#making-mods-general

1 messages · Page 447 of 1

indigo yoke
#

well. I downgraded to 1.6.9 and tried it out on 4.1, still not working. Would go back farther but dont want to mess with steamdepos again

uncut viper
#

if that is the actual reason then it straight up will not work and likely never has worked as intended

#

no reason to downgrade further

ivory plume
#

(Those were never internal asset keys. Those are just regular assets loaded by Binning Skill, whose names just happen to start with Mods/drbirbdev.BinningSkill/, which has no special meaning for SMAPI.)

uncut viper
#

the context is that birbcore says that those are the targets people should use to edit them, but behind the scenes it is birbcore that is using internal asset keys

#

which SMAPI will block edits to

ivory plume
#

Yeah, not sure if that ever worked. (It wasn't intended if it did.)

uncut viper
#

iunno why birbcore says to edit those targets if its using the internal keys

indigo yoke
#

I guess because it's trying this here


            return mod.Helper.ModContent.GetType().GetMethod("Load", [typeof(string)])
                ?.MakeGenericMethod(fieldType)
                .Invoke(mod.Helper.ModContent, [assetPath]);
lucid iron
#

No i linked the bit earlier

uncut viper
#

the asset path there is defined as the internal asset key

lucid iron
indigo yoke
#
            IAssetName assetName = mod.Helper.ModContent.GetInternalAssetName(this._path);
            mod.Helper.Events.Content.AssetReady += (sender, e) =>
            {
                if (!e.Name.IsEquivalentTo(assetName))
                {
                    return;
                }

                setter(instance, LoadValue(fieldType, this._path, mod));
            };

then the load value is

        private static object? LoadValue(Type fieldType, string assetPath, IMod mod)
        {

            return mod.Helper.ModContent.GetType().GetMethod("Load", [typeof(string)])
                ?.MakeGenericMethod(fieldType)
                .Invoke(mod.Helper.ModContent, [assetPath]);
        }
lucid iron
#

It then goes on to use this assetName in an AssetRequested handler

uncut viper
#

it takes the file path you put in the annotation and turns it into the SMAPI/UniqueID/Filepath form and uses that in the AssetRequested as chu says

#

AssetReady is irrelevant here

#

its AssetRequested that is important

#

any edits to it can never be applied

lucid iron
#

Slime what if u just make like

#

MoonShared

#

And put all the automagics u want in it

#

Birbcore is mit so this is fine to do with credit

#

Then ppl won't have to go download birbcore either cus this stuff is just in ur actual mod

indigo yoke
# lucid iron Slime what if u just make like

Slime what if u just make like
MoonShared
And put all the automagics u want in it
Birbcore is mit so this is fine to do with credit
Then ppl won't have to go download birbcore either cus this stuff is just in ur actual mod

Most likely going to for 1.7 / eventually

#

time to start the long and slow task of converting all my assets to content patcher loaded.
Mana bar has been successfully patched with withs.

        {
            "LogName": "Wizardry Compat",
            "Action": "EditImage",
            "Target": "Mods/moonslime.ManaBarApi/textures",
            "FromFile": "Assets/manabg.png"
        },
uncut viper
#

i mean you can just do it in C# too

#

it doesnt have to be content patcher

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(i dont know how big of a CP component the mod already has though tbf)

indigo yoke
#

and well I'm just going to do it through content patcher since that makes it easier for other people to find the path if they want to edit stuff.

hard fern
#

is there a way to make bee houses honey the fruit on the tree without pfm

elfin kindle
#

Guess whose back, back againSDVpuffercry
I'm trying to be fancy and work with the Appearance system in the game and while I'm now getting 0 warnings or anything from the SMAPI console, I also do not get any sprites (only the missing sprite thingy, the stop sign) and can no longer interact with my NPC. I've double and triple checked my .pngs and targets but my disability is being, surprisingly, disabling so im not at my peak here lolol So a second pair of eyes from someone who understands would be appreciated.

Appearance.json file: https://smapi.io/json/none/4c811e87a9ee4da3b5cf3e86ecdd91a9
Dispos.json (since this was a little funky earlier tonight): https://smapi.io/json/none/c96a51d8a0604bf1a0ccbbd243c46c80
Content.json (where i've loaded all the needed pngs for some reason): https://smapi.io/json/none/9911a977d8714257b9b9f0a7db02294d

SMAPI log (it doesn't have any warnings or red text but i never know when its relevant so i'll yeet it in here too): https://smapi.io/log/dce266c184044a369923c6e2e40d7e3e

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 1 content packs.

devout otter
elfin kindle
#

Ah right, i did! Still no go, i forgot to put that back before i sent it but i have had it with the base stuff loaded and had the same issue

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It was an attempt at seeing if it would fix or send some kind of warning but it did not

devout otter
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Still missing sprite thingie with them loaded? And you can't talk to him?

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Did he work fine before you did the Apperance?

elfin kindle
#

Still missing the sprite with the base stuff loaded, im testing in autumn so he's suppose to have his autumn sprites, but he has neither his base outfit or the seasonal outfit. And no i cannot talk to him. And yes he did work perfectly fine before the appearance addition ^^

vernal crest
#

I strongly recommend you add your mod id as a prefix to Mirren's internal name as soon as possible

urban patrol
#

i think you might need to have the key and the ID the same

#
        "{{ModID}}_Mirren_Spring": {
          "Id": "{{ModId}}_Mirren_Spring",
          "Season": "spring",
          "Portrait": "Portraits/Mirren_Spring",
          "Sprite": "Characters/Mirren_Spring",
          "Indoors": true,
          "Outdoors": true,
          "IsIslandAttire": false,
          "Precedence": 0
        },``` like this instead of periods
vernal crest
#

Oh yeah good catch Nic

elfin kindle
autumn tide
#

my disability is being, surprisingly, disabling
story of my life LMAO

devout otter
#

(Thought I think we should get it working first before adding yet another component to think about into the mix.)

elfin kindle
elfin kindle
urban patrol
#

oh wow you're right i just checked the tutorial

#

airyn whyyyyy

elfin kindle
#

PFFT okay well lemme go see if that helps!

devout otter
uncut viper
urban patrol
#

i was going off of other instances where ID has to match the key but i guess it's not always the case

devout otter
#

The game would just basically conjure an ID, and then change it into another ID.

uncut viper
#

there are cases when you have to make the key match and most often those are the ones where you're trying to edit an existing thing not creating a new one

urban patrol
#

i see

uncut viper
#

since the key is how it will find it

autumn tide
lucid mulch
#

Assuming this is the appearance array.
What the Entries key is used for when targetting a list, is to check if this needs to be an insertion, modification or removal.
For a model array like this, it'll then check the other values in the array and see if the Id field has that value, if it does its a modification/delete, or an insertion.

What the Id field is used for, is so other patches (and the game as well in some cases) can refer to it easily.
So in normal practice for an insertion like this, you want it to be the same value.

elfin kindle
#

I did the thingy but it did indeed not do anything

vernal crest
elfin kindle
#

🫡

lucid mulch
elfin kindle
vernal crest
#

That's got your appearance stuff in there correctly. Oh wait! You have misspelled Fall as Falll with three Ls in the Sprite field in your appearance patch

urban patrol
#

oh wow eagle eyes

devout otter
#

Oooooh.

lucid mulch
#

another case where patch summary would have caught it if it was actually readable

elfin kindle
#

OMG YOU WONDERFUL HUMAN

lucid mulch
#

as Characters/Mirren_Fall would have not been applied

elfin kindle
#

Okokok its fixed, time to try this

lucid mulch
#

though should have been console errors about presumably failing to load Characters/Mirren_Falll

vernal crest
#

Strangely there were not

elfin kindle
#

AHAHAHA IT WORKED

vernal crest
#

Ooh you're using Vortex. Be careful with that.

#

Vortex can break mods.

elfin kindle
#

Oh my god, i wouldn't have noticed if i wasnt testing in fall either- But now it's fixed!!

elfin kindle
tired matrix
#

nexus is flagging my mod's files all the time idk why, i checked the files and guidelines and its all right

vernal crest
elfin kindle
#

I also swear I won't come back asking for more help until i've fixed the internal name issue, especially now when i know why it was being rude before and messing up when i added the dynamic token ModID. I'm not THAT shameless as to be told a third time/lh

elfin kindle
vernal crest
lucid mulch
#

Ah interesting.

The AnimatedSprite logic does an asset exist check before attempting a load, and that prevents any errors happening and so never hits the logging code

#

this actually seems semi like a bug, as that "missing texture" issue would actually prevent the legacy beach logic from running as the NPC logic thinks it loaded when it didn't

vernal crest
elfin kindle
#

Ah! I see, i see, okay im starting to understad how load works now i think, thank you so much!

#

I thought the Target looked real empty but its like 4am over here lololol

vernal crest
#

Load works by taking the file from the FromFile and putting it directly into the game* with the asset name that you specify in the Target field. Then, when you want to use the content of that file somewhere, you call it by putting that Target into whatever field you're calling it from (like the Portrait field in Appearance, or the MapPath for the spouse room).

* the file isn't actually getting moved anywhere, but the data from the file becomes accessible to the game just like the vanilla game files are

elfin kindle
#

Ahhhh!! Okokok amazing, dude you're so nice explaining this to me lolol seriously appreciated!

lucid mulch
#

remind me in 24 hours to diagram invalidation

patent lanceBOT
#

I'd rather boot myself on an unprotected windows XP install than deal with you but we can't all have what we want, can we? (#6910978) (24h | <t:1760752275>)

lucid mulch
#

that was spicier than normal

hard fern
#

remind me in 12 hours to fix my buildings

patent lanceBOT
#

fiiiiiiiiiiiiiiiiiine (#6910980) (12h | <t:1760709111>)

elfin kindle
#

Anyways, its uber late and i cant keep fighting with code all night, i at least gotta go lay in bed

vernal crest
#

Sleep is an important part of modmaking

elfin kindle
#

Sadly SDVpufferflat

calm nebula
#

Smhhhhh I'm not touching windows 11

lucid mulch
#

Win11 is fine

tired matrix
tired matrix
elfin kindle
#

I can highly recommend their eyes, theyre very effective

latent mauve
#

Also Princess Leah if the Xavier NPC mod is yours, you can probably ignore that one user who commented on your mod page with the AVE bug if your mod is not using C#.

#

(seemed to be an AVE bug with Furniture Framework, but AVE bugs are pretty dang unreliable to even track, let alone reproduce, and often get solved by just restarting the game or adding/removing a mod)

gentle rose
storm spindle
#

Hey everyone! I’m new here and super into Stardew Valley. Just wanted to say hi and maybe chat about farm tips or favorite characters later. Thanks for having me!

autumn tide
#

hey someone explained the parameters!

gentle rose
urban patrol
#

for which i owe them my life

autumn tide
gentle rose
#

it's the harmony bug usually and it's very inconsistent

storm spindle
woeful lintel
#

Oh yeah, not dealing with that

latent mauve
#

Yep, not worth trying to fix unless it can be reproduced reliably, which it typically can't

autumn tide
gentle rose
#

I don't think we even could, really, considering how inconsistent it's been and how little else we know about it

storm spindle
woeful lintel
#

What does AVE stand for?

latent mauve
#

AccessViolationException

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Usually has a bit that looks like this: Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt

woeful lintel
#

Yeah, I have a bug report about this, already answered that I can't do much about it

drowsy pewter
#

If I want the player to get a mail 7 days after an event, what would be a good way to delay the mail sending? SDVpufferthinkblob

brave fable
drowsy pewter
#

Let's pray the wiki page will load

brave fable
#

which may look like eventSeen_{{ModId}}_MyFunnyEvent_memory_oneweek

drowsy pewter
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What if my event id isn't called MyFunnyEvent? /j

brave fable
#

then i have no advice for u.

gentle rose
#

wiki is being unreliable for me rn :(

brave fable
#

the trick is to never close your wiki tabs

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(but also i didn't and it's fine for me)

vernal crest
#

Yeah the wiki has been having 503 errors for the last couple of days for me

drowsy pewter
#

okay cool, so these topics are automatically generated. And they can be used in any GSQ field, not just dialogue? I'll try the one that you suggested

brave fable
#

they're simply conversation topics, so you can use them anywhere you normally could, whether it's adding dialogue for keys with matching values, or checking for active dialogue events in conditions or preconditions

drowsy pewter
#

ah i see, theres a PLAYER_HAS_CONVERSATION_TOPIC GSQ

tiny zealot
#

topic memory is a cool feature

lucid mulch
#

also the memory_oneweek CT will be there for 4 days, so ensure any trigger action action or whatever else handles that

drowsy pewter
#

it should send as soon as its available

brave fable
#

yeah it's pretty fantastic, imo it's perfect for scheduling events to happen gradually after say, first installing the mod, like a memory CT on unconditional mail flag, and then another memory for time after the first event, ..

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rather than having your events and mail behind day-season-year conditions the player might already have passed

lucid mulch
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SVE had some pretty ugly hacks that could have used CT memory into a trigger action action

drowsy pewter
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I was thinking the alternative would be having 7 empty trigger actions that send an invisible mail for each day you wait

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Heheh/

lucid mulch
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the most annoying one was joja path where they had 7? events back to back that were null-ish events (enough that it did the fades but was otherwise a nothing event) in Town and had CP condition gated them to ensure they didn't run multiple in the same day, to time something to happen 7 days afterwards.
This also meant that because the events were all CP condition locked, it desynced in multiplayer as the final event in the cchain was a broadcast event that wont broadcast to people that dont have it in their game files

drowsy pewter
#

Thats beautiful

lucid mulch
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trigger actions and mutation-free GSQs are a blessing to avoid those user facing hacks

brittle pasture
#

SVE could probably use a 1.6 cleanup if it doesn't mean 10,000 bug reports from users who carried their saves over from 1.4 or something

lucid mulch
#

I honestly haven't checked if SVE made changes in this area or not, I just remember the pain of getting a group of people to all run the correct debug ebi commands in order to resync things

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(and having to figure out said ebi command and the order myself)

tiny zealot
#

that does sound awful

hard fern
#

did someone shrimp

lucid mulch
#

also 1.5 ebi did annoying things if you were in the map of the event already

brave fable
#

1.5 🍤 ...

lucid iron
#

SVE 2.0 when

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Conform all the things pls

lucid mulch
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tbh I'm not sure whats happening with SVE development anymore, its original ambition for 2.0 was the new area and stuff which iirc flash is now going to do in a standalone mod

brittle pasture
#

it's considered feature complete and any chance it receives new features or reworks mossy birch and fir trees i beg is low

lean veldt
#

Hello I'm trying to make a custom shed map. The building and front layers get tile from a same tileset but duplicated. Can I change all tiles from only 1 tileset and remove the other or should I just ignore it?

vernal crest
#

You can't have two tilesheets with the same name in your map iirc. Apparently you can fix it by exporting the tilesheet as a tsx file, then swapping both tileset image sources for the tsx file, then re-embedding the tileset.

lean veldt
#

Ok thank you very much SDVpufferheart

drowsy pewter
#

on a fresh save as well

proven spindle
#

Could try setting it to unseen just in case your save thinks you've seen it, I think the command is something like debug eventseen eventid false

drowsy pewter
#

I have done that

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and it's also on a fresh save

gaunt orbit
#

Hey how does the whole non-instanced building interior thing handle warping

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Like if I wanted to turn an existing location into a building interior, could I just theoretically change it to warp to the farm and then add building data? Or do I need to do some extra hocus pocus?

vernal crest
drowsy pewter
#

...deprecated?

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god damn it

vernal crest
#

They still work they're just not recommended

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I want to change the events page so they're not even on the table because so many people don't see the "do not use these" instruction above it

drowsy pewter
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it looks like a fun and cool tool that professional event modders use

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as well as being in the vanilla data file

uncut viper
#

they are necessary for reading vanilla events

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(and also older mod events obv)

vernal crest
#

Yes, which is why I haven't done said edit because I can't think of how to keep them available for reference

proven spindle
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Is 'world traveler' a config option name? I've never seen one with a space in it before

drowsy pewter
#

anyways I changed it to the full command and it doesnt work either. I think theres something wrong with my json parsing because the event key does not register as an entry key

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but the event like still works when i do debug ebi

uncut viper
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(syntax highlighters just dont like to work with extra long keys oftentimes)

drowsy pewter
#

and the config option works, the event exists in the game

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i was able to get a different event to trigger that only has a day of week precondition

urban patrol
#

i guess you could remove one precondition at a time to see what the issue is?

drowsy pewter
#

it works if i remove the localmail precondition

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the issue is I dont know why that mail doesnt work

proven spindle
#

Don't know if it could be related but your trigger action id and mail id are the same, could the two be getting mixed up somewhere?

uncut viper
#

(no)

vernal crest
#

You could try switching to GameStateQuery PLAYER_HAS_MAIL Current <your gigantic mail id>

uncut viper
#

are you actually reading the mail from your mailbox to verify that you have received it?

drowsy pewter
#

I started with that, but I'll change back

#

yes i read it and also slept

vernal crest
#

You started with it and it worked or also failed?

drowsy pewter
#

I'm looking at my in-game mail collection and it doesn't show the mail that I received

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There's no condition on the Include on this file btw

uncut viper
#

do you have any other mods or trigger actions that may be clearing your mail or removing it in some other way?

drowsy pewter
#

I don't know, but it is showing other modded mail that i got at the same time. Certainly not anything inside my own mod since I just created this mail ID today and all references to it are inside this file

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I'll start another save to test other mods interfering

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I can confirm that with only the following modlist, after opening and reading the letter as shown in the json link, it does not appear in my mail collection, but does appear in data/mail. https://smapi.io/log/0894c1a213a74601b8d0ce53a8bfd2f6

I can't exactly imagine what in other files in this mod might be causing mail to be erased if anything, since other modded letters were persisting (so couldnt be a global mail issue), while all references to this one letter are only in the linked json file

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 5 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

drowsy pewter
#

so there must be something I'm doing wrong with the mail syntax or something, but I can't see what

#

debugging chain is literally just new save > cjb cheats gus hearts to 2 > sleep > open mailbox

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i can test by making a mod that just sends a single piece of mail, but i dont even know what i'd do if the test mod worked or failed lol

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well i'm unfortunately on a bit of a time crunch so I guess my mod doesnt have events for now

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until someone else has an idea lol

uncut viper
#

i unfortunately dont and the only two things left i can think of are just to hopefully aid in debugging, one of which is to change your mail id to something completely different, even just a random string of characters, and see if it sticks, and another is to add a BETAS MailRemoved Data/TriggerActions entry to try and see if the mail is actually being removed from your mailReceived (it wouldnt tell you by what, though)

drowsy pewter
#

Thanks! Will try

#

When testing this I noticed that I couldnt see other mail from this mod in my collections either, but didnt test all the mail in the mod

tired matrix
urban patrol
#

i wonder if you could try making your traction have two actions, one to addmail to tomorrow and one to addmail to received

#

even though reading it should receive it 🤷

drowsy pewter
#

changing the letter id (to asdfghjk) fixed it

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does it think having an underscore means it's using the season_day etc format?

urban patrol
#

no, my letters have underscores in them

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my first guess would have been matching trigger action/mail IDs but button said that's not the case so idk

drowsy pewter
#

I'll now try the previous ID using button's mail removed trigger

drowsy pewter
#

however the other mail i was talking about that also didnt show up did not have matching mail and trigger ids

urban patrol
#

maybe your mailbox has bad vibes and the mail doesn't like it /j

drowsy pewter
#

Yup

uncut viper
#

the reason I suggested the random string of letters is because I was wondering if somewhere the game was checking for mail with NPC names in them to auto remove over night but IDK why the format you had it in would trigger it

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it doesn't match a format I know about and I tried searching a bit in the code for it but it turns out there's a ton of places where the game checks for received mail

#

who would have thought

proven spindle
#

Could also try sending the mail via smapi command ('broadcastmail mailid' I think) and see if it shows up in your collections tab after reading it from there. That'll tell you whether it's an issue with the mail itself or how it's being sent

drowsy pewter
#

mail id and trigger action id no longer match; button's "jump when mailflag is removed" does not make me jump

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I was worried it was because the title was too long or something, but it did show up in collections when the mail id was gibberish

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Lmfao

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if the id is Cornucopia_GusEventOne instead of Cornucopia.CookingRecipes_GusEventOne it shows up in collections

proven spindle
#

So it doesn't like the period?

drowsy pewter
#

I'm looking at other mods (that were sending working mail while testing) and they have periods in mail ids

urban patrol
#

yeah all mod ids have periods in them so that shouldn't be an issue

#

what happens with a nonsense string of the same length

drowsy pewter
#

let's see

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my id isnt even that long lol

urban patrol
#

yeah mine is hella long with handwrittenhello.dbda even abbreviated

drowsy pewter
urban patrol
#

maybe there's an issue with Recipe being in the name?? that's the only thing i can think of

drowsy pewter
#

That's not a bad idea

urban patrol
#

like if there's some code that gets rid of mails that send recipes since there are so many sent

drowsy pewter
#

d damn it

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Thats what it is

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you're right

urban patrol
#

WOW

drowsy pewter
#

Well i havent tested it

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but thats how it's set up to send mail recipes from villagers

urban patrol
#

yeah and those don't stick around do they

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man i hope nobody ever names their mod with Recipe in it, all their ModId-prefixed mail would be fucked

drowsy pewter
#

I'll test it. But it's mentioned on the recipe data page I'm pretty sure, I just cant load the wiki rn

#

Cornucopia.MoreCrops_GusEventOne works

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I hate my life

urban patrol
#

if i could read C# better i'd check the decompile

drowsy pewter
#

So it essentially means that all of the mailflags in this mod need to be tested

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I mean, I'll see first if the event will trigger if I change the mail id

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but if that's the issue then a lot of stuff is broken

urban patrol
#

did you ever get around to testing what happens if you send it directly to received in the traction?

drowsy pewter
#

I guess i can do that, but I would like the player to read it first

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It's possible it's just being removed when it's actually read, so stuff direct to received isnt affected, but changing mail id is probably better

urban patrol
#

yeah i'm mostly curious at this point

drowsy pewter
#

Hold on

#

well actually vanilla recipes are sent in a RobinCooking formatted key

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(wiki finally loaded)

urban patrol
#

so it's cooking, not recipe, that's the issue, maybe?

drowsy pewter
#

ah right

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forgot my mod id has two words

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I hate my life

urban patrol
#

i mean i'm just guessing but

drowsy pewter
#

it does seem like that is the only issue

urban patrol
#

i guess you have to change your mod name to Chef Lessons lol

haughty charm
#

Hiya! I'm trying to figure out exactly what triggers the receipt of robinKitchenLetter, but my knowledge/understanding of the game code is not great. As far as I've been able to deduce, it happens when the player levels up, but at what level?

drowsy pewter
urban patrol
haughty charm
#

LevelUpMenu.cs

drowsy pewter
#

Logo I've been debugging this single piece of mail for 2 hours

haughty charm
#

sounds like me, with this dumb kitchenletter

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I'm sorry

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sending hugs

drowsy pewter
#

fun, right?

haughty charm
#

I just might have to, honestly

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grumble grumble

#

test save #1,711,324

drowsy pewter
#

ok

#

we;;

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every mail thats currently broken is getting its id changed to Cornucopia.CorkingRecipes

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this fixes it

haughty charm
#

corking snuffle snort wheeze

#

(also note to self for future wiki purposes)

drowsy pewter
#

please

urban patrol
#

gus has become a vineyard owner

drowsy pewter
#

tedi suggests Coooking

urban patrol
#

i wonder if that's something that can be dehardcoded in 1.7, but i'd want someone to confirm that's genuinely the issue before i request it

drowsy pewter
#

I'm taking submissions for the next two hours while I fix every file that has mail

#

yeah

haughty charm
#

wait for realsies?

#

submissions...

#

wait

#

that's not what I thought it was

#

don't mind me, la dee da

drowsy pewter
#

@brittle pasture here's something for you to read when you wake up; mail ids that have Cooking anywhere in the name seem to be removed from received mail when read, and we need a C# person to confirm this before it's added to the wiki

#

in unrelated news, all the mail in my mod has to be recoded

urban patrol
haughty charm
#

You could change recipes to directions

urban patrol
#

we think it's cooking that's the issue

haughty charm
#

+ah

finite ginkgo
drowsy pewter
#

(This is funny because I can actually game the system by "typoing" the first mail in a series of identical mails, then keep the remaining identical mails as the "broken" version so that the player only has one unique letter in their collections)

urban patrol
#

i need to go to bed (after neglecting these events i was trying to work on for 2 hours) but i'm riveted to find out the answer

drowsy pewter
#

Lmao

drowsy pewter
urban patrol
#

ksjdfhskjdfh

#

well that just means it's a good name then

#

also sorry logo, i took a look and it is indeed unreadable to me 😔

haughty charm
#

I appreciate you looking, nic. Thank you!

drowsy pewter
#

Haha

haughty charm
urban patrol
#

i did see that CraftingRecipe.cs has the definition of TryParseLevelRequirement which might tell you how it checks

drowsy pewter
#

can confirm event works now that mail shows up

#

But in the end

#

I guess i should feel good that it wasnt a stupid mistake on my part

#

nobody could figure it out lol

urban patrol
#

yeah that’s one of those Classic Stardew Quirks we all know and love lol

#

i feel you though, i ran into an issue with one of my quests because apparently if your quest starts with h in the next quest field it removes the h because it’s looking for host

drowsy pewter
#

lmfaoo

urban patrol
#

my mod id is handwrittenhello.dbda and i COULD NOT figure out why it was looking for andwrittenhello etc etc

#

although luckily button knew that when i brought it here

drowsy pewter
#

did you have to do hhandwritten

urban patrol
#

no i just reversed the order so CuringNiko_{{ModId}}

haughty charm
#

Thank you!

mellow laurel
#

(I'm shocked I was able to understand any of it SDVpufferparty )

haughty charm
#

I think it must be because you get the Cookout Kit at that level

#

I appreciate you looking!

finite ginkgo
#

I am, so lost in the sauce, why where what does the game not like about random mail with Cooking in the mailid why do you care game where's the code that handles this

drowsy pewter
#

i am half certain that every single mailflag in my mod is broken

#

but half begging thats not the case

#

ok, thankfully it only applies to real mails and not every mailflag

#

one of my beta testers reported some weirdness that would have been explained if their mailflag was not working

#

but it works on my end

finite ginkgo
#

AHA
GameLocation::mailbox()

if (!mailTitle.Contains("passedOut") && !mailTitle.Contains("Cooking"))
{
        Game1.player.mailReceived.Add(mailTitle);
}

If the player reads a mail from the mailbox and it contains Cooking (case sensitive) in the mailTitle it will never be added to mailReceived

Hey 6480 try a lowercase Cornucopia.cookingRecipes

drowsy pewter
#

hmm

#

i already changed everything to corking

#

Hehe

#

that passedout part should also be added to the wiki

#

in case anyone is putting passed out in their mod if

finite ginkgo
#

I love me my corking recipes

#

I was searching for this code for like 50 minutes apparently and I'm still waiting at the gov office aren't gov office waiting times so nice (send help)

#

If no one else gets to it by the time I'm finished with business here I'll edit the wiki to mention those two cases

brave fable
drowsy pewter
#

maybe the game is hardcoded to specifically target my mod

gentle rose
drowsy pewter
#

man im pooped. i need this mod out

#

ah yes i forgot that normally i draw banner art for the cornucopia mods as well

#

Nahhhhhh

hallow prism
#

For the anniversary maybe

#

In 10 years

drowsy pewter
#

hahaha

brave fable
#

so do i have to rename to Love of Corking now or

drowsy pewter
#

have you checked your mail yet haha

#

if letters you send persist in the mail collection its probably fine

#

LoveofCoooking

brave fable
drowsy pewter
#

if you add directly to received mail it will stay there

#

the issue is if you only send it to the players inbox, they read it, the game will not send it to received

brave fable
drowsy pewter
#

yup

brave fable
#

son of a SDVitembass

drowsy pewter
#

the cooking mod economy is in fucking shambles

brave fable
#

my mod. tossed out like junk mail

drowsy pewter
#

Uhhh

#

someone two weeks ago was in here saying they coded right-to-left text

#

Let me find who it was

brave fable
drowsy pewter
#

however it's not simple like flipping the text lol

#

yeah go message that person

brave fable
#

sounds like you'd better contact them if you're interested in collaborating SDVpufferthumbsup

#

a number of people have appeared and disappeared while looking into RTL text, so if they've made a working prototype then they're your best bet

drowsy pewter
#

wonder what secrets the government couldnt let them release...

brave fable
#

not at all hahah

#

i can't even imagine how you'd make arabic work with spritefonts either, but i think some mods can load truetype fonts instead that could sidestep the problem

#

assuming you're working with arabic of course

#

i don't know any other right-to-left written languages other than like, printed japanese and chinese

drowsy pewter
#

(hebrew also is)

brave fable
#

those two options just about cover the entirety of stardew valley modding hahah

#

it's best you discuss with the author of the forwarded message above

green elm
#

Hello all. Had a question about map modding and it comes with an error (it's my mod and a modified map, all private atm). Should I post a log here or submit a thread to modded tech support?

timid onyx
#

Can a NPC set to HomeRegion: Other still participate in the Winter Star if WinterStarParticipant is set to true?

#

The wiki isn't clear

woeful lintel
ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

green elm
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 55 C# mods and 21 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

west thunder
#

Are NPCs 16x32 no matter what?

#

Or could they be bigger?

lucid mulch
#

They can be, but opens a can of worms of issues that crop up

#

So if it can be 16x32 it's best to be

green elm
#

Ah, nevermind my error, seems I did a dumb on something and fixed it. Everything seems copacetic now. Fingers crossed that it stays that way! ^^

gentle rose
#

for starters: rtl languages still write arabic numerals left to right, so you have to deal with backwards numbers

#

(backwards compared to the direction of the language, not compared to how they look in english)

fossil osprey
gentle rose
#

those solutions are great for engines that use conventional fonts that you can just load in, but since several things in stardew use sprite fonts I think an actual programming fix is necessary either way, so someone may as well do it the “proper” way instead of using text editing hacks (which are still really cool to see though, I love that people made tools for this)

hard fern
#

ye

patent lanceBOT
vernal crest
#

I think poohcore is the one that deals with the pathing issues from larger NPCs but don't quote me on that

hard fern
#

anyways im going to ignore uber it's like first thing in the morning

#

who wants to make buildings first thing in the morning

calm nebula
#

Yimbys

uneven spindle
#

Hello! I've got a question regarding content patcher. How are config option changes handled? Do all patches with affected conditions load again?

brittle pasture
#

yes patches reload when saving in Generic Mod Config Menu if they use a config token whose value changed

#

I added "in GMCM" since I don't know if that's the case when editing the config file manually which no one does anyway

hard fern
#

if you edit the config manually 🤔 uhhh i dont think it automatically refreshes

#

you might have to patch reload it, or you might just have to reload the game entirely

#

i can test that

tiny zealot
#

patch update i think would do it

uneven spindle
#

Thanks for the response guys, i have one more question; i have this patch which the player can toggle on and off.

{
    "Action": "Load",
    "Target": "Characters/Abigail_Winter_Outdoor",
    "FromFile": "assets/{{TargetPathOnly}}/Abigail/{{TargetWithoutPath}}.png",
    "When": {
        "Season": "Winter",
        "OutdoorsWinterOutfitEnabled": true
    }
}

But I see this implementation causes the warning when i toggle it off:
Skipped reload for 'Characters/Abigail_Winter_Outdoor' because the underlying asset no longer exists.

Is this how its supposed to work or I should be doing this some other way?

brittle pasture
#

do you also have a patch that loads it when the config's off

uneven spindle
#

I thought about always loading Characters/Abigail_Winter_Outdoor with some default value like:
"FromFile": "assets/{{TargetPathOnly}}/Abigail/Abigail_Winter.png",

and use an EditImage patch based on OutdoorsWinterOutfitEnabled but it seems wasteful?

brittle pasture
#

that's also an option, or you can add another load block for config off

or you can use appearances and do away with When blocks entirely and avoid reloading

uneven spindle
#

i'm guessing that each method has its pros and cons and it depends on the application?

brittle pasture
royal stump
brittle pasture
#

I suppose Appearances also don't reload until an NPC changes location but tbh that's a small issue

prisma ginkgo
#

Hi I might have a dumb question but i know nothing about making mods for SDV there is a warp treehouse system on the Legacy Farm map. i was wondering if it could be possible to make it a purchasable building from Robin. I love the concept of it a lot but also want to use different maps

hard fern
uneven spindle
hard fern
#

[[Modding:Buildings]]

brittle pasture
#

they very much do, like in any place config tokens are used as mentioned

#

it's just that if those tokens don't control what png is loaded into a Texture target (just what Texture is used) then the NPC only updates appearances when they change locations

uneven spindle
brittle pasture
#

see my explanation above, it may be working as intended

autumn tide
#

hellooo does question null still work with only one option?
EDIT: just looked at other events, i was doing it wrong lol

uneven spindle
# brittle pasture it's just that if those tokens don't control what png is loaded into a Texture t...

sorry if i'm a bit dense, but to see if i understood correctly given this appearance entry in an EditData patch:

"Entries": {
    "{{ModId}}.AbigailWinterOutdoors": {
        "Sprite": "Characters/Abigail_Winter_Outdoor",
        "Season": "winter",
        "Indoors": "{{WinterClothing |contains=OutdoorOnly}}", // false if WinterClothing=IndoorsAndOutdoors
        "Outdoors": true,
    }
},

the appearance won't change until the npc moves locations because the config token doesn't affect the sprite loaded?

If the token controlled the asset loaded in Characters/Abigail_Winter_Outdoor then it would update after changing the config option?

brittle pasture
#

you got it

uneven spindle
#

ooh alright

autumn tide
#

hey! anyone know what the frame for the farmer hugging is? can't find the spritesheet for some reason idk

#

it's prob not cursors for once-

molten summit
autumn tide
molten summit
#

very small but still an accomplishment

autumn tide
smoky fiber
#

I actually thought about this like why wouldn't the dev make that

#

and u made it

#

I'm downloading ts

#

ur the best

molten summit
#

one question, I added the repo to Github but I am not sure how to link it back to nexus

tiny zealot
#

you can just put a hyperlink to the repo in your mod description

#

i usually put mine under Mirrors as well but that's not necessary

autumn tide
#

hey! how can I stop showFrame?

left nova
autumn tide
left nova
#

Did you use it on farmer or NPC?

autumn tide
#

NPC, Krobus

#

and yes i did capitalize it lol

#

why is it case sensitive SDVpufferchickcry

karmic gust
#

Can you use showframe again to change it?

autumn tide
#

hmmm lemme see

karmic gust
#

As in, change it to the next sprite you want it to be

left nova
shadow urchin
#

does anyone know a quick way to convert this to CP? https://www.postype.com/@kayainsdv/post/10331164

KAYA in SDV

This mod is JunimoManimo(주니모마니모)'s reskin's Offical new fish mod convert.주니모마니모님의 어항물고기 리텍을 허가하에 물고기 추가모드로 변환했습니다! They have very small difference in shape, but I wanted to implement all kinds.물고기가 아주 많아서 색이나 모양이 아주 다른 것도 있...

autumn tide
autumn tide
left nova
shadow urchin
shadow urchin
round dock
shadow urchin
#

what do i download in this

autumn tide
#

looks like i broke my event my using speed 15-

#

trying again-

shadow urchin
molten summit
autumn tide
#

okayy for some reason this is making krobus run off-screen?
/playSound dwop
/jump Krobus 3
/speed Krobus 10/move Krobus 0 -1 0
/speed Krobus 15/move Krobus -1 0 0
/speed Krobus 15/move Krobus 0 -1 0/showFrame Krobus 16/positionOffset Krobus 16 0/showFrame farmer 101 false
uhhhh any ideas? i'm genuinely not sure why?

round dock
#

(it’s where we show case newly published mods made by modders of the community)

tiny zealot
hard fern
#

I thought that converter was broken, did it get fixed?

autumn tide
#

lemme see

#

anddd they ran off-screen again okay

karmic gust
#

In my experience the speed command makes the move command really janky sometimes. I also had it move the NPC way further than I set. I couldn't find a fix for it unfortunately

autumn tide
#

i just wanted light speed kroby SDVkrobussad

#

shadow speed ig-

#

YALL i did the wrong frames so now I have this-

#

dammit-

#

uhhh what should I do?

#

OH it was a FS glitch okay

#

hm, what should I do? is it an event thing or just the other mods?

#

oh maybe I could warp them to their positions and then see? or just do the directions thing

verbal narwhal
#

how did extra museum space make new "vanilla" museum spots possible? I looked into the tbin map via tiled and also checked their content.json and couldnt find any clue how?

#

I couldnt find anything about this on the wiki either

uncut viper
#

any tile that uses the same tile index as the regular pedestals will also be museum pedestals automatically

#

so if you just use the same tiles from the tilesheet as the vanilla museum does it'll work

verbal narwhal
#

ohh thank you!

#

great!

#

because I would love a bit more space but not that much more (I see the purpose and intention behind it though) as the extra museum space one adds

autumn tide
#

oh nice to see you back again SDVpuffersquee @verbal narwhal

late gull
#

Thought I disabled copilot but I guess not? Now its trying to run powershell commands on its own without any directions... How do I turn this slop off properly?

#

Someone tell Elon to get grok to keep its nasty little hands off my code SDVpufferglare

brittle pasture
#

wrong person but I appreciate the enthusiasm

tender bloom
#

@next plaza would you accept a PR that makes JA objects use the object type system more fully? Right now this is the code that sets the Type for objects in JA:
Type = Category == ObjectCategory.Artifact ? "Arch" : (Category == ObjectCategory.Ring ? "Ring" : "Basic")
However, the types Cooking, Crafting, Fish, Mineral, and Seeds can never be set, which probably results in issues with the Cooking and Crafting items being required for shipping (not sure, haven't tested), and definitely results in the Fish items being required for fishing and shipping, and I'm fairly confident messes with the mineral collection page if someone makes minerals.

My plan to fix would be to make a function that returns the Type from the Category if possible (all of the above are also categories) and otherwise assigns Basic, since this seems too complicated to inline.

verbal narwhal
# autumn tide ugh *elon*....

today for the first time i found out that windows + c opens up a whole copilot application!! jumpscared me when i just wanted to ctrl c something

verbal narwhal
#

dont know if this was the case in win10 (I miss it already)

autumn tide
#

i'm on mac so I'm prob lucky lol

autumn tide
#

i never even used it I'm just pissed they discontinued perfectly good software and devices-

verbal narwhal
#

i dont know if I would call win10 perfect but it feels like a downgrade to me :(
(the explorer was really bad in win10 in my humble opinion)

#

it has been ages though since i have used a max (rip my mom's handed down old airbook that died in 2017)

#

does it feel like your pc can do all the things you want it to be able to do?

autumn tide
autumn tide
#

yeah, it runs pretty good, just sadly a lot applications are windows-exclusive

autumn tide
#

it was a crusty discolored yellow and I miss it dearly SDVemoteheart

#

..anyways

next plaza
zenith venture
#

Hello! Does anyone knows if there is a mod that makes it so mushroom trees stay looking the same during winter as in the rest of the seasons instead of a half tree?

autumn tide
autumn tide
verbal narwhal
zenith venture
#

Oh, sorry. I'll ask there.

autumn tide
zenith venture
#

There was one 9 years ago. 🥲

#

But it doesn't work anymore.

autumn tide
autumn tide
ornate trellis
#

I've got a question about artifact spots...how can I set my artifacts so they do NOT appear in any other map besides the one I list via CP? i thought it'd be enough to just have the locations listed in the object but I got told they can be found in other locations...is there some sorta default where i can set the chance to 0 or something

zenith venture
autumn tide
#

aw crap I've got no clue how to make android mods SDVpufferchickcry

uncut viper
#

if its solely a content patcher mod, it probably works on Android just fine

#

no different from making a PC mod

autumn tide
autumn tide
uncut viper
#

(i dont know what Tree Overhaul is though, so i dont know if its all CP)

autumn tide
#

...screw it I'm making it

brittle pasture
zenith venture
# autumn tide and it looks like Tree Overhaul is pretty outdated?

Someone just recommended me No stump tree! 😄 Though I'll have to wait at least two week or so of playtime to see if it works since it says that it won't change if I'm in the middle of Winter, but that it'll change from the next winter after the mod is installed. 🥲

ornate trellis
uncut viper
#

then i dont think you can do that

#

is there a reason they need to be set to Arch specifically?

ornate trellis
#

damnit

ornate trellis
#

idk I thought I needed that so it properly counts as an artifact

zenith venture
#

Oh, it gave me error when I installed it?

uncut viper
#

you can put whatever you want in artifact spots if thats all you needed their artifactyness for

autumn tide
zenith venture
#

🥲🥲🥲

uncut viper
#

but the "Default" location which the game uses for... well, default stuff, can choose any random item that is type Arch for its artifact spot list

ornate trellis
#

they're story-wise artifacts. I dont really need them to be donatable tho since I gonna have them be donated via a quest box anyway

uncut viper
#

then they probably dont need to be Arch types

ornate trellis
#

hm, i guess you're right

autumn tide
#

@zenith venture Update: it is, unfortunately, not fairly simple SDVpufferwaaah
can't help out, sorry :(

hallow prism
#

hmm

#

i don't believe my arch type items appears in artifact spots i didn't decide they would go

#

without using a mod that makes extra generic artifact spot stuff (like arch skill)

ornate trellis
#

O:

hallow prism
#

it should use :

                    "ArtifactSpotChances": {
                        "Lumisteria.MtVapius_ForestTrailSinuous": 0.02,
                        "Lumisteria.MtVapius_ForestTrailLong": 0.02,
                        "Lumisteria.MtVapius_ForestCrystalLake": 0.02,
                    }```
For locations it accepts
uncut viper
#

it adds the Default list of artifactspot data to the location data as well

brittle pasture
uncut viper
#

which has an entry with RANDOM_ARTIFACT_FOR_DIG_SPOT

hallow prism
#

i'm not sure what you mean

#

my brain refuses to parse it

brittle pasture
#

Tree Overhaul is a large code mod that does a bunch of stuff on top, but just the mushroom tree during winter part is simple

autumn tide
uncut viper
#

actually looking at the code again, those chances will actually override it, as long as you provide at least one

brittle pasture
#

changing the texture isn't necessary (nor does anything), the mushroom tree doesn't actually change texture during winter, but gets turned into stump form (which that field controls)

hallow prism
#

ah, so it's added by default to artifact list UNLESS you specify a chance?

uncut viper
#

i thought that was the ArtifactSpots list when i first read it (as in the location data) my bad

ornate trellis
#

i did have it set too tho but they still appear in other locations

uncut viper
#

if you have ArtifactSpotChances on your Arch item then it will only be used in the places you specify a chance for, if your item is type Arch but has no chances at all then i think it just wont appear

#

(in artifact spots)

#

((when using RANDOM_ARTIFACT_FOR_DIG_SPOT))

hallow prism
#

are you testing on a limited mod list then, spooky?

ornate trellis
#
                        "{{ModId}}_LostIsland_EnchantedForest": 0.01,
                    },```
for example
hallow prism
#

because it may well be a mod affecting that if you do not

ornate trellis
#

oh its not me, its someone else that told me they got a bunch

hallow prism
#

ok then i would ask them for a log

ornate trellis
#

yeah i probs gonna do that, i do know she got a lot of mods lol(tho im not aware of a mod that even does that kinda stuff but who knows)

hallow prism
#

for what i remember i never got an out of place VMV artifact before installing archeaoeoaoeoeoaaology skill

#

(there is an extra letter in the english version compared to french and i don't remember which one so you have a lot of bonus letters instead)

uncut viper
#

Archaeology skill adds every single item with type Arch, regardless of anything else in its data, to an artifact loot table which can appear as extra loot when digging up an artifact spot anywhere

hallow prism
#

i don't remember the behaviour of your book, button, i think it just increases "normal" chances?

uncut viper
#

ill do you one better, i dont even remember my book

#

after a quick self reminder, im pretty sure i just add more entries to the Default ArtifactSpots list with nice items in em

zenith venture
hallow prism
#

(and of course a mod can decide to add a custom object query like "item with type arch", if they wanted)

uncut viper
#

which is pretty much what the Archaeology mod is doing

hallow prism
#

yeah i assumed it was C# but it's doable with CP

uncut viper
#

it should probably just reuse the same RANDOM_ARTIFACT_FOR_DIG_SPOT query instead

ornate trellis
#

hmm

hallow prism
#

i think it would be great for respecting whatever the mod author had in mind yeah

#

just more chance of what can already be here

ornate trellis
#

ok turns out it was indeed archaeology skill emotiguy

hallow prism
#

glad it's figured out at least 🙂

late gull
#

Where are enemy sprites in the unpack?

brittle pasture
#

Characters/Monsters

late gull
#

Thanks, somehow missed it

elder kite
#

Having trouble targeting the seeds in this mod, tried both of these target strings:
"Target": "shekurika.MagicalCrops.CP/Objects",
"Target": "Mods\\shekurika.MagicalCrops.CP\\Objects",

#

Okay this is really weird, this is the string that works now...

#

"Target": "Mods/shekurika.MagicalCrops.CP/Objects/Objects",

brittle pasture
elder kite
#

Yeah that's how I ended up finding it, its just really weird formatting

#

Not standard

brittle pasture
#

if it loads a texture into some asset name, use that name exactly as it's written

#

there's no standard

elder kite
#

While true, none of the 27 mods I have supported except for this one use the Objects string twice

#

Its confusing if nothing else

uncut viper
#

there's literally nothing that says they even have to include the word objects at all

finite ginkgo
#

It does feel weird because of the redundancy, but not because "not standard" per the above mentioned reason

elder kite
#

If theres no standard why is everyone using the name Objects for their seed sprites lol

#

Its not enforced, but there is definitely a standard

lucid iron
#

Im sure there's an ur example mod that did it

uncut viper
#

you've checked every single crop mod on Nexus?

elder kite
#

The ahem, standard

uncut viper
#

that's not even how vanilla does it

lucid iron
#

Vanilla is Maps/springobjects so I'm not sure what u mean

#

Personally i just load to <modid>/whatever_word for any kind of texture

#

If u need to find out about how another mod loaded stuff quick, patch summary <their mod id> is your friend AquaThumbsup

elfin kindle
#

It's past midnight, you know what that means; I'm having more issues and I don't know whats happening.

SO i got the appearances to work, great. Since then I've also actually gotten around to making sure the {{ModId}} is implemented as well. Issue is, since i implemented appearances, i have been unable to interact with Mirren, my NPC, at all. He follows his schedule, his outfits work and im, as usual, getting 0 warnings or red text in my smapi console.

Content.json: https://smapi.io/json/none/3afbb65057814fb5b746078569293f70
Appearance.json: https://smapi.io/json/none/2360d83dfc0f45a5b994f3cb6bb44bc1
Dispos.json (this was one that fought me before when i couldnt interact with my NPC so im throwing it in as well): https://smapi.io/json/none/a27f4561d8ba4918960c697243d61c80

Smapi console log: https://smapi.io/log/8ce559c1c87a4d0fbc73c7f513d95916

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 1 content packs.

brittle pasture
uncut viper
elfin kindle
#

Otherwise it's a good catch, but it was giving me issues when i was first starting to make the mod so i remembered to check it this time lolol

#

I'll throw it in there incase im just stupid and missed something lolol

autumn tide
elfin kindle
#

r u d e/j But i will sleep, i get up in the afternoon so i haven't actually been awake a crazy amount of hours or anything ^^ I was just hoping to get this working so i can put it in a google drive and share it with friends so they can do some quality assurance testing while i work on some more difficult parts!

late gull
brittle pasture
#

the movies can be inspiration

#

licensed pinball boards basically

late gull
#

ooo

#

I like that

brittle pasture
#

The Zuzu City Express - The Pinball Game

late gull
#

Wumbus is gonna be a good table. I can just see it now

lucid iron
#

Prairie King the Pinball

gentle rose
elfin kindle
gentle rose
#

haha thought as much SDVpuffersquee

elfin kindle
gentle rose
#

dw, these things happen (especially when you insist on modding after midnight) SDVkrobusgiggle

elfin kindle
#

lolol true true, i can't deny that. I am the fool with pie on his face after all

ornate locust
#

Look, I get my best stuff done after midnight, it's in the name

gentle rose
#

I write code almost exclusively around 3am tbf

karmic gust
elfin kindle
#

Now imma just double check another thing and i can generally make it available for some friends to check out so they can help me spot spelling mistakes, too long sentances and other generally small fixes :)

ornate locust
#

i also mess up more after then, it's a double edged sword

elfin kindle
elfin kindle
ornate locust
#

the commas get less visible after midnight, I swear

elfin kindle
#

Hm, I.. I dont think thats allowed Mirren

gentle rose
#

idk, looks good to me

#

void contemplation time

elfin kindle
#

He's going to work, supposedly

#

I think something is funky with the wrap out for him.. Maybe??

hard fern
#

your guy decided to chill in the void

#

XD

elfin kindle
#

He just walked off , pls come back Mirren we have things TO DOOO SDVpufferwaaah

ornate locust
#

Genuinely the funniest thing I've seen is a NPC in alpha going "There's too many people around here for me" and then walking offscreen into the void and never returning

#

big mood

elfin kindle
#

PFFFFT thats amazing

#

I really gotta figure out why he's doing this though 💀

calm nebula
#

He's just introverted

elfin kindle
#

Smh dude, and like ive double checked and its very much corrently layered and the farmer cant walk through, he seems to be walking in the "right" direction but he's not wanting to leave the map before going

hard fern
#

ok yeah ive had the issue of my npc just fucking...??? walking through the wall, into the void, and coming back to where she was last standing

#

in a square

#

and it's so weird and idk why she's doing it 😭

elfin kindle
#

You dont know how to solve it either is what im hearing SDVpetcatsad

tender bloom
hard fern
#

our npcs 🤝 the void

#

the call of the void is so alluring

#

or something.

elfin kindle
#

I mean, i get it, i would also walk into the void if i had a normal 9-5 i think but like... cmon buddy, we've worked so hard to get here

molten summit
#

i feel personally attacked

calm nebula
#

Normal 9 to 5.....

#

(A normal 9 to 5 is about twenty fewer hours in a week than I actually work.)

molten summit
#

rip

#

your username makes perfect sense

urban patrol
#

@elfin kindle did you patch reload? NPCs void walk when you patch reload in the middle of their schedule

elfin kindle
#

Im gonna sleep once more and see if it helps, but i only patch reloaded once and then slept and it was still an issue

urban patrol
#

does your NPC spawn on a buildings tile and/or do you path them to a buildings tile?

elfin kindle
#

Neither, theyre never on a buildings tile inbetween going out of bed, moving like 7 tiles to the left and then they just decide theyre done and walk into the void

urban patrol
#

did you already send your schedule in here?

gentle rose
calm nebula
#

Smh

#

Sleep is for the week

elfin kindle
#

Dont think so, lemme get it and the map patch just to cover the bases ^^

calm nebula
#

runs away from Elizabeth

elfin kindle
urban patrol
elfin kindle
#

Right okay so whenever he has to leave the map, he just goes to the right and keeps going.... lemme get the schedule and map now

urban patrol
#

probably an issue with the map patch/warp then but yeah please send

molten summit
#

quickest way to get anywhere is to start walking east until you get there clearly

urban patrol
#

and you're testing on spring 2?

elfin kindle
calm nebula
#

Looks to me like a warp issue

elfin kindle
# urban patrol and you're testing on spring 2?

I just started a new farm to make sure the house overlay didnt have stuff growing on it so yeah. I've been reloading the game, forgetting that sleep might reset the schedule and just kept going ^^"

calm nebula
#

How do you warp out of that map

urban patrol
#
      "Action": "EditMap",
      "Target": "Maps/{{ModId}}_MirrenHouse",
      "AddWarps": [
        "9 23 Forest 58 27"
      ]
    },``` i would check these coordinates just in case
calm nebula
#

Also, what map did you copy from

#

Make sure there arent random extra maps warps

molten summit
#

very true

elfin kindle
# calm nebula How do you warp out of that map

I have both one added in the Tiled .tmx file but also added through coding, i have tried to have just one of the other and it still doesnt work. I've changed the coordinates as well, up and down

urban patrol
#

did you put the warp property on the tile data? if so, is the tile data on the back layer?

#

or did you go to map properties in tiled and add the warp property there?

#

however the CP patch looks correct so idk why that wouldn't work

elfin kindle
#

I have it on the map properties but then he just froze and couldnt get out i think, so i put back my tile data warp but i havent checked if its on the back

#

The tile data is on the building layer so lemme see if that does something

urban patrol
#

yeah if you're wanting a touch action warp then it needs to be on the back layer

elfin kindle
#

yush, lets see if this does it 🙏

urban patrol
#

action warp on buildings is for clicking doors and stuff

#

here's the info for touch action warp

#

(note that it's player-only)

elfin kindle
#

I had honestly just copied it from another cus i had deleted the original one, since i was adding one through coding anyways lol so i grabbed a random interaction one without thinking

urban patrol
#

it's an easy mistake to make

#

i feel like buildings-level tile data should throw an error if the buildings level doesn't have a tile there

elfin kindle
#

He's decided the void is too inviting

#

Aka it did not work...

urban patrol
#

can i see what you have now please

uncut viper
#

there would be no tiledata to error

urban patrol
#

i see i see

hard fern
#

SDVpufferflat could a schedule being too long make my npc parade into the void? Im wonder if i put too many points on it

urban patrol
elfin kindle
urban patrol
#

like if your NPC spawns in the railroad and then you tell them to arrive at 610 on the beach

#

or if you tell them leave for the beach at 610 and then head to seed shop at 630

elfin kindle
#

AH I FIXED IT?

#

The tile for some reason didnt save the tile custom properties so thats why it was funky?? I dont know, im not gonna complain

#

But moving it to the back mustve been what fixed it in general, so thank you!

urban patrol
#

the NPC successfully uses it now?

elfin kindle
#

yup!

molten summit
#

nice

hard fern
#

and apparently she decides to spin in a square through walls

#

before deciding to just leave

urban patrol
#

and you've checked for buildings tiles etc?

hard fern
#

i'll try fixing her schedule though

elfin kindle
#

I now have 3 different commands that warp it all but im lowkey scared to remove any of them....

hard fern
#

yeah im able to run around the map just fine

molten summit
#

debugging is so much fun

hard fern
#

SDVpufferflat yeah... fun...

urban patrol
#

if you're concerned it's too long i'd try removing everything but the first schedule point and then slowly adding them back in

molten summit
#

exactly

#

a little extra time taken will prevent possible bugs from randomly appearing in the future lol

inner harbor
#

Will this actually add the mail to the mail tab or just set a mailflag? RemoveMail <player> <mail ID> [type] Received In the player's list of received mail (bypassing the mailbox).

lucid iron
#

mailflag iirc

inner harbor
#

Cool. It exists as an actual mail, but I'm setting it to fire for a spouse and it makes no sense for a spouse to send you mail

uncut viper
#

assuming you meant AddMail, that will add it to the Collections page mail tab

#

if it exists as actual mail

inner harbor
#

lol yeah I meant AddMail. Drat. Maybe I'll connect it to the dialogue instead.

#

I forgot the $-thing I need to use

#

$1

#

right, I'm feeling a bit anxious cos I've really no idea how to test if this works, so I guess I just hope for the best.

patent lanceBOT
gritty saddle
#

Hello I want to try making a mod but I need some help if anyone would like to help. Basically I am just trying to build the all seeds all seasons mod from nexus but where it also works with modded crops too

indigo yoke
#

is there a program that helps make content patcher cutscenes? similar to the character creator?

devout otter
devout otter
vernal crest
#

Yeah a couple of people have made event makers but I think they disappeared before releasing anything

urban patrol
#

which was sad because at least one of them looked really cool

devout otter
#

Is there a way to call for your spouse's name in a message string? I know you can use %spouse for dialogue.

drowsy pewter
#

wait thats a different thing

urban patrol
#

but if you mean a map tile message then you have to use something like StringsFromMaps

devout otter
urban patrol
#

oh hmm perhaps, i should check the docs

drowsy pewter
brave fable
#

you'll be doing a lot of patch reload and debug ebi, but that's just how it goes

drowsy pewter
#

so even a C# mod may not work completely

#

It may be possible that pierre's missing stocklist is a flag in farmer data that can be triggered in a CP mod

#

idk

#

(but would only work for pierre anyway)

tiny zealot
solemn shadow
#

Hello, how do you load multiple changes in a content.json file? I tried the following and it didn't work, and a json valadator dosn't like what i attempted either so i think i did it very wrong....

{ "Format": "2.8.0", "Changes": [ { "Action": "EditImage", "Target": "Characters/Monsters/Iridium Crab.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Lava Crab.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Lava Crab_dangerous.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Rock Crab.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Rock Crab_dangerous.png", "FromFile": "crab/crabcover.png" } { "Action": "EditImage", "Target": "Characters/Monsters/Truffle Crab.png", "FromFile": "crab/crabcover.png" } ] }

#

...i think i did the code tag wrong as well? that dosn't look right... (on discord)

urban patrol
#

you're using the same file 6 times. if there are 6 crabs in one image, then define the textures from the same target and different pixel coordinates

#

also, your target shouldn't have a file extension in it (.png)

latent mauve
#

Target defines a game asset, which cannot use a file extension

vernal crest
#

Whoops, copy paste fail there

solemn shadow
#

oh, i just used the file extension that was shown by the content upacker, so ill remove the extensions.
and the all in one line thing will be fantastic! Thank you everyone!

vernal crest
#

Ok I fixed it

vernal crest
solemn shadow
#

ah, well, its working, but i did assume the default patch mode was overlay, so i think i just need to add that then its good! Thanks again everyone

indigo yoke
#

okay that actually wasn't that bad. Ported the wizard event to content patcher. Now just need to figure out how to (ether though CP or code) to do the +1 wizardry level and other stuff.

lucid iron
#

what if u add a trigger action action Bolb

indigo yoke
brittle pasture
#

it's not a content patcher thing

lucid iron
#

u can make one of these via TriggerActionManager.RegisterAction($"{ModEntry.ModId}_AdoptPet", DoAdoptPet);

#

and private static bool DoAdoptPet(string[] args, TriggerActionContext context, out string error)

#

after that when ppl put me.mod_AdoptPet the game calls DoAdoptPet

#

for events specifically theres event command /action <traction>

brittle pasture
#

for more info

indigo yoke
#

"MarkActionApplied": true for triggeractions I am guessing is for making it only trigger once?

#

okay I found it in documentation

lucid iron
#

no ur not adding a Data/TriggerAction entry

#

u r add an action that can be used in places such as Data/TriggerAction

brittle pasture
#

at risk of confusing you further have you implemented custom game state queries?

indigo yoke
brittle pasture
#

it's like that

indigo yoke
#

nay

brittle pasture
#

fak

indigo yoke
#

I know OF custom game state queries. I have not touched them

lucid iron
#

its fine to make a custom trigger action action without ever using it yourself

#

thats an entire framework mod Dokkan

#

now in ur case, you will likely want to use it in your cp component such as the event

#

which was why i brought up /action

#

the thing that goes in there is simply the action itself, no dependency on Data/TriggerAction

indigo yoke
lucid iron
#

I basically truncated this bit in me mod for you earlier

#

Livestock bazaar is not a content mod so it never uses this but another mod used it to make pet adoption happen in event

lucid iron
#

But yeah ultimately the concept is like

#

You can register a delegate by a string name

#

And in various context game will call it for u

#

For testing u can do debug action <youractionhere>

indigo yoke
#

and so does the livestone barzaar

formal laurel
#

Hello everyone!!! I'm creating a city mod for Stardew Valley, bigger than Zuzu. Please note that the mod is in very early stages of development and I'm doing it alone. Greetings from Argentina. Anyone who wants to participate, whether programmer or artist, is welcome.

#

Gracias por la atención y disculpen las molestias 😊

drowsy pewter
#

do you have...more?

#

i mean if you're here to recruit people, probably should show what you've been able to do already, or why people should join

brittle pasture
#

yeah, your idea is intriguing, but more details of what you already have (either of that mod via screenshots, etc. or just your own work in general) is what people expect

vital lotus
#

There are numbers of unfinished expansions...

indigo yoke
brittle pasture
#

if you're talking about Data/TriggerAction entries, yeah (there's an option to make an entry only run for the host)

#

AddMail (and a bunch of others) accepts a "Player" argument, on whether to act for the current player only, for the host, or for everyone, but other triggers just act for the current player

indigo yoke
#

just looking over vanilla trigger actions, I see alot of like "friendship with X" stuff, so I was assuming per player but wanted to make sure

#

yay everything works~

#

second weird content patcher question

#
        {
            "LogName": "Actual Patch",
            "Action": "EditMap",
            "Target": "Maps/SeedShop",
            "FromFile": "Assets/altar.tmx",
            "ToArea": {
                "X": 36,
                "Y": 15,
                "Width": 3,
                "Height": 3
            },
            "When": {
                "HasMod |contains=sb.AltarYoba": false,
                "HasSeenEvent |contains=90001": true
            }
        },

I have an map edit like this, with "HasSeenEvent |contains=90001": true.
So will that change if only the player who has seen the event or all players if a single one seen it?

#

I hope it is only for the players who have seen the event

brittle pasture
#

only the players who saw it yes, which (don't quote me on this) may lead to weird results in MP

gritty saddle
brittle pasture
#

you can use an input argument to specify "any player"

drowsy pewter
#

Oh you're the person who asked me about soybeans

#

lol

indigo yoke
brittle pasture
#

yeah I think that's fine

drowsy pewter
brittle pasture
#

shop entry has a AvoidRepeat field which I think solves that

drowsy pewter
#

yeah you can do that

#

the original question made it sound like you only wanted pierre's seeds

#

!cp

ocean sailBOT
drowsy pewter
gritty saddle
#

thank you

indigo yoke
#

is it possible to do a game state quary for content patcher's when thing?

brittle pasture
#

there's EMP "GSQ in token" thing, but it's recommended you register your own token since you're already in C# land

drowsy pewter
#

yes, content patcher tokens can be used as single tokens that resolve to yes or no

#

Which way is this quesiton being asked

brittle pasture
#

(I think they want the other way around?)

drowsy pewter
#

I see

indigo yoke
#

So like machines and trigger actions can have triggers such as

 "Condition": "PLAYER_HAS_SEEN_EVENT Current 90001",

or

"Condition": "PLAYER_FARMING_LEVEL 10",

Was wondering if there was a thing like

"When": {
   "GameStateQuary |contains=PLAYER_FARMING_LEVEL 10": true,
}

yes I know content patcher can check for skill level already, but it can't check for custom skill level. spacecore has a game state quary that does tho.

drowsy pewter
#

No

indigo yoke
#

darn

#

ty

brittle pasture
#

yeah definitely just make your own token

proven spindle
indigo yoke
indigo yoke
#

tyvm for the creative workaround. that worked x3

urban patrol
#

before i get deep into the weeds, is it possible to place decor on the bed in the farmhouse?

brave fable
tired matrix
#

Why does it display the wrong icon? Did i do something wrong?

#

Did i type something wrong?

vernal crest
shut edge
#

Move the number a little any you can make 194 eggs

#

What ingredients would make the most sense for dog biscuits in Stardew? I'm thinking flour and corn maybe

vernal crest
#

Bug meat /hj

shut edge
#

I was also considering that

#

Suppose I could set the bone items to a treat too

drowsy pewter
#

anyone know what this buff icon is?

#

imma yoink it for my spacecore stamina/health regen buffs

vernal crest
#

Obtained from some foods and green tea

drowsy pewter
#

seems similar enough to repurpose then

#

I must have blinked when i was looking at the wiki page haha

elder kite
#

Anyone know why this part of the bridge is using the vanilla texture?

#

Seems like that part of the bridge is an overlay, but I'm not sure what texture it would be calling if not the bridge that I found in

#

Assets/Maps/winter_outdoorsTileSheet.png

#

Nevermind I found it 😅

#

What is this map tile called?

#

I thought it would be Forest, but that doesnt seem to have the fences/farm plot

spiral lion
#

Hello everyone!
I am working on my custom NPC mod. How do you make the sleep animation continue during the morning?
When i try to add it at 6.10 the NPC keeps sleeping all day, but if I remove it - the NPC lays awake in bed in the morning.

Any ideas? 🙂 ❤️

Example day:
//Leave bed for kitchen at 7.30, and then to her shop at 8.30. Works until 17.00 and then goes to beach and hangs with Haley until 22.00 --> leaves for bed.
"
730 bloomingvalley.BloomandBrew_BloomAndBrew 11 15 0/
830 bloomingvalley.BloomandBrew_BloomAndBrew 11 28 2/
1700 Beach 41 19 3/
2200 bloomingvalley.BloomandBrew_BloomAndBrew 22 5 2 Hazel_sleep/
",

undone narwhal
#

If I want to edit another modder's farmhouse for personal use, is it "only" editing the map in Tiled that is necessary? (I know that's not trivial, I have used Tiled before).

vernal crest
vernal crest
vernal crest
undone narwhal
#

Nothing with warps or weird things, etc.

spiral lion
#

Thank you!! 🙂 will try it

undone narwhal
#

Thanks

elder kite
# vernal crest That's SVE's forest edits

I thought something like that might be going on. How hard would it be to change which texture is used by the tiles there? Can I just overwrite the SVE changes if SVE is present?

vernal crest
elder kite
#

That's actually whats happening here

#

My pack changes the mountains to be the same ground color as the rest of the valley

#

And the unintended result was that some tiles that previously used that texture are now incorrect. This is the only one I've come across so far, just need to change like 40~ ish tiles to use the correct texture.

vernal crest
#

You could restrict your edit so it only applies when the current player is on the mountain map

calm nebula
#

Isn't that forest but sve

vernal crest
#

Yep

elder kite
#

Splitting it up to be able to toggle it like that would be a total headache

vernal crest
#

Are the other tiles that are darker on the same tilesheet as the lighter ones?

elder kite
#

Yes

#

I'm pretty damn sure at least, trying to open the .tmx file right now

vernal crest
#

You could do a CP MapTiles change just to change which tile they use

#

You can check in game using Lookup Anything

elder kite
#

Tiled is not liking me today

elder kite
elder kite
#

Bless

vernal crest
# elder kite Tiled is not liking me today

That is normal behaviour when opening SVE maps because they use a combination of vanilla and custom tilesheets, none of which are in the same folder as the maps (correctly)

#

I use irocendar's plugin to add the tilesheets when I need to look at SVE maps because it's safer and faster than moving tilesheets or maps around

elder kite
#

Now I just need to find the correct tile index, I think...

#

Oh and layer

vernal crest
#

Also a thing you can do in game with LA

elder kite
#

Mostly posting for my reference:

#

Tile to change:

#

Tile example:

vernal crest
#

Important to note: you have to use the tileset name, not the tilesheet name

elder kite
#

Hmm, I think im getting closer 😅

#
         "Action": "EditMap",
         "Target": "Mods/Stardew Valley Expanded/Maps/Forest",
         "MapTiles": [
            {
               "Position": { "X": 53, "Y": 22 },
               "Layer": "Back",
               "SetIndex": "556"
            }
         ]
      }```
#

Anything you see wrong with this off the bat?

vernal crest
#

Oh, yes

#

That target

#

What is it?

#

How did you get it?

#

You can see from your LA screenshots that your Target should actually be Maps/Forest

elder kite
#

AHA

#

I tried that initially but it didnt work so I thought I should try to edit the SVE one

#

Then I just reverted, but chnaged the layer to Back9

#

That worked

#

:D

vernal crest
#

How did you get Mods/Stardew Valley Expanded/Maps/Forest?

elder kite
#

Uhh was just a hopeful guess xD

vernal crest
#

I see

#

That's always going to have extremely slim chances of working. Targets are very specific things and they have to be exactly correct

#

You always need to get the target from somewhere. Sometimes it'll be from looking at the game files, sometimes from a mod's files - depends on what you want to edit.

#

I wonder why they even have that Back9 layer

#

But good call in switching to that one, because Back9 draws on top of Back so you probably did successfully change the Back one before and it just wasn't visible

elder kite
#

Ah that makes a lot of sense

#

Can be weird to edit a mods edit to something vanilla

vernal crest
#

Yup, but that is why we make use of extremely helpful tools like LA lol

elder kite
#

Yippeeee

vernal crest
#

Don't forget to test it in the other seasons too

elder kite
#

Just did :)

#

The tiles that were "wrong" were different in each season, so I opted to replace the whole 9x5 area

#

Just realizing but I should probably make it so that change only applies when SVE is installed

#

Correct me if Im wrong, havent tested yet, but this change will mess up the vanilla map w/o SVE I believe

vernal crest
#

Depends on whether they're both used in vanilla and if so, how