mail Backgrounds",
      "Action": "Load",
      "Target": "Mods/{{ModId}}/background{{my_local_token}}",
      "FromFile": "assets/{{TargetWithoutPath}}.png" 
    },
  ]
}

And in your content.json have this in the Changes:

    {
      "Action": "Include",
      "FromFile": "template.json",
      "LocalTokens": {"my_local_token":"A"}
    },
    {
      "Action": "Include",
      "FromFile": "template.json",
      "LocalTokens": {"my_local_token":"B"}
    },
    {
      "Action": "Include",
      "FromFile": "template.json",
      "LocalTokens": {"my_local_token":"E"}
    },
    {
      "Action": "Include",
      "FromFile": "template.json",
      "LocalTokens": {"my_local_token":"F"}
    },
    // etc...

ofc, this would only be usefull if you have other stuff to put in template.json

tight rivet
#

see, to me, that's actually less simple

#

and less clear

brave fable
#

i stand by the opinion it would be elegant and beloved if we could provide a list for localtokens

woeful lintel
#

absolutely

tight rivet
#

Anyway, today, in cursed? things:

#
                    "Trigger": "DayStarted",
                    "Condition": "SEASON Spring, DAY_OF_MONTH 1 YEAR 1",
brave fable
#

look. a point up emoji. it's unanimous

tight rivet
#

i don't think thisis going to work the way I ant, and I'm debating just going by

#

DAYS_PLAYED 1

ornate locust
#

Do you even have to have a condition for a mail you get on day 1?

tight rivet
#

..

#

probably not. 🤔

ornate locust
#

oh hell i figured out why this dang CT was triggering early

#

I had it triggered by the MINE landslide being cleared not the RAILROAD one

#

Joja: Don't Cause Landslides challenge, 0%

proud wyvern
brave fable
#

i can't even begin to understand how events work

hard fern
#

Well

brave fable
#

just wanted a little peep at those new 1.6.16 event changes, and now ruin

tight rivet
#

so on trigger actions - on DayEnding, when does the GSQ run?

#

when the day's ticked over, or before?

#

that is:

#

"{{ModId}}.MyoldfriendsE4": {
"Id": "{{ModId}}.MyoldfriendsE4",
"Trigger": "DayEnding",
"Condition": "SEASON Fall, DAY_OF_MONTH 3 YEAR 1",
"Actions": [
"AddMail Current {{ModId}}.MyoldfriendsE4",
]
}

#

if I want it to be added on 4 Fall Y1, this should work, right?

brave fable
#

is it possible to force weather on a temporary map during an event SDVpufferthinkblob doesn't seem to respect the data/locationcontexts entry (unless)
edit: location was not outdoors. i lose my ambientlight, but i gain my snow
edit: ambientlight event command exists. i gain.

hallow prism
#

hmm, i know spacecore has commands for weather, no idea if temp maps are special on that regard

brave fable
#

it has setRaining, but i was rather hoping for snow

gentle rose
hard fern
#

😔

ornate trellis
#

quick question, i came back after a long while to my map i want to do a map patch on once a season for some merchants. was replacing a part of the map or the whole map more taxing or doesnt it really matter? thonking been so long i dont remember ...

hard fern
ornate trellis
#

yeah im just wondering if there was a difference in how taxing it is since map patches cause hiccups, dont they

#

just wanna know whats the smarter move

drowsy pewter
#

personally i also dont think theres a reason to worry about any relative time needed when the benefit of patching a limited area for a limited map patch would be greatly more relevant (if you or anyone else ever need to do other map patches there later)

finite ginkgo
#

I dont think map patches individually cause hiccups, a larger amount of them might, but at that point if you're doing enough yourself to cause hiccups I'd reevaluate your plans entirely

vernal crest
#

If I remember correctly, SinZ said to patch the smallest amount possible. If you are patching small parts of the map all over the place to the point where most of the map has been changed in lots of little patches, switch to doing one patch of the entire map instead.

gentle rose
#

I’d imagine that technically replacing the entire map is less taxing because the new composite map doesn’t need to be calculated (which is why sinz would recommend making patches as small as possible), but for the reasons everyone said you should do a map patch

ornate trellis
#

Hm, I see. I havent really done much of em(mostly just did my own maps) but i do remember someone telling me for my FoodGal mod where i replace a tiny area for a closed shop sprite it would cause a big lag at that time so I was like thonking

gentle rose
#

it might have been because you were editing it presumably ontimechange?

ornate trellis
#

hmmm, I mightve....I am not really that knowledgeable in what right way to use em

gentle rose
#

just try to make it so the edit doesn’t apply unnecessarily, so basically make sure to use the lowest possible update rate for what you need and have a suitable condition. it’s more relevant if you’re editing something like pointers tbh

hard fern
#

SDVpufferlurk just popping in to ask: portraiture can't handle shop merchant portraits can it. can spacecore/scale up 2 handle it?

vernal crest
#

It also matters which map you're editing. If you're editing a map that lots of other mods will edit (like Forest), every time one patch runs it makes all the other mods' patches run too. So if you were patching a popular map during the day (as opposed to overnight) then your patch would've been also re-running all the others that any user might have.

gentle rose
hard fern
ornate trellis
vernal crest
#

They are very confusing but a few of us know how to use them so you can always get help if you need to :)

gentle rose
ornate trellis
#

yeah i might try again after i figure out this map patch

hard fern
#

i thought shops wer scary but now it's not.

#

😔 just more of a pain in the butt

true pendant
#

Is there a way to expand the sprite sheet to the right using "EditImage"? I'm trying to overlay a pan animation with level 5, but the game is coded so that the pan animation with level 5 should move to the right of the iridium, but since there's nothing there, a red rectangle appears (the nearest pixels of the hand). I can use "Load", but that might conflict with other mods that edit character structure.
(X:0, Y:0, Width:336, Height:672) extends past the right edge of the image (Width:288), which isn't allowed. Patches can only extend the tilesheet downwards.

hard fern
#

i dont know if there's a way around that, tbh

#

maybe it's possible with C#?

true pendant
hard fern
true pendant
#

But if I use Load, everything works as intended.

hard fern
#

yeah, since you're replacing the whole image

#

you just can't do it with editimage

hard fern
#

(but those other mods hopefully use editimage so that there arent conflicts with two mods trying to load the same asset)

true pendant
#

Is there a way to attach a condition to EditImage? For example, "Condition": "PLAYER_HAS_ITEM Current TEST_ITEM",

#

If you hold the pan in your hand, you would apply a patch

vernal crest
#

You won't be able to do that, no

hard fern
#

i know you can have conditional patches but i dont think holding the item-

#

well

vernal crest
#

Even if there was a token for it, the performance cost for checking it so frequently would be high

hard fern
#

the best we have is just checking if the player has an item in their inventory

#

(like jodi's floor bass heart event)

gentle rose
#

yeah, highest update rate is ontimechange which would still not be enough for that

brave fable
#

so i'm doing a sequence jump/speed/advancedmove/showframe, and about 50% of the time the showframe applies to the actor while they're moving, and 50% of the time they use their default moving sprite. any suggestions for a guaranteed showframe 📝

gentle rose
#

nondeterministic events SDVpufferfear

brave fable
#

surprise replayability value 🥳

lone halo
#

Not sure if this is the right place to ask this, but I was curious to know if any mod makers prior to making mods had any artistic abilities? I want to delve into the world of mod making, but I’m not an artist at all.. I’ve recoloured a few pieces from other mods for my personal use but nothing that was super detailed. Any advice would be appreciated! 😊

gentle rose
#

there’s no way to become good at something without doing it while you’re still bad at it

hard fern
brave fable
#

i'd spent quite a lot of time doodling and drawing really bad pixel pictures as a kid years before picking up sdv and actually working to improve my sprites, but i wasn't an artist and i'm still not

#

give it a try and have fun with it, and for goodness' sake turn off the pixel grid and use a nice clear colourful canvas

lone halo
lone halo
gentle rose
brave fable
#

you are an artiste, not a structural engineer. we turn off the grid 🤝

gentle rose
#

nu

hard fern
#

😔 you can pry the grid from my cold dead hands

hard fern
lone halo
dusky sail
#

i support learning via doing 👍 and if you get confused or stuck along the way we're all here to help

ornate trellis
#

hm, why my map patch aint patching....

#

I possibly did the When wrong, I believe, can someone check if I did thinks right cuz idk waht I am doing

{
                    "Action": "EditMap",
                    "Target": "Maps/{{ModID}}_LostIsland_PointMelodia",
                    "FromFile": "assets/Maps/{{ModID}}_LostIsland_PointMelodia.tmx",
                    "FromArea": { "X": 18, "Y": 34, "Width": 31, "Height": 15 },
                    "ToArea": { "X": 18, "Y": 34, "Width": 31, "Height": 15 },
                    "When": {
                        "Day": "10"
                    }
                },```
hard fern
#

🤔 day: 10

ornate trellis
#

yeah idk i tried looking for some explanation and just had stuff like time and year to go off

#

I jsut want em to appear once a season

#

cuz all is said was "The day of month. Possible values: any integer from 1 through 28."

hallow prism
#

is it working without the when?

ornate trellis
#

lemme check

#

...its not

hard fern
#

oops-

brave fable
#

the very first line in tryToAddCritters() is if (Game1.currentEvent != null) return
and yet here he is

ornate trellis
#

the log aint saying shit either

#

only unrelated things because i took out some mods and stuff

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 61 C# mods and 20 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brave fable
#

which mod is yours?

#

perhaps you could run a patch summary myfunnymodid?

ornate trellis
#

wait a moment...i mightve found the issue, gonna check real quick

#

ok so i guess i have several issues lol the first one was me using the from FromFile but now I got the issue that it tells me
[Content Patcher] Can't apply map patch "(CP) The Fishmonger - Whispers of the Ocean's Heart > Includes (from Data/Locations.json) > EditMap Maps/{{ModID}}_LostIsland_PointMelodia" to Maps/VoidWitchCult.CP.TheFishmongerNPC_LostIsland_PointMelodia: map patch couldn't be applied: source area (X:18, Y:35, Width:30, Height:15) extends past the edges of the source map, which isn't allowed.

#

i think I spontaneously lost the ability to count

gentle rose
#

is that your source map or your target map?

ornate trellis
#

thats the one i wanna patch over the original(i only have it uncut in the image to make sure i really picked the right X and Y)

#

oh my lord

#

i got it to work

#

yet again I was stupid, sigh

dusky sail
#

a win is a win!

woeful lintel
#

I'm having some issues with Furniture placed on the map with an older version of FF not having modData that was added in a newer version, and I can't figure out if there's a way to initialize this old Furniture with the new modData fields correctly,
I'm adding these fields in a Furniture.GetFurnitureInstance postfix, but it seems that even this isn't called on Furniture that's already placed.

ornate trellis
#

I feel like I always follow the same path in modding rinse and repeat:

  1. Feel smart because things somehow work
  2. Things don't work and end up being something silly
  3. Feel completely stupid
  4. ????
  5. Continue on.
woeful lintel
#

maybe there's a way to go through all placed Furniture in all maps in the save on save loaded?

#

it would be pretty bad to have to do it on location change

#

ok, that's pretty funny: somehow, Furniture.draw is called once before my Furniture.GetFurnitureInstance postfix finishes setting the modData when the save loads, so there's stuff missing.

lucid iron
#

You can try doing stuff in a specific load stage

#

Though honestly I would just tell ppl to spawn a new furniture lol

ivory plume
spiral lion
soft lance
wraith bay
ornate trellis
#

you mean the code?

hallow prism
#

viewport 24 17 true|clamp true|
'm not sure you should literally have the true|clamp true| part, it may be something like true true?

ornate trellis
#
{
                    "Action": "EditMap",
                    "Target": "Maps/{{ModID}}_LostIsland_PointMelodia",
                    "FromFile": "assets/Maps/{{ModID}}_LostIsland_PointMelodia_MerchantDay.tmx",
                    "FromArea": { "X": 0, "Y": 0, "Width": 32, "Height": 15 },
                    "ToArea": { "X": 18, "Y": 35, "Width": 32, "Height": 15 },
                    "When": {
                        "Day": "10"
                    }
                },```
hallow prism
#

i'm not sure it's related, i also don't know if pause 2 would be valid (i thought it would need to be a min of 100)

ornate trellis
#

i forgot i had to put 0,0 for the FromArea since I cut it down to size lol

#

after also using the wrong file name

wraith bay
ornate trellis
#

yippie, i also found out how to do a closed shop message

ivory plume
ivory plume
tight rivet
#

So, I had a question from last night: if I want a piece of mail to send immediately, do I just add a trigger action for it with no conditions?

lucid iron
#

The addmail trigger action has argument that control how sending works

hallow prism
#

yes, no condition, and if you want it received same day there's argument for that

lucid iron
#

But yes if u want ppl to just get mail on mod install, Data/TriggerAction entry no Condition

tight rivet
#

well, i think it'd be better than a condition for "is it 1 Spring Y1" >_>

autumn tide
#

i think there's a days played thing?

tight rivet
#

I wanted to make it generally compatible with variable start date, but I gave up on that after seeing how it works lol

urban patrol
hallow prism
#

thanks!

wanton hare
#

Is there a way to expose i18n from CP to C#? I might just be missing it. It kinda seems like I need an i18n folder for both locations.

uncut viper
#

they are two separate mods as far as SMAPI is concerned, so you can either load your i18n on the CP side into an asset the C# side can read or you can use reflection

#

(reflection meaning, reflect into SMAPIs internals to be able to access the TranslationHelper of your CP component)

finite ginkgo
# urban patrol pauses can be (at least) as small as 1! i’m not sure if pause 0 or pause negativ...

Just took a look at the game code for the pause command to see what would happen for values <= 0, and the answer is: nothing

quite literally, the pause command itself does not advance the event to the next command nor does it do a sanity check on the pause time to check if it's > 0, it's updating the "pauseTime" that advances the event command, but all checks that call for updating the pause time check for a value > 0, meaning the pause time will never update and the event won't tick over to the next command

urban patrol
#

quick and easy way to break your event then lmao

#

send your players straight to the endless void with this one cheap trick

hard fern
#

😔 surely just setting pause 1/ is the simpler option... it's measured in milliseconds too, who would even notice

urban patrol
#

yeah that's why pause 1 is sometimes used at the start of events, it's unnoticeable but makes it so that you don't get caught in a loop

hard fern
#

oh yeah speaking of events

#

if my event starts out dark for some reason then brightens once i click past a dialogue option

#

is it because i didnt buffer it with a pause command

urban patrol
#

most likely yeah

#

i usually pause for 1000 or 2000 before any commands i want the player to see

hard fern
#

i always have to tweak my pause commands because i always undershoot how long the pause needs to be inbetween sounds and stuff

#

cuz otherwise i get extremely fast clanking noises

urban patrol
#

yeah it took me a bit to understand that the rate at which the game executes the commands is unbelievably fast (discounting ones like move, speak, faceDirection)

urban patrol
hard fern
#

😭

autumn tide
urban patrol
#

i unironically love events they're so silly and fascinating

ornate trellis
#

hmm who was it again with the funny sam skateboard shenanigans....

autumn tide
#

it's fun when they turn out good but omggg the debugging-

ornate trellis
#

that was quite amusing

urban patrol
#

lol i almost find it meditative to play the event over and over again fixing one thing at a time. however when i can't figure something out it IS infuriating so win-lose

autumn tide
atomic valve
#

Hi, can I ask about a mod here? I have a problem with the "Instant Buildings" mod (https://www.nexusmods.com/stardewvalley/mods/2070). When I start the game, the mod doesn’t work properly. I checked the files inside the mod folder, and there’s no config.json file (I already launched the game). Can someone guide me on how to make this mod work? Also, if I just copy the "Config.json" file and put it in the Instant Buildings mod folder, will it work? Thanks a lot! 😄

urban patrol
urban patrol
#

SPROING

autumn tide
#

now i wanna make somehting like that just for fun

#

just make npcs go BOIIIINGGG all the way across the screen

urban patrol
#

i did a combo of jump+faceDirection no pause for an event unintentionally but actually loved how it turned out

autumn tide
#

oooh that sounds like it would look cool

atomic valve
autumn tide
urban patrol
atomic valve
#

aite. Thanks for help 😄

autumn tide
#

ofc :))

urban patrol
#

gl!

#

if you get to the point of figuring out what's wrong and wanting to fix it yourself, that's when this channel will be a good resource

autumn tide
#

aaa I think I'm done with my event :)))

#

was editing the BG sewer fight

#

now to try and record it-

#

aaa here it isss! I'm using parcy's krobus portraits and the more lively sewer overhaul, the dwarf portraits are mine, but I used LavenderSkelly's portraits as a base for them (w/ permission ofc!)
anyways lmk what you all think :)
and i will fix the flashing scene thing lol

true coyote
#

just to satisfy the curiosity of this current brain tickle of mine, is it possible (probably) to make garden pots go on tables... while still having them function as the pot? why do I feel like its a c# thing, everything that pops in my brain is c#

brittle pasture
#

definitely c#

true coyote
#

SDVpufferwaaah every time

#

I just want to nicely display my bonsai trees

lucid iron
#

i think the best option there is to make 1x1 decor fake bonsai trees

#

then they can just go on table blobcatgooglyblep

true coyote
#

Chocolatte already put those out but I want muh real trees

lucid iron
#

i think the problem is just that "place on table" is largely a visual only thing in vanilla

brave fable
lucid mulch
#

What's old is new again

brave fable
#

a brief distraction 🍦

uncut viper
#

your farmer is gonna catch a cold

brave fable
#

easier than catching bugs, and i don't have to make furniture for it

lucid mulch
tight rivet
#

"Green Tea Version of Hailey" oh no..

oblique meadow
#

So I’ve googled it and got a lot of conflicting info. How do a I set a custom location to be excluded from pathfinding?

calm nebula
#

set the field in data/locations

oblique meadow
#

Easy enough. Thanks

brittle pasture
#

I sure hope you didn't mean Google AI because goodness that answer is the most loaded crock of shite I've seen lmao

#

(it told me to open the map and block off tiles, which, pls, Google, that's not how it works)

calm nebula
#

There is also an npc pathfindijg baned tile property

#

Usefulness corralling farm animals tbh

gentle rose
wheat kelp
#

Howdy folks, I was wondering if anyone knows off the top of their head which sprite sheet tool hit marker comes from?
Nvm looks like Cursors

brave fable
#

if it's not in LooseSprites/Cursors then also check Maps/menuTiles

#

i should really patch out its sprite since there's no option to turn it off

#

if only there were a mysterious third option, one other than 'show always' and 'show when you don't want it to'

lucid mulch
lucid mulch
#

actually I might be thinking of the smapi PR that merged into smapi 4.3.1

lucid iron
#

Hm i always kept all vanilla tilesheets cus i thought i needed them

lucid mulch
#

it knows to skip tilesheets that already exist and have the identical ImageSource

lucid iron
#

Otoh if cp editmap can add tilesheet and add animated tile

#

Then I will never use patch tmx again

lucid mulch
#

no and no I think

lucid iron
#

Yeah ik it's very sad

lucid mulch
#

adding animated tile wouldn't be that hard I think

lucid iron
#

PR when I got spoons for this perhaps

lucid mulch
#

the SMAPI api already supports it, just requires CP to make an AnimatedTile instead of StaticTile

#

oh CP doesn't use the smapi api for CreateTile anyway

lucid iron
#

yea and come up with sensible syntax for the editmap action

lucid mulch
#

might be easier to just do AnimatedMapTiles, as an AnimatedTile is an array of static tiles with a frame interval

autumn tide
#

hmmm would it be possible to add new emotes for NPCs to do during events?

#

would it need C#...

tiny zealot
#

you can do it but it's somewhat fraught

autumn tide
#

oh?

tiny zealot
#

yeah if you extend the emote spritesheet downwards you can put new stuff on there and just call emote with a higher index

autumn tide
#

huh, okay!

tiny zealot
#

the fraught part is it's a shared global resource so if other mods have the same idea you can easily collide

autumn tide
#

hmmm okay

#

gotcha

uncut viper
#

you could also EditImage an existing one just temporarily for the event with a very late priority

autumn tide
#

huh

#

that sounds cool, like maybe I could edit the unused ones then?

uncut viper
#

none of them can be considered "unused" when any mod can use them

tiny zealot
#

or any you don't use in that particular event

brave fable
uncut viper
#

(ichor stole my second sentence)

autumn tide
#

these guys lol

uncut viper
#

the same thing applies. the game doesnt use them. other mods might

uncut viper
#

so dont just edit them permanently if you can avoid it

wheat kelp
# brave fable if only there were a mysterious third option, one other than 'show always' and '...

I mean, there's
Configurable Cute Tool Hit Marker at Stardew Valley Nexus - Mods and community https://share.google/uGRrQ53S4l9c3Q5F2

Which is what I'm trying to figure out. I think my UI is overwriting it like it was the torches. 😩

Nexus Mods :: Stardew Valley

Replaces the bright red square tool hit marker with an extensive selection of cuter pastel options with configurable shading and some alternative shapes.

brave fable
#

but i don't want an extensive selection of cuter pastel options with configurable shading and some alternative shapes

#

i want nothing

tiny zealot
#

overwriting it like it was the torches
sounds like some things live on Cursors and somebody is Loading it /lh

wheat kelp
#

I figured if anybody knew where it was, it would be y'all. Lol

tiny zealot
#

.q 6218

patent lanceBOT
#
#6218

It's not in Cursors
There's no way it's in Cursors
... it was in Cursors

loud ice
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 41 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

gaunt orbit
#

tbh why not just put everything in cursors

#

you could batch everything into a single draw call

brittle pasture
loud ice
#

oof

#

that could be it

#

YAY it worked

#

LETS GO

#

consider this a preview of a major update for my shop mod lol 😉 (help me it took me 3 weeks to finish code everything 🥲 ) thank you, @brittle pasture

ocean sailBOT
#

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

elder kite
#

For some reason I can't get my artifact spot retexture to work :/

#
         "Action": "EditImage",
         "PatchMode": "Replace",
         "Target": "LooseSprites/Cursors",
         "FromFile": "Assets/LooseSprites/Artifact_Spot.png",
         "Priority": "Early",
         "ToArea": { "X": 368, "Y": 32, "Width": 64, "Height": 16 },
         "When": {
            "= Enable Mod": "true",
            "Digspot Recolor": "true"
         }
      },
      {
         "Action": "EditImage",
         "PatchMode": "Replace",
         "Target": "LooseSprites/Cursors",
         "FromFile": "Assets/LooseSprites/Artifact_Spot_1_6.png",
         "Priority": "Early",
         "ToArea": { "X": 160, "Y": 0, "Width": 64, "Height": 16 },
         "When": {
            "= Enable Mod": "true",
            "Digspot Recolor": "true"
         }```
#

i like triple checked the coordinates

brittle pasture
#

(also I believe you meant to target LooseSprites/Cursors_1_6 for your second patch)

elder kite
#

Sometimes I swear I'm blind

#

anyone know what this is used for?

#

in LooseSprites/Cursors.png

brittle pasture
#

I believe that's the rockslide blocking the mines

brave fable
elder kite
#

these are wallpapers/floor paterns right?

brave fable
#

nope, overlays for loaded train boxcars

elder kite
#

oh interesting

brave fable
#

no idea what the green one is. bean hotpot, probably

ornate locust
#

Fiber instead of hay?

elder kite
#

so the bottom one is spring and the top is summer right?

dusky sail
#

That's the sludge

elder kite
#

these are used for the blockage to the train platform

brave fable
#

looks like it. not sure where the other seasons are, though. i don't remember doing this quest

elder kite
#

im pretty sure it has to end by summer

ornate locust
#

Not a quest, just a thing that ends

tender bloom
#

It’s an earthquake

#

Happens summer 4 or something

brave fable
#

oh i see, i thought this was the witch's den entry. must be the fourth time this has come up and i've forgotten it again

elder kite
#

what about this from cursors2?

lucid mulch
#

is that the summit rock?

elder kite
#

Hmm not able to find it :/

ornate locust
#

Is it the rock that blocks you from the mines?

#

I don't think that'd be on cursors 2, I'm just trying to think of limited use rocks

#

And Summit rock is round

#

ish

lucid mulch
#

whats the coordinates of it?

#

though I think its island north cave boulder

ornate locust
#

Oh that'd make sense.

#

Mine rocks are also rounder

brave fable
#

[game] DebugOutput: Tried to change friendship for a friend that wasn't there.
SDVpetcatsad

#

interesting that multiline event scripts fail to parse quickquestion switchevent and end commands followed by a newline.

[17:39:55 ERROR game] Event 'house' has command 'switchEvent myevent
' which couldn't be parsed: can't load new event from asset 'Data\Events\Custom_Hikawa_Shrine' because it doesn't contain the required 'myevent
' key.

#

likewise you can't newline between (break) and the following command

#

on 1.6.15 specifically anyway

urban patrol
#

that's annoying

brave fable
#

in practice it just means you need to use \\end\\end instead of \\end, but weird to run into

elder kite
#

Its not much but I made a little .ps1 script to automate launching different shortcutted smapi executables so you can have seperate mod folders without needing to add seperate games on steam

elder kite
#

here they are if anyone wants to use em, just set ur launch options like this:

"D:\Game Libraries\Steam Library\steamapps\common\Stardew Valley\SDV-Launcher.bat" %command%

Your game path is certainly different, just need to point to the .bat file, you can edit the .ps1 file to change the amount of options, what they launch and are named etc

#

making the smapi shortcuts is easy, just make seperate folders named whatever you want, then make a shortcut of StardewModdingAPI.exe and change the properties like this

#

Example target: "D:\Game Libraries\Steam Library\steamapps\common\Stardew Valley\StardewModdingAPI.exe" --mods-path "Mods Testing Full"

#

Takes a little bit to setup, but its pretty much the cleanest setup for multi mod profile installs that allows for seperate mod folders

brave fable
#

is it possible to unlock the viewport in an event script without repositioning it SDVpufferthinkblob

gentle rose
lucid mulch
#

I just play with all my mods

#

and if I really want barebones just add a . to my Stardrop installed mods folder, and then only the root level mods which are smapi defaults and stuff I've compiled or authored will be remaining

royal stump
gentle rose
#

what if I harness some hyperfocus and try to document the various undocumented stuff

royal stump
#

that stuff tends to be kinda spaghetti-looking, though they mostly have variable names now thanks to the arg utility

gentle rose
#

I can't remember what version the arg utility is getting introduced in (or is it already in the game)

royal stump
#

it's in, iirc as of 1.6.0 instead of just directly parsing string[] everywhere

#

but like, even with that, Event.Viewport arg parsing looks like this SDVkrobusgiggle

if (!int.TryParse(args[1], out var _) && ArgUtility.TryGet(args, 1, out var NPCTarget, out var error2, allowBlank: true, "string NPCTarget"))
{
    position = ((!(NPCTarget == "player")) ? @event.getActorByName(NPCTarget).TilePoint : Game1.MasterPlayer.TilePoint);
    if (!ArgUtility.TryGetOptional(args, 2, out action, out error2, null, allowBlank: true, "action") || !ArgUtility.TryGetOptionalBool(args, (action == "clamp") ? 3 : 2, out shouldFade, out error2, defaultValue: false, "shouldFade") || !ArgUtility.TryGetOptional(args, (action == "clamp") ? 4 : 2, out option, out error2, null, allowBlank: true, "option"))
    {
        context.LogErrorAndSkip(error2);
    }
}
else if (!ArgUtility.TryGetPoint(args, 1, out position, out error3, "position") || !ArgUtility.TryGetOptional(args, 3, out action, out error3, null, allowBlank: true, "action") || !ArgUtility.TryGetOptionalBool(args, (action == "clamp") ? 4 : 3, out shouldFade, out error3, defaultValue: false, "shouldFade") || !ArgUtility.TryGetOptional(args, (action == "clamp") ? 5 : 4, out option, out error3, null, allowBlank: true, "option"))
{
    context.LogErrorAndSkip(error3);
    return;
}```
#

get <x> <y> or <actor>, then get whatever args, which might be in 2 or 3 different indices

reef sorrel
#

Hey everyone, I was told to ask in here instead! I’m wanting to move my chickens into a barn but be able to put them in BOTH barns and coops. I’ve got smapi installed and a few other mods, and I’ve previously adjusted specific mod json files but haven’t managed to find a file that allows me to change the code for chickens. Does anyone know where to find this, if I’m able to at all, and how I’d go about it? I’d figured I’d adjust to something like “coop; barn” or something once found. I’m assuming we can’t do this at all, but just thought I’d ask. The ‘content’ folder in the game files looks like it’d be the place but they’re xnb files, which I guess can’t be adjusted!

Thank you for your help SDVpufferwow

fossil osprey
#

!unpack first of all :)

ocean sailBOT
#

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

reef sorrel
#

Oh, I did come across that before, but I wasn’t 100% sure kekw pk_eevee_facepalm

fossil osprey
#

Then, I know it's possible to just change where to place each animals, but I don't think I've seen anyone make a mod where you had the choice of building... (Except SVE with their deluxe building, but I don't think it's an easy one to explore ^^)

reef sorrel
#

Thank you, Mr. Duck SDVpuffersquee Duck_Saluting_Emoji

fossil osprey
#

Someone else here probably have more useful answers, but for now I can just advise to look around a bit ^^

deft pivot
#

How does one change the name of a villager?

fossil osprey
#

I think someone made a mod that did that, maybe you could look how they did ? 🤔

brave fable
gentle rose
#

and I’m saying it out loud so that if I’m wrong whichever ones of you are lurking here and do happen to know will feel compelled to answer

true pendant
#

Hi everyone, does anyone know if it's possible to make a hat-pan through CP? Well, when you put a unique item on your head, it turns into a hat, and when you take it off, it turns back into an item. I can't figure out where this property is written.

lucid iron
#

Otoh if it's just personal use then change the barn and coop to accept like Barn_And_Coop in addition to existing stuff and change chickens to be able to live in Baen_And_Coop

lucid iron
#

I don't think it's a generally available feature

true pendant
#

Agh, this is very upsetting.

reef sorrel
lucid iron
true pendant
#

I need make a hat-pan, I need to know how to set the property of turning an item into a hat and vice versa, I have already made a unique hat. Trimmed Lucky Purple Shorts have the same property.

woeful lintel
#

that's 2 items in the game, that's hardcoded af

true pendant
#

So, you can't do without C#?

woeful lintel
#

oh, you're using C#, then it's possible, no idea how though... Have you looked at the tool class?

true pendant
#

No, I want to make a mod for CP, that's the problem.

drowsy pewter
#

@next plaza casey, do spacecore spawned setpiece forage type items count in any way towards the vanilla weekly forage cap?

royal stump
#

(haven't tested it in the event parser, but I copy-pasted the argument stuff into a console command)

brave fable
#

hm, viewport 64 64 clamp false unfreeze/viewport move 0 -2 5000 still doesn't seem to work

#

maybe 64 is just too far out that the camera's still trying to work its way back into the map border

#

actually that's most likely the issue, surprised i thought of that at 1am

#

though this does render viewport clamp quite pointless since i'm trying to make the viewport focus on a corner and then pan up some as an outro (de-establishing shot?)

#

anyway all that aside the real issue is that resizing the game window irreversibly misaligns the viewport and man do i not want to look into that

royal stump
#

SDVpufferdizzy yeah, kind of in the game and/or user's jurisdiction at that point

#

a pause might help with that move setup, but idk much about what the game does in events once it gets the arguments

lucid iron
topaz zenith
#

The way I have a mod done but I’m waiting to publish it until I have more stuff done 💔

lucid iron
#

however the conversions between hat and pan are hardcoded so new pan wouldnt have hatness

#

a hat is already an item tho, hence my confusion

calm nebula
#

Happy Canadian Thanksgiving!

autumn tide
next plaza
drowsy pewter
#

oh good, my players can figure it out then

next plaza
#

Remind me in 8 hours to look into spacecore spawnable forage (normal and setpiece) counting towards weekly spawn limit for vanilla. (And also pending PRs)

patent lanceBOT
#

Ask me one more time and I'm going to jam a paperclip into my reset button. (#6905865) (8h | <t:1760398365>)

drowsy pewter
#

I misspoke anyways, I just was talking about the normal oness

next plaza
#

Oh

drowsy pewter
#

Yes please the children yearn for localizedtext context tag recipes

next plaza
#

Are you using set pieces at all?

drowsy pewter
#

Err

next plaza
next plaza
drowsy pewter
#

I havent come up with a reason to use it yet

next plaza
#

I feel like it has a lot of potential but nobody has used it yet as far as I know

#

That's fair

drowsy pewter
#

I'll think about it

#

Since I do item expansion mods I'm very wary about dipping toes into map edits at all and having to contend with the map real estate thing

#

I actually bet @devout otter would find it interesting for having mice in random locations around the forest

devout otter
#

Setpiece? I need to look at the documentation again, I see.

next plaza
#

It’s like the volcano set pieces (with extra features), if you’ve looked at those before

#

Basically a set piece is a random slice of a map file that will be placed persistently in a spot you specify (including a random place within a rectangle)

#

And the “extra features” is that those set pieces can have tile data which trigger other spawnables (forage, monsters, other set pieces, etc.)

#

The map changes stay there until you use a trigger action to clear them

#

So you could have something show up in the forest and stay for a random amount of time if you wanted (for example)

devout otter
#

Oh, hmm. I actually could have some use of that. I'll tinket with it, thanks!

finite ginkgo
#

@ivory plume hey, would you mind reinviting me to the StardewModders org?
Hadn't realized the decompile repo had been migrated until today so my invite's already expired

finite ginkgo
#

Ty SDVpufferheart

round timber
#

are there any possible workarounds for spouses/roommates not being able to have zero schedules? perhaps setting them invisible (if youre just planning to have them disappear for the entire day)?

calm nebula
#

You can set them incisive

#

Invisible

#

Decisice

tropic remnant
#

Is there a way to offset NPCs with walking? Trying to get two characters to stand very close on the same tile during an event. (I know I'll probably have to shift them to separate tiles to get it to work, or forget about walking to offset)

calm nebula
#

Try advanceMove

topaz zenith
#

Lmk if I’m not allowed to ask, but which game file folder would food items and animal drop items be in?

urban patrol
#

the sprites or the data?

round timber
#

(also have you unpacked the game?)

urban patrol
#

sprites are Maps/springobjects, data is Data/Objects, Data/Crops, and i think Data/FarmAnimals

topaz zenith
atomic talon
#

Is there a size limit to spritesheets? I'm trying to convert my mod from individual 16x16 object sprites to pulling from a spritesheet.
Would a 160x256 spritesheet load without issue?

brittle pasture
#

maps/springobjects is several times that size, you're good

#

I think the limit is something like 4096x4096 (which is gargantuan, fits 65k items)

atomic talon
#

Thank you!

urban patrol
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 9 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

calm nebula
#

Who did they talk to right before it crashes

#

That is an issue with dialogue or dialogue parsinf

urban patrol
#

i'll ask

urban patrol
gentle rose
#

which is weird because the crash is coming from the dialogue box?

urban patrol
#

maybe there's some kind of event that tried to trigger? idk

#

"I had interacted with shane(a mod for him) and my kid (another 2 mods) but that was at the start of the day and they seemed fine, I didn't interact with any other npcs cause I kinda speed run my days XD I was aiming to get a mushroom from the caves so I pretty much ignored everyone"

gentle rose
#

weird... tbh there isn't that one you can do other than telling them you don't think it's from your mod

urban patrol
#

the reason this even came up is because they reported an issue with my mod where "Like the game says niko is there, she appears in the relationships menu but she's just not physically in my game as far as I can see" and i asked for a log, and then when they tried to save before giving me a log it crashed

gentle rose
#

oh SDVpufferthinkblob

calm nebula
#

Tell them to ask this discord thh

urban patrol
#

which is a problem i can diagnose but definitely can't with this log

gentle rose
#

I could probably go look at what line of code it refers to but it's in game1._draw...

#

atra you do it

calm nebula
#

I'm at work you fools

gentle rose
hard fern
#

Why is game1._draw scary

gentle rose
#

let me put it this way

it says the error is on line 17,015

urban patrol
#

i invited them to the server so we may have more info shortly

calm nebula
#

Tbh I have very little patience for debugging mods not my own anymore

#

And I get to have that

urban patrol
#

deserved tbh

topaz zenith
#

Basically finished my biggest retexture project so far

#

(Retexturing the joja furniture.)

urban patrol
#

anyway i opened a thread for them in tech support

topaz zenith
#

Cuz the theme of the set pmo

ornate trellis
#

I love it when I make my, like idk, 6th shop by now and yet again ) have the question "why isnt my shop opening" when i literally copy-pasted from my other shops

#

a true classic

brave fable
hard fern
soft lance
#

Hello everyonee

urban patrol
soft lance
#

I usually don’t post this kind of thing here, but I know some people might be a little concerned especially today with Windows 10 officially losing support starting tomorrow morning.

If you’re feeling unsure about whether to stick with Windows 10 or make a change, I’m happy to help! We can go over a few options:

1: Windows 10 with ESU (Extended Security Updates): Good for 3 more years (I’m using this myself)
2: Upgrading to a different edition of Windows 10 for longer support
3: Switching to Linux if you’re up for a change

I’ve got plenty of experience in this area, so if you want to chat about what’s best for you, I’d be more than happy to guide you through it

#

This is if you refuse to upgrade to Windows 11! Which I've seen a large amount refuse to, so, if anyone wants to make a change, lemme know

ornate trellis
#

Anyone know if you can randomize shop portraits with each shop opening

calm nebula
#

Welp

#

I knoe what I'm doing this weekend

soft lance
soft lance
calm nebula
#

We are going with arch

soft lance
#

not bad

#

dont do pure arch, I am going to seriously say this

#

Do arch based, such as Endeavour OS, Cachy OS

#

Pure arch you will regret it, as a developer for both windows, and linux apps

#

driver requires (x) package and u literally cannot find anywhere, its very manual, I use Endeavour OS on my laptop, but arch-based distros are a very good option, Ubuntu based are good, too! Just not my preference

brave fable
#

reject modernity. install windows 7 lts 👏

calm nebula
#

I had Ubuntu tbh

#

I'm going to just buy myself a new HD and keep thr current one as a backup

soft lance
soft lance
brave fable
#

i'd say this is more relevant in #programmers-off-topic but also there's only 10 entire people there and they're probably aware already lol

calm nebula
#

And I'm 8 of the people

soft lance
uncut viper
#

i would say its only relevant not just more relevant

brave fable
#

mmm, windows 11 is just a repainted 10. some of the paint is great and i love it, some is made of lead, a lot is on the floor and furniture, they missed 5 rooms and my control panel is just full of paint now

brave fable
calm nebula
#

I'm a very broken person and got peer pressured into using linux in college tbh

#

And until Ubuntu did something silly earlier this year I was primary Ubuntu

#

So arch. We can do arch

soft lance
# calm nebula I had Ubuntu tbh

Its funny cause the Windows 11 Enterprise LTSC IoT has no date to no longer get support yet, sometimes that happens, but its strange, so there isnt a posted date yet

#

For the 10 version its 2032, if u wanna go that ham

#

WRONG REPLY MY BAD

soft lance
calm nebula
#

Cool thing about me not being a real programmer - i don't have to deal with windows lol

soft lance
#

though if ur building apps for it...yeah

calm nebula
#

We use red hat at work

soft lance
#

ahh red hat with glibc 2.15 i bet u money, e nterprise edition

gentle rose
soft lance
brave fable
gentle rose
#

I thought you said you don’t use arch haha

soft lance
#

endeavour OS

#

its arch based, literally just made easier

#

pretty installar and thats kinda it

soft lance
#

my laptop and other pcs use it, though i am comfortable with windows 10 on my main pc with ESU for 3 years until I feel like i wan na change it

calm nebula
#

Bluebs I have a stupid question

gentle rose
calm nebula
#

Do shop portraits support appearance

brave fable
#

do i use arch? no

soft lance
gentle rose
calm nebula
#

Bluebs you're a real person

#

I'm not.

#

I'm a half alive fool who works too many hours a week

soft lance
brave fable
#

anyway the answer is yes-and-no; shop data entries don't use Appearances or any of the corresponding data types, but Owners is already a rough equivalent given it has Id, Condition, and Portrait, but it's missing Priority to resolve equivalent conditions

tender bloom
#

Can’t you just use ordering in lieu of priority?

brave fable
#

since it's a list, yes, but that's not quite as granular as a number value

calm nebula
#

Smh

brave fable
#

though that said i don't know whether it just iterates over the list in order and checks the conditions of each, or if it chooses an owner some other way

calm nebula
#

Lol, ownership is determined by the number of shares of stock each person owns

#

Duh

brave fable
#

ah yes partial owner

hard fern
#

so how many shares does the mouse have

calm nebula
#

Mouse is majority owner in every shop

#

Pierre has to pay out dividends

lucid mulch
ornate trellis
#

im either really unlucky, i did it wrong or it isnt working ( bet on i did it wrong)

deft pivot
#

I made a krobus mod and it seemed fine until this event. Idk what's wrong or how to fix it. Would you guys know?

ornate trellis
#

correct me if i am wrong(which i probably am but I jsut tried it like this with the condition

{
                        "Condition": "TIME 0800 2400 RANDOM 0.5",
                        "Portrait": "Portraits/{{ModID}}_LostIslandTheMerchant_Portrait",
                        "Dialogues": [
                            {
                                "Id": "VoidWitchCult.LostIsland_LostIslandTheMerchant-OpenOwnerDialogue",
                                "Dialogue": "{{i18n:TheMerchant.ShopDialogue.{{Random: 1, 2, 3, 4}}}}"
                            }
                        ],
                        "Id": "VoidWitchCult.LostIsland_LostIslandTheMerchant-OpenOwner",
                        "Name": "AnyOrNone"
                    },
                    {
                        "Condition": "TIME 0800 2400 RANDOM 0.5",
                        "Portrait": "Portraits/{{ModID}}_LostIslandTheMerchant_Portrait2",
                        "Dialogues": [
                            {
                                "Id": "VoidWitchCult.LostIsland_LostIslandTheMerchant-OpenOwnerDialogue",
                                "Dialogue": "{{i18n:TheMerchant.ShopDialogue.{{Random: 1, 2, 3, 4}}}}"
                            }
                        ],
                        "Id": "VoidWitchCult.LostIsland_LostIslandTheMerchant2-OpenOwner",
                        "Name": "AnyOrNone"
                    },```
brave fable
#

you could do it that way, but it's worth noting that both of the random conditions can fail, leaving you with no owner

#

it's better to have the first TIME 0800 2400 RANDOM 0.5, and the last TIME 0800 2400 if you want to avoid that

calm nebula
#

Time x y, random z

#

Dont forget the commma

brave fable
#

of course if you already have a default owner below then disregard since you've got basically the same effect

patent lanceBOT
ornate trellis
#

ah, the comma...my mortal enemy

brave fable
#

surprisingly not a load-bearing json comma

ornate trellis
#

yippie it works! thanks for the help :D

brave fable
uncut viper
#

thats the magnifying glass retrieval

brave fable
#

it's not listed in events/town and i didn't get any results for 'shadow guy' SDVpufferthinkblob

uncut viper
#

it isnt a real event

#

you follow the footsteps in winter and then you click on the bush and theres like 7 different functions in Town.cs or somethin that handles it all

brave fable
#

figures i should've looked outside of events

#

ah yeah you're pretty stuffed

#

temporarySprites.Add(new TemporaryAnimatedSprite("Characters\\Krobus", new Microsoft.Xna.Framework.Rectangle(0, 0, 16, 24), mg.position, flipped: false, 0f, Color.White) etc etc

uncut viper
#

given that that shadow person isnt actually krobus and simply reuses krobus's sprite I think the best bet is probably to just undo your patches for that day only while the player is in Town

#

i actually dont know how other krobus mods handle that

brave fable
#

i suppose they're fine so long as they don't change his sprite size

tiny zealot
#

you could also edit krobus's character entry to use a different texture and leave Characters/Krobus as-is

urban patrol
#

is having () around the choices in a quick question going to break the (break) commands that come after? like:
(Leave.)
(Wake him up.)

brave fable
#

it'll be fine so long as you don't use (break) itself

urban patrol
#

cool thanks

crystal tiger
#

would this be the correct way to format it after removing the spawn conditions

vernal crest
#

Looks ok to me

crystal tiger
#

@brittle pasture all I did was remove the conditions that were needed before they would start spawning

brittle pasture
#

can you post SVE's edited LocationsData.json file at smapi.io/json?

brave fable
#

tsx files are beasts of their own

#

interesting that your maps can completely explode if not re-saved when a new tsx is introduced and not added, but not to the point where the map actually fails to load

deft pivot
#

Regarding the Krobus sprite being cut in half... How do I code a fix?... I'm sorry, coding is one of my weak points

#

I encountered it again. This time, it's when we meet him in SVE ||when the player goes back to the sewer after Marlon introduces us||

#

My poor boy has no legs...

crystal tiger
#

didnt work, tried changing the condition to robin's tour of the house but that didnt do it

vernal crest