#making-mods-general
1 messages · Page 459 of 1
Thanks! I knew I was missing something.
You can ping/dm me, Kat is kind of busy with other projects, but if I don't respond then sure, you can ping her.
Yes! An option to have bigger portraits would very much be helpful. Right now the mod doesn't describe the portraits but when/if it does, we can add that as well.
And thank you for considering!
oh, image descriptions! I should have thought of that. I’ll definitely add some default ones (e.g. “Penny happy portrait”) and a field for portrait makers to add their own descriptions
someone isnt WCAG-focused enough /lh
SDVCAG
I just thought of that as well lol.
I’ll ping you closer to a beta being ready so we can figure out the best way to integrate that (from the wiki I’m guessing it will be via PrimaryInfoKey)
alright, it's a compatibility thing. How would I make sure my spot wins if another mod moves him around?
either patch priority late or false dependency on that mod
you can’t, because consider:
what if another mod author wants to do that too
oh yeah that's only if it's a specific mod
then I'll duel them on a bridge
100% ensuring your mod wins isn’t possible because other mods would have to be able to do that too
I believe the closest you can get to a bridge duel is a late patch priority
Unfortunately I did that and it didn't work. Well, guess that's adding to the "don't do this" instructions...
Don't know what Unique Winter Star is doing, but it really glues him to that one spot
they might be doing some extreme thing like late+10
They aren't actually doing anything that I can see
it's a normal append with no priority
Ah I finally sat down and just made a dialog formatter to make my life semi easier on python 🥲 only took almost a year
isn't agentlyoko in here? you could ping them and ask what's up
Almost a year for a simple for loop 🥲
Per question 2, would this ultimately be Loading an empy JSON file to a specific namespace that your mod would then read? So mod-authors could then do an EditData to add their own entries into that specific JSON (which also protects them from accidentally overwriting entries from other mods in the process)?
I got a workaround working right, now Ras can show up and be distant at the Winter Star and then get closer when he starts dating the local lawman
success
guys am i crazy? for weapons the type field does nothing. the actual type is set by the size of the sprite?
If I set these conditions for my event,
"LogName": "Reyla's Intro Event - If you haven't met her yet",
"Action": "EditData",
"Target": "Data/Events/EastScarp_Village",
"Entries": {
"RaffieJohn_ReylaIntro_NotMet/!GameStateQuery PLAYER_HAS_MET Reyla/!SawEvent RaffieJohn_ReylaIntro_Met/Time 600 1800": "{EVENT CODE}"
},```
``` {
"LogName": "Reyla's Intro Event - If you HAVE met her once",
"Action": "EditData",
"Target": "Data/Events/EastScarp_Village",
"Entries": {
"RaffieJohn_ReylaIntro_Met/GameStateQuery PLAYER_HAS_MET Reyla/!SawEvent RaffieJohn_ReylaIntro_NotMet/Time 600 1800": "{EVENT CODE}"},```
The farmer won't see this event twice? Trying to have her intro event change a bit depending if you talked to her before going to ES or not.
i believe all the weapon sprites are 16x16
oops i accidentaly had type field twice so it was being overwritten i guess
Is there a sleeping bag in the vanilla tilesets?
I think the one in Linus' tent? but it may not have a transparent background
I think so too
Oh I actually know this one. They are. And the hilt is always in the lower left corner
releastically do you need json assets cause don't content patcher literally just do most things
At this point you basically need to not have JA
(depending of what you want to have, just using dialogue query may be enough!)
(if it's easier for you of course)
not really no, it's mostly deprecated in 1.6
it was useful back when you can't use string ids
this query?
hmmmm, I didn't think of that

maps/springobjects
if it's an object it's in there
What is the best way to make an animated custom weapon texture? im looking at using spacecore textureoverride but i also saw some mods used content patcher animations
CP-A is also deprecated i believe in favour of spacecore's textureoverride
CP-A hasnt even updated in 3 years
(i know it supposedly works, but that should tell you a lot about its life support status)
that really narrows it down then
SourceSizeOverride - A Vector2 size. If specified, the sprite size to use for frames in SourceTexture (normally the size is the same as the size in TargetRect). This allows you to fit a larger image in place of a smaller vanilla image. (For example, fitting a 256x256 portrait into the default 64x64 spaces.)
whats a Vector2 size?
a Vector2 is just a pair of numbers
typically used for things like size or location, for things like X,Y or Width, Height
dont know what form spacecore expects it written down in. never used this part of spacecore
that makes sense. thanks
yes!
Hey 👋 Is it possible to check the config of another mod using CP?
For example, I want to check the state of "Enable Vanilla Recipe Changes" in Cornucopia Artisan Machines.
with this mod you can: https://www.nexusmods.com/stardewvalley/mods/28284
I think cornucopia has mailflags actually
You can use those instead if it suits your needs
unless something has changed since last i checked (admittedly a decent while ago) they are removed overnight however to aid uninstallation
so some things cannot rely on them
Yeah but i think a typical cp patch using HasFlag can use em fine
Cus the DayStarted trigger actions happen first right 
DayStarted (SMAPI) or DayStarted (vanilla)
The claim is, If DayStarted vanilla trigger is when cornucopia does all the AddMail (i don't have it open to check), Then a content patcher patch with When HasFlag should work as expected and apply/not apply according to flag
yeah, probably. just wanted to mention it so its not used for things like game state queries as the raw flag for things that happen overnight
like animal produce
Yeah pein 
or schedules(?)
i think schedules too yes
(talking about the MAIL schedule key, not a conditional patch)
they are not removed overnight anymore because of issues
oh, well then ignore me (and i apologize for) spreading misinformation
yes this is what i suggested to towk, but I have no idea how it works on the c# mod end. can someone help explain it to them? Just another data file a CP mod can write to, like what custom bush or spacecore does for assets
but its true that i dont mailflag every single config option because a lot are not relevant
I only understand that from the CP side, so I can't be of much help, but I was hoping I understood the intended result, at least!
like why do you need to check for enable vanilla recipe changes for example?
if you do this then Content Patcher mods can target your asset to edit it
(relevant to @frosty gate, i suppose itd probably help to direct them to it and not you lol)
hmmmm what's the command to get the CP github thing?
found the link! dunno if there's a command tho?
hmm, do you have to add CreateOnLoad for custom locations only used during events?
"Enable Vanilla Recipe Changes" was just an quick example. I actually need this two options (and maybe more?)
{
"Action": "EditData",
"Target": "Data/Machines",
"TargetField": [
"(BC)12",
"OutputRules"
],
"When": {
"Enable Vegetable Wine": true,
"Enable Juicer": true
},
"MoveEntries": [
{
"Id": "Default_Wine",
"BeforeId": "Default_Juice"
}
]
}
I need this because someone asked me to make my mod Uppergrade compatible with Cornucopia - Artisan Machines.
The best way would be if you made your mod compatible with mine, but since that wasn’t an option on your side, it’s on me now.
I don’t mean this in a “judgy” way — it’s your decision, and I respect that 🙂
But now I need this information to make it really compatible with Cornucopia - Artisan Machines.
hi um, sorry if this is a stupid question, but are there any, like, simple text guides on how to get started making a custom character mod? i have some ideas i'd like to try but i'd really prefer a text guide instead of a video, if at all possible. sorry for the trouble!
yes, otherwise the location doesn't exist
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
that's only if you're using changeLocation (or whatever the command is) though. if you're using changeToTemporaryMap then no you don't need an entry in data/locations
(as an aside, basically the only up to date info for modding SDV is all text guides, very few if any videos past 1.6)
oh awesome thank you!!
nothing to apologize for! i was just posting it to show you it, the guide linked in the first bullet point is top notch
i really appreciate it! 💖
i've been wanting to try it out for a long time, but video guides get very intimidating for me alksjdf thank you!!
I've been here over a year and don't know what most of the commands are. We have a lot of commands haha
!help
There are a lot of commands
Ok then shoo atra :P
!stopmodding
wat

heheh
!pixelart
Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.
To start, you'll want an art program. See a list of recommended programs in the !software command.
Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab
To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.
Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396
SDV has a few quirks to remember too:
- Colour limits: Limit the number of shades you use - stick to six including the outline.
- Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
- Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
oooooo
not that one 🙂↕️
type /list lol
(We do ask that if you want to go crazy exploring them, please head to #governors-mansion for it ^_^)
Please use governor's mansion if you want to use commands for the sake of using commands xD
Same brain lily
Yep
Just going to leave thiss here https://stardew.chat/commands.php
I see, I have a flag in content.json to check for if the juicer is enabled Cornucopia.ArtisanMachines_JuicerEnabled, but I assume yours is more like Machine Production System, where you need to know if the vegetable wine rule exists in the keg so you can create a better version of it in the improved keg.
Well, I can add a new mailflag for that option in the next update in two weeks, or you can use the mod CMCT to read other mods configs
The other rules are dependent on various mod configs being enabled from other mods, so you can use the same mailflag conditions that Artisan Machine uses to check for them
Okay, I will use CMCT. Thank you!
if i haven't even made the mod yet, do i need to alter the dependencies in the manifest? i'm following the guide here https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC and i wanted to fill in the manifest now. i can come back to it once i have things actually like. moving, right?
Well you need a manifest for the mod to work
So you'll have to fill it out before you start testing it
ahh okay
this is my first time making anything like this so i do apologize if i ask any stupid questions 
No, you don't have to put any dependencies in
At bare minimum all you need is content patcher which is already covered by the "content pack for" part right?
In fact, you don't need dependencies even if you do add features from other mods because as long as you have them installed it will work. But I recommend adding them to your manifest when you start using their features or you risk forgetting to ever add them, like I do lol
Correct, CP doesn't go in the dependencies section
...time to fix my manifest-
Oop-
Folks, I am providing y'all with an example of why we suggest using the {{ModId}} token instead of hardcoding your mod id into your json. I am about 80% of the way through making a mod with Bog and we just decided to change the name of it, so the mod id will be changing.
I have 1,209 instances of {{ModId}} in this mod.
If I had hardcoded it I would've had to have checked all of those changes to make sure a find and replace had worked properly.
is there a way to have machines speed up or slow down depending on weather? i know they can be turned off entirely or require specific weather
was thinking of making a dehydrator variant that works faster in the desert / on sunny days
oooh my god that is such a good idea
yeah i'm thinkin like a slow/cheap solar dehydrator
and then maybe a fast and expensive industrial one
and yea more items to make with them cuz there's like....three in vanilla
ooh i gotta download that when you're done
good thing i dont change the name of my mod... i have no choice but to write my mod Id fully in several places
Oh, why's that?
Maps
ik lol, just a cool idea!
If it's map strings u can just do EditMap instead
Well it's like. The map itself with the warps
I don't know of any map thing that you can't do with CP instead
I have all of them prefixed with my mod id
i do have some art made already tho
Hello squid
hah yeah i was considering making squid specific jerky
sounds good
I don't think you could affect dehydration that's already happening, but you can probably use different CP patches to change them day by day for new inputs
(Disclaimer: I know almost nothing about machines)
that confuses me
ReadyTimeModifiers
fak
oh is that what that does?
though it only takes effect when the item is inputted
ah
the closest thing to a dynamic ready modifier is PreventTimePass
By the way the vanilla dehydrator works overnight, theres no time to it. So any machine you make would be "faster" if it worked within a day.
i mean there's a condition so i could have like, if in desert, this cooks faster
yeah i noticed that
well if you only need location-based conditions then ReadyTimeModifiers will work wonderfully
i am thinking the cheap one can be like, two or three days, or one day if in desert
what isn't possible is stuff like "if today is raining take 20% off the remaining produce time"
and the fast one can make like maybe 3 or 4 batches a day
but otherwise ReadyTimeModifiers will do it
cool, thank you
what is that one thing called where you use like a plastic tarp to make water...
oh yeah solar ovens are also a thing huh
not sure that would be terribly stardew relevant tho
🤔 the thing where you collect condensation on the underside and it drips into a container?
yeah that
I dunno either XD
somehow in my head i was seeing that when thinking of a solar dehydrator maybe
I would've guessed a condensation well but looking it up and that ain't it
Solar water condenser?
THAT looks like a BC, lol
probably the same idea, i'm just thinking of the like survival emergency version
this DIY one looks like a BC anyway
that is clearly a two tiles tall device
Oh @vernal crest , thought I would let you know I updated all my events to the 1.6 method, and you are right, event lookup doesn't show them anymore. Thanks again for the help! 
yeah that's what i was thinking of, thank you
would there be much a use case for a solar still in stardew tho eh
i guess you could use it to refill a watering can in the field
ocean ones are kinda neat
It looks like a pointy jellyfish
it does
any other fish that make sense for jerky?
hmm, catfish
perhaps like slimejack or a legendary for comedy
How about a generic fish jerky that is created if it doesnt have a special jerky item?
that would be good yeah
Does anyone know if it's possible to make a character switch to a different portrait asset during dialogue? Via modded means if necessary?
like changing to sam's joja portrait for example?
you can do it during an event but i'm not sure about daily dialogue
Yeah, I know events can do it but I'm trying to figure out something for when speaking to people
is it for a vanilla character or custom
wow i forgot i made more meat trees for some mod i've never used lol
try BETAS' UpdateAppearance trigger action action
⬆️ $action Spiderbuttons.BETAS_UpdateAppearance Abigail AppearanceIDhere
https://stardew.button.gay/docs/betas/tractions#UpdateAppearance
can't confirm it works, but it seems likely
Basically as if two people having conversation, yeah? Or changing costume mid-conversation? Then yes BETAS can do it.
BETAS did seem like one possibility, though I'm not sure if relying on the Appearance system may mean having to take extra steps to keep overworld sprites consistent 
in most cases, calling it again at the end of the dialogue without a specific ID should set them back to w/e they were wearing before
but ig that doesn't necessarily support all possible appearance entries, since they could have fiddly conditions that change mid-location
...oh, also I was misinterpreting appearances & thinking you could separate portrait + sprite entries
so yeah
If you only set portrait, the sprite will just use the one set by TextureName which will just be the NPC's default sprite - I think
i was going to suggest just adding the portrait(s) you want onto the portrait sheet if it's a custom NPC
seems like it, yeah, which might mean things like "I changed the portrait for a bit & now they're not wearing winter clothes"
that might be all the meats i can think of
other than that one mod that used to exist with like, lizard and dragon
Alas this is actually the functionality I'm trying to sidestep here
all the ones AHM and my own mods currently support anyway
I'm working with big image files and it seems that some people's games just can't display texture sheets that get extended past a certain size (10000 pixels?), whether the texture's innately that big or extended via editimage
oh yeah i think the max size may be 4096x4096
They work on my machine well past 10k so it's hard for me to test anything on that front 
Could be memory related, VRAM, GPU, maybe mobile devices are involved
the maximum texture size is dependent on the particular hardware
4096x4096 is a generally-accepted conservative limit that is widely supported
I received no such error reports for assets up to 7000 px, whereas I started getting some for the one that was above 10000 so I suppose the limit is either there or 8192
Hence I'm trying to figure out ways to just jump to different assets rather than just making one super beeg asset
afaict (and if you haven't already) you can make the portrait sheets wider than 2/row, to reduce the total vertical size 
the code seems to support that at a glance

I don't think anyone's ever tried that so how would portrait codes work like $1, $2 with that
things like $s or $2 get converted into an index, which is basically "top left corner is 0, keep counting & going right until you hit the end, then go down to the next row"
so assuming you keep them in the correct order, it should work as-is
similar to how the object sheet works and such, just left to right & then down a row
Fascinating, might experiment with that sometime 
So the letter-based codes like $s and $h should work the same way?
Pathos has said not to do that
Does it break things?
yeah, seems that way, dang
oh are the named ones specified by area or something not index? sad
the "get index" thing does convert $s and such into numbers, but I'm not sure if all the code uses it properly
From his post it sounds like the code just doesn't treat portrait sheets the same way as other indexed sheets
i think NPC sprites might also have some code lying around that assumes it's in rows of 4
there was a fairly popular mod with Pemmican in it right?
distant lands maybe
[size=3][size=3][size=3][size=3][size=3][font=Arial][size=3][center]NEW FISH:[/center]
[img]https://imgur.com/1V59qhg.png[/img][/size][/font][/size][/size][/size][/size][/size]Void Minnow - comm
okay yeah, there's still at least one part of the dialogue system that thinks $h/$u/etc are in specific coordinates
(upscale mods would probably have to patch those too, but idk if they add arbitrary sheet support in the process)
Hello, how I can post mods in #mod-showcase ?
I have just published this mod:
https://www.nexusmods.com/stardewvalley/mods/39038?tab=description
someone with the mod author role can showcase it as long as it's not NSFW and not AI
I noticed in the description you mention this:
I will have a repository uploaded over the next days with the generator used
out of curiosity was is a custom generator or an already existing one (if so which?)?
A custom made one
you can generate a farmer from a pmd sprite from https://pmdcollab.org/
And as a starting point I generated all of the farmer sprites for each pokemon
This opens the door for cool things like Pokesonas, and other cool ideas as making a similar generators for changing villagers as custom pokemons, add the portraits available at pmd and mapping them as farmer/villager portraits, etc
Here is a video that shows the mod in action
https://www.youtube.com/watch?v=VnRC_RbjUAI
First trailer of the Pokemon Mystery Dungeon for Stardew Valley mod
I shall have to download it when i next play!
if you send a message with a brief description and the link, I'll put it in the showcase for you
(if you want to do it in moddedm farmers it would be seen by more than in here I would say
#modded-stardew sorry, not modded farmers
(also feel free to tag me if you do post it or I may miss it)
How did you solve the issue of having too much stuff for the game to load?
I massivelly optimized the spritesheets for gpu (pow of two). Like rehuse repeated sprites, removed transparent space, that reduced the GPU vmem from 16 gb to 2-3
still there is an issue open in fashion sense to implement a way to not load all sprites at the start
im not sure if FS can do that given then menu
if all sprites fails, there is still the version without variations which is a VERY lightweight version (1000 vs 5000+)
u can always solve this with C# ofc
I had an idea of how to do it in a clean way, but I don't know how factible can be. Like make that fashion sense loads a specialized image named "preview.png" for example with only the frames that are shown in the search box, and just load that, when the sprite is selected, it loads the complete spritesheet, and that mode is available only if the preview.png is found for compatibility reason
yeah, this mod pushed the limit around that XD
not in a crashing way even on 2000 mod
just download the all variations and see the folder
is it specifically a FS problem where it isn't being lazy with menu
wacky.... some time ago Anaira reported an issue of DayStarted triggers not running when the condition is PLAYER_HAS_SEEN_EVENT Any <eventIdHere> and the event is skipped
I just managed to reproduce it in my real save, checked up my code, restarted my game, and now the trigger runs again and I can reproduce it no more
eh it has over 400 mods I can't be bothered to investigate
Speaking of powers of 2 how important are they for Stardew textures 
Hi, I've never modded or coded anything, I was wondering if anyone here had any recommendations for how to start modding Stardew 
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
most mods are possible with content patcher, but if you want to change things about how the game functions, it would need C#
You should also probably start by first deciding what kind of mod you're interested in making
I want to do a project with dialogue changes and event scripting as well as one QoL one that makes the hoe more useful by letting you move crops & things using it in a way that doesn't feel like dev mode
that last one is very much C#
the first would be doable with content patcher, and the second would definitely be C#
if you want to start with C#, then try the button press tutorial linked on the wiki page above. you should also decompile the game code so that you can reference it
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
I recommend starting with the CP mods
They can let you get a feel for how the game works in the backend and how mods interface with it without having to learn a programming language at the same time
got it, thanks for the links and tips 
though, none of that knowledge will really transfer over into making that hoe QoL mod, bear in mind
I got stuck at decompiling the game code using ILSpy
I personally dont actually use the decompiles and just stay inside ILSpy
downloaded "ILSpy_binaries_preview1-x64", then it asked me to download dotNET, so I downloaded "dotNET 9.0 SDK Windows x64 Binaries" but ILSpy doesn't open
You absolutely do not need that for a CP mod
you might need .NET 6? not sure though
i finally published it!
i believe he wanted to start with the hoe C# mod, but yes, for just CP you don't need to decompile
would you like a showcase?
I was just going down the Modding:Content Patcher page and following what it said
yeah as long as there's no AI or NSFW i'll showcase it
the content patcher page does not mention ilspy at all
does anyone know if i can use an event as a variable and say
myvariable = harvesting-crops
if myvariable spawn monster
?
ofc no nsfw and yeah no ai otherwise I wouldn't have struggled and asked u people for every little thing lol. But i feel like over time with your's and other people's help I began to actually understand this a little better
so onward to more complex modding!
I'm at create example mod
There's no mention of ilspy there
you may have confused decompiling with unpacking, that's probably my bad
there is literally no mention of ilspy there
wait
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
aight my bad my tabs are confusing me
decompilation is for C# mods (and very curious content pack modders). unpacking is rated E for Everyone
ilspy is a unpacker?
@urban patrol thank you so much!
no
its a mod loader?
also no
what is it?
ILSpy is a program for decompiling and viewing C# assemblies
it is nothing at all specific to Stardew or modding whatsoever
hows that not unpacking?
because you're not unpacking anything.
we unpack to see game assets and data files, and decompile to see game code
Think of ILSpy more as unbuilding, carefully disassembling a house to get as much of the materials back as possible, where as unpacking, is taking things out of a parcel or box
do you know how to figure out when the game knows when your character harvest a crop?
nope i'm not experienced at all with C#
there may be a trigger in BETAS if you want to use a framework
trigger?
it sounds like you might need to review some game concepts. i recommend visiting the wiki and looking at things like [[Modding:Trigger_actions]]
do u check game's code in ilspy or does ilspy make u a folder with the game's code in it?
can do both
technically both, you can look at it in ILSpy but if you aren't as familiar with it, you may find looking through a folder somewhat easier
does nobody know where the harvesting and crops code is?
mix of Farmer, GameLocation and Crops
is the WindowLight map property sometimes added automatically based on tiles? i noticed that my custom map doesn't have the WindowLight property, but the windows in the base map show the bright white streaky light, while the windows that get added in via an EditMap patch don't have that same light automatically
but I don't see how that knowledge would help if you cant find it yourself
Yeah, i think specific window tiles will automatically have the light
what do u mean?
Are the ones on the right the editmap one?
oh i know what u mean
yep
ill find it
Hm then i think it's like how editmap doesn't carry iver properties
Youd have to like manually make those windows have light
yeah, that makes sense to me. i was just confused when i went to check my map properties and saw i had NO window light defined lol
do you know if there's a way to search in vsc?
like "harvest" and it'd show it up
Ctrl + F
oh wait I think ctrl + shift + F searches in all files within the open folder
what do you mean?
i only have 1 file open
can i open multiple?
in VSCode, if you click File > Open Folder, you can open the whole decompile folder at once, rather than just one file at a time
the search menu on the sidebar would search in all files in the workspace
there's no crop file
nevermind it's called crop.cs
looking at it, anything with the tilesheet 'index' of 256 from the indoor tilesheet should populate the WindowLight map property with the two tiles
i searched crops
and EditMap should apply its changes prior to it loading it
hmm then maybe i need to sleep or something? i cheated my way to 10 hearts to trigger the map edit
oh yep! sleeping fixed it
thank you for looking into it sinz and forsy
it's strange that daytiles/nighttiles were working but windowlight wasn't
does anyone know if this is when player harvests a crop?
is "indexOfHarvest" a variable?
I would recommend learning some C# prior to looking into whatever it is you want to do
define learning
but is it relevant?
this channel is not going to teach you C#
yes. why would i link you something irrelevant.
Is...a resource that teaches C#...relevant to learning C#....?
How much C# do you know?
a little bit
define "a little bit"
if you dont know what public readonly NetString indexOfHarvest = new NetString(); is, the book is relevant
ii know what a variable is, it's a value you give to x
that's not specifically C#, that's just a basic coding principle across all languages
keyword "not specicfically" in other words, it is part of C#
have you done anything with C# before? (either related or unrelated to Stardew)
Is there any way - without C# lol - that I can check if a player has crafted a recipe?
i printed "hello world"
The Yellow book will be relevant to you then
What do you mean I have no BETAS tabs open >:(
do you know which page its on?
no.
i assume you mean ever, right?
whats a keyword i can search for?
Read it until you find the part where you find it and understand it
(Was that no to me?)
Yeah
you should read the book from the start and go from there.
but i'll forget lots of it probably
(no i missed you had a question. BETAS has a thing for it, 1.6.16 will have a thing for it (iirc))
Ah ha! You are always my saviour
button beat me to it lol
Then you'll just have to re read the parts you forget until you remember them
What's another dependency for just one GSQ
could be two GSQs if you want crafting recipes too
I will make everyone use all my friends' mods all the time 
I actually only want crafting recipes lol
but if im not gonna use 99% of the knowledge in that book, i keep forgetting it
could be two GSQs if you want cooking recipes too
not to mention, why would i be appealed to read it if i think it's irelevant?
you will most likely use 80% of the knowledge in that book
alright
Bc that's how you learn
because no one else is going to be appealed by the idea of teaching you
there is PLAYER_HAS_CRAFTING_RECIPE GSQ, but doesn't distinguish between knowing the recipe and having made it
Atlas I feel like you are getting slightly suckered here lol
Yeah, that was going to be my less appealing backup if needed haha
I have no idea what "suckered" means XD
same
thats not true, people like to help here
Just googled it, I'm having quite a bit of fun so I can assure you I'm not XD
rage baiting as the new gens say
I'm with button on this one
Hrm, this feels like it needs a letter or people might not notice it got unlocked
whatcha making?
whats the unlock method
If you show no interest in learning, you would find that people will be less interested in helping.
And with the majority of mods needing no C# at all, the majority of people here wouldn't be able to help anyways.
And those that can, would prefer to not teach the first 5 minutes of a C# 101 class for someone that doesn't want to do external reading first to learn the most basic of C# syntax
Ooo I love letters! please do (totes not scope creep I swear 👀 )
i was just being skeptcal that reading books is simply culture here
there is a reason why !yellowbook is a command
ill read it for a try to change if it makes u feel better
yeah but ur implying just because everybody agrees with that, it means its right
being combative and distrustful of the people in this channel isn't going to be very constructive at all
i dont think people intentionally wanna be misleading
I don't think people are being misleading, I think you're being kinda weird about this
Whether it's a book or a disco message you have to read and absorb something yourself either way 
I'm more saying out of anything else, that there is a minimum level of competency required with C# before you would even begin asking relevant questions that might help you with whatever you actually wanted to make (which you never did say)
and if you don't want to learn C#, you should accept that and try and see if Content Patcher content packs could solve your problem instead
well my intuiton was that if somebody just answers my question instead of asking me to read an entire book then it'd be faster and less boring
it's like im asking "who is George Washington?" and u link me the entire wikipeda page of "history" or give me a history book
you're asking "what does this chinese phrase say" and we're telling you to read the chinese dictionary
I don't know a thing about C#, but I also didn't know a thing about Content Patcher when I started and everyone here's always linked to very helpful stuff when asked. They aren't misleading you, they are trying to help
i agree but why not tell me about the chinese phrase? me knowing how to say good morning isn't relevant to the answer to the question i asked
You're asking "where does the steering wheel go" and when we've answered that you'll ask "where does the windscreen go" until you've asked how to put together the entire car
ok ill read it thanks
It does not appear that we specified that so I have brought this up to Bog lol
A question about code requires far more foundational knowledge than just a question that can be answered with a description
another alternative, if you don't want to learn, is to pay a mod author and commission the mod you want
fair
i just ask cuz if its on like, level up in a skill, then the player will automatically find out overnight
sure but that wouldn't be learning
Well you could also pay someone to actually teach you
With actual structured classes
yeah but wht if the structure to those classes are bad?
Then you got ripped off I guess 
cause ive seen some computer science from time to time and ive liked some over the others
yeah well thats the threat
i do in fact read a lot of books for my mods lol
You can't do anything in life without some level of gambling your time and/or money
I misunderstood! The unlock condition is that the player has crafted all the other charm rings before this, so it'll have to be done via trigger action I think.
i read wikipedia articles too, lots of them
But it's better to try it and learn how it can go wrong than to spend the same amount of time not doing anything because you're worried it could go wrong
SO HOW ABOUT THOSE MODS EVERYONE
i have a disturbing number of citations lurking under the hood of some of my (unpublished) mod features
c# mods you say
it turns out fish just have wild names
I own many leather bound books and my home smells of rich mahogany! /s
i think my question may have been lost--what are you making? 👀 unless it's a secret lol
there's so many weird fish out there
i respect and relate to the idiot fish
alright but i think books are boring, its not an active hobby of mine because the text doesnt feel human, which is why asking a guy is better than looking it up. it feels like they're trying to sound educated when the concept of "educated" is a social construct, in other words they're trying to sound apealing and cool to the masses than try to convey something to me. i dont like how teaching comes second but maybe im wrong about yellow c#, we'll see
does the player know this beforehand? it might be more like... less shoehorned feeling to give indication that theyll unlock it before they craft it all rather than a random letter after they crafted them all (how would the person sending the letter even know?)
Oh it totally was lol please always ping me!
there's also a lot of very poorly documented fish where it's hidden in some random person's blogpost to even figure out anything about the fish
my .NET 9 SMAPI experiment for the most part has been a success, and I think I have the Satori GC working, but need to put more work into Profiler to have a sampling system in place so I can log performance details better to help compare .NET6, .NET9 and .NET9 w/ Satori
some gambles are less riskier than others
oh this is SICK
is this the monster hutch?
well that may be true for some books, but you really can't claim that all books are merely pretending to know what they're talking about
buddy, you're asking people to piecemeal teach you how to do something for free in an internet chatroom. It may be better for you, but it's miserable for them
i suspect this is because I speak english so all the fish dictionaries I read are in english, which has particularly poor documentation outside of the english-speaking areas of the world
"poorly documented fish" is one of my new favourite sentences
only without reading them, which i havent read all
They know that they will be receiving recipes, yep, just not specifically when. And it would be another letter continuing the letters and event they have already received, not a random thing out of the blue
So the letter would just be "hey, here's this particular recipe now"
but how is not contradctory? this is "we're gonna help u code because we're friends!" chatroom
Ok. Mod related question more needing help determining if there’s a better way. I have a map that starts covered / obscured. With more of the map being u covered as quests are done. Is the most efficient way of handling this via map patches I’m assuming? Or is there something better that would be easier / better / more flexible
Yep!
in any case, some of the most wordy and verbose books i've read have also been the most engaging, and more importantly, useful, relevant, and insightful
does better crafting have an item crafted trigger or something, what if you made a big explosion of confetti when they crafted the last ring /j
what did u read?
that sounds like a vast overgeneralization
map patches sounds easiest to me, yeah
It's beautiful, I want to live in it IRL
this chatroom is about making mods for stardew valley specifically
wait BETAS has an ItemCrafted trigger i forgor
Well... generally my friends don't try to argue me into doing things for them by sarcastically reminding me they're my friend.

i'm happy to answer questions my friends ask about computers. i'm also happy to ask them for advice and info on writing and music. i wouldn't expect them to give me complete lessons though, just info, pointers, and fixes
the proposed 1.7 fields on Data/Objects which were intended for shops might work on crafting as well and might be able to do what you want (with all the problems depending on 1.7 would cause ofc)
Logo! 
Raffie! 
Forgetting functions of your own mod would be quite amusing if I didn't remember how many things and mods you've made XD
but yeah more to the point it's hard to give longform C# lessons in this chat because it's a lot of information, it fills up the chat quickly, it isn't suited to an instant messenger format, and requires a good amount of practical learning on your end as well
i routinely have to double check my own documentation to make sure im not misremembering a trigger or GSQ or something or confusing it with one i only thought about adding but never did or vice versa
yeah so why am i asked to learn to code when i just wanna make a mod?
Unfortunately there's no set order for them to craft them in
we're here for asking and sharing stardew valley specific information, because there's nowhere else you can ask for that hahah
thats why you set a mail flag for each individual one
I would leave it blueberry, particularly with logo now here I would stop getting ragebaited further
with each ring also having a separate trigger to check if they now have ALL the flags
Making a mod is coding...whether you're making a content pack for a framework or writing your own C#
well engagement isn't a requirement for being in a class/room
And that's where I'm going to put a lid on this conversation
This isn't a classroom, it's a chatroom
you know, good, because it was getting incoherent. Aba, the monster hatchery place looks rad
This feels like scope creep! 
-# scope creep scope creep scope creep
I like the little walls and gates. Are those added like people do in slime hutches or are they a feature?
They're just Boggy decorating
if no explosion of confetti, you could just make it play the level up sound or somethin
to give an indication that ~something~ happened
maybe pop up a custom Message or dialogue box to tell them exactly what just happened
to close things up, i'm reading through 'measurement and construction of the japanese house' by the architect heino engel, which is an extremely useful illustrated reference
I will pass your ideas on to my collaborator and we will ponder, thank you Button xD
mission accomplished
making sounds is pretty easy in C# fwiw (idk if betas has that as a feature)
That’s what I thought too. Was hoping a less large method existed. Since I have like 20ish map unlocks
do you specifically want them to be hidden, or just inaccessible? because if it's just opening fences or something, that would be doable with CP patches on singular tiles
you beat me to it Nic
The idea is that the quests unlock and uncover parts of the map. So I definitely want them hidden
you could also break up the map into smaller maps
i guess that's not less work
at all
the dichotemy between wanting to learn to make stardew mods vs just wanting to play stardew
I'm gonna play stardew now
break the modder's curse!
I want to play stardew but my mod release deadline
.
Haha. Nah. It’s ok. I knew what I was in for when I came up with the concept, this is just me actually realizing now what it entails and trying to take a shortcut, 😝
I hired some friends to translate my mod into thai so i can (hypothetically) play with it in thai later 
I want to play stardew but wikis...it's modding-adjacent nodnod
I'm sure you'll be able to play soon logo! 
warp NikoSasaki? 28 19/move NikoSaski? 0 -4 0/speak NikoSasaki? \"Monty! I can't believe we're going to be neighbors!$h\"/warp CrystalPalace 28 19/move NikoSasaki? 1 0 3
sighhh is this not how to have an event with an optional character? the event freezes immediately after Niko warps in. she actually did warp in, which i don't want, because she's not unlocked in this save yet
Did you give her the question mark in setup too?
...no i did not, good catch
Also I think I found that optional characters that are not unlocked still appear...let me go find my test file
ugh i don't want to have to code two versions, but i will
the optional check in addActor specifically excluded non-unlocked characters
like Kent
let me test it with the ? in setup
No I was wrong
off to the wiki to know more about '?'
hmm yeah this results in her correctly not warping in, but the event just freezes instead
But move breaks with optional NPCs
Try advancedMove
my least favorite move command
lol will do
are you certain? the Move code also has optional NPC checks
No I am not certain, my notes aren't very clear and I didn't record when I was doing this testing so it might have been before 1.6.15
Looks like I reported the errors before 1.6.9
On the wiki it says that they are only added if the unlockconditions match
But I thought I remembered there being different errors afterwards
different errors in your log? or in unexpected behavior? my log is empty
Oh no I must have been testing after 1.6.9 because I mention the speak command having been fixed
I'm making myself play Stardew to test, would recommend just playing the dang game for testing
Event hangs forever, no errors
you really find some stuff
oh okay yeah that's what i'm seeing here hmm. and it was supposed to have been addressed in 1.6.9?
oh yeah
hm i suppose i dont see it incrementing the current command counter so thatd track
is this a 'report for 1.6.16' kind of thing?
idk dont put my name on it im very tired and only giving the code cursory looks at best as a result
i can def wait until someone else weighs in. this event is far from the last thing i need to do, and i can work around it by just making two events if i have to
Yes it is, I can put it on my to do list to make a repro pack for Pathos
in fact yeah after another look ignore my previous comment i missed a negation
dunno why it hangs

Did advancedMove change it?
i haven't changed that yet. let me do it now since i'll have to convert them all (never the twain shall mix!)
okay changing the first move got me as far as warping crystal in, so i'm pretty confident that advancedMove likes NPC? and move doesn't
New quote added by handwrittenhello as #6726 (https://discordapp.com/channels/137344473976799233/156109690059751424/1435148384578306110)
Yep, test event hangs with move Kent? 0 1 2/ when Kent is not unlocked but not with advancedMove Kent? false 0 8 14 0 4 50/
oh my god an error i've never seen before: the event started itself over??
I've had that before too
yet another Movement Quirk for the list
off the top of your head, do you recall why?
i dont know what a config crime would be
Nope
i lied, my speak command was borkedfaceDirection NikoSasaki? 3 this is where it starts itself over so maybe another oddity for the list
I am setting up a config that breaks things when changed mid-game. I think. My testing was sidetracked by optional NPCs.
i was about to apologize for distracting you, but if i'm preventing crimes perhaps i should be proud
Lol it's probably a very minor crime
Does anyone know if there are any additional modders who take commissions for maps and map tilesheets not listed on the modding wiki page?
The more I think about it the more I just don't wanna make tilesheets myself 
i love making maps but tilesheets aren't my strong suit
for maps you might find people in the east scarp server
A universal distaste, it seems like 
Tilesheets aren’t bad. I just suck at art
But if you pay enough to keep me housed for several months i could consider it (mostly joking)
what kind of tilesheet do you need? like all new terrain etc, or more like individual furniture/objects?
Are the ones currently on the wiki page not actuve?
You can ask Lumina since she does a lot of tilesheets i dont think she has like a commission page though
I want to make a spooky mansion which will need custom tiles for both the interior and exterior
More of an editor for tilesheets, sorry. I made exactly one flower from scratch and it gave me a real headache
i actually love drawing building exteriors but it takes me for-fucking-ever
I love spooky stuff, I wish I had the skills to make tilesheets for it, everything else to do with them I quite like, except the making of them
and the one building I did was like a boxy municipal building
(that's the great thing with a bunch of small town municipal architecture, it's SQUARE AS HELL, don't gotta get too fancy with it)
am I not seeing customfields being easier to get for Objects/Items/Tools?
Like for locations I can do
var data = player.currentLocation.GetData();
data.CustomFields
or for buffs, same thing. but like for Items I don't see a built in data (or customfields) getter?
like I cant do
var data = item.GetData();
or
var customFIelds = item.GetCustomFields();
like I can for context tags. am I just blind?
As for activity I haven't contacted anyone yet, just trying to see who's out there
A chunk of the ones on the wiki specify they don't do tilesheets
Tilesheets are genuinely a rare thing because someone who has done them before has to have experience with map modding
these are buildings i've made, if that's appealing to you? my skills for interior would probably be mostly recoloring vanilla assets like floors and walls, but i can do furniture and objects easy
Theres probably a lot of people who would be open to consider it if you ask tho
There's no direct GetData method for any of the item types, you'll have to get the data manually (ie Game1.objectData[itemId] for objects and big craftables)
ty
Hmm, okay, I guess I should probably get a more detailed plan for what I want and then see if anyone would be interested 
For doing tilesheets as an artist I find that the most clear way is for you to make a scribbled wip tileset that you can use to build your maps. That way you can accurately assess how many tiles you would need and what shapes/corners/etc. Or use a vanilla tileset and tell the artist "replace every tile here with a custom one". Otherwise trying to communicate what is needed is very difficult'
also you should check out shrimplyforsy's art, i think they're making a gothic mansion sort of thing, and it looks awesome
If these are any use to you feel free to use them without credit (that goes for everyone else too), they probably won't ever be used otherwise). They're grey scale versions of many vanilla stardew building walls and roofs with different angles ready to be recoloured
(it shouldn't be blury when you download it from discord, if it is lmk and I'll put it on my website instead and link it)
where was this when i was crying over roofs omg
I recently found it again, I thought it was deleted when I reinstalled my OS but it was instead hidden deep in the files of a random mod idea I have
there is another 20 tiles in the psd doc I was planning to convert to grayscale like these but I never got around to it
am i needed for anything?
mud was looking for people who take map and tilesheet comms for a spooky mansion
We are just huddled in a circle lamenting that tilesheets are pain
Whatsver that word is
ah too bad!
I hate tilesheets too so at least we can all agree. On one thing XD
Say, related to the idea I wanna do, is it possible to control the weather for an event? Being all spooky I'd really like it to start storming during the intro for the atmosphere 
Mm, that might be good enough, could fake lightning strikes with playsound and whatnot, thanks for the tip 
love of cooking does config suspicious activity https://github.com/b-b-blueberry/CooksAssistant/blob/master/LoveOfCooking/Interface/ModConfigMenu.cs
merely 1500 lines
if you do get something you like, would you mind sharing the event code for the storm part? i have an event i want to make that's the teens telling scary stories around a campfire, just haven't gotten around to it yet. no worries if not
includes an info sheet and guide 
A promise from me for a project this far off probably wouldn't mean much but sure 
Hmmmm nothing appears to have broken. Was my real crime lying about committing crime?!
Oh no I forgot one of the side effects (sometimes) of breaking events is that the music never ends
i hate advancedMove. any tips on making niko not freeze on a walk sprite after she finishes her move?
/emote farmer 20/warp NikoSasaki? 28 19/advancedMove NikoSasaki? false 0 -4/pause 1000/speak NikoSasaki? \"Monty! I can't believe we're going to be neighbors!$h\"/warp CrystalPalace 28 19/advancedMove NikoSasaki? false 1 0/proceedPosition NikoSasaki?/move CrystalPalace 0 -3 0/faceDirection NikoSasaki? 3/speak CrystalPalace \"Wow, nice digs. Did Jenny give you The Talk?$h\"/emote MontyFinch 32
oh nooo hope you didn't want an earworm
I can't get earworms lol
Add a pause with the right face direction afterwards. Like advancedMove NikoSasaki? false 0 -4 3 50/
oooh
perhaps that's the key to advancedMove not sucking forever that i've been missing
Probably, I've almost never had advancedMove suck
In fact, you're one of the only people I know who prefers move
i like to be special apparently 
I prefer to write move because it's easier lol but I am always prepared to switch to advancedMove if needed
And when I need simultaneous movement I don't even bother starting with move
one thing i like about move is that it pauses the event by default
but you can unpause it with true
I know
sorry not to modsplain lol
But I find it frequently works poorly compared to advancedMove
Haha that's okay
I am almost always doing simultaneous movement lol
I always sigh at events where one character walks to their destination and then the next one starts
I am too impatient for inefficient movement!
i got farms to crop and people to gift joja cola to!
Huh, my config worked first go with no issues whatsoever so now I am slightly off kilter because I was expecting to have to do more work lol
wow! better not jinx it then
Oh...oh no
My i18n key:
"config.CT_RingIngredients.values.Bogs.Monsters_SquidKidSoul 1 Bogs.Monsters_MetalHeadSoul 1 Bogs.Monsters_SkeletonSoul 1 Bogs.Monsters_RockCrabSoul 1 Bogs.Monsters_DustSpriteSoul 1 Bogs.Monsters_ShadowShamanSoul 1 Bogs.Monsters_ShadowBruteSoul 1 Bogs.Monsters_StoneGolemSoul 1 74 1"
this worked a treat btw, thank you
I guess I have to eat my words about wishing i18n keys didn't accept spaces 
That monstrosity worked perfectly
Curse my love of being able to put tokens right inside the recipe ingredients field
Kick a frog while they're down why don't you 6480 /j
Yes lol
anyone know where i can get a copy of the old wizard house tiles? it's not in the game anymore and I need it to make an old mod work
nvm i found a source
Does anyone know where the shoe color mask is located?
The one in Characters/Farmer/shoeColors?
🤔 what about the shoes on the character base itself
Btw somebody can test if the pokemon farmer mod with all variations loads in the steam deck? (It could take time because of the sheer amount of sprites)
And how to add my published mod to the smapi database?
The smapi database is updated regularly with all new mods, so you don't need to do anything
That's what stardew access will do yes, but to store the data, I'm thinking of using either CustomFields to textures or a CustomAsset entirely, like how I'll handle accessible map tiles, that way it can be CP-ed to add or override data.
oh I'll handle that in the portrait framework I'm making directly dw
hi, i'm modding for the first time and i'm trying my hand at making a standalone npc using the tutorials i can find including on the CP site and the SDV site! it seems that some of it was written for 1.5 though, if I'm not mistaken? are there any up to date tutorials one could point me to? all the tutorials talk about a dispos.json but it doesn't seem to exist in 1.6. thanks in advance 
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
the first one
thank you so much!
oh you're the author of cornucopia? just using the chance to say that i love this mod! thanks for your work!
Thank you so much!
Does anyone know a mod that would let you remove bed in a extra player house?
Our new mod will be released in less than two weeks
looking forward to that!!
You should ask over in #modded-stardew
Ohh alright, thank you
I wonder if requiring a specific version of an optional dependency in the manfiest will even do anything
It does
Thank god, i have a lot of optional dependencies and they all have required fnew features
If (dependency installed but wrong version) then (mod does not load)
Yknow. The whole "you've launched the game 100 times" feature is cute and nice until you've been relaunching the game over and over trying to debug one issue
I keep on wanting a {{mod version}} token for that reason
!reload
- Content Patcher pack: enter
patch reload <your_mod_id>in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate theConfigSchemaorDynamicTokensections if you use them). - Translation files: enter
reload_i18nin the SMAPI console window. If it's for a Content Patcher pack, also runpatch reloadafterwards. - C#: see the Visual Studio hot reload or Rider hot reload feature.
Do you know about hot reload
I didn't but this is very good to know! Some of the stuff I'm working on rn I don't think this'd work too well with but il have to give it a shot when I'm working next! Ty!
I used to work with unreal engine at my old job and I'm kinda nervous about hot reload cuz unreal engines hot reload is godawful
But SMAPI is far better made than unreal engine so I'm optimistic
It's not even a matter of how SMAPI is made - it'd just be the base .net hot reload
but yeah it's one of the many reasons I'm a UE hater
huh, I didn't know unreal engine was designed so poorly lol
The hot reload specifically has more to do with the C++ stuff I think
It's super old though, so I imagine a lot of the design stems from that
mmm okay
If I were to use UE nowadays I'd try out either https://angelscript.hazelight.se/ or https://github.com/UnrealSharp/UnrealSharp
But there's more than just "only C++ or Blueprint, no in between" that I dislike about UE
So I'd try to use godot or something instead
good to know lol, I don't plan on learning to program or anything but I find it intriguing
Yay! hours after a patch release and no one is complaining!
if you have any issue dm me base on project that you can pay for
Thanks for this! So from what I understand this how I could define the data model:
class AccessibleTileData {
public string? Id = null;
public List<AccessibleMap> MapEntries = [];
}
class AccessibleMap {
public string? Id = null;
public List<AccessibltTile> TileEntries = [];
}
class AccessibleTile {
public List<int> X = [];
public List<int> Y = [];
public string? NameOrTranslationKey = null;
public string? Category = null;
}
And this is how it can be patched,
{
"Action": "EditData",
"Target": "shaoib.stardewaccess/AccessibleTileData",
"Entries": {
"{{ModId}}": {
"Id": "{{ModId}}",
"MapEntries": [
{
"Id": "MapIdentifier1",
"TileEntries": [
{
"X": [64, 63],
"Y": [43],
"NameOrTranslationKey": "Yolo",
"Category": "Decor"
},
// and so on
]
},
// and so on
}
]
},
}
}
Are my assumptions correct?
I mean UE is pretty popular for a raeson, I'm just a hater 😛
no no, dm me, i'll make you whatever mod if you give me money. trust
godot has hot reload now tho
That was about UE
can you make me a science-based dragon MMO mod
the deadline is yestermorrow
yeah but godot is C++ too and it has hot reload, so I doubt it's related to the language
I mean, native hot reload is always trickier than something in a VM like C#.
What I mainly meant by that though is that the main hot reload problems with UE is with the C++ stuff (ie. the blueprint hot reload works fine as far as I know)
I've used it a small amount before, it was painful
oh ok, I see. Never used UE myself, Godot was already useable when I got into game dev
Not talking about C++ itself
Specifically UE+C++
Most recent time I used it wasn't by choice 😛
(previous job)
I will say that modern UE is much better than ooooold UE
(besides the content baking times)
don't say "CP-ed" that sounds weird... use "patched" instead
By "ooooold UE", I mean "early versions of UE 3" (I think it was 3 - definitely before 4)
I liked CP-ed, maybe i'll start saying it
lol
yes
eugh
My dms are broken, maybe you should just post your scam link here in chat so the automod can get you
always more efficient that way
I spent all of my modding time today just writing the mod page
Whats a "dee em" 
It's a dungeon master dragon master
I can tell someone here really wants to play a science based dragon mmo
Not me, I prefer my dragons magic-based
I actually prefer my dragons plant based
did someone say dragons 
NO. CARNIVORE DRAGONS.
it's actually not a dragon unless it's carbonated in the dragonne region of france
purist 🙄
if you actually want to be a dragon pedant you start talking about terminology and how it describes their physical configuration
oh boy wyvern discourse
I'm out
lol
What about wyrms
is a dragon a kaiju
I'm in this is peak entertainment
my dragon opinion is that eastern dragons clear those firebreathing overgrown lizards
iirc wyrms have wings but no legs
My first thought when I saw ichor's message
now what the hell is a drake
Like the rock?
salamanders are the opposite; legs but no wings
intriguing
opinion on fire-breathing?
behold, a man
(how salamanders got associated with fire is eternally hilarious to me)
are snakes dragons
I don't think that's usually a factor in classification unless you're talking about literary tradition
I mean, isn't the literary tradition still a part of the greater folklore?
hmm, I think they gotta have some innate magic to them to be considered dragons imo
yesn't. serpents are a class of dragon, and serpents are just... snakes. or eels. or anything wriggly like that. but I guess mostly just for particularly fearsome specimens
What is a snake but a legless, wingless dragon
AMPHIPTERES MY BELOVED
I like the amphitheatre
It's accurate
(for the uninitiated it's because some salamanders nest in wood logs, and when people toss those logs into the fireplace those salamanders understandably get the heck out of dodge, and said people thought that that meant salamanders were born from the fire. now salamanders are associated with fire just as undines, gnomes and sylphs are to water, earth and air)
how tf do ampitheres?
oh cool!!
where are the feet for them to perch 😭 😭 😭
like if they got wings they need some version of feet
Like spaghetti
you're not wrong, but like the real-world animal kingdom, classification is messy and not well-defined, and unlike the real world there's no genetics or specific species, so how ccategories work is sort of determined by what factors you're looking at and who you ask
hmm true true
I'm prob an outlier in that I think modern folklore is equally as fascinating and important
The level of detail here makes me 90% sure the author has played or does play that dragon raising web game
my only objection to this is that dragonet is already used to describe immature dragons, and shouldn't share a name with a classification
there seem to be many of these charts out there
yeah I'm surprised-
people like worldbuilding and lore
eh if you want to say dinosaurs are dragons
ooh boy several people are typing-
lol
Making dragons general
i think it's fun to be almost totally ambivalent about something (dragons, in this case) and to stumble across the world of people who care so, so deeply about it
What would this dragon be classified as (besides “adorable”)
(This photo has been on my phone since 2016)
Isnt that a bat
the night, duh
oh, right. duh
Dorats (ドラット, Doratto) are small, genetically-engineered kaiju who appear in the 1991 Godzilla film Godzilla vs. King Ghidorah.
Genetically engineered as pets in the 23rd century, three Dorats were brought back to the year 1944 as part of the Futurians' scheme to bring the nation of Japan to its knees before it could become an economic...
Huh
Don't bats have their arms combined with their wings
hmm, I'm not too opinionated on it but i still find the discourse fascinating lol
yeah
wow those first few sentences on that embed are a wild ride, huh
Oh. Right i forgot cats have legs
New quote added by kittycatcasey as #6728 (https://discordapp.com/channels/137344473976799233/156109690059751424/1435291687437205605)
that's more like pegasus-esque territory then?
ie animals with wings on top of four limbs
Every classification chart here has dragons with all those
I love dragons but I'm firmly in the camp of "this is more fun if everyone has their own ideas and nobody is getting hurt"
So what you're saying is dragons = lizard pegasi (plural pegasus)
The dragons may have something to say about that last part
maybe a pegasus is the result of like a kirin and a dragon breeding
mabybe a griffin was in there too
I'd say that cause wings are analogous to limbs, dragons might not have like dedicated front limbs?
cause dragons are like- idk wing-heavy?
the interesting thing about pegasi/winged horses is that the greek myth Pegasus was just the one, and that was his name
they seem to be more reliant on flight than waling in the media I've seen at least
("pegasus", like "octopus", is greek, not latin)
huh, I didn't know that!
OMG centaurs-
According to all known laws of aviation, there is no way a dragon should be able to fly.
Its wings are too small to get its fat little body off the ground.
The dragon, of course, flies anyway because dragons don't care what humans think is impossible.
Don't care (also plural octopus is also octopi)
Octopodes
I don't make the rules
ye that's part of the inherent magic of it IMO
hohoho
So is the plural for pegasus pegases
pegeeese
should a pegasus have a unicorn horn too tho
(Some family friends last names are "_____cas", and we also call them "_____cai")
hmmm
tis the question
someone posted the entirety of the bee movie script on tumblr but I can't find it now
i think they'd still be similar with or without horns, lots of animals have variation in horns among individuals
I found it on github
...hm.
why the bee movie script now-
Ah, my favorite open source program. The bee movie script
..oh god I'm so glad I was never exposed to the bee movie as a child
in Friendship is Magic these are called Alicorns. technically that's specific to FiM, but it's gradually being adopted outside of that now due to its former popularity. Alicorn is actually the word for the material of unicorn horns
that shit would've caused irreversible damage 😭
Because according to all known laws of aviation-
huh, cool!
I still can't believe giraffes are real
they have the same number of vertebrae as us!!!!
it's INSANE
THE SAME NUMBER

Oh my god
what
ostrich and hippo are my other nominations for "actually a monster"
surely this is AI
also this came up, lol
omg i gotta send this to my friend they're obsessed with giraffes
absolutely
transistion goals tbh
hippo would destroy us all
This, on the other hand, looks real
The humble platypus
rhino is just a really buff unicorn
platypi are wild
nah, the platypus is just a little guy. just a little monotreme having a good time
MERICAAAA
did you know platypi sweat milk
no
YES I DID
their sweat IS pink though
also they glow under uv
FALSE
classic monotreme behavior! the echidna also has milk patches
NOT TRUE
but ✨ bio✨
but they do not sweat milk, they sweat pink and lack nipples
yup! just no nipple
what in the hell is happening here
ehhh but it is only from their stomachs where the mammary glands are
important debates
now quite so odd but opossums are north america's only marsupial. also they have a strong natural resistance to rabies due to their low body temperature
when wren said "sweat" it was a synecdoche for the real thing that is happening




