#making-mods-general

1 messages · Page 456 of 1

livid kite
#

Ah, my bad

vernal crest
#

And I want to know if it's possible for it to be only editable via config.json

#

Which is the default for C# mods, but it's for a CP mod

#

I'm not seeing anything in the docs for CP or GMCM about it, so I'm guessing the answer is no

uncut viper
#

no

livid kite
#

Maybe you can suggest it to Casey or pathos?

next plaza
#

God yall really aren’t helping my brain with this

#

@gentle rose as well

vernal crest
#

I don't think it'd be a very frequently used feature but since she's here, hey Casey do you want to make that change for me? /j

next plaza
uncut viper
#

i would think itd be a change on CP's side

vernal crest
#

I would also expect that but Pathos wasn't here right in this moment xD

livid kite
#

@ pathos

next plaza
vernal crest
#

I think it's just me wanting to provide more options for users than are actually necessary

uncut viper
#

i mean how would a content patcher mod specify it without content patcher a) offering the option and b) respecting it

next plaza
#

(Basically, cp packs will get full power, except custom widgets of course)

next plaza
tiny zealot
vernal crest
#

(Aaaaand a little bit of embarrassment about having made a mod in such a way that it's giving a bunch of users problems because I didn't follow the normal convention and now there are consequences)

uncut viper
#

that is exactly my point? its content patcher telling GMCM. how is content patcher to know it shouldnt?

next plaza
#

So I just load a separate json with the GMCM data (specified in manifest, not assuming a specific file name just in case)

next plaza
next plaza
next plaza
#

And iro didn’t even question it

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It’s a conspiracy I tell you

#

It may not make sense, but if wren ever joins in on it, my mind will be in absolute shambles

#

Every 1d7+1 days, you each hold a drawing to see whose name you each get this time

gentle rose
next plaza
#

My mind would never know peace

gentle rose
#

but figured it was funnier to refuse to acknowledge it entirely

next plaza
next plaza
#

Gotta make me question my sanity for it to be effective

urban flower
#

hi, would anyone know if there's a way to add campfire to a map that you can toggle on and off like the one in front of linus' tent? like a tile property or something?

gaunt orbit
#

You could make a custom campfire-shaped fireplace and then spawn it on the map

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I'm pretty sure there's a way to spawn furniture on maps anyways

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If you want the effect to be baked into the map itself the only option is c#

livid kite
#

@blissful panther Hi DH, I'm following the Doc on how to add a Close-up interaction from MEEP, but I'm confused on how to load in a custom asset,. It says
"Action": "MEEP_CloseupInteraction_Image Mods/DecidedlyHuman/MaruRobot",
But it doesn't give an example on the load part. So I tried to follow the example file path "Mods/DecidedlyHuman/MaruRobot":

            "LogName": "Load MEEP Images - Pepper",
            "Action": "Load",
            "Target": "Mods/RaffieJohn/Pepper",
            "FromFile": "Assets/MEEP/Pepper.png"
        },```
But nothing is happening. Here is my code that I followed from the doc:
https://smapi.io/json/none/bb8656a898f4436cb5fb67bece1b9a34
royal stump
# urban flower hi, would anyone know if there's a way to add campfire to a map that you can tog...

If you're familiar with FTM, the forage spawner can add a craftable campfire and prevent players picking it up, which is how Linus's fire works

  "Forage_Spawn_Settings": {
    "Areas": [
      {
        "SpringItemIndex": [{"category": "BC","name": "146","CanBePickedUp": false}],
        "SummerItemIndex": [{"category": "BC","name": "146","CanBePickedUp": false}],
        "FallItemIndex": [{"category": "BC","name": "146","CanBePickedUp": false}],
        "WinterItemIndex": [{"category": "BC","name": "146","CanBePickedUp": false}],
        "UniqueAreaID": "Fireplace test",
        "MapName": "Mountain",
        "MinimumSpawnsPerDay": 1,
        "MaximumSpawnsPerDay": 1,
        "IncludeCoordinates": [
          "20,15/20,15"
        ],```
#

(also you'd want to make the tile impassable so NPCs don't break through it SDVpufferdizzy)

urban flower
oblique meadow
royal stump
#

eventually everything will become spawnable forage SDVpetjunimo
(until I finish 2.0 stuff, then it's all trigger actions) (sort of)

oblique meadow
#

Haha. Well I figured out how to use it to spawn tools in the world. So it made my WIP farm feasible

drowsy pewter
#

yesss trigger action stuff yessss

#

give me all the trigger action

oblique meadow
#

I need trigger actions to make it rain bombs that are set to explode….

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For reasons

royal stump
#

SDVpufferthink I'll make a note to remember how active bombs spawn, since they're one of those unique edge cases

oblique meadow
#

I may or may not be looking at more… intricate… dungeons

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So raining bombs would help

brave fable
#

mmm bombs are temp sprites with endfunctions rather than items

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in any case you'd need to run the spawn behaviours on each tick, otherwise you've just got a location that explodes dramatically once you enter for the day

oblique meadow
#

But… that would be funny

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Not ideal

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But hilarious

brave fable
#

having things 'drop from above' is also totally outside the realm of the base game content so you'd need another setup for that

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iirc even temp sprites don't support it, i'm fairly sure the 'stop at ypos' arg only works with a negative motion Y, i.e. upwards

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(used for fireworks, which typically don't go down)

urban patrol
#

hey blueberry while you're here--i was trying to use the new viewport commands you elaborated on on the wiki, but got this error:

[game] In event #CookingLesson5 for location Saloon
[game] On line #69: viewport farmer
[game] Error running event script Data\Events\Saloon#CookingLesson5 on line #69 (viewport farmer).
NullReferenceException: Object reference not set to an instance of an object.
   at StardewValley.Event.DefaultCommands.Viewport(Event event, String[] args, EventContext context) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Event.Commands.cs:line 4420
   at StardewValley.Event.tryEventCommand(GameLocation location, GameTime time, String[] args) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Event.Commands.cs:line 307```
does `actor` not like `farmer`?
brave fable
#

ah, you want player instead.

urban patrol
#

ahhh i see

brave fable
#

i'll update the wiki for that

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looks good?

urban patrol
#

yep i think that's clear!

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dark mode wiki jumpscare lol

brave fable
#

dark reader extension my beloved

drowsy pewter
#

24,000 line json SDVpufferchickmayor

elder kite
#

is there a better way to do this? basically trying to apply a snowy version of the texture if its snowing, and the config option is enabled for snowy days

         "Action": "EditImage",
         "PatchMode": "Overlay",
         "Target": "Maps/winter_outdoorsTileSheet",
         "FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
         "Priority": "Late",
         "Update": "OnLocationChange",
         "When": {
            "LocationContext |contains=Island": "false",
            "= Enable Mod": "true",
            "Winter Changes": "true",
            "Query: {{Snowy Days}} {{Weather}} |contains= snowing": "false, true"
         }
      },
      {
         "Action": "EditImage",
         "PatchMode": "Overlay",
         "Target": "Maps/winter_outdoorsTileSheet",
         "FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
         "Priority": "Late",
         "Update": "OnLocationChange",
         "When": {
            "LocationContext |contains=Island": "false",
            "= Enable Mod": "true",
            "Winter Changes": "true",
            "Snowy Days": "true",
            "Weather": "snowing"
         }
      },```
urban patrol
#

do you need a query in the first one? why not check it one by one like your second patch?

elder kite
#

it was kind of a dual test, to see which would be cleaner, i intend to use the same method for both, but i was more wondering if they could be combined into one editimage action

urban patrol
#

i suppose you could set a dynamic token like {{Snowy}} that's Snowy when (true conditions) and NotSnowy when (false conditions), and then name your files accordingly, and use the token {{Snowy}} in your FromFile

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CP docs lay out how to do that more clearly

#

that also means that you're not checking a query on location change which is very expensive resource wise

vernal crest
#

You shouldn't need to do an OnLocationChange update rate for that because the weather is set at the start of the day

elder kite
#

I think I might actually need to, I got the code fully up and running (mostly) but when disabling "Snowy Days" the old snowy textures still load

urban patrol
#

imo players should expect errors when changing config mid-game session

vernal crest
#

Yup

urban patrol
#

i dealt with this last month or so and poor aba was very patient with me lol

vernal crest
#

You never try my patience nic SDVpufferheart

elder kite
vernal crest
#

If you're changing the snowy days config midway through the day without OnLocationChange, it is expected behaviour that it will not update until the next day

elder kite
#

i added the onlocationchange update to each entry, same deal

vernal crest
#

Which of the two methods from above are you using?

elder kite
#

this is what i ended up going with for now:

         "Action": "EditImage",
         "PatchMode": "Overlay",
         "Target": "Maps/winter_outdoorsTileSheet",
         "FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
         "Priority": "Late",
         "Update": "OnLocationChange",
         "When": {
            "LocationContext |contains=Island": "false",
            "= Enable Mod": "true",
            "Winter Changes": "true",
            "Weather": "Sun"
         }
      },
      {
         "Action": "EditImage",
         "PatchMode": "Overlay",
         "Target": "Maps/winter_outdoorsTileSheet",
         "FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
         "Priority": "Late",
         "Update": "OnLocationChange",
         "When": {
            "LocationContext |contains=Island": "false",
            "= Enable Mod": "true",
            "Winter Changes": "true",
            "Snowy Days": "true",
            "Weather": "Snow"
         }
      },```
vernal crest
#

(Why must everybody put spaces in their config settings 😭 )

urban patrol
vernal crest
#

To my immense sadness CP does allow it D:

vernal crest
dusky sail
#

You can put spaces in the config but then it cant be i18n'd

#

(Learned this the hard way)

elder kite
#

Correct

urban patrol
#

ahhh

vernal crest
#

Interesting, I didn't know it broke the keys

elder kite
vernal crest
#

Well, good, because people shouldn't be using spaces

vernal crest
urban patrol
#

sorry i'm derailing the convo this can continue later

elder kite
vernal crest
#

Not that I know of, it's just bad practice to use spaces in IDs and people should be in the habit of not doing it ever

elder kite
#

If it works it works, I can guarantee you spaces arent the issue here, i just tried a test without them

vernal crest
vernal crest
uncut viper
#

spaces in keys do not break i18n

elder kite
#

They do not

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I have another mod with over 100 config options 18 languages supported

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Works great

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Has spaces

vernal crest
#

Poor oclarina then

drowsy pewter
#

yeah I was going to say they dont break i18ns

elder kite
vernal crest
#

!log please use the log parser and upload your whole log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

drowsy pewter
#

but needed to check first

vernal crest
#

Well they should >:(

drowsy pewter
#

has anyone told you you're stubborn

dusky sail
#

How did i break them then....

brave fable
#

you're not my linter 😌

urban patrol
dusky sail
#

It is a mystery

uncut viper
#

spaces in keys dont break anything in general unless its another mod that doesnt handle it properly

vernal crest
uncut viper
elder kite
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 54 C# mods and 83 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
#

Because it is not sunny

drowsy pewter
#

my poor hand hurts from clickying and clackying all day SDVpufferchickhands

elder kite
#

Sometimes I just cant wrap my head around logic problems like this, so thanks for your patience

hard fern
raw oxide
#

hello working on my mod really simple question someone very talented took my commissions and made my mod mini map my question now it appear on a new save but not on my current save is it normal and do i have a way to make it appear or is it stuck with the vanilla one ?

hard fern
fossil osprey
#

If you could share your log too, that may contain the solution

raw oxide
#

Sorry it's a farm map that replace standard farm, i asked for a minimap so it shows on the map instead of the vanilla one here's the thing on a new save the new minimap appear but in an existing save it does not

#

as for the log i'll go get it

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on macOS Unix 26.0.1, with 77 C# mods and 242 content packs.

hard fern
raw oxide
#

yes i did, i'm not sure if it's normal for the mini map to appear on a new save but not on an existing one

hard fern
#

i would guess it's your recolor

#

?

elder kite
#
         "Action": "EditImage",
         "PatchMode": "Overlay",
         "Target": "Maps/winter_outdoorsTileSheet",
         "FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
         "Priority": "Late",
         "Update": "OnLocationChange",
         "When": {
            "LocationContext |contains=Island": "false",
            "= Enable Mod": "true",
            "Winter Changes": "true",
            "Snowy Days": "true",
            "Weather": "Sun"
         }
      },
      {
         "Action": "EditImage",
         "PatchMode": "Overlay",
         "Target": "Maps/winter_outdoorsTileSheet",
         "FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
         "Priority": "Late",
         "Update": "OnLocationChange",
         "When": {
            "LocationContext |contains=Island": "false",
            "= Enable Mod": "true",
            "Winter Changes": "true",
            "Snowy Days": "false",
            "Weather": "Sun"
         }
      },
            {
         "Action": "EditImage",
         "PatchMode": "Overlay",
         "Target": "Maps/winter_outdoorsTileSheet",
         "FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
         "Priority": "Late",
         "Update": "OnLocationChange",
         "When": {
            "LocationContext |contains=Island": "false",
            "= Enable Mod": "true",
            "Winter Changes": "true",
            "Snowy Days": "false",
            "Weather": "Snow"
         }
      },
      {
         "Action": "EditImage",
         "PatchMode": "Overlay",
         "Target": "Maps/winter_outdoorsTileSheet",
         "FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
         "Priority": "Late",
         "Update": "OnLocationChange",
         "When": {
            "LocationContext |contains=Island": "false",
            "= Enable Mod": "true",
            "Winter Changes": "true",
            "Snowy Days": "true",
            "Weather": "Snow"
         }
      },```
#

I may have gotten ahead of myself before, but I did manage to get it working, but its 4 actions instead of the 2 now xD

raw oxide
vernal crest
#

Why are you specifying weather at all for the non-snowy ones?

elder kite
#

Basically its accounting for the four different cases that could be happening

vernal crest
#

But you only need two

#

You need one that applies all the time by default, and then one that overrides that if it's snowy and the player has enabled "Snowy Days"

elder kite
#

Case 1: snowy days disabled, sunny, uses normal
Case 2: snowy days enabled, sunny, uses normal|
Case 3: snowy days disabled, snowing, uses normal
Case 4: snowy days enabled, snowing, uses snowy version

vernal crest
#

The first three cases will just be covered by not checking for weather or Snowy Days. Then for number 4, you check if it's snowing and the player has Snowy Days enabled, and then you change the tilesheet

raw oxide
elder kite
#

I assure you that does not work, i just tested that

hard fern
# raw oxide

can you put it in the json validator/parser so it's easier to read?

raw oxide
#

yes of course

elder kite
vernal crest
# elder kite I assure you that does not work, i just tested that

So you had this and it did not work?

{
   "Action": "EditImage",
   "PatchMode": "Overlay",
   "Target": "Maps/winter_outdoorsTileSheet",
   "FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
   "Priority": "Late",
   "Update": "OnLocationChange",
   "When": {
      "LocationContext |contains=Island": "false",
      "= Enable Mod": "true",
      "Winter Changes": "true",
   }
},
{
   "Action": "EditImage",
   "PatchMode": "Overlay",
   "Target": "Maps/winter_outdoorsTileSheet",
   "FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
   "Priority": "Late",
   "Update": "OnLocationChange",
   "When": {
      "LocationContext |contains=Island": "false",
      "= Enable Mod": "true",
      "Winter Changes": "true",
      "Snowy Days": "true",
      "Weather": "Snow"
   }
},```
#

This will load the snowy sheet only if it is both snowing and Snowy Days is enabled. It will not do so at any other time.

elder kite
#

Yep, just tested again for sanity, when its snowing, and the snowy days are enabled with this version, the default is used

vernal crest
#

Even after changing location?

elder kite
#

Correct

#

The only way to do it is to specify all four possible cases

#

I tested this for like 30 minutes, really confused as you are now

hard fern
# raw oxide yes of course

hm, everything looks right, so i'm not sure why it wouldn't be working 🤔 i'm gonna throw it out there but if you test on an existing save, then go to sleep for a day, does the map change?

vernal crest
#

Then something is wrong, because you do not need to specify all four cases

elder kite
#

If all four potential conditions dont have a case, then those conditions wont work properly

vernal crest
#

I need to check this

#

I didn't even need to change map for it to update

#
{
            "Action": "EditImage",
            "PatchMode": "Overlay",
            "Target": "Maps/winter_outdoorsTileSheet",
            "FromFile": "assets/winter_pink.png",
            "Priority": "Late",
            "Update": "OnLocationChange",
        },
        {
            "Action": "EditImage",
            "PatchMode": "Overlay",
            "Target": "Maps/winter_outdoorsTileSheet",
            "FromFile": "assets/winter_green.png",
            "Priority": "Late",
            "Update": "OnLocationChange",
            "When": {
                "CT_Snowy": true,
                "Weather": "Snow"
            }
        },
elder kite
#

Not sure why mine just completely and totally refuses to work lol

vernal crest
#

Snowy but CT_Snowy disabled: pink ground. Enable CT_Snowy and hit save: green ground. Graphic design is my passion

#

Do another patch summary

#

And check which patches are applying

elder kite
#

Patch summary doesn't tell you which of your patches loaded, just what was patched to

vernal crest
#

Yes it does

#

That's what I checked before when I told you to remove the sunny weather check

#

See? Not applying because the weather condition doesn't match

elder kite
#

Well I dunno what else to say, patch summary is saying the same thing as before, and the code you provided which was pretty much identical to my first attempt is not working correctly

#

The only way I've gotten it to work is by laying out all the potential cases

#

If you wanna test around with the mod i can send a beta version, but at this point i have it working, and im getting a little burnt xd

vernal crest
#

!json Can you share your whole json please? And also another log with the patch summary that matches the json you share (as in, make sure you did the patch summary while that version of the json applied rather than editing the json after running the patch summary)

ocean sailBOT
#

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.

elder kite
vernal crest
#

Ok I'll have a look

elder kite
#

currently working with the multiple cases method, feel free to try and get it to work properly, i spent over and hour trying to figure it out and came to the same conclusion as you

#

it should work...

hard fern
#

SDVpufferlurk hii.....sorry to interrupt, but i had an idea for an event quest conversationtopic hell. I wanted it to be like.. the player has to go around talking to npcs to get hints about what to do next, and i thought maybe conversation topics could work, but i also wasn't sure how to go about it? cuz unless a player is taking screenshots there's no indicator as to what do do next. so if it's possible, i'd want a quest that could increment in counter for people talked to, and once everyone required has been talked to, the quest turns into a different one that tells you what to do?

elder kite
#

I would make it linear like the pirate locket quest, that way you can be sure which NPC should be spoken to next etc

hard fern
#

it's not supposed to be linear like that though

#

it's just you have to talk to the people

#

they dont need to be in order

vernal crest
elder kite
elder kite
hard fern
#

yeah, i was thinking like that, but 😅 have no idea what exactly goes into it

urban patrol
# hard fern <:SDVpufferlurk:591022278955761676> hii.....sorry to interrupt, but i had an ide...

i think this could work! if you wanted the player to be able to check their progress so to speak you could probably do mail shenanigans? send a letter Now each time the player talks to someone (if that’s a valid trigger—BETAS might have it?) and include information according to CTs the player has active. so the letter could be
{{Token1}} (“unknown”when no CT, information when CT)
{{Token2}} (same as above)
etc

#

this depends on the trigger existing though

#

oh and removing the mail from received each time the traction fires, i forgot to mention

#

oh yay it does exist

hard fern
#

SDVpuffersweats me and trigger actions do not get along

#

but i'll try hammerign at it

urban patrol
#

i’m making it sound extremely complicated for something you don’t have to do lol

#

good luck though

vernal crest
# elder kite Its my full testing suite, lots of mods

Right, well, I've found out why. I did not know that you needed the first one to NOT apply if Snowy Days was enabled. They are both applying but because the snowy one has no ground tiles, the ground tiles from the non-snowy sheet are showing through.

elder kite
#

There we go, man im sorry xD

vernal crest
#

Lol no worries

elder kite
#

I should've specified that its one or the other since they are oveylays with different sections

vernal crest
#

And what's the issue with just having "Snow Days": false in the non-snowy one?

gentle rose
vernal crest
#

Because the snow from vanilla shows through on sunny days, I see

elder kite
#

Aye

hard fern
gentle rose
#

that's one way to do it, yeah

#

or you might be able to do it as a gathering quest that just tracks that the player received however many of that item in the first place

vernal crest
# elder kite Aye

Ok, I can't find a simple way to avoid your 4 patch solution (the only thing that I can think of that would work is to have dynamic tokens but I don't know if they'd be any less work or better performance), but I don't think your solution is going to work for anyone using mods with custom weather (or even if vanilla has any weather other than Snow or Sun). But I think you could change your "Weather": "Sun" conditions to check "Weather |contains=Snow": "false" instead and that would work.

elder kite
#

Ah perfect, thats a good consideration I hadnt even thought of

#

TBH i didnt know there were weather mods xd

vernal crest
#

Yeah they are really cool

vernal crest
#

(I think. I'm seeing what I expect but that might just be because I expect it haha.)

#
{
   "Logname": "Snow",
   "Action": "EditImage",
   "PatchMode": "Overlay",
   "Target": "Maps/winter_outdoorsTileSheet",
   "FromFile": "Assets/Maps/winter_snowy_outdoorsTileSheet.png",
   "Priority": "Late",
   "Update": "OnLocationChange",
   "When": {
      "LocationContext |contains=Island": "false",
      "= Enable Mod": "true",
      "Winter Changes": "true",
      "Snowy Days": true,
      "Weather": "Snow"
   }
},
{
   "Logname": "No snow",
   "Action": "EditImage",
   "PatchMode": "Overlay",
   "Target": "Maps/winter_outdoorsTileSheet",
   "FromFile": "Assets/Maps/winter_outdoorsTileSheet.png",
   "Priority": "Late",
   "Update": "OnLocationChange",
   "When": {
      "LocationContext |contains=Island": "false",
      "= Enable Mod": "true",
      "Winter Changes": "true",
      "Query: ({{Snowy Days |contains=false}} AND {{Weather |contains=Snow}}) OR (NOT {{Weather |contains=Snow}})": true
   }
},
#

Never used query before

devout otter
vernal crest
#

This has been fun and made me feel better about the pumpkinocalypse

hard fern
vernal crest
#

@elder kite by the way, please feel totally free to ignore this, but have you thought about the ramifications of calling your recolour a very similar name to one of the most popular existing recolours? People already refer to DaisyNiko's Earthy Recolour as just "Earthy", so yours will probably always get confused for Daisy's and you might miss out on some word of mouth advertising because people think others are talking about Daisy's.

Again, this is totally up to you and you do not need to respond or justify your decision-making to me in any way. I just wanted to raise it in case you hadn't thought about it and would find it a disappointing shock upon release.

elder kite
#

As for the name, I hadnt really thought of that 😅

definitely not opposed to changing the name, i just couldnt think of anything i liked better at the time

#

at that point id just push the version # to 2.0 lol

#

open to suggestions on the name, there arent a lot of synonyms to "earthy"

#

Loamy Valley?

hard fern
#

loam...

crude plank
#

Though i think rustic and natural are already used by some thing, just can't remember if they're actually recolors

livid kite
#

Woodsy sounds like a good one, if you want it to be synonymous with Earthy

low marlin
#

There's a limitation on Nyapu's portraits when it comes to Maggs' "seiso" Seb sprites (I mean non-smoking):

He would still appear smoking in the portraits even when his actions suggest otherwise

#

Hope I will just do a patch on this for my custom vkei Seb (and optionally Sam and Abby) retexture

gentle rose
#

I mean lack of custom compat isn’t generally seen as a limitation or bug

#

(also, if maggs doesn’t call it seiso, and you have to explain it anyway, wouldn’t it be easier to just say non smoking from the get go? 😅 save yourself some extra typing)

woeful lintel
#

hey @frosty hull, I got reports that the latest version of FF doesn't work with the current version of SMAPI for Android, and I've been told it's because it's missing a facade for methods FF is using (ShopMenu.UseDresserTabs). I'm also a bit worried about FF patching inline functions (the filters in ShopMenu.UseFurnitureCatalogueTabs), since I had to target a very specific function path to patch them (in this part of FF: https://github.com/Leroymilo/FurnitureFramework/blob/main/FurnitureFramework/Harmony/HarmonyPatcher.cs#L125)
Could you look into it to add the missing facade, and check if the filter patches are working?

weak pelican
#

This may be a dumb question but does sdv have some kind of code obfuscation?

vernal crest
#

I had to google what that is, but I don't think so? The decompile is fairly easy to read for the most part. Why?

calm nebula
#

No

#

There is no obfuscation

gaunt orbit
# weak pelican This may be a dumb question but does sdv have some kind of code obfuscation?

no, it's not like minecraft. everything has the original names. If you reference the dll in your own code you'll be able to use it like normal, no processing required. However, c# has compiler-generated classes and methods for certain kinds of syntax, and those can be tricky to target with reflection since they're compiler-named and not human readable.

SMAPI specifically also has a "facade" feature to help with compatibility for older mods, which sort of creates proxies for some things that were removed or changed in newer versions and then rewrites mod code on the fly to use the proxies so it doesn't break.

weak pelican
gaunt orbit
#

!decompile you may find this useful

ocean sailBOT
autumn tide
#

HAPPY HALLOWEEN!!!

tribal ember
#

@brave fable hi there! im making an update for my UI interface and i would love to include a recolor and slight retexture of Love of Cooking into the compatibilities!
here are what they look like (and im happy to make any edit you wish as well)

woeful lintel
#

@autumn tide that was close

autumn tide
#

halloween morning for me lol

#

wait go to bed it's like after 1 am for you

#

or don't it's halloween

#

..sorta

#

still enough time for a seance methinks

#

OKAY so- as you may or may not know I happen to be an utter dumbass who's too ambitious ANDDD i have a new idea- would it be possible to add some niche unicode characters to the game text and customize the game’s font to have those unicode characters display as different latin script fonts? I want different characters to have different fonts in game bc I am too ambitious for my good :)

#

..if this is impossible please just tell me-

next plaza
#

Impossible without C# trickery, yeah

autumn tide
#

alr SDVpufferthumbsup

tiny zealot
autumn tide
#

remind me in 24 hours to talk to ichor about his font framework

patent lanceBOT
#

Sure thing, head_in_the_cl0uds (#6932897) (24h | <t:1762015560>)

autumn tide
#

..as much i think

next plaza
tiny zealot
#

god willing, yes

ivory plume
#

Monthly mod stats time!

Mod compatibility

79.7% of SMAPI (C#) mods are compatible or have a workaround, up from 79.1% last month.

Unique mods by type

October continues the busy streak with 498 more mods, which is the second-highest number since the Stardew Valley 1.6.0 post-release wave.

Furniture Framework reached 100 content packs last month, so it's now tracked separately in these stats.

The breakdown of new mods by type is:

  • +322 Content Patcher;
  • +76 SMAPI;
  • +38 Fashion Sense;
  • +19 Alternative Textures;
  • +19 XNB (???);
  • +7 Farm Type Manager;
  • +2 Furniture Framework;
  • +1 Json Assets;
  • 0 Custom Furniture;
  • 0 Custom Music;
  • 0 Dynamic Game Assets;
  • 0 Mail Framework Mod;
  • 0 Producer Framework Mod;
  • 0 Shop Tile Framework;
  • 0 TMXL;
  • -3 Better Artisan Good Icons;
  • and +17 for frameworks with <100 content packs.

Content Patcher packs

We have 12,625 Content Patcher packs.

The top five Format versions remain...

  • 2.0 (3,696 ↗ 3,782), 2.3 (855 ↗ 864), 2.4 (639 ↗ 652), and 2.7 (486 ↗ 500) for Stardew Valley 1.6;
  • and 1.19 (567 ↗ 572) for Stardew Valley 1.4.

Open source

  • We have 3,715 tracked C# mods, of which
  • 2,305 mods (62%) have a source code repo, with
  • 1,216 (53%) in a multi-mod repo and 1,089 (47%) in a single-mod repo.

Web costs

And finally, web hosting costs for the SMAPI.io site, update-check server, and API held steady around US$238/month. (The graph is always a bit behind due to billing cycles.)

See also

And that's it for this month! Feel free to ask if you have any questions.

ivory plume
#

The mod frameworks have changed a lot since I started tracking mods-by-type stats.

Just for fun: here's the first & latest charts, and an animation of every chart posted between them.

tiny zealot
#

(at least 14 of the +19 XNB is due to a single person uploading a raft of single-character portrait/sprite mods)

ivory plume
#

(Here's a cleaner animated version, using the higher-res images from Discord instead of Patreon.)

whole raptor
#

It is sad that XNBs are still the most "popular" after C# and CP mods...

ivory plume
#

Alternative Textures will be passing XNB mods soon though!

elder kite
#

workshoping new names for my mod "an earthy valley", someone pointed out the becuase the naming is so similar to daisynikos, i might want to consider changing it. Here are some of my top contenders at the moment, would love feedback, suggestions or other name ideas. Cheers :)

Terrane
Ulterra
Naterra
Teralis

ivory plume
#

Terracotta Valley

raw compass
next plaza
#

Well this is a first

ornate trellis
#

nexus doesnt want us to comment the bee movie script, huh

next plaza
#

...What channel is the support discussion thread under, again?

#

Nevermind, discord was being dumb

gentle rose
#

personally I'd love to see a breakdown by dependencies that aren't "content pack for" frameworks so we can see the newer frameworks too SDVpuffersquee

next plaza
#

Oh, yeah, that would be nice. Wouldn't count mods that have optional content with HasMod but don't have an optional dependency (unless Pathos added an extra step to deciding dependencies for stat purposes, which doesn't sound terrible), but still would be fun

gentle rose
#

it shouldn't even be too much extra processing to find those hasmods, should it

elder kite
next plaza
#

The existence of DTs and includes certainly complicates it a little

gentle rose
#

can the key itself be a DT?

next plaza
#

Now if you'll excuse me, I have something to showcase. (Not here or a mod, just "small" UI QOL thing in the alpha thread)

next plaza
gentle rose
#

without includes it isn't too bad to parse as json, with includes it's a tiny bit trickier but should still be fine SDVpufferthinkblob

next plaza
#

Actually now that I think about it

#

We wouldn't care about if the token is true or false for this

#

Just if it's there

#

So you could probably just parse every non-i18n json in a pack as a CP json, and search for HasMod

tiny zealot
#

grep my beloved

next plaza
#

Okay smartypants

gentle rose
gentle rose
next plaza
#

(all the previous messages were iro, ichor hops in for a single line. all hope is lost)

uncut viper
gentle rose
livid kite
#

Oh! @next plaza I wanted to tell you some of your github docs are broken, like on the GMCM Nexus page just sends you to a 404 page in GitHub.

next plaza
#

GMCM is one of the ones I should actually update, I suppose...

livid kite
#

rofl, it could save you from some comments krobus_giggle

next plaza
#

pretending I actually check the comments much

livid kite
next plaza
#

Okay, fixed

livid kite
#

awesome!

elder kite
#

Where do these ground particles get called from?

#

The little yellow ones, its so noticeable because its on top of my recolor

ornate trellis
elder kite
low edge
#

Has anyone ever thought about doing an expansion mod that focuses only on the vanilla characters? My dream is to do almost an “overhaul” mod someday that adds expanded content, adds and edits events, dialogue, schedules, and maybe even some rival heart events (for non bachelors ofc) for SDV. Not because there’s anything wrong with the core game, it’s obviously brilliant, but because I’d love to expand on the vanilla characters with my head canons and such.

#

SDV Expanded does a little bit of it ik

calm nebula
#

Plenty of people have but you should too

#

Nine cakes, etc

hard fern
# low edge Has anyone ever thought about doing an expansion mod that focuses only on the va...

i think part of the reason people havent done it yet might be because of the compatibility issues it might cause? like putting all changes in one means ur locked into all of it as opposed to a mod that just focuses on dialogue.
(for example) I know sve is big and popular but it also has a lot of changes that are incompatible with smaller mods that just change or or two things, and people then have to make separate patches for it

calm nebula
#

It's also a lot of work

#

Legitimately I recommend breaking it up and focusing on a handful of npcs at a time and releasing those as separate mods

hard fern
#

maybe breaking it up based on family would work

calm nebula
#

That's what I was thinking too SDVpufferheart

#

I had a project started for science family

low edge
#

And yeah it would be a lot of work, hence my hesitance to do it. Plus the whole thing with people being locked into this mod and nothing else cause of compatibility

#

But I’d like to give it try sometime, start by focusing on my favorite characters then going from there.

elfin kindle
#

If nothing else, i've personally found that having a mod to work on has been really good for just like... my mental health tbh. It's a really fun way to keep your brain active and creative. SO even if not much comes from it, getting into it is highly recommended <3

low edge
#

Yeah! And honestly even if it’s not gonna be universally popular for the reasons above I’d love to have it for my game. That’s what matters.

#

Maybe there will be some that love it and that would be awesome but hey, at least I’d accomplish something!!

latent mauve
#

Making something that you want to play is a great way to look at it!

hallow prism
#

i would say there are several mods that touch vanilla npcs, they usually do more small touches than big changes

#

but it's how i would advise to start anyway, focus on one aspect (a family as suggested, or a theme, or a set of events), see how you like that, add more

#

do you have fun? then continue. if not, release that as a small mod

lucid mulch
hard fern
#

????

uncut viper
#

i don't think they're gonna get any notifications anymore SDVpufferpensive

lucid iron
#

for festival appearance i just do IS_EVENT festival_spring24 and such right bolbthinking

#

where does this event id get generated

hard fern
#

(i may be misunderstanding)

lucid iron
#

yea i guess it is indeed just the asset name blobcatgooglyblep

ornate trellis
#

is it IS_EVENT? i have EVENT_ID festival_spring24 and it works thonking

royal stump
lucid iron
#
        /// <inheritdoc cref="T:StardewValley.Delegates.GameStateQueryDelegate" />
        [OtherNames(new string[] { "EVENT_ID" })]
        public static bool IS_EVENT(string[] query, GameStateQueryContext context)
#

yea what esca said

royal stump
#

also @ whoever posted earlier, don't worry about interrupting if you need to ask something SDVpufferheart

ornate trellis
#

inch resting how its the only one with an alias

royal stump
#

I imagine they renamed it mid-development in 1.6 or w/e and decided to use that feature

ornate trellis
#

yea makes sense

drowsy pewter
grim torrent
#

I'm trying to make a map edit with compatibility with vpr and I don't know if I have to do anything special or just follow the instructions on the wiki for unpacking vanilla maps into tiled bc its like a recolor/texture mod with .png assets rather then .tmx/.tbin i imagine cause its not map files. I'm very new and lowkey not sure about what I'm doing lol 😅

onyx folio
#

can someone give me a tip on how to make mods easily like character mods

#

i just want to add a replacement for Abigail with one of my characterss

#

and does it have to have pixel graphics or can it be good

tiny zealot
#

if you just want to replace the portraits and sprites, all you have to do is be able to make the images and learn a tiny bit of content patcher syntax to load them in

#

if you want them to behave like a different character, have a different schedule, etc. then you are signing up for a ton of work and you might as well just make a new NPC instead of replacing one

#

and by default, yes you are limited to the same resolutions as the base game, so pixels. there are frameworks available to allow higher-res graphics, but working with those is a bit more complicated

drowsy pewter
#

Is there a way I can do the "You found a xyz!" and hold it above your head like when finding a geode? but a custom item

hard fern
brittle pasture
#

just tell your users to wait 2 years

tiny zealot
grim torrent
# hard fern if it's for vpr compatibility i would assume it involves recoloring a number of ...

i probably did a bad job explaining sorry, I want to change some layouts around town, like paving roads, making more bridges, widening paths, etc and inside npc houses, similar to Karmylla's immersive maps, which adds things like kitchens and makes Marnies living room not a fire hazard lol for example. I use vpr and idk if i need to do something special so that new layouts i do don't randomly have vanilla tile textures? if that makes more sense; i might be asking a dumb question but I've noticed other map/layout mods like dusty overhaul specifically state they have compatibility to recolor mods

vernal crest
#

You could make it a lost book and then somehow use that as a trigger to give the player the real item using CMF... maybe. Very awkwardly.

tiny zealot
hard fern
#

and if you do it properly, the maps can automatically find the vanilla assets so they will be compatible with every recolor

elfin kindle
#

I can't explain how cool I feel having gotten this shop up and working within 6h (with dinner breaks and other distractions), I was so worried about setting up the shop but it's been going real smooth SDVpufferfingerguns

grim torrent
#

oooh okay! thanks that clears it up for me

next plaza
#

@ iro @tiny zealot Why does that mod need a textbox?

elfin kindle
#

It was a little like designing candy, very fun

tiny zealot
next plaza
#

Ah

hard fern
#

i kinda wanna make little candies now... grrr grrr pelican town isnt big enough for a candy store

next plaza
#

Well that implementation won't allow text longer than the textfield, so keep that in mind

tiny zealot
#

(there are other reasons i haven't finished it, but the text problem was one of them too)

uncut viper
next plaza
#

I feel like that could be especially fun in an alternate timeline where people here weren't as averse to modpacks. Like, someone makes a spooky shader set to go with their spooky themed pack

ornate trellis
next plaza
next plaza
elfin kindle
#

Little flowershop in the corner

hard fern
#

if i add a corner next to your corner, then XD SeedShop? more like SnakeShop

#

i dont know where i'd even add an extra space in pierre's shop

elfin kindle
#

Just a line of new little shops, like a mall

drowsy pewter
ornate trellis
#

shopping mall project when /j

hard fern
#

you say that but i did actually have an idea

#

Stardew Shopping Boulevard.

ornate trellis
uncut viper
next plaza
drowsy pewter
#

and even if i could trigger something how would i do the whole animation?

uncut viper
#

Spiderbuttons.BETAS_HoldUpItem

#

(trigger action action that does the hold up item stuff you want like the event command)

hard fern
next plaza
#

central station addon when

onyx folio
next plaza
#

...wait I was joking but that actually sounds like an interesting idea. @ivory plume Central Station shopping area when

onyx folio
#

cuz im lazy

uncut viper
#

i thought central station already did rotating shop patches?

tiny zealot
ocean sailBOT
next plaza
next plaza
#

What about non rotating shops

uncut viper
#

they rotate so many mods can have a chance at getting picked

next plaza
#

I haven't really actually interacted with mods much since it became a thing

latent mauve
#

I mean, you can patch directly over the map instead of patching into the existing namespace to make it nonrotating.

tiny zealot
#

i thought CS's rotating shop wasn't implemented yet? did i make that up?

next plaza
next plaza
latent mauve
#

They weren't implemented yet when I made my setup, haven't checked to see if the shop rotation is implemented yet

#

But yeah, I think the plan was to make shops rotate like the NPC tourists do

next plaza
#

I was thinking something like the vanilla spouse rooms. But there are multiple available slots, and while people can make shops not always available, they could make ones that are always available. And if they weren't enough room for all of them, second floor or something

latent mauve
#

I wanted a way to guarantee two of my tourists showed up together but that was not a thing either without directly patching a spot

#

I had a funny paired dialogue where the two NPCs were on opposite sides of the station and had just missed each other

next plaza
#

A way to have non-rotating map real estate without constant conflicts would be really nice

#

Suddenly imagining something like central station but instead it's just a big room with a bunch of portals to other areas. (Lore wise, going through the portal takes you where you're intending, it's just that the junimo magic the player got afflicted with messed things up a little... or something)

#

"what about before the the wizard magical makeover"
something something it still happens in the future and timeline shenanigans

latent mauve
#

I mean, nobody is stopping anyone from making a mall that you use Central Station to reach

#

resists urge to do exactly that as a map

next plaza
#

True, but if it's separate, that's yet another dependency

hard fern
#

imagine one of those giant electronic maps like they have in real malls where if you click on the location name it takes u to the store

latent mauve
#

That would be incredible, but I lack the knowledge

next plaza
latent mauve
#

I had the thought of doing a series of shops like in The World Ends With You

next plaza
drowsy pewter
#

you guys really like shopping huh

next plaza
#

If you don't enjoy shopping you haven't found the right thing to shop for

drowsy pewter
#

I like having money

latent mauve
#

I coded three different shop lists when the idea of rotating shops even got floated for CS

next plaza
#

What use is having money if you can't spend it

#

Or do you like money in a scrooge mcduck sort of way

drowsy pewter
#

Dont look at my inflatable pool full of pennies

next plaza
latent mauve
#

For me it was more of an excuse to be able to curate a list of related furniture or decor items for sale in one spot

#

Like a toy store or one of those airport novelty shops

next plaza
hard fern
#

i like shopping because i get Things

hard fern
#

i like shopping in stardew bc it's just fun.

drowsy pewter
#

I do a shop with a rotating theme in my cooking mod and its really fun to put together

next plaza
#

Or if you wanna go full scope creep

tiny zealot
next plaza
#

Big department store with rotating themed area

#

Like the holiday section at <insert half of big stores here>

drowsy pewter
#

Hello everyone I am New modder. I plan to make huge department store mod. Bigger than Zuzu city and with 200 npcs. I have no experience. who wants to help me

next plaza
latent mauve
#

To be fair, half the motivation for my unreleased "let me fill a shop inventory by context tag" mod was to let me pull restaurant menus quickly.

next plaza
drowsy pewter
#

Right now my income is a full 25 dollars a month from patreon

next plaza
#

Awesome

#

And next

calm nebula
#

🚀 🚀 🚀

tender bloom
#

That sounds suspiciously like spending it

#

Statistically speaking

calm nebula
#

I mean i just buy VT and hold onto it forever

#

This is how it's supposed to work right

tender bloom
#

That sounds less like gambling

calm nebula
#

I've never in my life sold a stock and I'm not sure I know how to

tender bloom
#

I thought you were telling me to hoof it to Vegas

next plaza
#

Nah, this is atra

tender bloom
#

Now I’m halfway across the country and you tell me I can do this from my couch??

calm nebula
#

I did buy some environmentally friendly etfs as a treat

next plaza
#

Only could-actually-technically-be-productive gambling allowed

tiny zealot
tender bloom
#

It’s not very big

#

For the right price…

calm nebula
#

I could do a hundred thousand dollars

next plaza
calm nebula
#

Is that enough....

tender bloom
#

Ok maybe slightly more

#

You could try maple syrup bribes

#

I hear that’s the currency up there

next plaza
#

I'll give you momo pics

#

An infinitely better deal than I offered 6480 for Zuzu City Department Store: the AAA-game-sized mod

tender bloom
#

It sounds like you offered sweet sweet equity

#

A classic startup move

next plaza
#

Yeah, but here I'm offering cat pictures

#

Need I say more?

tender bloom
#

Good point

#

It’s a bold compensation move, makes you stand out from the competition

next plaza
#

I should go to bed soon. And be sad I'm not waking up next saturday instead of this saturday, because KAR2 demo

calm nebula
#

Hmmm but no

#

Sorry

next plaza
#

Hmm

#

Pictures of momo, AND totally not stolen pictures of cheese/charming?

hard fern
#

oh wait is KAR2 supposed to be kirby air ride

summer spoke
#

Hi. I'm interested in making a mod, but I have no prior experience with programming or anything like it. Does anyone have any video recommendations on where to begin?

vernal crest
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

summer spoke
#

thank you

vernal crest
# summer spoke thank you

Don't look at the C# stuff unless you specifically want to make a C# mod. Most things can be done with just Content Patcher and/or other framework mods.

summer spoke
#

Right

vernal crest
#

@tiny zealot I have a vague memory that you added a custom event command or two in your C# mod for Lacey. Is that right?

uncut viper
#

(are you asking because you don't know how to make one?)

vernal crest
#

(Yes lol I need someone's code to look at - or for someone to point me to the wiki info if it exists because I couldn't find it)

uncut viper
#

you can just register event command handlers like you do game State queries or map actions

vernal crest
#

I don't know how to do those either

uncut viper
#

Event.RegisterCommand or something

#

basically exactly like that one modding wiki page about making framework mods

#

Except with event commands

#

I'm on mobile so I can't find and link it easily atm

boreal cliff
#

trying to change the golden witch's sprite, but i cant find where its located,,,,,,,,,,,,,,,,,

#

found it, dumbass (cursors2)

vernal crest
#

The wiki has just gone down for me. Once it is back up I will try to find it, thanks Button

uncut viper
#

the modding wiki?

vernal crest
#

Oh

#

Sorry I missed that

uncut viper
#

ok im back at my desk now its Event.RegisterCommand you want, with a delegate with a signature of (Event @event, string[] args, EventContext context)

#

event command stuff specifically is not on that modding wiki page tho but yeah its just the same exact concept as the GSQ/Trigger Action/Action stuff

#

just different things in the function you're writing

#

it is however important to remember that most event commands will do @event.CurrentCommand++ at the end to actually move on to the next command. so, yknow, dont forget to do that

vernal crest
#

Thank you! Searching for RegisterCommand found me a modding wiki page that is specifically for event commands

#

So I will look at both. I can't believe I forgot about the modding wiki haha

summer spoke
#

If I wanted to have Harvey walk down from the clinic and towards the farmer, does anyone know how I do that?

vernal crest
#

In an event?

summer spoke
#

Yes, I want Harvey to start up by the beds before walking down to the waiting room

vernal crest
#

Using the move or advancedMove commands

#

Are you making use of the events page on the wiki?

summer spoke
#

yeah, they've been really helpful

vernal crest
summer spoke
#

I've also asked Google to describe the processes that I don't fully understand to me like I'm 5 and it's been a lot better than I thought it would

#

I've already favored that page. I'm really grateful to everyone who contributed to it

vernal crest
#

Don't use AI

summer spoke
#

I'm not

vernal crest
#

How is google "describing" processes to you then?

summer spoke
#

I'm mainly just using it for word definitions

#

like the difference between move and advancedmove

vernal crest
#

But what are you looking at for it to be google?

summer spoke
#

google search

vernal crest
#

And are you reading the AI Overview?

summer spoke
#

at first just to see if I put it in the right way

#

I have trouble with words sometimes

#

so it's better to read it and then change it if it isn't right

vernal crest
#

But then what happens?

#

Do you get links to wiki pages?

summer spoke
#

if it is right then i scroll down

uncut viper
#

google isnt going to know anything about what "move" or "advancedmove" mean in a stardew context because its just made up stuff

#

itd just be grabbing it from the wiki page if anything

summer spoke
#

all i know is that if I put it into google search i tend to read what pops up first

#

isn't that ai overview?

gentle rose
#

we'd rather explain things to you ourselves than reexplain wrong AI stuff, is what we're saying

uncut viper
#

it is AI overview, and its bad

#

especially since a lot of stuff that AI is trained on is outdated after 1.6

vernal crest
#

Generative AI (ethics issues aside) needs lots of good, correct data to be able to provide useful information. But it doesn't restrict itself to actually correct data sources, it just tries to find anything that "matches" even if it's old or not even from Stardew.

summer spoke
#

I'm not the smartest person around. I don't want to annoy someone by asking a bunch of bad questions that are

#

obvious?

vernal crest
#

Best way to annoy us is to rely on AI

#

Best way to not annoy us is to ask us and then trust our answers lol

uncut viper
#

the freaks (lovingly) here love helping people

#

i should know im one of them

#

no matter how obvious the question is, everyone starts somewhere

vernal crest
#

We like being asked for help

summer spoke
#

If you're all sure I'll rely on you instead

latent mauve
#

Probably the major mechanical difference you need to be aware of between the two is that advancedMove doesn't stop the other event commands from running at the same time, so if you want the movement to be the only thing happening, you need to use pause commands after it.

#

Which also means advancedMove is great for making people move at the same time

ornate locust
#

peeks in, sees event movement being discussed, screams

#

that's the real horror

summer spoke
#

Then can I ask a question about proper mod making use and if it's okay?

vernal crest
#

You can also have other events happen while move is occurring but you have to specify it

summer spoke
#

I was inspired by a mod, how do I give proper

#

credits?

vernal crest
#

It depends on what "inspired" means in this context

latent mauve
#

If you are using another mods assets (like the art, for example) then you will need to make sure the mod permissions allow for that in new mods and if directions are given on the source mod's page, follow them

vernal crest
#

If you saw/played with the mod and went "this is such a great mod, I have an idea for how to make a similar thing" - no credit necessary but it'd be lovely of you to mention the other mod and link it in your mod page so people can explore that one too if they want.

If yours is an extension of the other mod that requires the other mod to be used, list it as a requirement in your download as well as adding a link to it on the mod page.

fireredlily covered actually using mod assets

summer spoke
#

It's the Slayer Valley. After playing, I can't help but make one of my own based off of Demon Slayer. I don't think I can do better or anything like that, I just got a story stuck in my head that I wanted to try. Truthfully, I don't even know if it's good or not. But I want to try, if that makes sense

#

Is that okay, or am I overstepping?

vernal crest
#

So yours is based on the same media but your own interpretation of it?

uncut viper
#

i mean its not like their mod is an original idea either

summer spoke
#

yes

uncut viper
#

(not in a mean way, just factual)

vernal crest
#

That's totally okay.

summer spoke
#

Right, okay

vernal crest
#

It'd be very nice and generous of you if you mentioned Slayer Valley in your mod page - to be like "I played this mod and I thought it was great and it inspired me to try to tell a story from Demon Slayer too, I really recommend that you play it", not "I played Slayer Valley and I thought I could do better" (which some people have actually done!)

#

But you don't have to. It's not their IP or idea so if your mod page didn't mention Slayer Valley at all I don't think people would think that was weird.

summer spoke
#

Noted

drowsy pewter
fervent horizon
#

Hey 6480, is spacecore the way to do recipes using context tags, or is there a vanilla way to do it?

fervent horizon
#

Cool, good to know

#

I feel like that is one that needs to be absorbed into 1.7

#

As a standard

drowsy pewter
#

It's pretty unlikely since vanilla wouldnt use it

#

But cooking recipes being a tokenizable data model would be great

#

just that context tag recipes are a different thing

fervent horizon
#

Are you going to make a similar app for crafting recipes?

drowsy pewter
#

Nope! Haha

#

No way

fervent horizon
#

Ha

#

I can't believe you did all the vanilla cooking recipes to be honest

gentle rose
drowsy pewter
#

It was easy

#

I did it as warmup for my 530 custom recipes

drowsy pewter
fervent horizon
#

Is the mod "All the food"

#

Yeah, vanilla seams to just go for the - numbers for categories when whole groups can be used like eggs and milk

fervent horizon
drowsy pewter
#

They have to be

#

I actually cannot make them not required

fervent horizon
#

Oh yeah, cooking doesn't have the option

#

Well, I look forward to see what you have in store

vernal crest
#

Imagine making a mod with a cooking recipe that was locked behind perfection

drowsy pewter
#

Thanks! It'll be out in two weeks

#

a golden egg recipe sounds delicious

vernal crest
#

I didn't even know golden eggs existed until a few weeks ago

fervent horizon
vernal crest
#

I've never been close to perfection let alone continuing to play after reaching it

fervent horizon
#

As in Good luck getting perfection

devout otter
#

I want to add a simple vanilla white cow as a temporary actor in my event, and to my understanding, this should be correct: /addTemporaryActor \"White Cow\" 2 2 95 23 0 false Animal/

#

However, I only see shadow where the cow should be. Was I wrong?

uncut viper
devout otter
#

D'oh. 🤦‍♂️ Thank you!

uncut viper
#

the worlds tiniest cow was there all along....

gentle rose
shut edge
#

Mini cow

#

Sounds like a terrible way to implement a scavenger hunt

blissful panther
brave fable
tribal ember
next plaza
#

(I mean the ticket is just for recipe data model, but still)

drowsy pewter
#

yeah thats what i mean

#

data model is one thing

next plaza
drowsy pewter
#

well i havent

next plaza
#

It’s actually the ticket I investigating yesterday 😅

#

It totally makes sense to hardcode it as is currently, rather than use the common Fields for Spawning Items

#

Nothing suspicious about that message, carry on

#

(Still tentatively of course, but I doubt it’ll be difficult enough to can it)

brave fable
#

unsurprisingly i've thought about a recipe data model a couple times before, but it's surprising how tight-knit it is in different places, and how much room it has to expand or just break

next plaza
#

Yeah, that’s why I wanted to actually look into it before I started, since I recalled it being that way when having done the SpaceCore stuff

#

I may have glanced at LoC and Better Crafting to see if there were any fundamental features not too far out of scope for vanilla that I wasn’t thinking of

#

(Not the implementation, literally just “what all does loc do” (seemed to mainly be new spices, as far as things touching this) and “what does BC’s API allow”. Not adding everything I saw of course, but it gave me an idea or too)

#

(Was just looking for any aspects that could be dehardcoded without adding mechanics or new things to the game, you know?)

woeful lintel
brave fable
next plaza
#

(A perfection required flag was on Pathos’s proposed data model as well)

brave fable
#

but very glad you also looked at craftingrecipe with at least a little naivety in thinking 'surely i could do it better and surely it won't take a few days and some actual forethought'

brave fable
#

run a cheeky little harmony_summary to get a little perspective on the number of mods attaching variously freakish patches to the cook method SDVdemetriums

#

it's not that bad but it's a little amusing

next plaza
#

(Hasn’t been mentioned yet because I need to finalize something adjacent still)

next plaza
next plaza
brave fable
#

ah, ingredients?

next plaza
#

Is that not what you meant

brave fable
#

i mostly just meant dividing the single monolithic do-everything-for-cooking-including-consuming-items-creating-output-and-also-add-seasonings method into its components, which while a big breaking change, would likely be beneficial for the handful of mods that like to operate on each step

#

not that it'd likely benefit vanilla at all beyond a little refactoring

next plaza
#

Also I guess @rancid musk anything on your crafting recipe wishlist to make BC simpler that’s not outrageously out of scope for vanilla? Main thing I noticed on that front was potentially being able to pass a list of recipes into CraftingPage directly (if you even use that? I’m sure someone would though)

brave fable
#

i think that idea came from Limited Campfire Cooking

#

i'd supported it a little into the love of cooking until something happened

next plaza
next plaza
brave fable
#

BC would get a lot out of that too what with Custom Crafting Stations

lucid mulch
#

I haven't looked at the crafting code in awhile, but I would imagine for BC and some other mods, having easier control of what is used for crafting would be beneficial for stuff like using adjacent chests and stuff

next plaza
#

(until it's ready for alpha or the SMAPI PR anyways)

lucid mulch
#

in terms of features at all, I do recall people earlier wanting to do recipes that have constraints like "an item with both context tag A and context tag B"
which isnt easy to do in CP even with spacecore allowing context tag recipes

next plaza
tiny zealot
gentle rose
#

hello iro CB_wave_boy how’s the font mod going

next plaza
brave fable
# next plaza Does the IInventory thing not already handle that?

i think what's missing is an entry point for deciding those containers, since currently iirc it's not so simple to determine them from a single point. not that i've looked in a while since it's decidedly close to multiplematrixrequest lambdas that i hate touching

gray bear
#

iro saying hello iro

#

iroception

next plaza
tiny zealot
next plaza
brave fable
#

oh well i didn't raise the original point, sinz probably has something else in mind

next plaza
#

(I know them well enough to know it's something much more nefarious (and directed at me))

gray bear
#

they r quite criminal-coded

next plaza
#

If you know you know

lucid mulch
#

I was mainly just guessing at wishlist as I don't actually do content modding to actually know properly

next plaza
#

Ah

#

I'll wait for khloe to weigh in, then

#

Not like I'll be touching that again until monday at the earliest anyways

lucid mulch
#

I just live in my humble performance corner, and only look at the rest of the codebase when people ask questions and I read the code to figure out an answer

lucid mulch
#

remind me in 10 hours to actually work on stardew projects

patent lanceBOT
#

freakin' sinz163, always needin' stuff. FINE. (#6934191) (10h | <t:1762039585>)

brave fable
#

sinz, how would you create a craftingrecipe data model? please answer in 300 words or fewer

next plaza
#

/me makes recursive call with 100 method calls that have 1000 string allocations each, that is called multiple times every frame

lucid mulch
#

without actually spending a few hours doing research, I would base it initially off machine rules

next plaza
brave fable
#

the line grows more blurred each day

next plaza
next plaza
brave fable
#

i don't know SDVpufferpensive too blurry

next plaza
worthy ermine
#

realized that i actually have to make the mod when i'm done drawing and writing SDVemoteconfuse

gray bear
#

i have an issue with the opposite

#

how art? what is writing? a pile of meaningless words

gentle rose
next plaza
#

didn't I literally just say though

#

and for storing it... open an xnb in notepad, that makes it pretty clear

worthy ermine
#

🤩

gray bear
#

oh the actual modding bit isn't bad

worthy ermine
#

really?

gentle rose
gray bear
#

takes a while to get into it but as long as u get the basics it's not like mind breaking

lucid mulch
#

but the idea would be having a list of item rules that define the inputs, and then either a single or list of output rules defining what it'll make.
output might need to be more constrained due to the UI wanting to know ahead of time what it should be, but it would be nice to have some way for the inputs to mutate the output

though it would be nice to be able to define a recipe that does multiple semantic recipes with one entry, it would cause vanilla problems with how perfection is calculated

#

content pipeline is just C# types, it doesn't serialize anything

next plaza
gray bear
next plaza
shut edge
#

Cursed mod idea shovel tool that lets you dig but also add snow you need to clear

lucid mulch
#

in terms of Loads and Edits, its just C# types

when no one does a load and it falls back to the XNB reader, then it'll deserialize the XNB file using binary readers and stuff, but the content pipeline will store the C# representation of it

next plaza
#

Oh are you talking about on the CP side?

#

Because the building-for-game side has no concept of edits

lucid mulch
#

the smapi side, but yeah

next plaza
#

I was talking about the game side

#

It's just the normal XNA/MG method for building the content

gray bear
next plaza
#

updates atra's Shovel mod, but adds a Unquality of Life config setting

gray bear
#

👀

brave fable
gray bear
#

i know halloween is tech over but great idea for it

lucid mulch
# next plaza It's just the normal XNA/MG method for building the content

it being xml is more of a source code thing afaik, the XNB reader to my knowledge doesn't use any xml serialization/deserialization and it does its own binary format with readers in part as xnb as a format also has to handle images, audio (which stardew doesnt use) and maps very well, in addition to boring data assets

next plaza
#

The reader is just deserialization stuff

#

I meant XML for the serialization part

#

Again I meant content pipeline in the sense of the game, not in the sense of SMAPI

#

Also stardew doesn't use XNB for audio because that's not even a thing. It uses the other part of XNA/MG dedicated for audio (the XACT stuff)

#

(Hence the separate wavebank/soundbank, for example)

lucid mulch
#

yeah most of the pipeline in traditional xna/monogame is all about the long process to make the xnb files to begin with, with relatively little of the overall process being the runtime reading of the files
which SMAPI heavily expands on

#

I haven't looked into it much from a pure monogame standpoint other than confirming that monogame as a whole really wants it running on mainthread

and I spent awhile in the rabbit hole to confirm how xnb maps with xTile are semantically tbin files in a trench coat

next plaza
#

Oh, yeah, they definitely are. The xTile map situation is so weird

#

But as far as stardew specific stuff, it's all xml

#

(xTile is a third party library with tweaks is why I don't count it)

woeful lintel
next plaza
#

Who needs discord discussions when you can have cat

woeful lintel
next plaza
#

He was moving around so I didn’t give the camera time to focus

woeful lintel
#

now to figure out how to put comic sans ms all over my blog

next plaza
#

(he's currently in a "must pace back and forth across the entire desk" mood)

lucid mulch
#

I don't keep many blurry ones so have fun

next plaza
#

A reasonable person would work on one of their mods right now.

A casey person would start yet another new mod idea based on the ideas she's had this week but has been too braindrained in the evening to work on

lucid mulch
#

my day today pretty much was just youtube and more hpmor audio book

next plaza
#

That's fair

#

I mainly meant "working on one of the many existing projects is reasonable, compared to starting even more new ones"

lucid mulch
#

tomorrow I'll hopefully get my attention on my stardew backlog, and work on the .NET 9 smapi experiment which in turn can do custom GC experiments

#

and I also need to implement a sampling engine for profiler so GC and frametime measurements dont make gigabyte sized log files and actively harm performance trying to log so much in bulk

hallow prism
lucid mulch
#

Oh yeah forgot this is also a 4 day long weekend for me, so even more time to try and burn the stardew backlog

gentle rose
woeful lintel
#

you think so? I didn't get any ping about it, and I thought that the threshold was reached very recently

next plaza
gentle rose
hallow prism
#

i have hmm... 4 current projects i'm working on (but to be fair 3 of them are variation on giant crop theme), and at least 3 projects i consider doing but they aren't really advanced

#
  • whatever i have vague note about but not actual work for
#

the giant crop stuff i may have something ready today possibly

next plaza
#

You know, another reason we need "content packs that use mods but aren't content packs for that mod" is because we don't get on that 100+ users list if we don't have dedicated content packs (and if you can do it from CP too, it basically won't happen regardless).

#

Ex. how many mods use spacecore content extension stuff, but spacecore is left out because CP stole its piece of the pie? 😔

hallow prism
#

we obviously just need a CP pie when we can see the fillings

#

(which is obviously extra hard to do because things don't even need to be a dependancy, they can be a simple when patch/include)

next plaza
next plaza
# gentle rose -# 8

The thing about 8 (and also 2 and 3) is that I can't work on it immediately, I gotta figure out more precisely what I want first 😔

hallow prism
#

as a content pack modder i am super grateful for this option but it is indeed making some things less visible

woeful lintel
#

damn, I was even active when this was posted, I guess discord didn't think I wanted to see that

lucid mulch
next plaza
next plaza
#

And like, as far as percentage goes, yeah, it's much more computation.

But I mean it's hardly LLM level of computation. I imagine more time would be spent waiting for file IO, at least for a very basic version

lucid mulch
#

I can see cp being an included/default mod like console commands, but I think the ecosystem does benefit from it not being baked into smapi as it ensures the content pipeline extensibility is possible userland

woeful lintel
#

I guess the hurdele is having to write the code that goes through CP patches to find assets added by other mods

#

which don't even need to follow a specific patern

next plaza
#

And I'm doubtful Pathos counts all those things by hand, so it'd just be another script to run once its made. (Of course, it still needs making, but the computation time is not that big of a deal in my opinion)

lucid mulch
#

I have a copy of the mod dump somewhere and I have some old scripts to interact with it, so could attempt to calculate it

next plaza
#

Like if you think about Error Handler (RIP) - sure, it was technically separate, but there was really no reason you should remove it

lucid mulch
#

Historically I would have also said cp having an independent release cycle is also a benefit but with pathos always being busy, that is less of a thing due to how pathos does the mod update waves which includes smapi

next plaza
#

Yeah. I also don't think SMAPI updates more than like 3-4 times a year (not counting hotfixes) would be bad thing, either

#

But of course this is "ideally", which is hard with (as you mentioned) Pathos always being busy

#

glances at my PR that's over a year old

#

(which needs updating for latest SMAPI by now, but it never even got code review comments from Pathos since he's just so busy)

worthy ermine
#

I don't know if this is a dumb question, but how did you go about adding emotions to the dwarf?

autumn tide
autumn tide
worthy ermine
#

do i just download the mod to use it as a base?

autumn tide
#

yup! Just replace the photo, optionally change the character data edit thing I did to make one of dwarf's portraits shake, and edit the manifest :)

autumn tide
worthy ermine
autumn tide
#

omg that's so weird another person already reported that?

#

I have no clue, sorry :(

#

I'll just send the mod directly

next plaza
#

Hmm. If y’all were to classify magic in Stardew, what would you end up with? I’m currently thinking:

  • nature magic - junimos
  • arcane magic - wizard
  • enchanting(/vaguely magitech?) - dwarves (ie. The volcano caldera)
  • Maybe shadow magic - shadow people (such as the shamans), possibly the witch
#

And of course we can’t forget

  • dance magic (whatever goes on in that Emily event)
    (/s)
worthy ermine
#

that one has the same error, I'll try skipping and seeing if it still works

autumn tide
#

oo and like fire/solar magic like in the volcano dungeon

next plaza
# worthy ermine is welwick arcane too?

Hmm, yeah, like a prophetic sub school of arcane magic I think (not entirely separate since I think the wizard mentioned them going to school together? Could be totally misremembering)

autumn tide
worthy ermine
#

The error appears for every single one of the files in the mod 😭

autumn tide
#

..HOW

autumn tide
next plaza
autumn tide
worthy ermine
next plaza
worthy ermine
#

you seem like a modding genius

next plaza
autumn tide
worthy ermine
#

wait claude are you on MAC?

next plaza
# worthy ermine you seem like a modding genius

I mean I know how to make things happen with code - have coded for like 16 years and modded Stardew in particular since the year it came out.

But for not-code stuff I’m not as good at 😛

autumn tide
worthy ermine
autumn tide
#

i thought so? but it still doesn't make sense why it would break?

lucid mulch
next plaza
#

Yeah, that's part of why I got tired of my original magic mod

#

That and most of the things you could do were like... things you could already do, but using mana instead of stamina (or something else)?

worthy ermine
lucid mulch
#

its hard to introduce new systems like magic and have it be balanced with everything else without obsoleting other systems or being dead content

next plaza
#

The analyze system was an improvement compared to how it worked in Magic's initial release, but not enough

autumn tide
next plaza
#

If I do the automation mod, I'd probably accomplish that by changing progression, since vanilla is basically "manual at early game" and then "hopper at end game", and most of an automation mod would be beyond vanilla hopper level

worthy ermine
gentle rose
#

balance is for nerds I want my magic to make me feel powerful /hj

next plaza
#

After all, if you're wielding power that can bend the laws of the universe, it stands to reason that if you dive deep enough, you can become silly OP

#

But it would definitely need to be something you put a lot of focus on and actively try to make happen

#

Rather than could happen accidentally in a casual playthrough

rancid musk
# next plaza Also I guess <@335279695673163776> anything on your crafting recipe wishlist to ...

It's been a while since I've touched Stardew stuff, so I'd need to give this a good long think, but the biggest qualitative change is just the whole recipe data model thing. Nothing about the original menu implementation really matters to me since my menu isn't based on it. There's no amount of reasonable work you could do to make it flexible enough for that purpose.

Perhaps the biggest pain point of working with inventories is mutex stuff, but it would be too easy to add bugs to the game messing with those, I expect. Still, it would be nice if the game handled chest mutexes in non-processing locations better. Maybe just a way to tell the game to process a location temporarily?

I'll think about this some more.

lucid mulch
#

the 'easiest' place for magic is teleportation, and have the warp sceptre, warp totems and the obelisks be part of the magic system

when it starts interacting with the farming loop, competing with iridium scythe (but not needing mastery) or tractor (without the resource cost) that's where it has issues

next plaza
next plaza
lucid mulch
#

my playthrough of S&S I dont think ever got far enough to actually enable any magic

next plaza
#

It was a little obtuse until you tinkered with it though

autumn tide
# next plaza Hmm. If y’all were to classify magic in Stardew, what would you end up with? I’m...

alr here's my shadowfolk magic lore!
Shadowfolk magic involves some control over life/energy/health/etc, which is why the shadow shamans can make you prone to attack. Most shadow folk, including the more powerful ones, rarely leave the caves and do not enter the mines unless they need to feed, (on energy or like eating meat/other food) which happens every month or so, note that feeding on energy is much more efficient than eating.

Shadowfolk have cores, if a sheep were a shadowperson, its body would be the core (that’s the sentient bit that can actually get hurt) and its wool would be the outer layer, can regen shadow mass (wool in this analogy) like amphibians regenerate limbs. Cores are kinda like the ligaments that hold biological bodies together, the weaker your core, the weaker you are BUT the more control you have over your form.
All Shadowfolk have some slight body warping/teleportation-y abilities, but they’re fairly mild in most, limited to ability to change shape (to a degree) and fast movement in complete darkness. The more robust your core, the less motion you have. Core health is basically the health of the being, shadow folk with small cores are physically weaker and need to feed more often, BUT can warp their form much more easily. As Krobus has damage to their core, they can cling to shadows, teleport short distances (with difficulty) and effectively turn invisible.

rancid musk
#

Yeah, exactly. I don't expect any changes to how chests work since it's running into fundamental limits of how the netcode is implemented. Just saying it's on my wishlist is all 😛

next plaza
# lucid mulch my playthrough of S&S I dont think ever got far enough to actually enable any ma...

The thing I did for S&S was essentially:

  • You place a teleportation circle, and at least four table-like furniture with objects on them on that circle.
  • Walking on the circle would then teleport to a circle that has matching object configuration, if you had the required fuel (or it was in a nearby chest).
  • If you want it to go to a different spot, you change the table items to match the other spot.

This also meant you had to actually set up the teleportation target area yourself wherever you wanted to go. (Which also allowed players to define their own targets, rather than a hardcoded list)

autumn tide
woeful lintel
#

damn

#

how do you zip?

next plaza
#

Maybe that has changed since I stopped working on S&S a year ago, but that was the idea behind the version I implemented

autumn tide
next plaza
autumn tide
lucid mulch
#

oldschool runescape has a decent list of spells which could translate to stardew well.
some that come to mind are thralls for combat and maybe mining, NPC Contact for remotely talking to someone, Geomancy to remotely view the status of farm patches and Resurrect Crops to have a chance to revive dead farming patches

woeful lintel
#

hmmm, can you zip through command line on mac? maybe it would give you more info

next plaza
#

I didn't realize RS had non-combat spells

next plaza
#

That was another problem I had with the original magic mod. A lot of it was combat focused, and combat in stardew needs an overhaul, not "simply" more mechanics

lucid mulch
woeful lintel
#

like, open a terminal and use a command to zip your file instead of the UI

next plaza
#

(A combat overhaul is somewhere in my idea backlog, and I did start on it at one point)

next plaza
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I mean it's literally on my github repo

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It's not hard to find 😂

lucid mulch
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I did like dalion's combat changes in his profession overhaul stuff

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giving clubs and swords very different personalities

next plaza
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(maybe slightly harder since the reorganization, since the project isn't in the top level folder anymore)

obtuse finch
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Hello, I hope this is the right channel to talk about this, do tell me if otherwise.

I'm a first time modder and I'm having trouble with this particular problem: [Content Patcher] Could not load content pack: content pack doesn't specify the required Format field..

Throughout my research, I've tried Format: 1.30.0 and 2.8.0. Both didn't work

autumn tide
next plaza
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I think two more things need addressing as a core part of a combat overhaul mod:

  • Player movement during combat
  • Monster behavior
obtuse finch
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Oh phew!

woeful lintel
next plaza
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I actually had one aspect of the player movement part made

woeful lintel
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or maybe it's in the wrong place

next plaza
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You could double tap a direction key to dash in that direction

woeful lintel
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!content anyway

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that's not the right command

lucid mulch
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dalion did have different sword effects so some were defensive swords that ddi the parry thing, and others were offensive that did a forward dash thing

woeful lintel
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I don't know the right command

latent mauve
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!json

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

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

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

next plaza
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(I wanted an outright roll, but farmer animations. Though I'm willing to take another stab at that eventually)

obtuse finch
shut edge
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Someday I may attempt to comission someone to make a spells system based on the ring menu from secret of mana / evermore

next plaza
lucid mulch
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if you are writing a mod in 2025 you very much should be using a modern format like 2.8.0 and not a format from a few years ago

woeful lintel
next plaza
shut edge
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I think it would work well for stardew

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Maybe not multiplayer tho

latent mauve
next plaza
shut edge
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Yeah go for it

obtuse finch
shut edge
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Make it a framework plz 8U

next plaza
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Another problem I'm not entirely sure how to solve without invasive changes is the casting system. Like, specifically, without taking up hotbar space from being items, but without tons of new buttons (because gamepads)

obtuse finch
woeful lintel
woeful lintel
shut edge
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Yeah that's why I was thinking ring system, press a button to bring up a menu and it's already controller designed

next plaza
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The ctrl+number method is... not great to use on gamepads, especially if you have other mods that also add new keybinds

woeful lintel
lucid mulch
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in terms of automation overhaul, Little rocket lab is a pretty good model to copy as its very much already a simplified factorio, though getting a belt style automation system working in stardews economy is hard as stardew is balanced around machines taking ingame hours, not seconds/minutes

shut edge
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Left and right to select within the current ring, up and down to change rings

next plaza
worthy ermine
next plaza
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Wonder if we have a gif in the abandoned abyss of the mod development channels on that server

woeful lintel
autumn tide
autumn tide
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andd my template :) @worthy ermine

lucid mulch
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oh yeah, the other way you could approach a magic mod is going more Magicka style and doing keybind combos

worthy ermine
autumn tide
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oooh it isn't but now it will be!!!!

autumn tide
next plaza
# next plaza Here's the casting part, anyways https://cdn.discordapp.com/attachments/67443888...

More of the stuff I made for that:

  • "Magic status menu" (elemental resistances, various story key items, a familiar (Penny was a placeholder graphics) and custom wand system, whatever that scrolling textbox system would've been)
  • Recipe list for the custom crafting station
  • Crafting page for the custom crafting station (the crafting mechanics being inspired by Rune Factory)
  • The spell selection menu (as shown in that video)
  • Element resistances attached to existing items
next plaza
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MCN had big plans

autumn tide
summer spoke
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How do you find Stardew's current Format?

next plaza
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Well, the main thing I was thinking was that life and healing type stuff would go with nature magic.

But then I got to thinking... why do they need to be entirely separate? It seems reasonable that all magic pulls from the same source, but different types are just a particular mode of expressing it. So some overlap should not only be fine, but be kinda expected to some extent.

So shadow magic could still have some life/healing related stuff (perhaps in a more negative direction, but be considered taboo even by shadow people?), but maybe would focus more on shadows in a literal sense (ie. light and darkness, leading to illusions, etc.)

autumn tide
summer spoke
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thank you

autumn tide
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so when Krobus heals the player in my mod it would be considered treasonous

next plaza
# next plaza More of the stuff I made for that: * "Magic status menu" (elemental resistances,...

(Other things that were done but not really have screenshots included stuff like being able to apply debuffs to monsters, custom buff types (which didn't exist as a data model back then!), and also some frameworky stuff that wouldn't be part of MCN but be dependencies we made that others could use (such as custom wild trees, which didn't exist then - someone else was working on this one))

next plaza
autumn tide
autumn tide
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might steal that for my mod-

next plaza
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how dare (/s)

obtuse finch
autumn tide
autumn tide
worthy ermine
autumn tide
summer spoke
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If I'm making a new character, should I put their file in my main Mod Folder, or should I put it in the Content Folder?

summer spoke
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Thank you

next plaza
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...I might've just thought of some new heinous code crimes that would allow using custom Effects for specific objects and such while still using layer depth like stardew does normally

autumn tide
next plaza
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It might cause compat issues with some things - mainly stuff like SpriteMaster (and/or its successor, if that's still a thing?)

summer spoke
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What's an UpdateKeys

fossil osprey
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It's the ID of the mod on nexus (the numbers at the end of your URL)

summer spoke
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I'm using Steam to run the game, can I have it on both?

fossil osprey
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Nexus is where you find and upload mods, that has nothing to do with the platform you play on

summer spoke
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Right. Thank you

latent mauve
# summer spoke How do you find Stardew's current Format?

Just wanted to clarify on this, because I know you were given the current number but now how to determine it on your own in the future: For a mod that uses Content Patcher as the framework (a CP mod), the Format is typically the latest major version of Content Patcher released when your mod is created / the version your mod is intended to work with.

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It can be 2.8.1 if that exists but it's more often something like 2.8.0 and ignoring the last decimal's number

autumn tide
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hellooo how can one negate when things? wanna have a dynamic token display differently whether or not an event has been seen

latent mauve
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There's an explanation of versioning somewhere that explains why the last number can be left as 0 but it basically boils down to anything after the second decimal point is typically not a feature addition or breaking change to a mod that would require bumping the number up

next plaza
summer spoke
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The latest major version of Content Patcher, right. How do I find the ID? On the wiki I'm looking at making a custom NPC, it's suggesting that I start with a manifest.

latent mauve
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There's a page that helps to get started with CP mods that explains the manifest, one moment while I find it

summer spoke
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Thank you

latent mauve
worthy ermine
autumn tide
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..i might steal the rainbow effect back SDVkrobusnaughty SDVkrobusnaughty SDVkrobusnaughty

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MWAHAHAHAHAHAAA

worthy ermine
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NOOOOOOOOOOO SDVpufferwaaah