#making-mods-general
1 messages · Page 450 of 1
Well i think the general architecture of a mod didn't change that much
But yeah as a refresher it's good to walk through the C# mod guide on the wiki
Then u can decompile etc n see what you gotta do
!startnodding wiki guide here
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
I'll check the guides and see where I stand. Thank you for your time. I'm sure I'll be back for more help!
Does PathosChild still frequent? He gave me some help back in the day.
still is
though likely quite a lot busier now than back then
dont know when he first started helping out with the game officially
(i still dont know how Pathos balances everything he does...)
Here is one I did that went over pretty well. I'd like to redo but improved.
https://www.rockpapershotgun.com/this-cute-stardew-valley-mod-adds-valentine-letters-from-villagers
sending mail is definitely changed in 1.6 land
you need to define Data/mail and then an action in Data/TriggerActions to send mail
no more null events
I saw that on the Wiki. Not sure exactly what that means, but in the past I added them to a mail collection in OnNewDay(). Let me go read rather than ask you all questions already covered.
content patcher is a thing back then right
Yes, but that was for sissies! 😄 I write code. LOL
Content Patcher is absolutely not "for sissies"
It was a joke.
Content Patcher has gotten very powerful
Yes, 9 years ago it was different
(joke or otherwise, given that there are a lot of people who write content patcher mods here (its literally the majority of all stardew mods), its probably not very good to even jokingly imply that their mods are lesser for it)
content patcher has in fact spent 8 years working out and is now fully capable of beating you to a pulp
All my MODs were simple things. Noted, and my apologies.
be careful who you call non-turing-complete in middle school
Train Whistle will still need C# im sure, but anything involving mail can almost definitely be entirely content patcher now
Sorry for the joke... I'll stick to lame dad jokes instead. I was not trying to offend anyone.
I'm not even sure if Train Whistle can be done in the new world.
(no worries, im not a server mod or a content patcher mod author (mostly) anyway, its just not completely unheard of that people are too serious about it lol)
What did train whistle do
summoned a train at the railroad, from the looks of it
that one might honestly not even need to change too much
Yes, using a method call. Hopefully it is still there.
the main difference would be in the item definition i'm sure
I was just trying to add some fun stuff and code at the same time. My daughter started playing Stardew Valley on the switch and asking me questions... suddenly I was back in playing and on year 3.
[[Modding:Items]]
looking at the code for it, its mostly in the content pipeline stuff thatd need changing, and how you detect that item the player is holding (since you can use qualified item IDs now)
The ID thing rings a bell. There was a limit and I had to use an ID that might conflict or something like that.
no longer an issue whatsoever 
Anyway, thank you all. I'll start looking into it. Ginger Island is new to me, so I am off to explore it.
comparing ParentSheetIndex is no more (especially since modded items with their own spritesheet exist now)
And actually I think your name is familiar Selph. Were you here 9 years ago?
nope lol
I only joined after 1.6 (as a modder)
been playing for much longer, but I also wasn't here
(in the back of my mind it still feels like EMC and EAC are ancient fsr)
the only people I know of who were here are back then are casey (under her old name) and pathos tbh
I never even heard of stardew back in 2016
blueberry erasure
I knew what a stardew was but i thought it was like new harvest moon game or smth
Didn't play until 1.5.6
Yes, it's no fun getting old... you will learn that eventually, but they don't teach that in school or in college.
Is this blueberry erasure
i was here in 2019, which is thankfully not quite 9 years ago yet
I was not aware of how long blueberry has been here
for all I know she joined yesterday
(i dont know im just taking a guess. blueberry gives off ancient vibes /lh)
I didnt knkw what starew was in 2022, never mind 2016
only joined after 1.3 when i overheard people talking about a very lame-sounding farming simulator getting a multiplayer update
I'm not convinced you know now
When did blueberry (crop) get added to game
people come and go, but the 15 starting parsnip seeds that welcomes us every new save is eternal (pls do not point out the fact you can change the starting gift I'm trying to make a poignant point)
i played when stardew was released but did not mod. sad for past button
I don't think I modded my game until a couple IRL years in
That new haunted chocolate game i keep on seeing teasers for looks good 😛
Morning Esca!
I don't play with any MODs but I enjoyed making them. I made some pretty lame ones just for the modding events they had here. Like putting Christmas ornaments on the UI.
I first heard of stardew via xkcd
I am up like 4 hours past my (arbitrary) bedtime, good morning 
ah finally, someone truly ancient
I just got off work l!
Got to run... again thank you folks. Have a great evening, morning or day.
this did not prove to be as relatable as it promised tbh
(I was struggling to remember when I actually started playing SDV, but I did mods in 1.3 too, because co-op)
(also never thought I'd talk enough to get repo access, but whoops)
I hear the soundtrack is good
which one of you is randall munroe. he's been playing since 2017 apparently
Wait arent we in the same timezond
I don't think I've heard any of it yet 
Is your bedtime literally 3pm
it's 7:30pm here but my brain is on a 26h schedule despite all efforts
got up at like 4am today, so I'm half-asleep (and 2am before that)
(i remember being annoyed when i first started modding that id need to reach the entire level of 25 in order to get the mod author role...)
Did not expect that to be real tbh
2 yes
I joined in 1.5.4 and was still a vanilla/vanilla+ user going into the 1.5.5 and only started mod authorship in 1.5.6
I started playing shortly after the 1.5 release
But I didn’t start modding until a few months later
And I started writing mods when I learned about the good word of DGA (rip…)
...i legit started like this March-
nice
you?
I first played stardew back in 2018 so I'm not sure what version that was
just very recently started modding
We’re all here for the same game, noob or old person
1.2/1.3 depending on when in 2018
exactly
oooh new user i see
it was probably around November 2018
1.3 then
have y'all reached perfection?
How on earth did i even discover stardew
no lmao you have to play the game for that
I genuinely have no clue
No x2
every time I get to starfruit/ancient fruit production, reach a few million, then stop lol
I've done 1.5 vanilla perfection, SVE perfection and SVE+RSV+ES+others perfection and then a 1.6 modding alpha perfection and 1.6 release vanilla perfection
I started playing in 2016 bc I saw a reddit thread in r/harvestmoon talking about a new farming game haha
bitch how /lh
I discovered Stardew due to my yt algorithm on Harvest Moon and farming sims
funnily enough, my first encounter was a video showing the 10H group evemt
Around 1.5 ish?
i'm just queer enough that it magically happened and it just appeared in my steam (algorithm showing it to me till i got it lol)
stardew in a co-op group is fun and vanilla perfection is fast
I’ve gotten perfection a few times, but I think almost always coop with my husband
I think we did the 1.6 perfection in like mid spring maybe summer year 2
i started in 1.3 and still miss some of the incredible bugs from back then. i didn't do any modmaking until two (and a half) years ago
oooh tell us about the incredible bugs
longest was the many expansion perfection and that was y4 I think
green wallpaper sword and fishing journal time freeze were two of my faves
My first perfection was Y5 so ymmv lol
I've done two perfection runs but tbh it's not my favorite. I like the early-mid grind. The end just feels like sleeping through days until you can refill kegs and get the golden clock
but back then you couldn't sit on chairs, so chair slicing didn't come around until that update (was it 1.4? i don't remember when chairs)
I usually let it fizzle out once I reach ginger island
chair slicing my beloved, still in the game, pls never fix pathos thx
im not fancy enough to actully get it done properly soooo
the key for a good perfection run is be anti-social for the first few seasons and focus on mine,farm and cc progression, and only once resource rich actually care about the town and start spending time gifting
i only have 2 (well 3 if you count the debugging) saves 
1.6.16 will be removing "can you smell the bread (recipe)" et al which is a Shame™
That may have been my problem because I usually max out friendships quickly
aw that always told me there was a new recipe in stock
And then it's just boring
and some of the nice CC strategies require delibrately not talking to anyone but demetrius and one other to farm their mail gifts
meh, i just prefer a fairly unproductive game lol
my biggest burn out problem was that I pretty much stayed at 0 hearts with everyone (except Linus) and then had to grind hearts at the end
i feel burnt out just playing the game the way i normally do
fun fact, the mail gift sender is seeded but the gift isn't.
so if you get the wrong gift, can reload the save, spend a different amount of time walking around then reading the mail and get a different gift
ofc not linus he's the bestttt (..also sashimi)
my problem with stardew valley is that modmaking is so much more interesting than the actual game /lh
and so easy to get to 10 hearts, grab a random forage each time you go to the mines and it's done so quickly
like, i get plenty of money, plenty of resources, im efficient when it comes to collecting and selling the things i need for cc and perfection... i make sure to raise my hearts with villagers... but all of that is so boring to me
so whenever i try to play i immediately get hoodwinked into figuring out whatever new modding puzzle comes to my attention
..gonna sneak in a little gay subtext between Linus and Rasmodius in my mod without disclosing it 
IK
I'm currently using that new one crop tile farm mod and it's really fun figuring out how to play with the limitations. Self imposed challenges might be fun!
My thing is I dont like gifting early when I need resources, and when doing multiple weeks of living in the mines or skull cavern having that social decay is inefficient so if I just dont gift at all until im ready to commit I'm not inefficient
I also am very calculated with my resource distribution lol
I don’t even know what that is
...i just give NPCs stuff even with max out hearts cause i want them to be happy
But if it’s egregious enough I probably shouldn’t know or I’ll be obligated to fix
shhhh
shhhhhhh
..except for pierre he gets trash 💖
though I think it is in the CA list of intentional bugs at this point
oopsie :3
I assume slicing meant something combat related
I knew that one
well you slice through the fabric of reality via chair i suppose
Chair tesseract
YESSS
i also wouldnt have called it slicing. why is it called slicing
it's been deemed to be called slicing
it's not even that powerful, so it's not worth fixing
I've mainly seen it as chair skip or something along those lines
cool word
Hmm, more like chair phase shifting
all you get is early secret woods and early quarry/mine
chair skip is what i woulda gone with yeah
or chair clip
So it is that???? Yeah that’s not that big of a deal
I was thinking something like you one shot enemies with a chair or something
as its mainly used as a way to get out of bounds or just past secret woods log or other obstacles
i called it chair slicing because i think it sounds cooler than "chair clip"
OMG please someone make that into a mod
would you rather i call it "greg egg"?
Should I turn furniture into bludgeoning weapons if held in VR
I will smite you with an aquarium for extra bleeding damage
i mean i feel like things should default to being bludgeoning weapons
if swung in VR
true
Slicing just doesn't evoke anything to me other than knives
everything is a weapon if you try hard enough
Oh my god. What if I ||brought back bug net but you have to use an actual net||
...what's bug net 😭
Look, by Hitman rules, blunt objects KO and sharp objects kill, that chair kills nobody
you're scope creeping a mod that is already a herculean task
A mod I abandoned ages ago
Yes
That’s already happened though
bug net....
That among other new content for 3d type stuff would go in a third mod and would wait until the base mods are playable
“What other content”
Well, full 3d farmer physics, for one
i still can't believe you're making 3d stardew
(Separate mod because I won’t be able to let vanilla players connect anymore)
(Yes vanilla players will be able to connect with 3d/VR players)
I pretend i do not see the evil crimes in front of my eyes
That’s why they’re usually hiding in the crime thread
The crimes are so monumental they sometimes breach containment, though
oh shit sorry for spreading the secret here LOL /lh
It’s not that much of a secret 😛
state secrets have been leaked here comes the police 🚔
Anyone who checks my github repo can see the code, after all
NO /j
casey you're gonna be arrested
/j
Pfft, I’m too powerful
The only thing that can stop me is my crippling mental health phases
the FBI will have to get involved to hide your interdimensional crimes 
REAL omg-
thats why you traumatize fictional characters 
it's not projectinggg it's character development
it also really is the first place I've heard of stardew!
atra, I keep this a secret but there's a decent chance you've played more video games than I have
I had to get my video game info somewhere 
what is a xkcd
Funny comic guy
alr tyyy
an average nerd have at least 30 xkcds they can recite from memory
Personally I've read barely any of the comics, although have read his books multiple times
dammit i gotta read more to increase my nerd levels /j
You're just one of the 10k
Five years. Just moving stones. Glitch in the matrix. Gravity is fun
oh new server icon!
Bet
oh my-
comic nearly as old as I am
it's cute but
OH THAT KIND OF SCENT MARKING
OH THANK GOD

..def didn't misunderstand anything carry on 
it's her laptop now.
that's just how it works
Cat tax
quartz expert, regular expression, internet infrastructure, file transfer, bird identification, competing standards
legally speaking anything a cat rubs their face on becomes the cat's property
competing standards is top tier
we regularly quote the nerd sniping one in this server, smh atra
A couple hours ago my (parents’) cat:
- minimized a game during a multiplayer match
- somehow reset my RGB keyboards lights to factory settings
- somehow opened windows magnifier and zoomed it to 1200%
At that point I restarted my PC out of fear of something else would go wrong
Cat.
hacker cat 
the THEIF
someone is wrong on the internet.
If you call sitting on the keyboard grooming yourself in front of the monitor because you aren’t being petted, then yes, hacker cat
little bobby tables. that's a classic
indeed
this isn't an xkcd but it counts spiritually
i like the one that says the rocket should be pointing up
that's basically how coding works, right?
See, I can’t name xkcds off the top of my head, but I sure can recognize them
Anyways
I assume you have cool modding stuff to show off, casey
And I need to go run n miles, where hopefully n>2 before my foot starts hurting
I’m in bed so no
I mean, there’s the stuff I mentioned to you earlier I guess
go to sleep then omg /lh
Well I need to touch grass and see the sun
But that got a distraction because I was getting so annoyed at the test method
I wonder if when checking GSQs for Any player, if it checks farmhands who are not currently online, such as with PLAYER_HAS_MAIL
I'm worried that I'm going to put an irreplaceable quest item in someone's mailbox before they log off permanently and softlock the host
it does
I would assume so
i see
it checks all farmhands, offline or otherwise
Okay, host is getting all mail from here on out
In before: federal mail fraud, the mod
I mean, we don’t know if ferngill republic even has a federal mail system.
Maybe in the town it’s normal and expected to manually drop off your letters
Maybe joja monopolized it everywhere and don’t bother in Pelican town because not enough business for profit
(Though the entire grocery store for a town of like 2 dozen people does seem odd…)
you can send mail to zuzu city from anywhere though
Can you
not like that fake city stuff 🙄
one of the spam calls asks you to send your credit card number to zuzu city
Oh, hmm
hmmm
Still doesn’t guarantee it’s federal, but I see your point
no, you're supposed to hand deliver to zuzu
You hear a robotic voice on the other end. # Congratulations. . . You. Have. A. 10,000g. JOJA. Rebate. Waiting. For. You. . . Please. Mail. Your. Credit. Card. Number. To. 133. N. Gunger St. Zuzu. City. To. Receive. Your. Rebate. . . *CLICK*
wow im rich
What if pelican town is a situation that’s like “give the mayor all the mail you want to send out and he’ll bring it to you if you get anything”
He does the shipping himself after all
There’s not even PO Boxes, smh
the parrots also do mail delivery
i dont know if theyre really endorsed by ferngill though...
Postal banking for pelican town plz
my 70 line trigger action just got longer
For now, can we use UCT (Unique Children Talk)/IUCT (Immersive Unique Children Talk) to trigger specific dialogue with certain children under certain conditions?
Man, I can’t wait to see what you and other serial TA users will do with <REDACTED>
Unredact now
Even if I did you wouldn’t be able to play with it until <REDACTED>
Trigger action action to turn your game 3d
are you aware that your trigger action is already longer than the maximum size o the GSQ cache
There’s a GSQ cache?
huh?
GameStateQuery.ParseCache
thats why im answering for you instead of saying "look in the decompile"!
I dont have 70 separate GSQs in it, just about 20
if a GSQ string has already been parsed it gets grabbed from the cache instead of doing a bunch of string parsing again
if its not in the cache it gets put in the cache after all the string parsing
Hmm
(It only resets once per minute iirc)
however this cache can only hold 50 queries til its set to be cleared at the next appropriate tick
Is that before or after tokenizable strings
(Although it probably could do with being unbounded on PC)
well GSQs dont parse tokenizable strings to begin with
are you telling me all the work i put into tokenizable string support for GSQs for BETAS is gonna be moot in 1.7
You did what now
I have no idea what you're talking aboit but it will be cool
its for my GSQs specifically tbc
but every BETAS GSQ or traction supports tokenizable strings
(As someone who works in an industry that has complex declosure rules, I would like to find oit when 1.7 releases)
and the only reason i didnt make it happen for ALL GSQs is because i didnt wanna be responsible if i broke something
but i just as easily could have since most of the code is taken from the existing ArgUtility stuff
(I don’t think any of us even know the answer to that)
(I meant....i want to find out about cool 1.7 features when 1.7 releases and not before.)
Dang it pathos I still have stuff pending your code reviews
We aren’t ready for release yet
I have enough of nondisclosures at my real job I dont want to know
if you're gonna yoink half of BETAS features anyway just hire me next time /lh
(Ah. Well, I wouldn’t tell you anything that actually matters on that front anyways - only technical only things that I’d mention in modding alpha thread in the near future)
I don’t even know 3 of its features so it won’t be deliberate 😛
Not like I wouldn’t yoink SpaceCore features too if it made sense, if it makes you feel better
it doesnt i need a job
(No shade, I just have been out of it for a while and even before didn’t pay too much attention to frameworks besides their names beyond my own)
(none shade taken dw!)
Hello. I don't know of this is the right place to mention it, but I posted my first mod ever on Nexusmods. It's a retexture of some Ridgeside Village items so that they look like they're part of Cometkins's style. I originally made it just for myself, but I thought it would be good if other people playing RSV with Cometkins's visual mods could have it. Is it ok to post the link here? If not, then I'll just mention the mod name instead.
Well I guess I can add you to the “modders who would like a job from CA if he ever asks me if any modders are interested” list.
(That list is presumably half the active users of the channel, if not more)
only half?
Sure! Although you'll get more interest from #modded-stardew
if not more
Ok thanks. I'll post it there as well
Keep in mind I’m not only talking about the hardcore longterm regulars 😛
i wouldve said "every active user (minus atra), if not less" personally 
I'm so special
I never should have unmuted this channel smh. I need sleep
Here's the link to my mod if anyone wants it: https://www.nexusmods.com/stardewvalley/mods/38723
I mean, I wouldn’t ask him for a job because I already have one mwahhahaha
imagine the allure of two jobs though
I mean… it’s come out the same either way
Unless they pay in parallel meaning working one hour gets me two of pay
thats what i was imagining
Ah
ah i didn't see this since it was under the ReShade tag
I don’t think I could double my productivity to match though
dont worry we have AI for that now (heavy /j)
I’m no pathos
Oh oops. I might have to change that then
chatgpt implement this feature into Sdv. do not add bugs. do not hallucinate. do not add Weeds Honey
r/overemployed?
man i havent thought about the concept of overemployment since before gen AI was a thing. im sure theyre doing very responsible things with it
"Understood. Here is Weedses Honey."
😔
About the only job I think i could fit around my day job is becoming a realtor
I think if I tried to do any second job my first job would suffer
Either that or the normal sanctioned one, becoming an adjunct
Maybe if the second job was something actively destressing
Not distressing, bad autocorrect
I’m pretty sure becoming an adjunct would not help
i think the idea is that it suffers but not enough to get you fired so you get double the paycheck without double the actual effort. i think
oh you're empty gas tank light
It's incredibly common in my field
My job already takes all my time and energy 
i looked at the typing indicator and thought "maybe we should get back on topic so this person can ask their question"
Nope just me
You teach one class, in the evenings
perfect, we can stay completely off topic then /j
Local schools love real experience
Disinfecting = removing infection
Disorganizing = removing organization
Distressing = adding extra, bonus stress
Thanks English
I already teach two classes and I spend my evenings trying to catch up on email and/or research
Also I do not have real experience
(Yes I realize di- is the prefix for distressing, that ruins the joke though)
I think what might happen is that I get fired instead of tenure
Which is like getting fired but in several years
maybe then the solution is to get the second job but let that one suffer extra
you'll get fired from the second one still but its the one you dont care about and it'd be after at least one paycheck so hey maybe its worth it idk
Maybe if the job were like “sitting around in a warm bath relaxing” or “eating tasty healthy food at regular intervals”
(I also considered getting my zumba license)
Pays poorly but hey, I'm doing zumba every week anyways
distressing = removing hair
Take off healthy and it still sounds good. Heck, maybe even better
Possibly even “lying on the floor quietly in a dark room”
So bald people can’t be distressed? 
Or “re-reading books I’ve already read and liked”
But real talk I have spare capacity, it's called Sunday
Dis + tressing ?
I'm not dying yet
Brb telling every stressed workaholic I know to wax their head
correct, they have no tresses
I lived like that briefly but I did not enjoy
It turns out 12 hours of typing a day with half days on Sundays gives you a repetitive stress injury
I think i could swing an adjunct position
No wonder I’m stressed, my hair is like 2.5 feet long!
Teach circuits
I think you could too
I liked teaching circuits
Hmm, but when I had to cut my hair it made me feel worse
Call it a hunch but I think ichor might be making this up
Puzzling, perhaps we need a more complex theory
you mean iro?
More variables = better fit
Your power came from your blue hair, casey
(
)
No downsides
Don’t do this to me
Although ngl
I almost actually checked
distracting = recording a song that makes fun of your perceived enemies
an even clearer sign that you should sleep[
Like what if they swapped their names and put them in spooky variants
My hair....it has to be within two inches
I really do not like my hair too short to tie I
No I confuse those two and wren 24/7
But it’s so much work 
DayStarted being past tense and DayEnding being present tense always frustrates me, even if it makes sense from a save writing perspective
oh i know, but the fact that you believed me might be a sign you should sleep, i mean
It's v# convention
brb designing the v# language
(or "almost actually" believed me)
I mean SMAPI events use Updating for before and Updated for after if I remember right, so #blamepathos
Don't blame pathos
well theyd just be incorrect if either of them were named different
That's convention
Hmm. Maybe.
But on the other hand… they would totally do that, given they really did swap recently and I didn’t even know until I was told after the fact
I’d prefer BeforeUpdate and AfterUpdate
Updating is present tense, which means it’s actively happening, but it hasn’t actually started yet!
it hasn't been long enough since the swap to do it again. we need to wait until more people forget about it so no one is prepared
Updating is present tense which means whatever you're doing in reaction to it is happening during the presrntly happening update!
So for the next seasonal name change period, got it
I am always prepared for iro to be engaged in shenanigans.
(Now you have to wait more than that just to throw me off, spcificslly)
You were a bit of a surprise I will admit ichor
Iro crimes again?
Consider
i wont
Mettera a jour
that just brings me back to the terrible time i had trying to memorize those conjugations of words in french class
....the joke would have worked better if I had hit the conjugation right the first time
case in point 😛
if it makes you feel any better im just sorta trusting you that its right bc its been too long for me to remember and i wouldve said -rais as the suffix if asked so. shrugs
Can anyone think of a CP-accessible method to keep a stat-like tracker on the host, and be able to increment it?
My quest has 12 quest items, but they can be turned in in any order. So I want something that's stored on the host to keep track of how many items have been turned in so far.
I have an idea for the host player to have a dayending trigger to read how many quest mails have been sent and increment it for each quest mail as long as that mail has not incremented a stat yet, but it would be kinda messy and seems like there might be a better solution
The player holds it when interacting with a specific tile (a fake dropbox) and a trigger action runs to set flags and remove the held quest item
So IncrementStat can be run at that time, but it would only increment for the player who turns it in
is it important that you know how many items the player(s) have turned in so far, or just which ones?
Is this 12 items turn in 4 or smth
Because ngl 6480 this feels like a complex special order
I would like to do how many, so that i can give players a journal entry with a visual indicator of how many quest items theyve done so far
Anyways normal triggers only fire once so you could do the increment stat thing
The mod is working fine without it so far, but it would improve it
Oh thats true
no you cant bc you cant increment another farmhands stats
Send mail to hodt
or the host from the farmhand
Host increase stat from mailflag
isnt that what 6480 described originally
I'm confused and behind schedule on duolingo
The other thing with using real stats to track this is that in order to get the number in the quest to look correct for farmhands, i will need to route the "# of 12" text through some more complex trigger actions so that the host can communicate their stat to farmhands
but its ok
I'm just wondering if there might be other options 
by CP accessible, do you mean strictly CP with no frameworks?
then instead of storing the stat on the host, perhaps store it on the Farm mod data?
Spiderbuttons.BETAS_WriteFarmModData MyCounter [Spiderbuttons.BETAS_NumberOffset [Spiderbuttons.BETAS_FarmModData MyCounter] 1] would increment a counter in the mod data as long as its initial value was a number (like 0)
it's fine if you don't have a social life to lose 
BETAS saves me once again
from there it's just a matter of deciding what you're going to leave the keyboard for today
How do I set the initial mod data? Just put a field in custom data?
then Spiderbuttons.BETAS_FARM_MOD_DATA MyCounter <number> or Spiderbuttons.BETAS_FARM_MOD_DATA_RANGE MyCounter <min> [max] to read it
(as GSQs in a trigger action)
you can just have an initial Data/TriggerActions entry that writes the mod data first
Spiderbuttons.BETAS_WriteFarmModData MyCounter 0 will set it to 0. should definitely make it host only, too
so just do the same thing without the whole number offset part
yeah the numberoffset part is just to increment it
it just assumes that it can parse the first number you give it, which is another tokenizable string in this case, is a number to begin with
which would break if there was no value there at all yet or it was not a number
got it
and because this is in the Farm mod data, it is always accessible, readable, and writable from any player, host or otherwise
I wonder if I can make the quest text update right after turning in a quest item -- I guess betas reloading the mod would do it
ill be honest i was wondering how you were going to do that since that seemed like a lot more unachievable a task than the counter lol
once a player gets a quest it doesnt matter if its original data changes
its locked in
stored in the quest itself, similar to how items would be hence needing to delete and spawn new ones
I can be evil and remove and replace the quest, but that seems like quite a few crimes
the description might support tokenizable strings?
if it does you can put the [Spiderbuttons.BETAS_FarmModData MyCounter] in there
i dont know if thatd update in real time or not
but itd at least update across sessions? maybe?
I shall test
this assumes it supports tk strings in the first place though
idr if Data/Quests is a localized asset
the wiki page does not say so
its one of those files that has a different data file for each language
thats what i meant by localized asset yeah
if thats the case then i dont think it supports tokenizable strings
and a quick look at the decompile makes me even more sure of this
well hm
you could remove the quest and re-give it lol
i'm already in too deep
in order to be real time this would need to use that BETAS PatchUpdate thing however that does reload all patches
and not just for your mod
so that thing is kinda like a last resort
so did i until recently :'D
LOL
past Button mustve gotten her wires crossed when writing the documentation for it, and so all future Buttons just trusted her and her shoddily written docs
and even shoddily-er written code
Well damn, idk if I can remove it. It's so that an animated item stops playing the animation after interacting with it
but for players with like a thousand mods they'll notice the lag
its not bad if done sparingly, a user with a huge modlist just might get a lag spike
if it helps, no one else has ever brought it up as an issue before until very recently, when someone was using it every time a Dialogue Box opened lol
but idk how many mods use it in the wild
if a user isnt moving or doing anything else when interacting with the item, theres a chance they wont even notice it happened because it'll be over by the time they start moving again
Good lord I'd never use it that often
to be fair to them, if it worked as the docs initially described, it wouldve been fine lol
not their fault at all and i still feel bad about it
How can I use CP's "When" block to check for a child's gender and name - especially when the limit on children is edited via PolyamorySweet or a similar mod?
CP has ChildNames and ChildGenders tokens but for the ones beyond the vanilla limit you'd need a token from Polyamoury Sweet. if it doesnt add a token for it, then you cant.
How can I retrieve said token?
from polysweet? you look in its documentation or mod page to see if it even exists
you cant make it. its on the mod author to implement it.
if they didnt, then there's nothing you can do
man i realized if I'm removing a quest and regiving it to all players i need to put it in a different trigger action since addquest is only for the current player
what a load of work
map draft with reshade on because i love reshade oh hello little reshade
and the store with the super cool guy
AND OMIGOD I JUST HAVE TO SHOW WHAT ALL THESE HORRIBLE PATH TILES LOOK LIKE
it's giving depths from tears of the kingdom
Oh gawd
This is why i always hide the ugly paths layer while i work
Welp, that's me. Did a workaround that's... risky?
I refer to code by @proud wyvern in Hat Mouse Lacey mod to make a trigger action to run the console command. Then make it do patch reload <modid>
that just does the same thing as PatchUpdate
it just reloads the actual files of the mod first
so that is actually worse off now
Would it reload all mods too?
no. it reloads the files of your mod.
and then it updates the context for every mod.
it literally just does the same thing as patch update it just opens all your .json files from scratch again first
Dang, i was under the impression the reload command would only the touch specified mod id
that would be too easy
So how can I look at CP's Child-related tokens via the SMAPI terminal?
And apparently - Children born after uncapping children is counted too -
(Any child after Itsuki and Urara (my original 2 children with Sebastian) are born after the child limit is uncapped via PolySweet)
there’s no way to filter specifically for child related tokens, especially since they can come from various mods
unless you mean to see the values of the built in ones? which it seems you already figured out
I tried to test out spouse detection within UCT, but apparently it doesn't work!!
(1st image shows default dialogue, 2nd image shows the lines I want to replace)
(Also, I have both UCT and IUCT)
Anyone knows how to fix?
@brave fable Hey blueberry, my players are curious if you have plans to add the spacecore compat to loc sometime this week (since spacecore got the prs added)
Perfectly fine if not though
how many of your players 📝
...might be a singular player
in fairness, the others dont even know about potential loc compat haha
i'll have to run the numbers on this one
...hi it might be me
I know you're only delaying it so I can't publish my "context tag every ingredient" mod /j
no, it's because i called her boobery i know it is
Hi lovely people! quick question: if my mod contains a C# component and a CP component, and both of them contain strings to translate, does it mean I need to have 2 different i18n files for each language? Or is there a way to merge them?
If you load the i18n in the CP file to the game's data files the C# mod can also use the strings from that file, I just dont know the specific syntax to do so 
I do that so that my mods can access i18n strings from my other mods
Cool! Thanks! do you know where I can find the syntax? I'm finding nothing u_u
Do you mean Load to Strings/whereever?
I do that but also use i18n, which i think is overkill
But it would mean C# components can pull from Strings/wherever
it doesnt have to specifically go to the strings folder
any name for the data file is fine, just like loading any other file into the game data
Ah fair, I go to strings bc I then use localizedtext and I was copying vanilla
tangential, but i think it's fine to use exclusive priority when loading your own mod's assets
Is there any downside to using non-exclusive?
more typing /lh
Hehe
i suppose in the unlikely scenario that some other mod loaded over yours and left their priority on exclusive, if yours was non-exclusive their version would simply win instead of breaking the mod and logging an error. this may be a benefit or a problem depending on your perspective and the user's expectations
but also i would expect such a mod to do EditData instead, so shrugemoji
why use actual emoji when you can just add "emoji" to the end of a word thinkingemoji
agreeingemoji
i dunno it seems like everyone is agreeing with my approach /lh
I like to give myself the option of allowing future me or others to load over my assets easily if that is desirable
Ok, I think I'm done with people reporting outdated Furniture Packs as FF errors, I'm gonna do mod crimes
I'm going to implement an auto-updater in FF 3.3 so that outdated Furniture Packs are modified by FF on load
It feels possible
Fancy
oh and I should release FF 3.2 also
:vaguely_thoughtful_emoji_or_maybe_daydreaming_of_lunch:
I use exclusive in C# side often when it's a custom asset i want to "own"
yeah i deffo use it for my framework data assets
As for content patcher side I regretted exclusively loading over farmcave before
Why would you do that
oh yeah i wouldn't use exclusive for anything in the shared global namespace
Cus it's a farmcave mod and i felt like
Fair enough
Why even install this if u have another farmcave mod
is there a way to ping people who have been active in a thread ?
But ppl do that and explode anyways
As in ping them in the thread without pinging outsiders/people who have not joined the thread? Possibly @/here could work
Not sure if we have access to @/here though since it could be a management nightmare for the junimos
i believe you'd use @here for threads, which pings everyone who's joined (ie. sent a message in the thread)
but yeah it might not be permitted
I'll do a mod showcase for the FF 3.2 release
You want to make your own crazy Furniture, but the vanilla format does not let you express your creativity? The Furniture Framework is here for you! A wall mounted shelf? a fancy bed you can sit on? a simple tool rack? a multi-colored light feature that's also ON FIRE?!? Everything is possible! (now with full Content Patcher compatibility and i18n localization support) https://www.nexusmods.com/stardewvalley/mods/23458
hellooo! is there a way to dim the lanterns from the addLantern event thing? ik the radius can be controlled, but sometimes even small radiuses (yes ik what the correct plural is but that word freaks me the hell out so I just say radiuses) are too bright
ik ambientLight is a thing but it's too confusing for me-
was looking through spacecore to see if it had anything for my question, and I just found out there's a zoom event command with spacecore!! sadly only zoom in but still! thought I'd @ you cause you seemed interested earlier lol
C#
^ that or you could try editing LooseSprites\Lighting\sconseLight, which it seems like those use? it'd affect anything else that happens to be using it, though, and working with the light subtraction is odd
hmmm okay, all seems a little too advanced for me sadly lol, but thanks for the suggestion :)
conditionally loading a dimmer light image might work, but yeah, light changes can be a little unintuitive
..yeahhh i'm gonna stick with the too-bright lights then for now lol 
hi, i have some questions about i18n translation: I have one mod I've made that the i18n works fine on and the other does not and idk if I've just been looking at the same file for too long or what, but I can't figure out why one works and the other doesn't. if I attach the files here would someone mind giving me a second set of eyes on this? or is there perhaps a validator that I don't know about somewhere?
to give an idea of what I'm working with:
in the objects.json i have the following:
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"{{ModId}}.pudding_caramel": {
"Name": "{{ModId}}.pudding_caramel",
"DisplayName": "{{i18n: pudding_caramel.name}}",
"Description": "{{i18n: pudding_caramel.description}}",
"Type": "Cooking",
"Category": -7,
"Price": 865,
"Texture": "Mods/{{ModId}}/objects",
"SpriteIndex": 0,
"Edibility": 100,
"IsDrink": false,
"ContextTags": [
"pudding_item",
"food_sweet",
"color_yellow",
"color_dark_brown"
]
},```
and then for the i18n portion for this item:
{
"pudding_caramel.name": "Caramel Pudding",
"pudding_caramel.description": "It's cute, sweet, and jiggly.",
}
have you checked for warnings in your log
i have, and they don't throw warnings, just when i hover over the items in game it gives me the "no translation:(objectname)"
then you can post your zip file for the one not working
ah ok
im sure its just an issue with the filepath or file name
may just be captzlied or something
I will preface this by saying, it's a conversion of an old JsonAssets mod that I am not planning on releasing, it's just for my own personal enjoyment:
I'm almost certain there's a typo somehwere, like I cannot imagine what else it could be at this point but again I think i may be blinded to it from staring at it for so long >w<;;; thank you for your help!
well it says i8n
lol
that makes me feel less stupid lmfao thank you so much
I knew it had to be smth stupid like that that I was overlooking omfg

The typo devil
i'm just glad it was a shrimple solution 🦐
Does anyone know of any side effects if I change forage like dandelion to be a different category only? They still have the forage_item tag so i assume they'll still work the same
would double check they're still growable from the wild seeds
Wild seeds should be fine because that's hardcoded
non-forage grows from those yea
the iridium quality one works on my damn non-forage non-forage-tag items (glass bottles, to be clear)
i meant whichever one grows forage
yeah those
Are those on the beach
Yes
fuck my life
okay but crocuses and other flower category things still get iridium quality when harvested. Those arent hardcoded are they?
(CP, only semi-serious) hey everybody i'm doing my first local tokens. tell me which naming convention i should use for them (e.g. L@) and why you like that one
make your own
Iirc it's (list of categories, flowers might be among them)
Then (truffles, explicitly)
Then any item in the beach
boo (friendly)
i literally just name them like any other token
Prefix with underscore /jk
what if i change truffles to forage
What's funny is that an outcome of that is being able to make actual truffle juice
..yummy
Is there anyway to combine these two changes? Or maybe a smarter way to do this? I added the option to toggle seed growth indicators
First patch: Loads sprites from indicators folder when growth indicators are ON
Second patch: Loads sprites from negatives folder when growth indicators are OFF
"Changes": [
{
"Action": "EditImage",
"Target": "Mods\\supert.adventureguildexpanded\\Objects",
"FromFile": "assets/seeds/indicators/{{Seed Packet Variant}}/seeds-adventurer-guild-expanded.png",
"Priority": "Late",
"When": {
"= Disable Entire Mod": "false",
"Seed Growth Indicators": "true",
"Seed Sprites": "Enabled",
"Adventurer Guild Expanded": "true"
}
},
{
"Action": "EditImage",
"Target": "Mods\\supert.adventureguildexpanded\\Objects",
"FromFile": "assets/seeds/negatives/{{Seed Packet Variant}}/seeds-adventurer-guild-expanded.png",
"Priority": "Late",
"When": {
"= Disable Entire Mod": "false",
"Seed Growth Indicators": "false",
"Seed Sprites": "Enabled",
"Adventurer Guild Expanded": "true"
}
}
]
}```
Just using this cut down snippet as an example of the current approach
I like this one because I like how @ looks in my editor's font
Maybe dynamic tokens are the answer?
Never used them before but I should probably learn xd
am i doing this right? 😅
"DynamicTokens": [
{
"Name": "SeedFolder",
"Value": "indicators",
"When": {
"Seed Growth Indicators": "true"
}
},
{
"Name": "SeedFolder",
"Value": "negatives",
"When": {
"Seed Growth Indicators": "false"
}
}
],
"Changes": [
{
"Action": "EditImage",
"Target": "Mods\\supert.adventureguildexpanded\\Objects",
"FromFile": "assets/seeds/{{SeedFolder}}/{{Seed Packet Variant}}/seeds-adventurer-guild-expanded.png",
"Priority": "Late",
"When": {
"= Disable Entire Mod": "false",
"Seed Sprites": "Enabled",
"Adventurer Guild Expanded": "true"
}
}
]
}```
What is = Disable Entire Mod, Seed Sprites, etc. Config values?
What you have should work, I think, yes
wingdings
figured out how to do mod groups, rewrote my event. she still moonwalks into the forge.
also no events are logged in the event lookup, is this because i dont use a numerical event ID?
event lookup was barely updated for 1.6, so its probably a matter of not using numerical IDs and using new preconditions
I have an outdoor area in my mod that utilizes FTM to spawn mining nodes, but it also spawns debris including wood, which hasn't been a big deal but wasn't my intention. Is this an issue with my FTM configuration or do I need a map property?
Finished the mod! Aquatic Sea Fish 1.0 is released!!
(I will be very busy for the next two weeks, there will likely be very minor to no bugs at all, as it's been tested a lot)
(I'll also be adding better cover art and photos in a few weeks, it's good for now!)
https://www.nexusmods.com/stardewvalley/mods/38752?tab=description
not sure how I can add it to #mod-showcase but yes 🤣
A conversation topic expiring sets a mailflag, right? What does that look like?
a CT expiring does not set a mail flag
It doesn't? I've read here multiple times that the game keeps track of expired CTs like that, or similarly
it sure does. it doesnt do it via mail flags though.
it keeps track in a separate space, inaccessible via CP (until 1.6.16)
you need to either be a mod author (have the role) in this server or have a mod author showcase it for you, however i would probably wait til you get the issue with nexus flagging your mod as being viruses and thus preventing downloads resolved first 
Didn't flag as a virus, if you look, it shows a perfect score (strange!), so, it's likely I uploaded it as a .rar instead of .zip
will be fixing right now
i am looking.
Click the X icon
Nexus does this sometimes
It oddly shows perfect score
im saying nexus flagged it as a virus, not the virusreport
so I am genuinelly confused
just one of many reasons not to use rar
bizzare
gonna be honest, that should have been 90% a .zip, I almost made sure ofi t, so I am confused
For sanity with automatic checking: use zip files and don't nest zips within zips
Oh, so THIS is what I was thinking of
Glad I'm not going crazy
No nested zips
I think they just dont know what they are doing lol
LOL
(I wonder if they don't recognize .md as a text file, but otherwise idk, just virus scans doing what they do)
One of mine had to be manually checked a few months back (it was during a mass upload in the community) and it was just a zip with a manifest and content JSON file with no assets
So timing can be a factor too
Oof, the .md is just where I put information about how to add new fish, I can remove it, but not sure if they dont like it (that is very weird cause its very important in the coding world)
true true
either way, it's ultimately just "wait for a moderator to look at it", afaik
Here is the mod for now, in case someone did want it until they fix their issue, but, I'll wait for Nexus to give the stamp of approval
Still very bizzare
well, this is 5 years out of date and that info isnt currently on the documentation for CP's tokens, and the game does store previously active CTs (but again, not in a CP accessible way without a framework), so i wouldnt really rely on that
@ivory plume Please excuse the random ping but this is absolutely something I need to know. Is the screenshot in question describing something that actually exists in the current game/CP?
im not sure why you're pinging pathos when you've been told the answer and can also look in the code
🤔 thonk. unintended side effect of me making my concessions snacks only a dummy cooking category: npcs dont like them
only the ones with specific gift tastes do
You can't check previous conversation topics with a Content Patcher token/condition, but the upcoming Stardew Valley 1.6.16 adds a PLAYER_HAS_PREVIOUS_CONVERSATION_TOPIC <player> <topic> game state query which might work depending on what you need it for.
You could add them to universal like
second problem: stardrop sorbet gets liked bc of the context tag thing...
it's supposed to be universally loved
and it is in universal loves
Hmm
but anyone who likes sweets has it lumped into likes
What’s the context tag that causes this?
Ah
Is it supposed to take priority context tag over universal love by ID?
You could un-tag it sweet
I’m just wondering if it’s the game working the way it should or if the priority list should be working differently
i think yeah, the priority for gift tastes takes context tag first, then universal tastes
Hmm, unfortunate
hm i could
i'll have to put out an update to my mod once i get these tags sorted
ok, now people properly love it
im adding a tag to the majority of my items to make them universal neutrals (to not conflict with the vanilla concessions tastes)
so it should work for everything 🤔 cuz i think gift tastes takes specific item id > context tag > universal taste
... 🤔 or will it
negative... dont work
or maybe i just did it wrong
Double check that your tag is applied to the item and to the gift tastes file?
im thinking maybe it's my category's fault
cuz it's under "category_ingredients" i used as a dummy category to avoid these foods from being put into the cooking menu
since the context tags are being properly applied
is there another category i can use that isn't disliked by everyone + won't make my items do strange activities
update: category -999 works but i lose the little label
mæth
wait a second why am I even doing this, vanilla multipliers are already multiplicative on top of each other
done
Hi. I'm new to Discord and to anything techwise, so i'm sorry if I make stupid questions. I've started to touch JSON files from mods that I've downloaded to see examples and see how everything works. I have ADHD so reading instructions is no good for me. I need to see it, understand it and then I can do it. When I get stuck I try to read something about the thing I'm having trouble understanding, but I have a lot of problems understanding anything and paying the necessary attention. This time I'm stuck with human doors. I've read about modding buildings in the wiki but I'm not sure if I'm understanding correctly how to know the coordinates of a human door. I can tell X, but I don't understand where do I start to count to discern Y and is driving me crazy. I'm almost certain is tied to Size and Collision Map fields but I'm not sure. Could someone help me with this? Thank you.
building coordinates start with 0,0 from the top left corner
X is left to right, Y is top to bottom
so with this building:
XXXX
XXXX
XOXX
the O tile is 1, 2
Does Data Layers highlight them (honest question)
I'm understanding the example but, let's say I've got a building with a size of 7X2, a source rectangle of 112 width and 128 height and a collision map XXXOXXX\nXXXOXXX. Is the human door 3, 1? What is throwing me off is the source rect.
Sorry, the collision map should be XXXXXXX\nXXXOXXX
yes, though the collision map doesn't determine where a human door is; that's a separate field
Yes. That I know. So to discern Y I need to start counting (in this example) at tile 6 of the whole image, which would be 0 and the door is at tile 7, wich would be 1 because its height is 2 tiles according to size. Did I understand it correctly?
sorry, I don't quite get what you mean with your method 😅 it's just this image if you're not familiar with the coordinate system
What I mean is; since the source rectangle establishes that the image as a whole is 112 pixels in width and 128 pixels in height (7X8 tiles), to determine Y in the human door I need to start counting at tile 6 which would be 0 and the door is in tile 7, which would be 1. I'm sorry if I'm not expressing myself correctly; English is not my first language.
the source rect is just the location on the texture and unrelated to the placement of the door within the building footprint
ah I missed the part that the source rect is larger than the building footprint
so yeah if the sprite is 8 tiles high and the building footprint is 2 tiles high then you start from 6
(trust selph over me as i think i also misunderstood something then)
Yessss. OMG, Selph you're a life saver. Thank you😁
Is it possible to replace a custom companion's sprites/portraits? For example, if I want to change RSV's Kiwi portrait for the CC version that appears on the farm under certain conditions, how can I target that and replace it with a different version? I've tried using content patcher to update the custom companion's tilesheetpath to a file in my own mod's folder but it doesn't seem to work
I'm not familiar with CC but from a brief glance at its doc I think it's possible? via patching the TilesheetPath param and pointing it to a tilesheet you loaded
https://github.com/Floogen/CustomCompanions/wiki/Content-Patcher-Integration
or even just editing the sheet it points to
post your code if what you have doesn't work
'''{
"Format": "2.8.0",
"Changes": [
{
"LogName": "Desaturated RSV Custom Companions",
"Action": "EditData",
"Priority": "Early",
"Target": "{{PeacefulEnd.CustomCompanions/Companions:Rafseazz.RSVCC.FarmKiwi}}",
"Entries": {
"Companion": {
"TileSheetPath": "{{Mod\tern.DesaturatedRSV//Companions/FarmKiwi}}"
},
}
}
]
}'''
remove the {{}} in the TileSheetPath? since it's not a token
This is the patch where I was trying to change the tilesheetpath like your first suggestion
Oh! Let me try that
(and the Target value is a token from CMCT?)
it's a custom token as provided by CC to allow CP mods to edit its custom content packs
if i'm requiring spacecore in a mod, I can use context tags in recipes, right? do they need quotes around them or anything? bc I tried using things like 'flour_item' (added by WAG) and it shows an error item in the recipe:
you need to edit SpaceCore's asset to specify an override for the vanilla recipe
OH, is there a wiki entry/documentation for that?
also ty!!
yep, you still need to create a default recipe in Data/CookingRecipes in addition to your spacecore recipe with the context tags
https://github.com/spacechase0/StardewValleyMods/blob/develop/framework/SpaceCore/docs/README.md#use search for Crafting/Cooking recipes
weedses...
don't think so, but there is a WeedsEliminated stat you can read
so no real time triggers on weeds cutting, but you can set mail/triggers depending on total weeds cut
qualified ID...can that contain {{ModId}} or is that like...the full name of the item (mod id + whatever fully typed out)
(you could make your own weedcutting trigger with BETAS Harmony though)
I will see how that works, thanks!
(though, i guess it also counts things that arent strictly weeds, so maybe not)
((any recommendating by me to use BETAS Harmony can be taken as half serious at best))
unfortunately Object.cutWeed(Farmer who) is used for more than just cutting Weeds
a qualified ID is just the item id with the item type qualifier in front, like (O) for objects or (H) for hats
OH!
It's possible to just use CP for sprite, but for portrait it needs kinda a brute force method that requires your portrait mod to have your own CC component.
can we still use placeholders/variables like {{ModId}} within that?? :O
the game has zero clue whatsoever that you're using tokens
it doesnt matter to the game at all if you use the modid token or write it out manually
oh ok neat! tysm sbutton! :D
@brittle pasture Sadly removing the brackets didn't work. You mentioned editing the sprite sheet itself. Do you know how I would do that in content patcher? I'm not sure what to use for the target parameter since I'm trying to target a file in the CC mod and not a game asset.
I think I will just shelve this idea for now 
if the CC mod itself uses the texture path field that points to a CP asset then you can edit that
which doesn't seem like it does
It doesn't.
~~but yeah pls follow what dolphin said I've never used CC before
~~
Oh sorry Dolphin I missed your comment. Yeah it doesn't point to anything and just uses the files in its CC folder for the particular companion
What you'd need to do is to create your own CC entity, and then make a map patch to have it replace the original entity via CP.
Oh okay! I think that's something I can figure out. Thank you both!
This mod does it like that, if you'd need an example! https://www.nexusmods.com/stardewvalley/mods/32635
Perfect! That will be so helpful
(Look for the Kiwi.json in the CP part.)
Ok, this makes sense. An example is exactly what I needed ❤️
With the "When" condition in CP being used alongside the "Spouse" token, is it possible to check for whether the player is married to any person out of a list of multiple spouses?
(Such as a condition for an event that would trigger if the player is EITHER married to (let's say) Shane or Sam)
Yep:
"When": {
"Spouse": "Sam, Shane" // married to Sam *or* Shane
}
Each condition checks whether the token contains any of the listed values.
conundrum: my npc is spouting the default marriage reject/bouquet reject lines instead of the custom ones i wrote
Json?
oops sorry i got distracted answering a question on nexus 
https://smapi.io/json/none/e01e4e7ad0084c648ecb8380c26106e8 this is the json my dialogue is in
https://smapi.io/json/none/1abb236cb0194a9f89e23e23769ba6bc and this is the i18n
i know the json and i18n are being loaded since the other lines in there work
but the bouquet/marriage lines are being weird
Just to make sure - you are testing in isolation
also for clarity, you have AcceptBouquet but not RejectBouquet. are you testing bouquet rejection or acceptance?
im testing acceptance
i do not have any dialogue mods installed, but i might have forgotten something?
(Do you have a polyamory mod installed)
🤔
oh yeah
i do
it's free love
i was using it to test some things
i'll yeet it and see if that fixes it
my money is that's the problem
send a PR to erinthe, i guess
oh man how do i do that
- fork the code on github
- edit it locally to fix
- push the edit back to github
- make a PR via github
step 1 is learn C# /lh
i guess you could just ask her about it next time she's around
that's how i do it, anyways
sometimes, between steps 2 and 3, I even test the code
only on a good day though
usually i send the fix to someone else and see if they report back
such a shame i can't send shane into the void anymore for testing nor can i cheat on my spouse for testing
i guess i could learn C# too
🤔 no clue what i'd even have to change tbh
you'd probably start by just reading the code/ctrl F for relevant stuff
once you find the right bit I expect it's not terribly hard to change, it's just a question of whether you make it a toggle or what
it's in all of the stuff where it's just checking if you can date x npc and stuff and then throwing the appropriate dialogue at you
which im a little scared to touch
Hey everyone who's good with tech! I just got Stardew on my PC after playing on switch for years, and I can't wait to play with mods. But I've noticed that the X and Y buttons are swapped, and am wondering if there's a mod that could change that?
There's a mod that claims to change it, but instead of switching X and Y, it switches A and B. Anyone know how to fix that? https://www.nexusmods.com/stardewvalley/mods/29442
you might have more luck asking #modded-stardew. are you playing with a controller? you may be able to just adjust your keybinds in settings without needing a mod
Thanks, I'll check them out too. I am playing on controller, but can't change it in-game, and don't want to re-adjust my buttons every time I switch games. But maybe that'll be the best way.
bummer you can't change it. good luck and i hope they have an answer for you
Well, maybe I should have waited for more people to test FF 3.2, there was a pretty big oversight that broke Furniture drawing...
do i really want to learn C# just for this... just to have my silly little accept bouquet line show even with free love
you can ping erinthe, she's pretty responsive
im trying to see if i can fix it myself atm, but yeah i might
im pretty sure i've found where exactly the thing is happening
this goddamned raccoon quest preventing me from willy nilly changing item categories
I hate this raccoon, a thousand curses be upon it and its family
timezones suck, nobody's online to test my FF patch
crotchety old man voice back in my day these damn raccoons didn't even exist!
shakes watering can
it really is quite a frustrating mechanic to be hardcoded to like 70 different options
(ah ok i really can't figure it out, it's above what i know, so im doing the thing and pinging)
@inland rain is it possible to have free love not overwrite the bouquet/pendant acceptance/rejection lines with the generic ones so that custom written ones can still be seen?
you mean without causing a galactic time travel paradox implosion incident?
possibly
galactic time travel paradox implosion... sounds scary
it already does this, I think? It just copies the vanilla code, almost exactly
ah, so it's a multithreaded solution
when i had tried to test my npc (with some custom AcceptBouquet dialogue), all it displayed was the generic "!!! I'll accept" lines and stuff, until i removed free love and it showed properly again
just in time for halloween
maybe i'll scope out desert real estate
hm, from what I can see reading the free love code I also can't tell why it wouldn't show the correct line 
so that makes... everyone?
could you send an smapi log of you trying?
mostly with
ok so now it works but in return my breakup dialogue isnt (i think it not working the first time was entirely my fault for somehow bungling my dialogue. you can all throw pufferchicks at me)
and by that i mean it's doing this
today is just not my day
perhaps a log isnt needed bc i realized i'd been loading some secret misplaced version of my mod the whole time instead of the correct one
sigh. im sorry it's late and i am tired from being at the hospital, i should sleep so i dont make any more dumb mistakes
Hmmm i wish i could use the vanilla book reading animation without it going "You learned a new power!"
no worries, happens to all of us forsy
in events you should be able to with the TAS command, though it won't be 1:1
what context is this in?
I need a book like the vanilla queen of sauce book; right now it's the category 0 object that uses spacecore's onitemused trigger to teach the player a bunch of recipes
if i set it to a book category, there's a text popup about learning a skill no matter what
the power to make delicious food..
yuppp
Spiderbuttons has a mod that let you use that animation, though I don't remember the name.
funny because betas is the one that adds the trigger upon book read
so one would need both
it can be an optional dependency if you're fine with having the 'new power!' message without it
Likewise, can the Relationship token with any NPC can detect the relationship status of any (or all) out of a list of NPCs (such as checking if the player is divorced to a number of bachelor(ette)s)?
Also, are there any tokens to check for parentage of a child?
it is genuinely so frustrating that 1.6 dehardcoded a lot of existing stuff, and then a lot of the new content is just hardcoded and bashed in with a mallet
almost certainly not, since children only track which farmer is their parent and the other parent is not recorded at all
🤝
i got two downloads on my newest mod, spectacular 📈
thinking about the sweet gem berry wine this enables and honestly i'm not even sure it's OP so i wonder why it's prohibited in the first place
Too much sugar to make a good wine
i dont even think most vanilla players would let go of their ancient fruit farms to use sweet gem berries
ancient fruit regrows so its easier to get a bigger stock
I'm just gonna believe, without proof, that this is the tortillas
Which was hilarious, thank you
i don't know anything about wine but how dare you apply real world logic to stardew /j
I always thought sweet gem berry should be a mineral
Please, I've been hoping for realistc asparagus
(I'm not even sure how you would do asparagus fronds in pixel art)
-# Not me immediately wondering if by "realistic asparagus" you meant making the farmer's pee smell and trying to figure out how that could ever be implemented.......
Ooh, that just gave me another idea... to the list it goes!
Yeah, now my farm map might end up with a few weird, permanent crops somewhere that just keep regrowing. 
unrelated but have you seen Mint Go Brr
I did!
