#making-mods-general
1 messages · Page 451 of 1
You're evil DH
It just never got released.
Hisss light mode
Fully working, too. Just some modData added to the crop would specify the chance to spread, whether it it would destroy fences to do so, etc.
Rhubarb
oh yeah, i remember that!
well if you're interested in that behavior in a released mod then I got something for you
ascending to a higher plane of existence
though actually, hmm, it's not as evil (it only spreads to tilled dirt
Yeah, if I recall there were a few levels of madness this could do. Free spaces only, destroy floors, or destroy objects too, for the truly evil.
But yeah, the mod that actually exists is pretty... minty fresh, isn't it?
still mising ả ạ ă ắ ằ ẳ ẵ ặ ắ ằ ẳ ẵ ặ /silly
Can you also implement compost
May I ask a quick question?
Absolutely
Is it possible to have a semi-aquatic barn animal?
We're being punchy
Or is that just a coop thing?
any animals can be set to swim
Sweet, thanks.
Dead crops essentially fertilising the dirt after a day or two of being left, maybe? That's actually also kinda cool!
there's this, ded tho
https://www.nexusmods.com/stardewvalley/mods/4446
I also seriously brainstormed a realistic fertilizer mod months ago before killing it because there was no way to make it fun from a gameplay perspective
so now I draw yarn
How and why is this in a collection?! 
VMV got a compost feature on harvesting certain crops
thanks to atra
i am pretty sure atra would be ok for the concept to be frameworked (by someone that isn't atra), and i got enough of exclusivity that i would too
yeah I should add a fertilizer dirt action to MTF (AAC - formerly CTF)
Yay!
I'm now imagining a specific crop that fertilises instantly when it dies on season change, because leaving crops dead for a few days feels like something nobody would do...
(also 6480 dunno if you're still around I also ported SpaceCore's phase harvest thing, I have not tested it though)
(benefit of using it is that it works with the other MTF features)
I really miss this mod, I loved my stuff randomly dying for no reason
I can swap it in for spacecore with the next major more frops update
more frops
New quote added by ichortower as #6699 (https://discordapp.com/channels/137344473976799233/156109690059751424/1430562843387760650)
How can we do this (as well as detecting if:
- The host player has seen a specific event
- Relationship status of the player (s) with specific NPCs (especially among a predefined list of NPCs)
(Sorry, I am new to CP modding - so any of you guys please kindly teach me how to do things properly)
My specific use case is (for Immersive Unique Children Talk):
CONDITIONS:
- The (host) player has RRRR and Star Crossed installed
- The (host) player is married to the Wizard (of course after divorcing any existing spouse (s))
- The (host) player has seen the engagement and/or marriage events of certain NPCs involved in Star Crossed pairings
ACTIONS:
The child (or children) would have unique dialogue - That's all
this wouldn't really guarantee the children are the wizard's tbh
since they can be from previous spouses
I mean:
All the children from the previous marriage might have dialogue reminiscing about how their birth parent (s) are doing post-engagement/marriage - Along with children from the Wizard's marriage (they would be detected by name - which if this IUCT patch / fork is published publicly (with credit to xiaoleiwen and Shaklin) can be edited by other end-users to match whatever name they assigned to the Wizard-born children) having special dialogue on their father's birthday (among other conditions I should not divulge right now)
So basically:
You divorce any existing spouse (s) (but having the divorcees remaining friendly with use of mods - thus enabling you to do the next part) -> Have seen Star Crossed rival hearts events of specific pairs (must be the host player seeing those) -> Marry the Wizard -> Have children with him in addition to the existing children from your previous marriages -> Double outcomes:
- Children from past marriages would have dialogue involving the pair (s) the (host) player have seen engagement/marriage events
- Children from marriage with the Wizard (detectable by name - which can be edited by the player) might have unique dialogue in certain circumstances
For all fairness - This is intended for players who are doing RP runs where they married any of the NPCs in specific Star Crossed pairings and then divorcing them after having children with them - so they would marry the Wizard without any issues (esp. with poly mods)
i cant believe tree size framework only has one mod
could have been more but you insist on playing with our heart, six thousand four hundred and eighty
Well see the thing is
I plan to break some of my trees/bushes to start using it
so i only want to make the change once
but tedi says they're making a larger all-in-one framework thats gonna eat tree size framework
so if I rush to do it now, then in the future there'll be another framework change for my users
so idk when it will happen lol
So I think what I need rn for my IUCT patch/expansion is:
- How to detect if the host player has seen certain events
- How to detect the host player's friendship levels with certain NPCs (preferably a list of those)
right now i'm pushing off plans for a nebulous "all tree update" and hoping by the time i finish doing all of the godawful tree art that the framework happens to be ready anyways
you can use that with the event seen/relationship tokens
there's so much frameworks i want to have as optional/enhancing some of VMV stuff but it's so hard to focus/i don't always remember to look at stuff
my dream of a cinnamon wild tree with a bark scraper reaches ever closer
yeah thats one of the breaking trees i need to make wait for the all-tree update unfortunately
if the framework was ready rn i'd be rushing to do all the breaking changes with the next more crops update, but idk if its a good idea
probably better i dont have that extra work on my plate
This is a query expression - How can I use it in tandem with tokens such as "HasSeenEvent" or "Relationship:<insert NPC name here>"?
(And would the "Relationship" token supports a list of possible NPCs like in "Spouse")?
{{HasSeenEvent: hostPlayer |contains=EventId}}
Relationship/Hearts still require specifying a single NPC, so you can list them out in a query
How can I do that?
Hi guys, been a while since I've been in here. I've gotten bug reports with my cooking mod. If someone skips a heart event, then they won't receive the recipe in the mail. Is there a simple way to fix this, so that even if they skip it, they still get the recipe in mail?
there was also the custom moss that could have worked for cinnamon
but then it's yet another framework
"Query: {{Hearts:Abigail}} >= 8 OR {{Hearts:Alex}} >= 8": true as an example
is this your custom heart event? you need to set skipactions or send the mail before skippable
Would this work? I remeber seeing it and thinking that was really good to remember. But im still a newbie so ^^"
if the mail action is after /skippable/ then it will skip the mail action
No custom heart event, vanilla Marnie+Lewis 6 heart
so what flag are you using to check it?
because the player shuold have "seen" the event regardless
Speaking of Heart events - If the host player has seen a heart event with major changes (such as those in Star Crossed / rival hearts mod) - would the changes apply to every player in MP?
well i would hope they all have the same mods
depends if the mod author coded it correctly i guess
some people might overlook multiplayer
Star Crossed would be the mod in which events are tied to how I am planning my IUCT fork
you probably know better than us then
This would be in TriggerActions right
see things like npc schedules and such are up to the host player to determine, so as long as the host has the correct flags those would work out fine. But there might be dialogue conditions or other stuff that's inadvertently checking for the farmhand's flags, and if the mod isn't set up properly to make sure all the farmhands are synced with the host flags, there might be a little weirdness
its up to you to read the mod code and figure out who's flags you need to be checking
"Trigger": "DayStarted", "Condition": "PLAYER_HAS_SEEN_EVENT Any 639373", "Action": "AddMail Current MarnieMatchaLatteLetter"
have you tested it yourself to make sure the problem really is because players are skipping the event?
players invent all sorts of reasons to explain weird mod behavior
No, but someone tested it for me, and said they made it so that their save rewatched the event again, then they got the recipe right after they did that, so I'm taking their word for it. They posted the solution of doing this as well in my comments.
so i'm not an event person, someone else can correct me, but I would assume that seen event is true whether or not you skip the event, because otherwise the event itself would just keep replaying if you did not mark it as seen
so personally i would test myself
could it be because they downloaded the mod after already skipping the event
wouldnt be
hmm okay
Correct
Hasseenevent will fire even if they skipped it right away
Yar, with this, you basically just need to sleep once in worst case and you'd get it. Getting it right after seeing the event doesn't make sense because the trigger is Day Start.
anyone know if there's a mod that lets you take livestock animals as a combat companion?
i imagine no, but curious
this is another report i got of the same issue too but ill try
#modded-stardew might know better
How can I nest this within a whole block of conditions to trigger under “When”?
thanks
did you at any point in the past have this same trigger action, later edited or fixed it to have different data, but kept the id the same? if so any players with the old trigger action would have had it trigger already and be unable to get the correct one
nope this was all added at the same time, just one time
so no editing with this particular ID
is this host only trigger action?
"HasSeenEvent: hostPlayer |contains=EventId": true
i notice it checks if any player has seen the event
yeah i made it as any, i basically copied this from another ID i had
I mean, how it would look like nested inside a “When” conditional block
"{{ModId}}_MisterQiQiBurgerLetter": { "Id": "{{ModId}}_MisterQiQiBurgerLetter", "Trigger": "DayStarted", "Condition": "PLAYER_HAS_SEEN_EVENT Any 10040609", "Action": "AddMail Current MisterQiQiBurgerLetter" }, "{{ModId}}_MarnieMatchaLatteLetter": { "Id": "{{ModId}}_MarnieMatchaLatteLetter", "Trigger": "DayStarted", "Condition": "PLAYER_HAS_SEEN_EVENT Any 639373", "Action": "AddMail Current MarnieMatchaLatteLetter" }, "{{ModId}}_CarolineDangoLetter": { "Id": "{{ModId}}_CarolineDangoLetter", "Trigger": "DayStarted", "Condition": "PLAYER_HAS_SEEN_EVENT Any 719926", "Action": "AddMail Current CarolineDangoLetter" } }
Just find it weird that it's only the Matcha people are having issues with, when I have other items that have the same triggers, just different events
I also moved literally everything from my C drive to E drive, so it's gonna take me a while to re-set up Steam to run from my external drive, if anyone could help me test, i'd really appreciate it! or just tell me how to get steam to run again but from my E drive LOL
And so, what’s the general syntax of expressions like this?
(Especially with the “hostPlayer | contains=<insert Event ID here>” section)
Oh NVM, just happened to scroll upon the section for “Input Arguments” in the docs
Hrm, has anyone else had issues with dialogue in the schedule? Like the dialogue pulled from strings, not their usual. Whenever the dialogue event is put in their schedule, they straight up ignore it and just stand at their previous spot?
Schedule.json: https://smapi.io/json/none/2c4e41fc7b104be79ebf28eb906362c8
Schedule Dialogue.json: https://smapi.io/json/none/ee5d0924852e420d8e46eb313f5f314b
In the content.json i've loaded both the schedule and Strings/Schedule in their respective spots with a blank.json and included both files. And i've made sure to sleep to reset the schedule whenever i've tried it and they still just stand there ^^" And im not getting an errors from the console either
Ah wait i found an old message that might fix it, lemme try that befroe anyone spends energy looking at my files lolol
Silly question, but did you change anything at all between the last time it worked and now?
question to the chat: sixty four eighty, six thousand four hundred and eighty, or six four eight zero
I think it may have never worked
I was thinking the first
So I have 12 nearly identical "books" (fake books with spacecore onitemused setting off a trigger action), and every time i need to code something for them I copy the same code 12 times and ctrl+f to swap out the ids. Ids are all correct, code is identical to other books, but this one simply doesnt work lmao
I can look into it more, I'm just too tired to rn
I think most people who speak English day-to-day would pick the first
but now I'm curious 
show the code?
my aunt keeps buying lottery tickets with my name in it and i cant make her stop
Is your name 6480? 😮
iro, I wish i could, but this json file is genuinely so long and has so many parts that I do not want to inflict this on anyone
I'm sure I'll find it when I look again another day
do you lottery tickets include 0 or do they include 80 /lh
neither one is on tickets here 
I'm gonna think "sixty-four, eighty" now. Just to change things up
haha
I thought you said that's what you already thought 
Six-four eighty is different
The second one
sixty-four eighty != six four eighty
my message says sixty four eighty though 
duke says aroo about your answers
Yeah. I'm tired and can't read. What else is new xD
I have twenty nine more events to write before I'm done with this mod. Maybe my eyes are a bit blurry
I have to keep reminding myself: I "like" writing events! They're fun! Extremely, definitely fun
Me rn
i have been inflicting font torture on myself for weeks now because i... like typography?
people usually never land on the one i use for myself
(and no its not in another language, thats unfair)
I sit at my computer. I look at my event script (text only). I cry.
ah my beautiful git commit history . stretching back 7 months like this
I've got a checklist. Which sounds nice in theory, until I look at it and despair at how many are left
Seeing the events happen in the game:

Scripting the events in the json file:

Also seems like i fixed the schedule thing, bless you Abagainye even if youre not here rn
to answer your question, its on my (artist) business card
I'm gonna start calling you 89 ×71 - 1
Wait
Hang
Gonna have to double check that one
How about "stack80?"
64 is a stack
I try to math as little as possible
checks discord bio, no link

Your name is too close to a square for this to be this hard. Smh
(80 + 9i)(80 - 9i) - 1
Could also call him 8-byte 80. Which sounds like 8 by 80. Which would be = 640.
I don't even know man
81 × 80
none of these are what i call myself
I know -- you call yourself "Brian"
fdh0/geia
pulling out the arcane curses now
0x1950
I'm sorry anaira, i was too tired to help with your thing more
Wh... why are they so uneven? Theyre on the same Y axis (16) but different X axis (18 and 20) but clearly theyre not lined up?
position on the character spritesheet ?
Sometimes I'm really glad I'm using trello to keep track of my mods... I completely forgot 90% of what I did since the last update 😅
or wait no, the shadows are there
Did you move or advancemove in their place
I checked and its the same? All characters have their feet planted on the last pixel
Its their schedule so neither, just told them which coordinates and what way to face
Well darn
It's not the worst, it just bothered me a little but good to know its just how stuff works lolol
Thats very big brain
At least you don't have an upcoming game stealing your identity 
The irony of making a stalker character, but now you have to be the one stalking him to make sure his schedule works 
Oooooh, that sucks 🙁 Will make it harder to find your website for sure
please don't be sorry!
I'm always grateful. appreciate you!
-# I'm gonna test it later though, my PC shut down for an update so I started cleaning
The fast forward stuff really really really helps with schedule debugging
Yeah i've been using the debug mod thingy so i can change hearts and time and stuff, now its the issue that I have a day with very tight scheduling so thats the one where i have to kinda just walk with him and make sure he doesn't freak out
Hello
Is there any way to get a list of all the item categories in the game? What I've tried is that I can't get the ones that add mods.
Thanks
Debug mode for time helps, but I was talking literally about the mod that allows you to speed up the game time x2 or x4 (or higher) so walking with him doesn't take literally all day
It's amazing
do you mean these categories: https://stardewvalleywiki.com/Modding:Items#Categories
Yes, but I'm having trouble getting the ones that add the additional mods.
You need to explain more in detail
OH smart! I'll keep it in mind if i have to keep doing this a lot, im not too worried about the other days cus the timing is a lot more loose but on Sundays he runs around a lot
I'm trying to make a mod that sends items to chests configured by item category.
For example, if a chest is configured with the fruit category, when you press the shortcut, all items with the fruit category are moved to this chest.
The problem I'm having is that I can't capture items with added categories, like in the case of Mirin's Museum of Curiosities, which adds a category called Curio (in Spanish).
And I want to make sure it captures any category that's added.
i actually wrote my own personal version of this mod when it broke in one of the 1.6 point updates. no replacement was available at the time, but it's only a handful of lines of code so i just banged it out
Is yours "Fast Forward for SDV 1.6"?
no, mine is just for me and lives on my computer
(So did I, hilariously)
Ah ok
(Just go use the published one)
it's probably not an actual category, but a text override by spacecore. so doesnt exist in any category list or anything like that. But you can read spacecores asset which is called spacechase0.SpaceCore/ObjectExtensionData
those objects have a real vanilla category
(also you should probably look into context tags)
unless the mod is doing a lot of C# to add a custom category, which is not out of the realm of possibility since idk this mod, but not very likely
Hello this is for mac user i made a mod specific for those that have a notch and i'd love to have a feedback on how to upgrade the mod and make it easier
if you want testers/feedback for your mod you can also try #modded-stardew
That's a good tip, i might head over there and see if people are willing to test out mine when it's more ready- Rn i only dare let friends try it but obv theyre busy with other stuff in life so its slow
I ll try thanks
thank you
Well the schedule works and now the dialogue as well, back to event scripting 
you can't share a file on this channel (discussion ?) 😂
(I know you were already linked SPU and turned it down, but if it changes anything, it's not JUST for customizing the message, it has first class support specifically for creating recipe books exactly like the queen of sauce book)
i see
(absolutely no pressure to use it and zero offense taken if you don't I just like to make sure that the features of my mods are accurately represented enough)
yes its good to know
ah probably because you're still green
maybe a link to the mmg post works?
ahhh so i didn't use it, i'm still very new to modding so i don't know how to use all of that 😅
Hmm.... Is there any way to just warp an NPC mid schedule? I want him to be unavailable for a couple hours but i can't think of a good example to look at
the heart event of despair and agony
you can set them to invisible temporarily
there are trigger actions to set an NPC to be invisible/visible
aba has an example where they send hiria to the dentist
I don't think i know the mod, could you direct me? That way i can have a little looksie
I see! Okay well I'll use the trigger actions then! See what i can do 
Hello,
I'm new to stardew valley modding as of today and followed some guides (as well as the links in the pinned comments) but I'm afraid that I'm at a loss.
Intended to update the "Better Crab Pots" mod but unfortunately it's too complicated for me
Is there someone who can point me in the right direction in creating this from scratch?
Thanks in advance 😉
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.
!decompile and this
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
oh, a big thank you
you're my hero ^^
okay so- as you might have deduced from my posts here I'm way too ambitious for my own good- and I wanna make a huge 14 heart storyline for Krobus (similar to elliott's mechanics-wise) where they go into the mines to try and fight for justice in the shadowfolk society, helping some shadowfolk escape (they'll be added to the game as like half-NPCs similar to birdie) to the surface. After they come back, either:
A: no shadow monsters spawn, all shadow-eradication related stuff is removed
B: shadow monsters spawn much less frequently
(A will be default, and B will be an alternative option in the config)
might be posting here asking for storyline advice later :)
I think it would be better to not get rid of them entirely? So option B?
Yeah, in my mod tho krobus sheds a lot so void essence is quite easy to get, I might bring up the config option during one of the events
Hello I'm making a custom farmhouse map, is the spouse room really need to have a way connected to its left wall? Can I connect to its right wall instead?
Yea it's possible
The actual spouse room is within the beams so it doesn't need a wall at all
So a way connected to the bottom is fine too?
It's just a particular map area 
Yes. BUT. Some spouses have furniture at the bottom of their spouse rooms so may become impassable.
I think there are some spouse pathing implications but visually it's not usually problem
Ok thank you so much 
good luck with your mod :)
Aren't shadow monsters part of the monster eradication goal?
yeah, I wanna see if i can automatically fill that after the quest is over
you wont be able to do that with CP
you can at best just remove the goal entirely
however do keep in mind that other mods may be relying on being able to kill shadow creatures and/or have them drop things
I think lurking in the dark just reskinned them to golems
Yes but you'd also need to account for monster quests and the slayer goal
oh yeah
hhmmmm i might try that
the slayer achievement just uses the monster eradication goals which can be removed via CP via Data/MonsterSlayerQuests
wish there was an easy way to write events
i suppose you could technically make the count 0 but itd still appear in the list then as a completed goal saying you eradicated all the shadow folk, which is probably not what you want if you just saved the shadow folk
eh, it would prob take at the very least until year 3+ to reach that event either way
I meant the eradication goals, I just wanted to differentiate then from quests and forgot how the game refers to them
i was replying under the assumption you meant the eradication goals
I think I got it.
Thanks.
the latter just relies on the former and the former can be changed
really its just removing them entirely having possible implications for other mods that i think would be the biggest issue tbh
removing a resource or option from the game completely should be done very carefully if at all
yeah, that makes sense. I'll make sure it's configureble
and alos reskinning them works too lol
What if you restrict them to the dangerous mines only
oohh yes that's perfect! thanks :)
Silly question. What do I need to do to get access to the GitHub repo. I didnt see directions....?
@ivory plume Can I get an invite to the repo please when you have a chance.
Huskyn1nja on git
You should tell him hour github account
Hi! Can you add your GitHub username to the mod authors list?
Sure. Once I remember my login
Done
Invite sent! See the repo readme for more info when you get access, and feel free to ask if anything is unclear.
Thank you much
Is the GitHub repo worth joining, if I'm not a C# author?
do you find value in being able to reference game code without your pc
It’s also got the unpacked content files, which is useful since it has history
So you could see when a filed on something changed
Or if you don’t have Stardew version history knowledge (because you’re not Stardew old like me), you could look up when an item was added (though if it’s before that asset was turned into a data model you’d have to check in two stages)
Wasn't it just 1.5.6? 
if you're on linux it's also useful for non-minified variable names because the last ilspy version that supports linux is prehistoric and can't grab them
I have this bad habit of working from my phone / tablet so figured I should get added. 😝
shit, handing over my old card rn
…when did that change, what
I could reference horse Sebastian but that'd be lying (I wasn't around for it)
Back in my day, 
Hmmm, that would be convenient since I'm on GitHub most of the time 
no idea tbh lol, but I miss it (but I fully understand that npc pathfinding is a nightmare)
it's definitely no longer in 1.6
I think she definitely walked into the bus in 1.5.6 
Remind me in 161 days to make a mod where weed debris near a bee house will make weeds honey
@ivory plume I'm ready to join the repo! 
grumbles, mutters some vulgarities about humans...kittycatcasey in particular... fiiiine. (#6919610) (161d | <t:1775076544>)
(I didn’t do math, I found a website that did math)
nice april fools prank on yourself
correction: "Weedses Honey"
Myself? It’s a reminder to make the mod for nexus
my favorite item in stardew is Dried
Remind me in 161 days to what Selph said
How Can Time Be Real If Our Timers Aren't Real? (#6919611) (161d | <t:1775076624>)
Good question uber
My brain too tired to be philosophical right now though
Currently trying to decide between nap or otherwise goof off
maybe this is the wrong place but how exactly does solarion chronicles work? it has "scenarios" and rankings? people equate it to d&d but i feel like it's a bit different
(Pathos is typing! Scatter!)
Invite sent too! See the repo readme, and feel free to ask if you have any questions.
Oh, phew
He hasn’t caught on to my code crimes yet even though he’s the only one here who knows about them at the moment
DnD has scenarios/campaigns too, first time hearing about rankings in Solarion tho
(Different crimes from the crime threads, you see)
I’ve never actually looked at the code for it. I assume it’s a c# minigame, not a full standard event?
ingame you get points depending on your choices, and your final ranking depends on the points tally
Will do
there also seem to be no dice rolls in solarion chronicles.
Huh, never noticed
Maybe just choice based rpg then 
Would be fun to actually expand on it and add dice rolls
I like to imagine that players can choose to write their own scenarios alongside maybe buying a pack of premade ones (all according to theme)
Clearly, we need an actual ttrpg weekly event in game
…if you can manage to beat the main boss (scheduling)
(And I don’t mean NPC schedules)
my dnd groups kept falling apart bc nobody ever made it on time
Community center. (Joja route players don’t deserve discount d&d)
Is there even a table there..? 
(Joja route players get discount chutes and ladders. Or maybe discount Sorry)
well, book club and game night are two things i kinda think about. where would joja game night be held?
monopoly?
Could be held at the saloon, too
you should lose friendship with everyone but the winner after every game of monopoly
(Is it bad I actually want to do this now, solely because of the joja route part)
uno - you lose 10 friendship with the person you use +4 on
And the winner gets a smugSenseOfSuperiority conversation topic for a week
maybe post elliott book reading event. the residents of pelican town discover reading exists
New quote added by atravita as #6700 (https://discordapp.com/channels/137344473976799233/156109690059751424/1430662100782416095)
Excuse you? Penny reads
smh
anyways i think the bigger problem here is how much solarion chronicles lore can i handwave under the rug for the sake of events
They’re all homebrew campaigns
Not the official in universe IP
Insert a comment about there not being much official content for it available
Options trading
i'd thought of an event where I make Sebastian elliott write his own campaign to put sam and the player through
It could be worse. You could implement Catan or Ticket to Ride runs
I wonder how many board games we could implement with just CP
someone implemented snake via CP mail
...
huh?
Wut..?
“CP isn’t flexible enough for that”
try me
You people have no idea some of the code crime ideas I’ve thought of lately
(Atra excluded)
(is atra the leading crime expert)
They're not crimes until they're implemented.. so you know what needs to be done 
(More like leading crime confidant)
I await Call of Stardew: Ghosts of Ferngill. runs
I wanna go commit crimes right now, but brain says no
the only c# needed was a performance patch so the game can handle mails 1.1 million characters long within a reasonable time frame
(Part of the agreement for me being freed from modding was that I....no longer crime)
(I keep forgetting you're supposedly retired)
(To be fair, I don’t think any of us agreed to that)
Me and my lawyer signed it
...
I mean I’ll probably try to drag you into playing at least one time in the future (so I can get footage of MP for the stardew3d trailer)
it was supposedto be a man watching in the darkness.
Somebody send me brain power so I can do things against Stardew kind
what's more criminal: transpilers/reflection shenanigans, or updateticked logic that detects game changes every frame to achieve the desired effect without transpilers/reflection shenanigans and guaranteed future compatibility
If I nap to recover my motivation will be gone
Have mine, I'm trying to wake up anywa
I mean, the latter is how Makeshift Multiplayer worked.
We didn’t have harmony back then
would harmony be an instrument of crime, or an instrument of law then
"Stardew Valley FOMOD Installer Support:
We've added support for running interactive FOMOD installers when managing Stardew Valley. This allows you to install more complex mods with configuration options directly within the app."
I’d say it depends on what two things are being compared more precisely, though
uh...
Is this nexus?
does anyone use FOMOD in SDV modding?
No
Yes, the Nexus App
Once again they’re trying to assume that Stardew should fit the way Bethesda games do things
Or if they know otherwise, make it fit that way
Imagine someone trying to install Vanilla Tweaks with it (or anything that has like a 100 configs) 
yeah like I wonder if any SDV mod/mod combination have configs complex enough to justify separate config mods that aren't just for immersion purposes
I mean, to be fair, FOMODs can have a preview for options, which CP can’t with GMCM (though I have some ideas for that for GMCM 2.0)
Tangentially, speaking of funny bug fixes: "Fixed an issue causing Stardew Valley SMAPI to be installed incorrectly, which resulted in SMAPI crashing on start. If you were experiencing this problem, please uninstall SMAPI from the app and install it again to fix the corrupted file.
Fixed an issue with Stardew Valley.exe not being backed up and restored correctly after uninstalling SMAPI."
it's not capable of detecting manual SMAPI install, which is still v funny
Maybe if they didn’t replace the exe that wouldn’t be an issue!
Ngl, I always dreamed of config like in DSV with just CP 
I’ve never seen DSV’s config
yeah, that's because for reasons unbeknowst to mortal man they have the same general response to nuking the loadout for all games
it has fancy preview images for pending configs
Ah, yeah, easily doable with GMCM 2.0
which considering it only supports like.. three games (SDV, Cyberpunk and something else) is VERY funny.
Not for CP yet, that part doesn’t have a draft
(Beth support is upcoming, given some of the changes in 19.4)
Speaking of GMCM 2.0, still haven’t gotten much feedback on the API, so I assume it’s 1000% perfect and never needs changes ever again
.choose try to take that nap, attempt to do things at 0.01% brain power
Choose result: attempt to do things at 0.01% brain power
why
anyway, I think I'm awake enough to attack this proxmox script
dives into the VM management mines
Marubot is brutal today I see 
.choose attempt productivity, some more pointless like gaming
Choose result: attempt productivity
/me sighs
Clearly
You can borrow mine
I'm making a ppt
.choose crime thread 1, crime thread 2, GMCM 2.0, SMAPI PRs, something else idk
Choose result: SMAPI PRs
Wow uber is really on a “pick the least interesting thing” spree, huh
.choose event writing, event writing
Choose result: event writing
wow thanks i had no choice
Incidentally:
"Settings Clean-up: Removed some development and experimental settings from the main Settings page to focus the user experience on stable features." I always read this as "removing settings we don't know if we want to keep" >_>
wow I've got a mental block for even starting
Maybe I should've just napped
Cat pictures?
They're nice, but won't get me past the block
I was gonna get up a 6 is I napped which means only 30 minutes would be left 😔
Short nap
How effective art article pages on nexus? I want to make a guide on how to set up a person's NPC to go to the extra space of the saloon my mod makes.
🤔 if we're talking about ordinary players, i doubt they'd read it. But mod makers probably would?
Or should I make it a sticky in the comment section 
Sticky would probably be better if it's not super long
(But barely anyone reads at all anyway)
This the mod in question, btw.
https://www.nexusmods.com/stardewvalley/mods/29920
Hmmm...
Ah, if it's for mod authors then articles imo
(Didn't read the first message in full)
Ok, then I'll work on making an article page when I get home.
Maybe I should also make a mod or a template too for it
(You may find github too to be not a bad space)
I was thinking that as well, I just need to figure how to make it look presentable on there
hey guys, programming question, but related to my mod. say my if statement has three required values (condition 1 && condition 2 && condition 3), does C# evaluate it one at a time in sequence until one fails, then skips checking the rest of the conditions?
yes, evaluated left-to-right in this instance
I may just suck at programming, but I am having it check condition 1, then condition 2. if it checked condition 2 first, it would throw an error, but condition 1 checks to see if that error would happen if it evaluated condition 2
normally I would just nest if statements for readability but it's not the way I have the code laid out lol
for example, if (Game1.currentLocation is not null && Game1.currentLocation.ambientLight != Color.White) would stop after the first condition if currentLocation is null, so it would never throw an exception when trying to read ambientLight of a null instance
ok, in essense that is the exact same thing I am doing, but for some reason it felt wrong
I am switching back and forth between a bunch of different programming languages and I am having trouble keeping track due to lack of sleep
Write out specifics
i can't remember how to markdown code in discord let me just screenshot
(i'm not sure that example would work, since Color.White is a property, not an enum value)
currentDiag is a dialoguebox
Might not be able to do what I tried because c# doesnt have
discovered that not all conversations have dialogue, discovered that there's dialogue with fewer than 4 characters
all I am trying to do is intercept if it is the "eat (parsnip etc)" prompt
dialogueboxes are insane
currentDiag.dialogues?.FirstOrDefault()?.StartsWith("Eat") == true
Dialogue boxes are insane yeah
I'm not sure. Actually
How questions are handled tbh
well good thing i can kind of say because i have done such a deep dive into this
and i am still not 100%
but my entire mod was published on question handling lol


hi @rancid musk , what would you suggest to avoid this issue on the BC PostCraft event for IRecipe types that don't implement a CraftingRecipe getter? in this case, LOC throws an error from BuildingRecipe after crafting [log].
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 127 C# mods and 230 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Custom Ore Nodes has been updated for 1.6 (but is now totally incompatible with existing content packs made for it)
https://www.nexusmods.com/stardewvalley/mods/5966
I honestly have no idea what's going on with that and I assume Pintail updated at some point and broke Better Crafting, but I haven't had the desire to sit down and fix awful reflection stuff so I just... haven't.
I am trying to make an IUCT fork with some hilarious meme-y dialogue if the player has anything to do with the Wizard
Even if it wasn't, you can only make constants of primitives, not any struct.
The inability to create cost Rectangles has driven me crazy more than once
Yeah….
(and pattern matching only works with constant values)
Clearly c# just needs to introduce c++ constexpr. What could go wrong
(I unironically would like some sort of const correctness type thing too, though. Like if you mark a field as readonly, it could have the fields be read only too, not just the reference.)
(But in some saner way that c++ does)
Well, I think there's some advantages to having mutable set-once fields
Like collections and netfields
Oh yeah I would love that
Const would be good if it didn’t auto-static the field
(Good as in good choice of keyword)
Why not just have a straight-up immutable keyword
I don’t care what the keyword is, I just want it
It can be called pleasedontmodifymewithreflextionpinkypromise for all I care
(Okay, maybe not that long)
I do wish there was a way to hide source-generated fields from intellisense
EditorBrowsable sadly does not apply
Hmm
EditorBrowsable is ignored within the same assembly, which sourcegen counts as
Also a way to force objects allocated in method body to have to be done with using or something (since scope destructors aren’t gonna happen for sure)
Write your own language server on top of the existing one and somehow make intellisense use that? 😛
Or at least an attribute to provide a warning
So, similar to obsolete, but with different semantics?
I guess if it’s your source gen you could bundle an analyzer that does that
Although I suppose the general idea is to just use destructors and let gc handle it
Oh I meant for your thing
Ah
Not good for things like mutexes
And try finally is so cumbersome
Example I’ll always point to is SFML sf::Lock (though the STO probably has something like that now)
They what
…I should sleep soon.
Gotta be well rested for the KAR 2 direct tomorrow, you see
Didn’t realize enumerators needed disposing of
Not sure I’ve ever manually used one
Oh, is that how the “collection modified while enumerating” thing happens?
No idea tbh
I only vaguely understand how enumerators work in cil, and what I understand is cursed
Yeah I should sleep
Hi! How are you all doing? Could you remind me why this happens? Why does the texture of the item (it’s from a mod) look like this? It happened to me once before and you helped me fix it, but it’s been a while and I don’t remember what you told me to do.
thanks, for now i'm sure i can just wrap it in a bodgy try-catch since it'd have no effect anyway. let me know if you ever get results 
what is it supposed to look like? do you know where the wrong texture is coming from? (another mod or same mod?)
It happens with several mods — the item is a bracelet, but the texture isn’t showing in color; it looks white or something like that. The same thing happens with wool from another mod and with eggs from another one. I thought maybe a retexture mod might be interfering, so I disabled them, but the issue still persists.
If it´s complicated. I’ll open a ticket tomorrow and ask about it in the mod support section.
I don't know offhand what would cause it, but I'd recommend using Lookup Anything with some of the debug tools turned on
you can see what texture it's pulling from iirc and try to see if that gives any hints
Ok Ty
if this is a mod you're using, instead of a mod you're making, please do ask in #1272025932932055121
but they'll probably ask the same kinds of questions I did, plus ask for a log
Ok
yep, but check out the config for extra debug info
Ok, ty
Is @hardy shuttle the same person as this Nexus user https://next.nexusmods.com/profile/otohimexoxo ? Some of the Furniture Packs they made have format errors and I get reports about them so I'm trying to contact them.
Is there a way to make the json parser fallback to the default value of a field on a data model when this specific field fails to be parsed? I have a field set as List<string>, but the author mentioned above made packs that give a single string. In previous FF versions, it was just ignoring the field on failed parsing, but using a proper data model makes it so that the whole data file fails to parse because of this one invalid field.
For perfection percentage calculations, is it only calculated if you finished the total of something or is partial percentage calculated? I.e. if you have like 2/3rds of the shipping collection complete is that 10% towards the perfection tracker or do you need to complete all of it for the full 15%
I realize I have just sent this in not exactly the right channel maybe but I guess you guys would also know about this 
partial is counted yes
Farmer Portraits now recognizes portrait numbers for responding to NPC emotions (e.g. portrait1_Erin.png, etc.)
https://www.nexusmods.com/stardewvalley/mods/11398
hi @drowsy pewter, 6830 is updated for spacecore recipes etc, give it a try and let me know if any fixes are needed
yo @brittle pasture do you have an example for the golden animal cracker gated produce feature in EAC?
is it just "Condition": "Input GoldenAnimalCracker", ?
{
"Id": "prismatic shard",
"Condition": "Input GoldenAnimalCracker",
"MinimumFriendship": 1000,
"ItemId": "74",
},
],```
Not me I'm afraid!
ITEM_ID Input GoldenAnimalCracker
missing the actual GSQ
huh
my long lost twin 
ah, thank you
hmm i wonder if the attack damage could take negative numbers and thus make animals with a healing radius
it's not a thing yet
ah ok
was also sort of considering like being able to equip animals with an item to change their properties but that sounds like effort
expanded take on the golden cracker i suppose
this is a lot of scope creep that I'm not comfortable committing to currently 
lol absolutely understandable
for now it can be on the wip pile
i'm full of terrible work ideas so hit me up if you ever need some
@brittle pasture how would i apply a animal config stat to a animal spawned with meep?
Hey, I have a quick question. I would love to get my mod out for more testing, are there any chats I could do that in? Also wanted to ask about dependencies for my mod. It's a simple content patcher mod, should I put content patcher and SMAPI as my dependencies? There was also someone very kind a little while ago who directed me towards a mod that could be beneficial for people who would like my mod loaded into a preexisting worlds since my custom home could lead to some issues, does anyone remember what that one was called?
8(
lowest one is how i did it in a previous mod, which worked fine. top ones are throwing massive endless redlines
oh i see what happened
you mean the requirements on nexus? it’s up to you
tilesheet path shenanigans, of course
So would a content patcher mod work even without me telling the user to install Content Patcher and SMAPI? I hope to make it fool proof so the user doesn't become frustrated
the mod will need it to run
tho i get why listing content patcher and smapi felt... redundant
it wouldn’t work, but plenty of content patcher mods don’t specify those and I don’t think I’ve heard of any complaints about that
coz everybody who mod likely have those two
well, I have once (fairly recently actually), but it wasn’t someone who was confused, it was someone who was nitpicking for no reason so they have an excuse to be rude to the mod author
what a sad existence the person must live through
i think what i'm bit hesitant to list is the optional requirements
like features that require other frameworks but not really a must for main functionality (i set has mod)
That is totally fair. I never modded anything before, so I'm not sure what the best practices would be 🥺
just listing them is prolly good. I myself don't list smapi but list content patcher
I can do that! Does anyone recall the map specific mod? Or any best practice for what to include when my mod replaces an entire map?
you can add reqs as optional with a note about what they are for
That is also a good idea
I do have one more request though. The Log says that my NPC cannot get into his own room, because the warp couldn't be found, but as a player I can warp just fine, where can I start looking to find a solution? 🥺
https://smapi.io/log/a0acf1d7f94b4ecd96019b17f18d494d
Or... wait a minute? Is there supposed to be a warp directly into the basement (his room)? Because for now you have to enter the main bulding and THEN get into the basement
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 4 C# mods and 1 content packs.
ah hell how do i load a tilesheet from a folder other than maps, hm
I have my maps set up in my mods folder and tell the content.json to load it from there
yeah i mean in the map file itself
i'm using furniture from TileSheets in a map
maybe i just have to include it with the mod, hm
arbitrary tilesheet access by spiderbuttons
will allow you to do this
hm
Copy the tilesheets you're using into the same folder as the map.
For unchanged vanilla tilesheets, rename them to start with a dot (like .townInterior.png). This tells SMAPI to ignore the file when loading the map in-game, and load the one in the Content folder instead.
wiki suggests this, i guess
eh that ain't the same thing
maybe i'll just move the tiles i want onto my sheets, that might be least resistance
i'll take a look at that tho too thanks
You do this mostly to make sure that the map still works after you remove the pngs for final publish
While retaining the ability to edit
That said if you use iro's extension you don't need that cus the png already different folder
i'm just using it for a couple things so yeah i'll just transplant the needed tiles
seems more straightforward
yeah that's all i was using, hah
and a black tile from a sheet i'm not otherwise using now, so that can go too
optimization
Damn, I'm having a bunch of bug reports from FF users that a bunch of packs aren't loading anymore even though the update is supposed to be backwards compatible, and it turns out the previous version of FF parsing invalid json with no error, and I have no clue how it's even possible
damn that's unfortunate
I know I was doing some very hacky manual parsing, but I was still loading the files into a newtonsoft json object, I'm surprised it never complained about it
at least the fixes are pretty simple on the pack's side, and it's not an issue inside FF
newtonsoft is very lax tbf
Hi hi! Does anyone know ThatKingKai?
I wrote to the author on Nexus, but the modder hasn't been active for quite some time now. I completed the default.json for them because it was missing a lot of lines, but the text from the strings.json wasn't implemented; that is, it's in the strings.json file but not referenced in the machine's code. Because of this, it never shows up in the translations and appears in English by default.
I already sent the author the default.json and the JSON files with the correct keys. It took me almost 48 hours to complete all that, and it's a really nice mod. It pains me to see that more people can't enjoy it in other languages.
I've seen some mods recently with really nice mod menu configs, collapsable sections, images in the UI and stuff like that. Does anyone have a link to more in depth documentation on that sort of stuff? I couldn't find anything beyond the basics on the github documentation for CP.
I'm pretty sure that's custom GMCM options made in C# cause there's no collapsable sections with CP last time I checked
I've seen glimpses of a GMCM 2.0 beta, maybe that's related 👀
Hmm probably not worth coding something if thats planned
How long has this been in the works?
gmcm2.0
GMCM 2.0, not CP 2.0
yeah i noticed sry
Well heres hoping for a smooth polish to the GMCM update and a release sometime soon
Thanks for the info :)
you know, you asked for a feature for GMCM 2.0...
how about a host sync function for multiplayer that can be turned on (off by default)? So all settings will then sync up with the host's settings.
I've updated my mod page a bit. How do I showcase it?

Wdym?
I see that there's a showcase channel but I don't know how to use it
Remind me in 8 hours to actually consider this
For the lovely kittycatcasey? Why most certainly. (#6920654) (8h | <t:1761258554>)
double bonus points if it only syncs up all non-keybind options
This would be a major improvement
Currently sharing configs is a bit annoying
I just share whole modpacks before playing as I usually only duo
(While keybinds would be excluded, I'd probably make it opt-in per-option)
Guys i need an opinion
If hatsune miku were to replace ANY of the current NPCs in stardew, who would she replace?
(asking because i don't feel like making a custom NPC)
I would say Emily because blue hair, but I'd rather she replace Haley because then the sisters would be more similar at least
So replace Haley, I guess?
i played on a few discord based servers and sharing configs and making sure they are correct between profiles and players is annoying since not everyone uses stardrop
(also gold digger)
stuck up more than any of that id say
Ngl, gmcm 2.0 is something I'm probably the most excited about 👀
It looks like I'm eligible for the Mod Author role. Can has?
I've finished my Chest Categories mod. Thank you so much for your help.
What's Stardrop?
!stardrop
Stardrop is a mod manager written specifically for Stardew Valley. See the Stardrop wiki for installation and usage.
See this tutorial for connecting Stardrop to Nexus or updating mods in Stardrop.
If you have issues with Stardrop, see the issue report guide.
oh cool 😄
But yeah, can I please have the Mod Author role? I checked the requirements, and I am eligible
I don't know if I'm supposed to ping someone or not
Yeah send a dm to bouncer
Alright!
anyone know what the numbers in paint data mean?
max and min values of hue/lightness/saturation I think
hmmmm, that can't be right...
it's either lightness or saturation, can't remember.
i know you don't feel like making a custom NPC, but i feel the need to warn you that if you want her to act like Miku and have a different schedule and so on (instead of just being a graphical replacement), you are signing up for the same amount of work on top of compatibility problems
true
As someone who has replaced far too many NPCs for my still in progress Zelda overhaul-- it will be easier to make a custom NPC if you also intend to change dialogue, schedules, and events.
Hello folks. im looking for help with using "when" in CP to make something only possible when the desert is unlocked.
//crab group
"{{ModID}}_NameGroupCrab": {
"SpawnablesToSpawn": [
{
"SpawnableIds": [
{
"Weight": 1.0,
"Value": "{{ModID}}_CrabGroup"
}
],
"Minimum": "{{crabs}}",
"Maximum": "{{crabs}}"
},
{
"SpawnableIds": [
{
"Weight": 1.0,
"Value": "{{ModID}}_TruffleCrabGroup"
"When": {
"PLAYER_VISITED_LOCATION Current Desert": true
}
}
],
"Minimum": "{{truffle crabs}}",
"Maximum": "{{truffle crabs}}"
}
]
},
spawns rock crabs and truffle crabs. I want the truffle crab part to only activate when the desert has been unlocked
The MEEP animal has a Data/FarmAnimals entry right
then you can edit the extra asset using the same key
Ooo okay thank you
Is this meant to be a When or a Condition?
is when not a condition?
Also are you using a specific framework for this?
i am using spacecore
When and Conditions use different formats
Conditions take arguments in the form of Game State Queries, When typically does not.
oh ok so it needs to be a condition i believe.
Looking at the spacecore documentation, it looks like you would apply the Condition to the spawnable definition for the truffle crabs rather than as part of the spawn group code.
Mentioned here
Woo hoo... I was able to get my old SMAPI 2.0 MOD working again with minimal changes. Experience since I originally wrote it allowed me to enhance it nicely. I have more improvements to add before I package it up and make it available again after many years. Just wanted to share that with no one in particular. Have a great day/evening all.
aaa nice! congrats!
"{{ModID}}_TruffleCrabGroup": {
"Type": "Monster",
"MonsterType": "RockCrab",
"MonsterName": "Truffle Crab",
"MonsterTextureOverride": "Characters/Monsters/Truffle Crab",
"Condition": "LOCATION_ACCESSIBLE Desert"
},
this is how ive written it but it doesnt seem to be working as the truffle crab is still spawning
Is there a reason you swapped from PLAYER_VISITED_LOCATION to LOCATION_ACCESSIBLE ?
Both are GSQs, but it's possible one is returning True when you aren't expecting it to
im testing both each time to be sure
Ok, and you are testing on a new save as well?
I hope it's okay for me to come back, because I didn't get an answer earlier
I do have one more request though. The Log says that my NPC cannot get into his own room, because the warp couldn't be found, but as a player I can warp just fine, where can I start looking to find a solution? 🥺
https://smapi.io/log/a0acf1d7f94b4ecd96019b17f18d494d
Or... wait a minute? Is there supposed to be a warp directly into the basement (his room)? Because for now you have to enter the main bulding and THEN get into the basement
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 4 C# mods and 1 content packs.
using my tester save which is like spring 11. hasnt gone anywhere other than farm, bus stop, and bus tunnel areas.
just tried it with PLAYER_GENDER Current Female and still no luck
Loading up my computer to see if I can find anything else, would you mind sending the full JSON through the validator?
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
thanks and sorry in advance for the heft of the document
Things gradually driving me insane since I can't seem to record my screen ingame properly: Female farmer legs. I have black pants on. I realized the pants do not cover all the pixels of my legs at every point in the animation
okay, just to verify, you're wanting to stop Truffle Crabs from spawning? Because the Condition is on CrabGroup instead of TruffleCrabGroup and I don't know if that's intentional.
Still parsing through the code
but I can't read the pants sheet well enough to figure out where pixels need to be added, and without a recording, I can't quite figure out where pixels need to be added anyway
why are you like this, default lady farmer pants
#making-mods-art message I did the male pants specifically with this cursed sheet but female isn't super difficult to swap in instead.
Pants are Cursed
hm, I guess I could grab the vanilla sheet and layer it over the farmer sheet. I was working with a FS sheet and that's apparently laid out differently. that might actually show me where the overlap is though
Yeah, the FS sheet confused me too badly when I tried to do the same templating.
Pants are cursed, I can't unsee these pixels. One frame in walking has a crotch pixel sticking out
it's like one frame in fishing, a couple frames in walking
uh, whatever I do to get around every day?
default movement is running (just WASD). if you hold Shift you'll walk and it's even slower
rip to another modder discovering pants /lh
oh i see why everyone says pants are cursed, pants are cursed
why are ALL THE PANTS in here, I can't tell which pants are which
Is it just the first one or are they different for the femme body
which program are you using?
My Krita file should have just one pair of pants in it on a separated layer and I think someone converted it to a PSD at some point
oh I think it's the second one
I don't happen to have Krita. But I need the female pants anyway. I was looking at the actual game file to see
ok
Yep, now just find that frame in the FS template and fix it up
oh man this is much better, thanks for the idea. I don't know why I didn't think of this
got my brain stuck in one problem solving mode
I see the one that's 2 over to the right of it as well with a missing pixel. xD
oh yeah a bunch of these are. The one with arrows is just the one that I saw first and is thus my Nemesis
Any help, my lovely people 🥺
can you post your house map
yo trough tiles, what is your problem
why you always gotta be like this
ah, has to be back layer, that's the problem. cuz of course.
Like, a screenshot? or the .tmx?
I tried to make a specific NPCWarp that warps them directly into the basement, but that didn't work either. Error is the same
Here are my tmx files and the content.json. Feel free to @ me, if anything is needed as I have to step away for a moment
the b in basement in the map isn't capitalized; try fixing it
🇧 asement
Bad spelling will end up killing modders just from the stress i think
I was gonna blame SMAPI for an issue that seemed nonsensical, turns out i was just being silly and spelled received incorrectly
been there
sorry i was getting destroyed by my bosses for like an hour. i do want the condition on trufflecrabs. i moved it to the regular crabgroup to make testing more apparent as theyre 90% of the spawn group (although i couldve just adjusted spawn values instead)
It should know what i mean when i spell it recieved actually 
I've managed to make my NPC invisible for a set amount of horus, issue now is that when he gets set to visible again, he will not go back to following any sort of schedule hrm.... He just stands there
and you reloaded the mod?
I did, unfortunately that didn't help :/
I ended up having warp tiles added both through TilesData (the pictures thingies), and on map data AND added through my scripting. You can try adding a TileData and see if that helps? And make sure to put it on the Back layer (of the purple iconed layers!)
I am also a beginner though, i just had a similar issue and this fixed it
and same error in log? stupid question but did you also try reloading the game (schedule is decided on day start)
Thank you, I will try that and report back
oh did you also fix the uncapitalized b in the interior
I'm assuming the map goes "Forest" > "Interior" > "Basement"
Yeah, but the Bs in the other maps are also not capitalized and they work (at least for the player)
Yes exactly
Oh my goodness
You are a real saint
It worked :3
In general though, can an NPC go through 2 warps? Because I'd like for him to go though the livingroom and then the basement instead of just disappearing and showing up in the basement
they should be able to
Do you have a datatile in there too or map property?
I do
Funky
So, I can walk into the house and into the basement, but when I want to walk out of the basement it says "Living room couldn't be loaded or found"
I put a warp on the tile data and in the map properties
Hm yeah no clue, i haven't needed to go from one custom map to another so this is outta my depth
But you probs wanna post your .json logs where the custom map stuff is stored, cus it sounds like it might be something in there then
I did send in all my tmx files, but I don't think it's a json issue, since it worked before I added the npc warp 🥺
but you did get me one step closer, so a huge thanks still 😊
Fair fair, probs then but yeah got no clue what to do from here lol And no problem! ^^
!log @junior tiger can you share your log, and your json if it contains any patches that affect warps?
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
of course, one moment
I managed to fix it
Even though it doesn't quite make sense
both you and your NPC can warp from forest >interior >basement?
yup
okay great
you shouldn’t need both map property Warp and tile data warp but if it works it works
This wasn't a patch using an EditMap, right?
Thing that confuses me is, if I warp from the outside to the inside then CustosLivingroom works, but if I want to warp from the basement to the livingroom I have to use CustosHouse?
(I missed most of the discussion, but I do remember that Map Properties do not carry over through EditMap actions from a TMX, you have to add Map Properties seperately through code if patching to a map that doesn't have the new map properties on it)
right now it works and I'm scared to break it 🥺
If you do patch export on your basement map, what does it show for the Warp map property?
patch export?
!patchexport
A patch export makes a copy of specific stuff in your content folder so you can see what changes have been applied.
- Load up a save (with Content Patcher installed)
- Type
patch export <FILEPATHOFTHING>in the SMAPI console and hit return - Look in your
patch exportfolder in the game folder for the relevant json file or image - If it's a json file, you can share it via smapi.io/json. If it's an image you should just be able to look at it.
So what exact format do I need?
you need the map asset name
I’m on my ipad so I can’t open up your rar file to check what that is
so the tmx file?
so the forest map? That's where the house is
i thought the issue was with your basement
It is, so I'll just let it spit out custos-basement? Without the tmx
yes, whatever target you loaded your basement map to
probably something like Maps/custos-basement but idk
hellooo uh is there a way to have a spouse room be mostly closed off as opposed to the usual open-ness?
I'm sorry, maybe I'm just too stupid, but I can't get it done 😭
i wish i could help further but i’m on mobile
Hi, is it possible to make machines larger than 16x32? For example, 32x32?
I can take a look, I'm not published yet but i've gotten my maps to work properly and i've picked up a couple things? ^^" If nothing else, im a second pair of eyes to look for simple mistakes
That's okay as long as it works
I can't think of way to make MakeNPCInvisible as an action trigger work for what I want to do, so im gonna look and see if you can make warps that the NPC's can use but not players...
AddNPCWarps
or that might be singular idk
it’s in CP docs under edit maps
I'll look at it, thank you!
hmm can we do decoratable walls and floors in an animal building?
do they count as StardewValley.Locations.DecoratableLocation, basically
no 
animal houses must use AnimalHouse
well damn
maybe a 1.7 request
oh well, that means i don't have to set up the tiledata
Say hello to the Therapy Box, where i will send Mirren when he misbehaves
ah, the sad boys room
If you cannot behave, you into the box for 3h and then you can come back out
(they call a closet in tower unite that)
aaah!
and now i've made my maps to have 6 / 12 animals cap but 4 / 8 feed spots
i wonder if the auto feed would compensate for that
I need help, I pumped up the mods and the game is fine until the moment when the configuration of the mods pops up (xs accidentally or I poke something) and I can't close it
!gmcmsoftlock
GMCM currently has an issue in which it “soft locks” the game by preventing you from closing its menu. If this happened to you, go back to your SMAPI console, type debug tailor and press enter. This should free you without having to reset your day.
hey selph since you are here, can i set glow colors to specific animal skins?
Sorry to interrupt the discussion! I'm not sure if my question belongs in this channel, but I figured you folks are the most technically apt when it comes to game internals. How would I flag my save to say slimes can drops eggs, without actually building any slime hutches?
What would be the easiest way to see a modded special order on the board for testing? 
not yet, but that's simple enough to add
cool. i've got a dog that's on fire and comes in 5 colors, so making them all glow orange is a bit odd
"AttackIntervalMs": 1000,
"AttackRange": 1,
"AttackMaxChaseTimeMs": 0```
seems to work to make an animal that just does contact damage btw
mail flag slimeHutchBuilt
Thank you, Selph. Will this trigger also the cutscene with Marlon, by any chance?
yes
Woo!
spicy doggos
The orange does make them look.... ~stinky~
Also therapybox works! Thank you @urban patrol 
woo!
Well in theory, he did just accidentally spawn back in but i think thats an issue on my end lolol The Npc warp works though!
Nice that Krobus has an emoji, even if he normally doesn't have any special orders 
cuuuute!
test this; this adds a new field SkinGlowColor which is a dict of skin ID to color; this will be used in place of GlowColor if set for a skin
(this version also allows AttackDamage to be negative, in which case the animal will heal the farmer with a heart emote)
i shall give it a shot in a bit, thank you
Okay therapy box works as it should, time to write the next could events then ^^ got two different 12 heart and 14 to make
Huh..?
the ol AVE
the only known fix is randomly disabling and enabling mods and try again
Yeah, worked after few more tries, first time seeing it
Time for making showcases... ehh... maybe later 
so like uhhh this? "GlowColor ": "Orange", "SkinGlowColor": "{{ModID}}_carbonspirit",
probably doing it way wrong lol
or do i give each skin it's own field
no, it's a map
"SkinGlowColor": {
"Skin1" : "Orange",
"Skin2": "Blue",
},
"GlowColor" still exists, and will be used for the default skin
did you set the base GlowColor
"IgnoreRain": false,
"IgnoreWinter": true,
"GlowColor ": "Orange",
"SkinGlowColor": {
"{{ModID}}_carboncharcoal" : "Gold",
"{{ModID}}_carbonspirit": "DodgerBlue",
"{{ModID}}_carbonmossy" : "LimeGreen",
"{{ModID}}_carbonautumn": "DarkOrange",
}```
(whoops, didn't realize that message was in this channel and replied instead of forwarded)
carbondog is the main animal, the skinglows are the other skins. maybe i need to set the default skin individually too?
no, you're good, let me double check my code
"Skins": [
{
"id": "{{ModID}}_carbonpink",
"Texture": "{{ModId}}/assets/ebdogs/carbondog1",
"HarvestedTexture": "{{ModId}}/assets/ebdogs/carbondog1",
"BabyTexture": "{{ModId}}/assets/ebdogs/carbonpup1",
"Weight": 1
},
{
"id": "{{ModID}}_carboncharcoal",
"Texture": "{{ModId}}/assets/ebdogs/carbondog2",
"HarvestedTexture": "{{ModId}}/assets/ebdogs/carbondog2",
"BabyTexture": "{{ModId}}/assets/ebdogs/carbonpup2",
"Weight": 1
},
{
"id": "{{ModID}}_carbonspirit",
"Texture": "{{ModId}}/assets/ebdogs/carbondog3",
"HarvestedTexture": "{{ModId}}/assets/ebdogs/carbondog3",
"BabyTexture": "{{ModId}}/assets/ebdogs/carbonpup3",
"Weight": 1
},
{
"id": "{{ModID}}_carbonmossy",
"Texture": "{{ModId}}/assets/ebdogs/carbondog4",
"HarvestedTexture": "{{ModId}}/assets/ebdogs/carbondog4",
"BabyTexture": "{{ModId}}/assets/ebdogs/carbonpup4",
"Weight": 1
},
{
"id": "{{ModID}}_carbonautumn",
"Texture": "{{ModId}}/assets/ebdogs/carbondog5",
"HarvestedTexture": "{{ModId}}/assets/ebdogs/carbondog5",
"BabyTexture": "{{ModId}}/assets/ebdogs/carbonpup5",
"Weight": 1
},
],
"BabyTexture": "{{ModId}}/assets/ebdogs/carbonpup1",```
here's the skins block for reference
healing maybe doesn't wanna work either. again, could be my error somewhere
can you post your full json file
this looks fine
uh double check that you installed the version I posted above?
seems like i did but yeah i can do that
same results. the -2 damage isn't doing anyhting, but they are doing a ? bubble instead
no glows either, to be clear
i can send you my mod as it is if you'd like
YOOO they look so cool!
thanks
Fellowclown made them for me
on the plus side nothing is exploding and they are still digging up items
seems like livestock bazaar is seeing two copies of the default skin tho
that menu is having...other problems at the moment haha
that's down my todo
ok I made a mistake in the healing animal code, will fix that
skin color works on my end though, hmm
funky
Did it always say that Nexus doesn't accept animated gifs? (even tho it's technically false) 
helloo uhh anyone here familiar with purrplingcat's custom emote framework? it's sadly not working :(
i suppose i'd be a bit better off having the skins not duplicate the default eh
I did just message them on nexus btw!
It is pretty old... and iirc purrplingcat retired from modding
ohh okay
Someone correct me if I'm wrong
Hi, is it possible to make machines larger than 16x32? For example, 32x32?
I still have no idea what's causing the color issue but try this (it should fix the healing attack)
it it doesn't work you can send me your mod file
you have two options, either Furniture Machine or Bigger Machines
Noted, ty
Is the custom emote use inside or outside the event?
Sneak peak :p
inside an event!
(also having other event issues but I'll get into that later lol)
Then you can use temporaryAnimatedSprite instead.
As long as you can replicate the animation of the emote bubble, you can achieve somewhat similar result.
oooh uhh alr! how might i set that up?
Have you complete the animation for custom emote yet?
It should be a long rectangle.
alr, so all in one row?
Yes.
tysm for your help btw 
Inside events, there is a lot of alternative you can use to be honest, either using temporaryAnimatedSprite/temporaryActor or patch the emote.png in the middle of the event.
The latter need you to changeLocation for the patch to applied.
gotchaaa
just editing them to be able to animate fully, the emote framework only needs the emote and not the bubble
alrrr still working on it, but for later, how might i implement a temporary animated sprite?
https://www.nexusmods.com/stardewvalley/mods/38803 Be free, little mod
It is a very long event command with a lot of arguments.


