#making-mods-general

1 messages · Page 461 of 1

tight rivet
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it kinda is

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but it's now hooked up, I think: {{i18n:{{ModId}}.MyoldfriendsM13.text}}{{ModId}}.MyoldfriendsM13.text%action AddItem (O)201 1 2 %%%action AddItem (O)205 1 2 %%%action AddItem (O)199 1 2 %%[letterBG Mods/{{ModId}}/backgroundM.png][#]{{ModId}}.MyoldfriendsM13.title

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just need to fix the title to properly invoke i18n

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it occurs to me I could use re ..

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Instead of:

#
finalString = "{{i18n:"
        finalString += f'{textKey}'
        finalString += "}}"
        finalString += f'{textKey}{textString}'
#

starts fixing the bugs again. But I can move on to actually modding now that I can batch convert the old json

tender bloom
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I’m very selfish and mine are delicious

calm nebula
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I really need to make yours tbh

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One day

next plaza
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Elizabeth has a delicious brownie recipe? First I'm hearing of it

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I'd ask for the recipe but I'm too lazy to bake

calm nebula
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She does!

next plaza
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@tender bloom By the way, why is your name still spooky.

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Even atra changed to AccurateTaxBill instead

hard fern
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Apparently i was able to replicate the taste of my late aunt's brownies, but in exchange i found out just how allergic to chocolate i am

calm nebula
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Oh no

tight rivet
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oof

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Victory is mine! {{i18n:{{ModId}}.MyoldfriendsM13.text}}%action AddItem (O)201 1 2 %%%action AddItem (O)205 1 2 %%%action AddItem (O)199 1 2 %%[letterBG Mods/{{ModId}}/backgroundM.png][#]{{i18n:{{ModId}}.MyoldfriendsM13.title}}

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If you are ever in python, it happens to dislike {{{{(key}}}}} intesly in f-string literals. >_>

calm nebula
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Yeah why are you using strings

next plaza
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More like, why are you using python (/s)

tight rivet
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I need to emit them?

calm nebula
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I meant vs %

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Sorry

uncut viper
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i feel like this would also be a good opporunity to remove your modid from your i18n keys as long as you're messin with it

tight rivet
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.. it doesn't really need to be in the i18n, does it?

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I forgot that was mod-scoped

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as vs % uh.. I'm excessively used to f'string literals for this kind of thing

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(I'm using straight string.replace right now)

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goes to do that, while I'm thinking about it

uncut viper
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yeah theyre mod-scoped already. wont hurt to have them in there but in the spirit of spring cleaning and whatnot

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(edge case: sometimes it does hurt bc it makes people think they can also put {{ModId}} in the i18n itself SDVpufferpensive)

calm nebula
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When I used to do a lot of python metaproframm

tight rivet
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time to write out the json writing bits and see what it emits for those now.

brittle pasture
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TIL machine onReadyForHarvest() gets called every time change when the machine has produce

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I sure hope no mod is relying on that EMC functionality

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@ chu

lucid iron
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well i guess we can have a baby every 10mins 😌

hot gale
tender bloom
calm nebula
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Seriously if there is anything I can do for you

next plaza
calm nebula
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Meanwhile I have reviewed tax law carefully lol

tender bloom
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actually mine is doing ok rn, but my brother ran the car down to like,,,, a little past empty recently, hence the inspiration

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now my name is accurate

next plaza
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Still functioning but definitely needs a break and relaxation period some maintenance soon, got it

calm nebula
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She just needs a pump

tender bloom
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i think i need new tpms sensors actually

calm nebula
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Ooh

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🫂

brittle pasture
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second TIL of the day: removeTemporarySprites also yeets Emily's parrot

quick sand
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anyone know a CP way to make weapons do DOT?

brittle pasture
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that's most likely c# territory

calm nebula
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Do department of transportation

quick sand
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damage over time

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guess ill try to ai it

uncut viper
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if you do, your mod becomes ineligible to be promoted or shown off in this server

ornate locust
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And you won't even get your answer

quick sand
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i didnt even know mods were promoted here 😂

ornate locust
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I mean, also people won't answer any questions they do happen to know the answer to in relation to it, because nobody likes troubleshooting AI's bonkers wrong code

quick sand
ornate locust
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Yeah AI doesn't know that

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If it worked for one thing, good! You got lucky, 99% of the time we see AI code, it's so wrong you may as well start from scratch

quick sand
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true i have yet to use anything ai has come up with but it has helped me to understand a little about reading

ornate locust
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I would be afraid you're learning wrong tbh. Anyway, AI coded stuff isn't allowed in here

quick sand
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ohh interesting

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i'll be sure to avoid it then

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is it possible to apply buffs/debuffs to monsters?

next plaza
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No

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A project I worked on at one point was gonna allow that, but I’m not sure it was even worked in 1.5? Much less the 1.6 era.

inner adder
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anyone know how monster spawn works on the farm? Like how they spawn proportion to existing empty tiles, lighting, pathway, etc?

urban patrol
ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 5 C# mods and 1 content packs.

calm nebula
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I believe that command may have been remkved. In 1.6

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There should be a generic building cmd

urban patrol
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oh wild okay in that case the wiki needs to be updated i think

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i also noticed that setupfarm and setupbigfarm didn't build the buildings correctly

calm nebula
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Run the clear farm command before you run those two iirc

cosmic gyro
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does anyone know the map name for the mountain lake

urban patrol
urban patrol
calm nebula
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Huh

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You on the standard faem?

urban patrol
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yep

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i'm on my laptop instead of my desktop which is why none of this stuff is set up

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need another log?

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i'm also for some reason unable to use debug commands in the chatbox despite turning the config to true

calm nebula
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Weird

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Welp. I don't have time to look further

urban patrol
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no worries

ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 9 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

cosmic gyro
urban patrol
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Railroad

tight rivet
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I use NexusMods for one reason - to make it easier to keep things updated on SDV shakes fist at it failing to detect some updates

honest jolt
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{
"Action": "EditData",
"Target": "Characters/Dialogue/Alex",
"Entries": {
"dating_Alex": "%Vox gives your arm a squeeze, grinning.",
"Introduction": "Oh, hey. So you're the new guy, huh? Cool im vox. ^Hey, you're the new girl, huh? I think we're going to get along great. I'm Vox.#$e#I'll see you around."
}

Hey im trying to change the name of alex in his dialogue to vox but I can get it to work is this formated correctly?

tight rivet
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I wonder if I should upload this personal conversion mod. =/

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It does fix a few things about the original (missing ZH translation, has SVE detection so you don't get yellow text on load for missing SVE characters, fixes an item issue, corrects some invalid qualities), and properly uses i18n so you only need ot update one file.

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on the flipside, though, none of those seem like I should bug the author about it

mellow laurel
tight rivet
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Hmm.

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"helper.Events.GameLoop.OneSecondUpdateTicked += OnOneSecondTicked;"

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weird to see in a junk mail mod

brittle pasture
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maybe it's for midday mail? TimeChanged's probably better

uncut viper
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are you talking about Junk Mail by Taskmaster2?

brittle pasture
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yeah that was my thought; it's old and predate widespread CP usage/proper mail triggers so did things manually

uncut viper
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the author is around and updated it just ~10 days ago. and it has closed permissions, so you cannot upload a personal conversion in the first place

tight rivet
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oh, this is not the one 'd upload

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I'm mostly poking at it to debate if I want to fix it's GMCM invoke

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and then send that to the author. :V

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(because it's GMCM code is broken)

haughty charm
honest jolt
obtuse wigeon
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A mistake we have all done, possibly even multiple times (like me)

haughty charm
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absolutely have done that so many times

tight rivet
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Yeah, I had to fix that af ew times.. but it looks like I've got rid of most of my angry red text

stable grotto
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for vpr, those tiles are handled in mixedbag's tilesheets

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I left them blank for two reasons, one of which is now obsolete and the other reason that I see which tiles I have to look up in which mod

stable grotto
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I don't see how that would cause the overlay in the first picture though

royal stump
# inner adder anyone know how monster spawn works on the farm? Like how they spawn proportion ...

It's a bit much to explain in full, but when monsters try to spawn on the farm, there's basically a 1/4 chance each one will be a flying type, 3/4 chance for a ground type.

  • Flying farm monsters don't care about conditions much; they'll just pick a random tile off the edge of the map and spawn there.
  • Ground monsters will pick random tiles (and if they're visible to a player, scoot off to the left until it's not). If that tile is blocked in some way (e.g. if you couldn't place a craftable object on it), they'll try another one, and give up after 15 bad tiles. Light and pathing don't really affect them.
    (Other game mechanics like forage also rely on that "just pick X random tiles and see if they're clean" logic, iirc)
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As for the number of monsters, I think it's "one tries to spawn every 10 minutes after 7pm, but it's a 25% chance minus daily luck" or some such SDVpufferthinkblob

woeful lintel
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uuuuh... I got a weird bug report for FF: someone is getting a game crash with the new version even though FF didn't start to load.
Here's their log with FF 3.2.3: https://smapi.io/log/251ae85a01d6447f86461dd483865ff1
And here's the one with FF 3.0.5: https://smapi.io/log/152854800ca3480492e666dce7151698
My only guess would be that their computer ran out of memory, but I don't think the new version is this much heavier on memory, especially since it did not start parsing any Furniture Pack according to the log. Not sure how SMAPI handles putting the mods in memory.

ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.11.11.24, with 173 C# mods and 544 content packs.

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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.11.11.24, with 173 C# mods and 544 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

elder kite
obtuse finch
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I'm having a problem. My custom NPC appeared just fine in the summer, but completely disappeared in the fall. I really don't think it's because of its written schedule. Is there a possible explaination why this happened?

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Or maybe listing reasons custom NPC may not show up, that help too

finite ginkgo
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When you say "doesn't show up" does that mean they're invisible but still there or aren't there at all?

obtuse finch
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I'm not sure how to check if they're invincible, but they didn't show up in the minimap at all (They did before)

finite ginkgo
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You can do debug where <npc internal name> in your smapi console to check where they're at, if it shows you a location and cords I'd go there and check of you can still interact

If they're there but just invisible, I'd check your spritesheet loads and appearance data if present, make sure there's at least one unconditional load for the textures and that any matching appearance data is correct

If you didn't get a location or when you go there you can't interact with them, I'd check that you have a valid and matching home field entry as well as an unconditional data/characters edit

valid folio
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Hi, I have a simple question (although I’m not sure if the answer will be simple, haha).

Alright, to the point:
Is it possible to make a machine output two different items from a single input?
For example: I insert X item and receive both a flower and pods.
If it is possible, I assume it would require a framework.

calm nebula
#

With EMC

valid folio
# calm nebula With EMC

I didn’t expect EMC to have those capabilities. That actually works out well, since I’m already using it in the mod. I just need to figure out how the magic is done

hallow prism
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There are mods using the feature but no idea if there are simple example

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Wildflour atelier goods uses (used?) those

valid folio
# hallow prism Wildflour atelier goods uses (used?) those

I’d have to check WAG to see how she implemented it, if it’s still implemented haha. Thanks a lot for the guidance, though honestly I still don’t know if I’ll try to implement it or just let the player have a small “decision mini-game” of choosing to do one thing or another. My intention is to make my mod feel different from the rest.

drowsy pewter
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SDVpufferthink Is there a way for a CP mod (with spacecore/betas) to print something to the smapi log? I kinda want to write a message telling the player what "tier" of installation of my mod they have. Since you get different versions based on what dependencies you have installed

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I'm gonna guess no

hallow prism
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Hmm

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Someone mentioned something the other day with maybe betas

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I dont remember context

drowsy pewter
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I as the debugger can tell from mailflags in trace but its not player visible

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Let me see

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Oh yes!

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It has it

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Log a Message to the SMAPI console using your mod name when given the UniqueId for your mod. LogLevel (default Info) must be one of Trace, Debug, Info, Warning, Error, or Alert. If your Message has spaces in it, it must be wrapped in quotes.

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Thats so cool!

hallow prism
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Glad you found it thanks to my super detailled explanation

drowsy pewter
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I guess I would need to figure out how to make it play each time you load a save, but not every day ?

hallow prism
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(I appreciate the efforts put in documentation)

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Hmm this one may be tricky

calm nebula
sullen jewel
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Quick Gauge of Interest

Hello, everyone. I'm thinking of making a mod that introduces plant breeding, starting with flower colors using a system similar to how things work in Animal Crossing. With updates, I hope to expand it so that other hybrid crops can be made, as well as add quests associated with the mod's mechanics, but that'll be quite a bit further down the line. What are people's thoughts?

drowsy pewter
elfin kindle
sullen jewel
calm nebula
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Mod developers have a bad habit of not playing the game

sullen jewel
calm nebula
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(No worries! And your question isnt in the wrong place, but it might get more useful answers over there.)

obtuse wigeon
ocean sailBOT
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@obtuse wigeon You leveled up to Shepherd. Wow, you've been talking a lot! Have a prettier, slightly more brag worthy, shade of blue.

obtuse wigeon
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Oh lovely, shame I can't see the blue in messages

drowsy pewter
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well this is adorable

obtuse wigeon
drowsy pewter
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I didnt bother

obtuse wigeon
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I love that, little messages like that are so fun to read when I have the log open all the time

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Ahh fair enough

sullen jewel
tender bloom
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6480 isn’t using C# here

sullen jewel
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Ah, whoops

tender bloom
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So booleans are trickier

sullen jewel
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Apologies, I didn't catch that.

tender bloom
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This is a content pack thing (BETAS) that Lumi mentioned earlier

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No worries

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Easy to not know all these acronyms

drowsy pewter
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Heh

gentle rose
brittle pasture
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if you're in C# land you can just use SaveLoaded

gentle rose
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I can't remember what the c# class for the save menu is

drowsy pewter
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do triggers even work when you're not in a save?

gentle rose
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I don't see why not SDVpufferthinkblob

drowsy pewter
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I should go to sleep but I need to try

finite ginkgo
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you go to sleep i can test it out for you

drowsy pewter
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is the id SaveMenu?

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Naaurrr

gentle rose
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SaveGameMenu

livid kite
drowsy pewter
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it didnt send the message on ITEM_ID Target SaveGameMenu

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oh well! it was worth a try

gentle rose
drowsy pewter
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Hm, I used the example as template

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Ah I see

gentle rose
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yeah it can do both, but I think Input (the menu just closed) makes more sense here

drowsy pewter
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Lemme try again

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also no

gentle rose
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sad

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scope creep button to add an equivalent of the harmony triggers for smapi events

obtuse wigeon
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I was gonna mention harmony through BETAS but wasn't sure if it would work for this (evendently not)

drowsy pewter
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Now why in the hell did my mod inform me that it can't patch any of the More New Fish items when it was working fine on the exact previous time I started the game

brittle pasture
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is there a false dep

drowsy pewter
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yup

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classic mod id MoreFish

rare orbit
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for mod authors? will regular versions of frameworks like smapi and content patcher work or should i download the developer versions?

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like for making mods n such?

drowsy pewter
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Oh wait, there isnt a false dependency

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I guess for some reason, Cooking Recipes has a false dependency on SVE, and More New Fish has a false dependency on SVE, so when SVE is installed the load order somehow worked out

rare orbit
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cool! thank u!

left nova
drowsy pewter
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Interesting

left nova
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If you don't mind another mod dependency.

drowsy pewter
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I do, but good to know for the future

elfin kindle
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I love using random 2 tile high sprites just to plan out events, like yes this makes total sense i swear

uneven spindle
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hello! does anyone know if the Season global token takes into account the SeasonOverride of certain locations like Ginger Island and the Desert?

shut edge
brittle pasture
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most people have manual overrides for location context Desert or Island, or use the vanilla GSQ if at all possible

uneven spindle
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yes i thought about those manual overrides but then any new locations from other mods will need to be added manually right?

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like the crimson badlands from sve for example

narrow owl
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if i wanna target the objects.json of stardew valley expanded how would I do that

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like instead of data/objects what would I do

brittle pasture
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it's also Data/Objects

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SVE adds new entries to it, and it's up to you to edit those entries

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if you need a reference, load a save with SVE, run the console command patch export Data/Objects and read the file it generates (the same way you'd read the unpacked vanilla Objects.json)

tiny zealot
uneven spindle
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thanks! i'll see how if I can use that in my dynamic token

calm nebula
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Is there not a map for season...

tired relic
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Im now in the process of making willy into a goat person....

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Why ? Cause I can

gentle rose
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either the three numeric ids need an (O) or the last long id doesn’t

autumn tide
narrow owl
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the first three work so maybe last one?

narrow owl
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wait nvm

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fuck json

finite ginkgo
latent mauve
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Unsure if it's true, but I have always acted under the assumption that the entry existing in Data/Objects at all is what determines the (O) in the qualified ID used everywhere else that isn't there.

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Which to my brain means "don't put the (O) there unless you want (O)(O)"

uneven spindle
uncut viper
narrow owl
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well now dulse seaweed just dont exist...

quick sand
gentle rose
narrow owl
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i used it earlier and it appeared

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but now it dont

uncut viper
# drowsy pewter I guess I would need to figure out how to make it play each time you load a save...

here you go.
also, trigger actions do work outside of saves... unless they specifically check that the world is ready, like MenuChanged was previously, but ive also changed that.
also also, the Log action now has an optional argument to log something only once, which means no matter how many times you try to log that same message, it will only ever appear in the console once per game session. so, basically, you have three options now in BETAS to achieve this.

narrow owl
oblique meadow
ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

narrow owl
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content patcher isnt the problem i think

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did content patcher format change in 2.8.1

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cuz i dont wanna break my code

tiny zealot
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no, pathos is good about semantic versioning, so don't expect any breaking changes until format 3.0

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and even then, there will probably be rewriters and migrations to make old packs continue to work

narrow owl
#

k

narrow owl
ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 3 content packs.

late gull
#

i need a break from the monotony of coding pinball for arcadium. Might look into throwing a bare bones battle pet system together or somethin

late gull
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follower pet that will attack enemies alongside you and level up

urban patrol
brittle pasture
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can you post your object code again

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nvm found the link above

#

looks correct, hmm
my guess is try adding a false dependency to SVE in your manifest

urban patrol
narrow owl
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shoot sorry

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my internet bugged and I thought i didnt reply

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im sorry

narrow owl
urban patrol
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scroll down to the section marked dependencies

narrow owl
urban patrol
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all good, just want to give you the resources to learn SDVpufferthumbsup

urban patrol
#

you can find a mod's unique ID inside their manifest

narrow owl
urban patrol
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looks right

narrow owl
ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 7 C# mods and 3 content packs.

narrow owl
swift belfry
#

Hi! Has anyone used the "LightWhileWorking" attribute in the Machines config? The Color field makes no sense to me. Vanilla Furnace has "DarkCyan" color and makes red light. Any other color I specify (other color names, hexadecimal values, decimal values) produce a bright green light. Do you know if there is a way to make an other color work?

urban patrol
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also you'll notice i condensed several patches to Data/FishPondData into one patch

urban patrol
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have you seen the list of accepted colors on the wiki?

royal stump
swift belfry
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Oh...

royal stump
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it generally results in darker and greenish results if you're just poking around, so wiki examples will probably help if those exist, re: nic

urban patrol
swift belfry
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Yep! It's working. Thank you!

urban patrol
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no i just reordered things

narrow owl
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k'

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trying it now

urban patrol
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i'm not even sure i'm reading your log correctly, so i didn't change anything data-wise

narrow owl
urban patrol
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ok yeah you'll either need to wait for someone more experienced or try to figure out if it's the context tags yourself, because i'm not experienced with this sort of thing

quick sand
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anyone know where to find info on modding enchantments? i cant seem to find anything on either wiki

calm nebula
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You're not going to find info tbh

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What are you trying ro do

quick sand
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ultimately my goal is an enchantment that applies dot

royal stump
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an enchantment asset will exist to some degree in the upcoming SDV 1.7, but for now it's basically just "look at the decompile and make it", C# guides are pretty sparse

quick sand
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Oof.

urban patrol
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could what you want be applied using a Buff instead? i'm not sure what dot is

royal stump
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damage over time, e.g. being on fire

quick sand
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damage over time

urban patrol
#

ah got it

mystic skiff
#

Animal Husbandry Mod 2.8.0 released

  • Adding a new Softermode that let you take meat from animals without removing them from the game.
  • Fix error that freezes the game when using participant ribbon without owing a pet.
  • Fix formula for the adjust over meat limit.

Link: https://www.nexusmods.com/stardewvalley/mods/1538

Nexus Mods :: Stardew Valley

Improves animal husbandry by adding new tools to the game. Adds a way to give treats to your animals. Adds a way to impregnate your animal. Adds a way to get meat from them. Adds new recipes using mea

lucid iron
#

I have implemented DoT as timed delayed actions that each just hit the monster again

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That's for trinkets instead of enchantments tho

brittle pasture
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I love AHM, and I feel like everywhere I go I see ppl use every feature of AHM but the meat part lol

mystic skiff
urban patrol
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i have a mod that adds a butcher shop that sells/buys meat if AHM is installed, so i really hope that more people get interested in these new features!

next plaza
#

That softermode has some horrifying implications if you think about it a little too long

quick sand
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honestly i really just need a trigger action that does "

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addbuff to monsters

next plaza
#

The game does not support buffs on monsters whatsoever. A mod would have to add that capability to begin with, for that to be possible for a trigger action

mystic skiff
oblique meadow
#

What if the monster hit the gym? Got really buff

next plaza
#

I've done similar stuff before for original Moon Misadventures and for S&S, but nothing fully generic has ever been released as far as I know. (The only thing I can think of is the MCN stuff, but MCN was stopped a while ago)

quick sand
oblique meadow
#

carefully

brittle pasture
urban patrol
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something something "rabbit feet" is just the colloquial name for when rabbit fluff collects into a ball you can pick up

next plaza
#

something something except actual feet have been used for good luck IRL too, so it's hard to say for sure

oblique meadow
#

Nic. Everyone knows Rabbits constantly shed their feet and grow new ones. Geez. /s

urban patrol
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(oh yeah i was making something up sorry SDVpuffersquee )

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should have /j

next plaza
#

brb making a mod where rabbits have a slight sprite change for a day or two after dropping that forage item

grizzled crescent
#

Is it possible to have a mod scale down a asset?
Like the asset itself is (random numbers) 64 px but you want it to be scaled down to 32 px in game. Is there a code you can put that tells the mod to load the asset at 50% it size?

brittle pasture
#

what's the use case?

grizzled crescent
#

I want a 42 px to be used as a futan bear size

#

Because I accidently drew it too tall D;

brittle pasture
#

is it also 42px wide

grizzled crescent
#

yeah

lucid iron
#

Just make a new furniture then

brittle pasture
#

there are frameworks that allow for HD sprites but tbh I'd just make it a new 3x3 furniture

grizzled crescent
#

I was hoping there was a easier way because furniture framework confuses me xD

lucid iron
#

Naw u can make vanilla furni

#

Basically go look at Data/furniture find futon bear copy that to a EditData via content patcher and then change the dimensions

grizzled crescent
#

But the main issue is at 42px it shows up huge in the game instead of plushie sized

brave fable
#

you can just copy LG. Futan Bear

lucid iron
#

If u don't need anything fancy that's what i recommend

brave fable
#

I think larger sprite and small collision box might not centre align

#

I forget

lucid iron
#

Now as for actually doing a "1 tile tall but higher resolution texture", u can use spacecore for that

grizzled crescent
#

So even if I do figure out how to use the vanilla code and stuff, it will still be too tall in game

lucid iron
#

I don't think there is a "too tall" in game mechanic terms, since u may have furniture that's 1x1 footprint and 1x5 texture if u want

grizzled crescent
#

Right now it's bigger than me in game

lucid iron
#

If it is too tall in artistic vision terms then you gotta consider if you actually want a super detailed tiny thing

#

It can look very jarring

#

Vs a actual 16x16 plushie

grizzled crescent
#

It's not very detailed lolo

uncut viper
#

if you take a furniture meant for a 64x64 pixel space (2 tiles) and shrink it down to a one tile space it will look twice as detailed as everything else around it

lucid iron
#

Yeah like it's up to u if u wanna take that and redraw it at 1 tile (16px 16px) size

#

This u should do in the art program bc pixel art do not scale well

grizzled crescent
#

I know, thats why I don't want to redraw it 😂 That's why I was wondering if I can have the mod load it as a percentage

lucid iron
#

Spacecore has feature that would let you render a 48x48 thing as a 16x16 texture, but it will appear HD

brittle pasture
uncut viper
#

what you want cannot be done with vanilla alone and doing it with a dependency like spacecore is possible but chu is just warning you that it will look potentially strange

brittle pasture
#

instead of dealing with HD textures and whatnot

lucid iron
#

No one has a framework that "load it as a percentage" because it doesn't look bery good

brittle pasture
grizzled crescent
#

By hand means redrawing it because photoshop destroys everything when you Smart Object / Rasterize and then resize it lolo

uncut viper
#

(also you couldnt make a framework do that anyway bc its up to each individual C# mod how they wanna draw it)

lucid iron
#

Megu what if u make this like

brittle pasture
#

I don't know about Photoshop but many art programs have "use nearest pixel" for resizing instead of extrapolating

lucid iron
#

A rug

grizzled crescent
#

Can you put rugs on tables?

lucid iron
#

I think it's cute Dokkan

#

Draw a plush version separately

grizzled crescent
brittle pasture
#

iirc you can only put 16x16 objects on tables
you can make a separate furniture that's just that object on the table

lucid iron
#

You can put anything with footprint of 1 tile on a table

grizzled crescent
#

Okaii, thank you guys. I'll look into the footprint and see how to work spacecore! ♥

honest jolt
#

Hey, I have two mods one changes the apperance of all charactors and one changes just one charactor. How can I change the priority of the second on to render last so it uses its sprites?

#

I tryed changing its name to start with a z and no luck

brittle pasture
#

!loadorder folder name is unreliable and doesn't work most of the time

ocean sailBOT
#

When two mods edit the same dialogue or images, whichever edit is applied last "wins" and is the one you see in the game.

If the mods don't set edit priorities (which most don't), that order is mainly determined by the order the mods were loaded by SMAPI. You can change that mod load order to influence the edit order.

quick sand
#

guys for weapondata > projectiles.. is it possible to use a texture other than tilesheets/projectiles?

#

oh shit i could just make a patch that adds sprites to that tilesheet nvm

oblique meadow
#

Why would you want to shoot anything but rocks and explosive ammo from a slingshot? /jk

ornate trellis
#

never wanted to shoot bagged milk, husky?

oblique meadow
#

Nope. Never

ornate trellis
#

egg sword, get egged

#

srsly tho i do know you can have your weapon shoot any item

#

not sure bout custom projectiles, havent tried that yet

autumn tide
#

helloo is there a dialog key for specifc dates when not spouses/roommates?

autumn tide
autumn tide
#

like <season>_<day> but for when not spouses/roommates

tight rivet
#

"It's done! I'm free!"

#

"Oh." 😐

ornate trellis
#

a bit further down theres the dialogue stuff

autumn tide
#

oh?

tight rivet
#

I know what cuased that but aaargh

autumn tide
#

thanks!

#

wait, so does <season>_<day> work for non spouses?

ornate trellis
#

shore

autumn tide
#

oh shit it does? had no clue lol

ornate trellis
#

i personally only added the festival days and the first day of the season as dialogue key for the fishmonger and then jsut went with Mon, Mon2 etc aka the weekdays and weekdaays heart levels

autumn tide
#

thanks so much!!!

ornate trellis
#

believe me when i say that if you really wanna do all the keys you gonna be miserable if writing isnt your thing

narrow owl
autumn tide
#

you saved from so much when and GSQ shenanigans omg

ornate trellis
#

so a fair bit of warning there to maybe start with standard mon tue wed etc and then see how you progress maybe

autumn tide
#

..yet SDVkrobusnaughty

ornate trellis
#

(you can see in the fishmonger i18n dialogue file how i changed from Constance to the others on how to write lol)

#

cuz instead of going crazy with all the keys you can also jsut go pretty simple and add several dialogues to one key if you use i18n and randomize them

#

with that said im off to sleep im late again oops

tight rivet
narrow owl
#

people, I am adding the fishing jellies to my mod but seaweed jelly algae fish ponds sounds like too much how should I paraphrase this or how do you think I should go about making the name, especially if I add more stuff in the future

#

also whats the item tag for the jellies, like for most stuff its item_[item] but I tried it for sea jelly and it doesnt work, is it case sensitive or do you use underscores or what

#

or can you use spaces

hard fern
#

For the mod name? Call it non-fish fish ponds or something

shut edge
#

fish ponds plus plus

#

Stuff ponds

narrow owl
#

how would i replicate what i did with the seaweed with the sea jelly because idk if it needs space or case sensitive or what but i tested item_Sea Jelly and item_seajelly and both failed to idk what I should do

shut edge
#

i think that's a nested quotes thing maybe

#

"fish_nonfish" seems to be a thing

brittle pasture
#

just use the id_o_ format

#

every item in game has an autogenerated context tag corresponding to its item ID that identifies it exactly

#

in this case it would be id_o_seajelly

shut edge
#

"fish_nonfish" is in fact only used in vanilla for seaweed, the two algae, and the three jellies (seems to be anyway, looking at objects.json)

#

so maybe that's perfect for you?

#

Nonfish Ponds

narrow owl
narrow owl
lucid mulch
#

there is also a context tag for item_<internal name after sanitization>

brittle pasture
#

I don't like it as much as id_o because authors can give their items whatever internal name, while the id is exact

lucid mulch
#

I personally prefer the explicit one using the id as its unique, and for coloured stuff that doesn't stack, they would still have the same id, but different internal names

brittle pasture
#

item_ use the internal name from data actually

lucid mulch
#

ah yeah as it populates base context tags off itemid only and doesnt know the item instance

brittle pasture
#

(you prob already know)

opal hull
#

Question about custom NPC sprites: Is it possible for there to be a base body used for all sprites and then different clothing overlays for different conditions, or is it only possible (or just better/easier) to have the clothing and body be part of the same image? I was looking at the modding wiki page regarding Appearances and didn't immediately see anything about it.

gentle rose
#

you could always make a base body and then use it to make the combined body+clothing sprites yourself rather than having the game do it

hard fern
#

I always draw in layers

drowsy pewter
#

I mean yeah its possible but not ideal and what if you mess up and make your character naked ingame lol

#

Imagine those bug reports

opal hull
#

Heh yeah naked NPC was my main worry, too

#

Guess I'll just have the layers combined into the same images to use in the code. Thanks y'all!

wispy jolt
#

is there a mod for pausing time progressing in multiplayer when any player enters a cutscene?

#

friend and I are constantly having to pick between participating in a cutscene and losing X amount of hours in the day or just skipping it

gentle rose
wispy jolt
#

will do

ornate locust
#

I am having an... odd problem

#

I keep having NPCs I patch for festivals get stuck looking straight forward until I talk to them, then they turn and face the way they are supposed to

indigo yoke
#

is there an issue with writing modData to players who are not the local player? Trying to rewrite the old netcode to a more simple form of just using moddata to sync, but despite writing to all player's modData, only the local gets it.

#

(also sorry)

ornate locust
#

I thought it was something weird with removing the wizard's animation for the luau, but now Sandy did it when I patched her to move her slightly to overwrite a different mod's positioning

indigo yoke
#

Well there goes that idea

#

just checking: is there an easy access modData similar to player.modData that I can write the information to instead?

ornate locust
#

Both NPCs started out facing forward, so maybe that's it? But I swear it worked last year, why doesn't it work now, why did it stop working after the luau, what is going on. why is this so janky

lucid iron
#

this is something that casey community service may fix Dokkan

#

in the meantime can you explain the usecase more?

indigo yoke
lucid iron
#

or in new smapi, unknown

indigo yoke
#

Ooooooooo

lucid iron
#

but yea in the past when i just had some infrequently updating data

#

i use smapi mp mod message

#

is your data infrequently updating is my question

calm nebula
#

Game1.getfarm

#

Unless you absolutely need per player

ornate locust
# devout otter How are you patching it?

bbbasically the only way I know, which is appending them onto the list late. It moves them fine, just the turn takes talking to them before it'll update. If there's a better way, I'm all ears.

indigo yoke
indigo yoke
# calm nebula Game1.getfarm

Ooooooo tyvm. I just need to encode onto the string all the famrers longs and then delete it once all farmers have read it. Ty

devout otter
lucid iron
#

for example, you won't need to message about projectile

ornate locust
lucid iron
#

also don't need to message about forage collected etc

indigo yoke
lucid iron
#

companions are mp sync'd

#

use that instead of old thing

indigo yoke
#

they aren't companions

lucid iron
#

you can make them be companions

#

although vanilla uses those specifically for trinkets, they are not coupled

#

you get a netposition for free AquaThumbsup

#

if u arent going through trinkets i think u do need to yeet them before saving for safety

#

but besides that it's fine to subclass

calm nebula
#

Yeah, parsing in and out of strings would be expensive

indigo yoke
#

maybe eventually. for now I want to tune up the old system before moving new ways

lucid iron
#

i think this is the optimal way to implement a summoned entity as of 1.6 Bolb

calm nebula
#

Yeah

lucid iron
#

a lot better than using string modData and doing all the serializing stuff

indigo yoke
lucid iron
#

in that case it is infrequent then confusedoggo

#

well ultimately up to you

#

im just throwing out suggestions here

autumn tide
#

just checking, dynamic tokens work in keys right?

urban patrol
#

not i18n keys, but yes

autumn tide
#

gotcha!

autumn tide
lucid iron
autumn tide
# lucid iron what do u mean by this

like if I make a dynamic token of with values that might show up in a non-i18n key, will the key work as though that specific value itself had been in the key?

#

lil tired rn so sorry if I put that wrong

calm nebula
#

Yes

lucid iron
#

i think the key is what i find ambiguous here

#

if you look at content patcher's documentation, it says whether a particular place accepts tokens

#

for example Entries of EditData accepts tokens, and you may use them as desired there

lucid iron
#

Priority does not accept tokens

#

you can have {{i18n: {{anothertoken}} }} if you want

#

but the value of an i18n does not resolve tokens

autumn tide
urban patrol
lucid iron
#

entry in default.json = value of an i18n eys

urban patrol
#

rephrasing, the i18n key cannot contain a token, correct?

lucid iron
#

you may not use tokens in i18n translation json yes

autumn tide
#

thanks :)

#

this can be so confusing at times lol

gaunt orbit
#

congrats on ornj claude

inner adder
uncut viper
#

you can use SMAPI tokens whose value is a CP token passed into it tho in i18n

#

theyre still technically called tokens there

autumn tide
inner adder
calm nebula
#

!decompile

ocean sailBOT
autumn tide
#

should this work to have a random chance of season-based dialog?

#

sorry if I'm not making sense, really exhausted rn lol

urban patrol
#

the random token updates once per day at the beginning of the day, so i'm not sure how often it would coincide with the day of week it is and thus display to the player

autumn tide
meager basin
#

Hi all! Hope your days are going well. 🙂 I'm just dipping my toes in to modding with C# (very beginner level). I've decompiled the game code in ILSpy, but what is the best way to find a specific item to see how it works? Sorry if this is in a guide somewhere!

autumn tide
#

have you unpacked the game yet?

urban patrol
#

claude that's for assets

autumn tide
#

ohh, thought you were looking for assets lol

urban patrol
#

anyway i'm not great at C# but you can search using ctrl-F in the decompile--if it's an object i'd start in the Objects folder, maybe (things like Boots.cs, Furniture.cs, etc)

obtuse wigeon
# meager basin Hi all! Hope your days are going well. 🙂 I'm just dipping my toes in to modding...

What I did when I was first looking through the code was search for something vague that still related to the thing I wanted, i.e. If I wanted to see what happens when a player interacts with a chest, I would first search for "player" or "farmer", or even just "chest", that helped me figure out how the naming convention used works, once you get a decent idea via combing through the code you eventually figure out the best thing to search to find what you want.

#

It's very much a scavenger hunt at the start, but you get more familiar with it eventually, I do recommend opening the decomp folder in something like vscode, and using Ctrl + Shift + F over the left panel, it lets you search through all files in the folder rather than one by one

meager basin
#

Okay, so it is a case of just trawling through until you find what you're looking for - thanks 🙂

urban patrol
#

yep pretty much

obtuse wigeon
#

if you're struggling to find something after looking, feel free to ask others here, they may have a better idea of where things are and can give you a better place to start from or search into

lucid iron
#

which specific item?

meager basin
#

Ahh I just was interested in making an item like a wild tree seed (drops when a tree is shaken) but when right clicked does something else

autumn tide
#

unpacking might still be useful there!

#

have you unpacked the game yet?

#

!unpack

ocean sailBOT
#

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!

meager basin
#

Oh I haven't! I have just used ILSpy on the .dll and opened it in VS, I'll try unpacking as well 🙂

autumn tide
#

good luck with your mod :)

meager basin
#

Thanks for your help!

urban patrol
#

TerrainFeatures>Tree.cs has the code for wild trees, i just checked

#

depending on what you want your tree to do

somber hinge
#

hi y'all ^_^ I want to make a mod that prevents the adoption approval letter from being sent, but I'm not sure how I'd go about it. I looked around the modding wiki sections regarding mail but I didn't find anything relevant

urban patrol
#

do you want to replace it with another letter, or just stop it entirely?

drowsy pewter
somber hinge
#

stop it entirely

urban patrol
#

if it's a trigger action that sends it, you should be able to redirect it to not do any actions, but i'm not sure it is so let me see

somber hinge
#

thanks for looking into it !

urban patrol
#

no sorry i was talking to jas

meager basin
#

Oh lol, ignore me

urban patrol
#

although i do think you're correct that that's the spacecore function that 6480 mentioned

meager basin
#

Orange name confused me, you're different people lmao

#

Thanks all

urban patrol
#

there are many cheetos (orange color mod authors) in this channel to keep track of lol

#

i genuinely cannot find how the adoption letter is sent. it's not in Data/TriggerActions but searching the decompile for AddMail("adoptionLetter didn't result in anything either

somber hinge
#

the elusive adoptionLetter

urban patrol
#

hopefully someone more knowledgable than me logs on and can help you out

#

it might require C#

somber hinge
#

thanks for giving it a shot! <3

tiny zealot
#

are we certain this letter is actually sent and isn't cut content?

brittle pasture
#

yeah I checked the files myself and I'm almost 98% sure I have never read it anywhere, even pre-1.6

somber hinge
#

I remember receiving it in the past but that was pre-1.6 so idk for sure

urban patrol
#

huh it might be. it exists as an entry in Data/mail here:
"adoptionLetter": "Dear @ and spouse,^Congratulations! Your adoption application has been approved.^We're working hard to choose the perfect baby to match your profile.^Your new family member will arrive in 2 weeks.^^-Ferngill Adoption Agency[#]Adoption Notice",

#

lmao then problem already solved

tiny zealot
#

yeah but there's no reference to it in the code

#

and i'm fairly sure i've never received it in a save

urban patrol
#

(i'm not crazy, yay!)

somber hinge
#

awesome thanks guys ^_^ easiest mod ive ever made

drowsy pewter
#

Someone get this person an orange name

somber hinge
#

LOL

lucid iron
#

howcome Lexicon.capitalize does nothing for not english

indigo yoke
# lucid iron well ultimately up to you

oh don't get me wrong. I am eventually going to switch to the companions (thanks for the information!). Just atm I want to work with what I have and improve that, then move to learning newer stuff.

#

would it count as a bug to report to Pathos if Context.IsPlayerFree includes night events?
Like I have this code line

            if (Game1.activeClickableMenu != null || Game1.eventUp || !LearnedMagic || !Context.IsPlayerFree)
                return;

to only render the hud when the player can move around and outside of events. it doesn't show up during most of the night menu, but does during night events right before the night menu.

lucid iron
#

night events usually set Game1.player.CanMove to false i thought

indigo yoke
quick sand
#

if a mod on the nexus says its an api does that mean its only for C# or is there a way for CP to utilize them

#

?

lucid iron
lucid iron
#

somewhere in the setUp method

quick sand
#

i just stumbled upon spacechase's manabar mod which states its an api

uncut viper
#

isplayerfree doesnt even check that chu

quick sand
#

i didnt necessarily have a plan to use it but wondered if i could with CP

lucid iron
#

C# mods usually expose things to CP via things like GSQ

lucid iron
#

so i guess the answer is like

  • when a C# mod says API it most likely refers to the C# facing API that ppl grab with GetApi
  • they may have stuff for content mods to use, details vary on this one
quick sand
#

that makes sense. i really gotta finish learning c#

#

anyone understand how areaofeffect field on weapons work? i saw it on lava katana and a few others but I cant find an explanation

brittle pasture
#

a single in game tile is 64x64 so the lava katana's 2 pixel increase is probably imperceptible

quick sand
#

crazy....

#

so the 2 would be 2x2 of 64x64?

calm nebula
#

Tbh you think it doesnt do much but it feels like more than the numbers would say tbh

narrow owl
#

Guys my life kinda sucks right now and I just wanna say im really thankful for you guys interacting with me and not making me feel like a useless burden

hard fern
#

😔 boo'd out of modded farmers for my unpopular ketchup opinions

#

Anyways this means i should make a mod with ketchup

ivory plume
#

(Ketchup chips are great. I don't think there's a mod for that yet.)

hard fern
#

Hmm, maybe i would have to make a "ingredient core" mod

drowsy pewter
#

there are now 15 competing standards

ornate locust
#

oh no

#

The butter

hard fern
#

SDVpuffersweats actually butter is not on my list thank goodness

#

So far what is on my list is ketchup and sweet green bean paste

ornate locust
#

I don't actually know any mod that does those at least? I think people usually just extrapolate Tomato to Ketchup

drowsy pewter
#

there will be one in ten days

ornate locust
#

butter problem POTENTIALLY avoided

#

Is this a prediction or

drowsy pewter
#

a threat

ornate locust
hard fern
#

My ketchup will be packaged in a little bow

#

For your viewing pleasure

indigo yoke
royal stump
# inner adder When you say “if they’re visible to the player”, can I zoom all the way in to ma...
  • Yes, zooming in would give them more places to spawn. By visible, I mean any tiles within the bounds of the player's current screen when the time changes. (It might only count the host's screen in multiplayer, I'm not sure if it checks everyone.)
  • The info's just from me reading the code of the game (specifically searching for "monster" code in the Farm.cs file). It probably won't help much if you're unfamiliar with C# programming, but there're instructions for decompiling the game here:
    https://www.stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
meager basin
#

I worked out how to add an item that drops from trees! SDVpufferowo If I make a C# mod to add complex behaviour to it, is there anything in particular that I need to add to either the CP or the C# mod? A dependency etc.? Or if I reference the item in the CP will the C# mod already have access to it? (Sorry, super beginner lol)

drowsy pewter
#

Yes it will have access, once you add via cp its basically the same as using a vanilla item

#

but one should have a dependency on the other so players dont accidentally install them separately

#

I think usually people put the cp component as dependent on the C# component but it probably depends on what you're doing

obtuse wigeon
#

Also make sure not to list a dependancy for the other in each mod, It doesn't handle cyclical dependancies well and you will get errors and your mods might not load

meager basin
#

Oooh okay, thanks for the advice

drowsy pewter
#

Can I ask what you're making? I'm just curious

meager basin
#

Basically trying to make the falling leaf item from Animal Crossing haha

drowsy pewter
#

So you use the item and it turns into a furniture? SDVpufferthink

meager basin
#

Yeah!

drowsy pewter
#

That's cute

meager basin
#

Felt like it would make me have to learn a nice amount for a first mod

drowsy pewter
#

It does seem like a manageable start

meager basin
#

I'm just starting from 0 basically, only have done a tiny bit of python

woeful lintel
drowsy pewter
#

@mystic skiff Congrats on an AH update! Also I had to laugh at the idea of taking meat from a living animal SDVpuffersquee

toxic hemlock
#

Hey, does anyone know what could be the reason why my game cannot find events loaded on my custom map? I checked the code of them and it seems fine, I loaded the same event on 2 vanilla maps and the game found it. The custom map also loads without any issues. Kinda losing my mind right now

woeful lintel
#

I don't know much about events, but maybe you mistyped the ID of your custom map in the event (or the opposite)

obtuse finch
#

It's me again, quick question...
If I wanted: each day the NPC chooses a random line out off 1,2,3,4,5 whenever you interact with it, what code do I use?

#

Been scrolling through the wiki for a while and none matched my intent

lucid mulch
#

you can only edit an asset that has something loading it, either being a vanilla xnb or a mod loading it via other means

toxic hemlock
#

I still don't get what's wrong...

lucid mulch
#

so there isn't a Load for Data/Events/<MapId>

toxic hemlock
#

How should I add it?

lucid mulch
#

have a load patch targetting Data/Events/<MapId> pointing to a json file that just contains {}

#

generally called blank.json but can technically be called anything

hallow prism
obtuse finch
hallow prism
#

ok! you can try looking at other mods to see how they do that, there's a few different approachs

royal stump
obtuse finch
royal stump
#

in case it helps, the first part of each example goes in content.json (the one with "Changes") and the second goes in i18n/default.json (the part with just "NewDialogueMod" keys)

vernal crest
obtuse finch
#

I'm more of a artist than coder so these stuffs really out of my comfort zone

#

Really thankful for this server!

vernal crag
#

How can I edit this description?

vernal crest
#

Strings\UI

#

LevelUp_ProfessionDescription_Artisan

vernal crag
#

Omg tysm

obtuse finch
#

the most confusing thing happened to me
So my NPC's pathfinding collided with the red train's transportation and got teleported to Grampleton farm (SVE)

#

There's no applying set pathfinding as far as I know?

hard fern
#

huh? red train?

obtuse finch
#

Uh I dont know what it called one sec

#

This thing

vernal crest
#

What's that for?

#

Oh, presumably an SVE warp point

obtuse finch
#

It's from SVE

#

Which is troubling I dont know NPC can do that

vernal crest
#

Are there any warp points in Grampleton farm to other places?

hard fern
obtuse finch
vernal crest
#

Is the box a TouchAction, as in you have to walk over it to warp? Or do you have to click on it to warp?

vernal crest
#

I don't think an NPC can accidentally trigger that then. The pathfinder intentionally sent your NPC to Grampleton farm, I think.

obtuse wigeon
vernal crest
#

There are no other warps to any other location? It's a dead end?

obtuse wigeon
#

There's warps to town

#

And Shearwater bridge

obtuse finch
#

Oh wait
I reloaded and the NPC's pathfinding is fine

obtuse wigeon
#

So from train station to town, it's the "same" distance, going through 2 warps

vernal crest
#

Did you change their schedule in the middle of the day or anything?

obtuse finch
#

My theory being because I was in it's way, it took the other way around, bump into the warp and got whooshed

obtuse finch
#

title*

vernal crest
#

I meant before it started happening. Or if you did a patch reload, that can make them do really straight things

#

I don't think it can accidentally bump into the warp

#

Because the tile has collision so they can't walk on it (I am assuming, it'd be weird if it didn't), even if NPCs do get automatically warped by non-TouchAction warps

obtuse finch
obtuse wigeon
#

(SVEs warps are really weird, map patches on top of them often entirely break them leading to very strange behaviours)

#

Do you also have East Scarp installed? (Specifically pre version 3.0, might still occur with 3.0 but I havent tested it)

obtuse wigeon
#

Okay there goes that idea XD

#

Final question, is it by chance a festival day?

gentle rose
#

if you have lookup anything, can you enable debug/dump data and send a screenshot of what it shows as your npc’s schedule?

obtuse finch
obtuse wigeon
#

I am out of ideas as to why they froze specifically

obtuse finch
hard fern
#

it should be a config in lookup anything to enable it

#

and the next time you use it to search information it'll show you the debug info

obtuse finch
#

I did activated the debug and typed in /dump data in chat, it didn't do anything?

obtuse finch
#

ohh

#

where should I type it then?

#

(I've never use the Lookup function)

hard fern
#

you dont type anything

#

you might want to figure out how lookup anything works first

obtuse finch
#

ah alright

obtuse wigeon
#

Iirc you press the Lookup button while hovering over the NPC then there should be a "Schedule" section? It may be in a submenu if I'm remembering wrong

vernal crest
#

Yup

#

I think the most likely thing is that for some reason the pathfinder decided that the way through Grampleton farm was the best way to get to their next destination

#

If it doesn't happen again I wouldn't stress too much about investigating it

calm nebula
#

Shoulder checking an npc into a warp is funny ngl

frosty hull
inner adder
mystic skiff
brittle pasture
#

I feel like the outlier with how much I enjoy sending animals to the shadow realm

#

well it's more that I like the extra gameplay loop of incubating eggs/inseminating animals

rough lintel
#

ive never sent an animal to the shadow realm bc i get attached to my sillies

elder kite
#

Having trouble locating a few places on the vanilla tilesheets, I'm probably just burnt from working on this for so long lol

If anyone does know where these tiles are called from specifically that would be an immense help :p

quick sand
#

anyone familiar with spacecore sourcesizeoverride?

ocean sailBOT
#

@quick sand You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

quick sand
#

its just making my weapon invisible

coral kite
#

🤨

quick sand
#

hola

woeful lintel
# quick sand

do you have something in the data that you can use as a reference? It's possible that you're using the wrong unit.

quick sand
#

i did it! kinda..

quick sand
#

is it possible to offset this so it fits where it should?

narrow owl
#

when im making an item I target data/objects right? is there anything that goes after that

quick sand
#

if its an object, yes

#

im making weapons so im targeting data/weapons

narrow owl
#

ty

narrow owl
quick sand
narrow owl
narrow owl
# quick sand

does the mods/modid/candy still work if their mods folder is named something different like what if their mods folder is named modded

uncut viper
#

its not a file path

#

it is an asset name

#

the mod author decides what the asset name is

#

and it has no required relevance to their mod folder at all

#

nor the folder of the person installing the mod

narrow owl
#

wait but then how do you organize the assets

uncut viper
#

assuming it matches whatever you loaded your texture to

narrow owl
#

how do you structure your mod folder then

uncut viper
#

however you want

#

it doesnt matter

narrow owl
uncut viper
#

you are not using a file path for the texture

#

so again the folder structure literally does not matter

#

whatsoever

#

you will want to look at the Content Patcher documentation for EditImage

narrow owl
#

im sorry im just lost

uncut viper
#

nah dont apologize thats my mistake

#

Load then, not EditImage

narrow owl
uncut viper
#

you Load a file to some Target that you define

#

the Target can be whatever you want. its made up

narrow owl
#

so if I have my mod like this and then I put the asset in the folder and its named candy.png

#

how do I load that

uncut viper
#

you can Load a png file in your mod folder to a Target called Mods/{{ModId}}/MyObjectTextures and that is what you write down as the texture in Data/Objects

narrow owl
uncut viper
#

you look at the documentation for Load instead

narrow owl
uncut viper
#

no.

quick sand
uncut viper
#

again, you need to stop thinking of it like a file path

#

it is not a file path

#

has no relevance to any folder on your computer at all

#

the only time you will be using a filepath is in the FromFile field of your Load patch

quick sand
#

i eventually learned also that its not a path

urban patrol
#

also, labyrinth, as i mentioned yesterday, {{ModId}} is a token that you don’t need to replace with anything when writing JSON. content patcher knows to replace it with your mod id from your manifest automatically

quick sand
autumn tide
#

hey! is there a way to determine exactly what things like {0}, {1}, {2}, etc might mean in specific strings, or should I just try to infer them? example:

uncut viper
#

no real way unless its written down on a wiki somewhere or someone tells you, otherwise its in the decompile

uncut viper
#

in that one, {0} is the player name (or the players gender i guess, if the friendship isnt high enough?)
{1} is a particle in the grammatical sense which i think is choosing just "a" or "an"
{2} is the display name of the item they bought
{3} is a random negative food adjective

autumn tide
narrow owl
#

maybe im just bad remember

narrow owl
quick sand
#

i guess in the context of "Load" its giving it a name

narrow owl
#

so you just say {{modid}}/[nameofitem]?

brittle pasture
quick sand
#

i dont think it matters as long as you use that in the texture field

brittle pasture
autumn tide
#

hey! so this is under the mod-author-role-benefit-things, uhhh how might I ask for the link?

brittle pasture
#

doesnt matter what you pick as long as that name is what you use in the data field

narrow owl
#

so modid/internalname

uncut viper
brittle pasture
#

people usually use some variations of {{ModId}}/Name yes

narrow owl
#

i think I understand now

quick sand
#

"SourceTexture": "{{InternalAssetKey: assets/supersledgebig.png}}",
"SourceSizeOverride": { "X": 64, "Y": 64 },

brittle pasture
#

can you post the full code just in case

inner harbor
#

The ? Code doesnt work in festival positions, does it? If it did, it would make progressive npcs much easier to add.

uncut viper
#

festivals are just fancy events so id assume theyd work, but ive never tried or looked into it

urban patrol
brittle pasture
urban patrol
#

you’d think they would but oh well

inner harbor
#

Yeah, i tried it to Nic. If they could at some future point it would make my festival.json file much tidier.

urban patrol
#

idk how the code works but it sounds like a good feature request for 1.7 if possible

uncut viper
#

did you try adding them to the set-up script instead of just _additionalCharacters

inner harbor
#

Or a content patcher update?

#

I did not, no

urban patrol
#

me neither

inner harbor
#

Would that potentially break other things?

uncut viper
#

id be 50% surprised and 50% not surprised

urban patrol
#

i think as long as you use text operations and not override it

uncut viper
#

yeah itd have to be an append

urban patrol
#

i’m not at my computer but if you do get it working lemurkat lmk

uncut viper
#

on the bright side, its a known and guaranteed field number

#

though looking at the code i dont see why the optional stuff shouldnt just work in the _additionalCharacters field either

urban patrol
#

¯_(ツ)_/¯

#

idk why for my custom festival i had to put them in additional characters instead of using setup but i just assume festivals are weird

uncut viper
#

well its generally recommended that you put them in the _additionalCharacters field yes
but that field should still respect optionality

urban patrol
#

oh it is? i need to add that to the tutorial i wrote then

#

i only recommended that people not bake them into the map

uncut viper
#

as far as i know its always been said to use additionalCharacters and definitely not the layer in the map

#

(obviously with the disclaimer of "always as long as that option has been available" i mean)

urban patrol
#

i might be misremembering my code actually lol

#

for some reason i thought there were three options: map, setup field, additions characters field

uncut viper
#

well, there are, but the last one is the recommended in like all situations

#

nothing is stopping someone from editing the set-up script for a festival

quick sand
#

RotationVelocity (Optional) The rotation velocity. Default 32.

#

is it possible to disable rotation on projectiles from melee weapons?

#

0 didnt work...

merry river
#

hello, i need help with some coding again. smapi tells me that there's something wrong with my content.json. VS says something about an "expected comma" and the json validator mentions an "unexpected character". i am not sure what i have to fix though! (this is the first time I'm trying my hand at modding and i've been following the wiki mostly)

https://smapi.io/json/content-patcher/3ce8d446c19e418e97c9e93068c53742

uncut viper
#

you dont have a comma after the last brace closing your patch on line 64

#

i would think VS should tell you exactly where its expecting the comma? (i dont use VS)

fast plaza
#

rotationvelocity I mean

merry river
uncut viper
#

usually i would expect some sort of red squiggly on the brace causing the error, but i dont know

#

the reason it says line 67 is because thats where it first failed

#

not having a comma on line 64 is only incorrect if there's stuff after it

#

therefore, it didnt know it was broken until it reached line 67

quick sand
uncut viper
#

so you typically need to look a line or few before the error

fast plaza
#

hahah classic

#

oh wait im way too tired

#

i didn't see your 0 didnt work line

#

sorry about that

quick sand
#

all good. it confirmed that it shouldve worked

fast plaza
#

noice

#

Assuming that everyones issues are fixed up now, I had a kinda discussion topic I was curious about

#

how much stardew valley do you think someone should have played before they try and make a mod?

#

specifically a content mod

merry river
#

great, the next json is throwing errors and i bet it's because i missed yet another comma or bracket

quick sand
fast plaza
quick sand
#

it would be pointless to create a mod for content that comes later in the game because you havent played enough to know yet.

urban patrol
#

however it's definitely still possible, just harder

fast plaza
#

400 hours in and I'd never seen that feature in my life

quick sand
#

its also worthwhile to play a game to completion before "cheating" if the mod is going to create significant advantage

brittle pasture
#

imo at the very least reach the island and complete a good chunk of it

autumn tide
#

helloo! anyone know where i can find that google sheet with the locations of all NPCs during festivals?

urban patrol
urban patrol
#

just a heads up that i did find an issue yesterday, where for the ice festival y1 SVE setup gus and harvey were not where the tool says they are (some other mod must move them, but i/the tool creators don't know which mod)

quick sand
#

lol the projectile is horizontal when fired up/down

autumn tide
#

i just wanna focus on one thing cmon 😭

ornate trellis
#

get scope creeped

urban patrol
#

that sounds cool! what's your idea?

autumn tide
#

like maybe making a more complex maze, larger area, making NPC movement more detailed and vary the dialog more

#

and more yearly variation

urban patrol
#

that sounds like hell to me but best of luck

ornate trellis
autumn tide
#

i'm not doing it 😭

#

but it's free if anyone wants

#

and I'll contribute lol

urban patrol
ornate trellis
urban patrol
#

yeah that's what i used before this

#

i didn't love it lol

ornate trellis
#

scarlett had a sheet where she was adding things too tho but with no editing permissions

autumn tide
#

huh

ornate trellis
#

i say had but its have, it still exists lol

urban patrol
#

scarlett is the compatibility GOAT

autumn tide
ornate trellis
#

yeah i like the site. would be cool if there was some sorta thingie where you can submit your updated placements or something but idk how active pillow plans to work on it(or continue working on it)

autumn tide
#

....might just make a expanded sprit's eve map, and then dump it here and on nexus if anyone wants to mess with it further

#

...why must i be sidetracked so

#

prolly the neurodivergence

#

that'll do it

ornate trellis
#

scope creep is natural in this place shoves my hundreds of ideas and WIPs under the bed

autumn tide
#

i hath been cursed by scope creep 💔

narrow owl
urban patrol
#

am i misremembering, or is the wizard's cauldron smoking green during the event where you learn to understand the junimos? i can't find anything in the event script that adds it, nor can i find the smoke on any tilesheets i've looked at (cursors, animations)

uncut viper
#

wizard cauldron always smokes

#

doesnt it?

#

its hardcoded into the location

hallow prism
#

and it's an animation based on several of the same animation i believe

uncut viper
#

it is on cursors i believe but its a mostly transparent white puff

#

so, good luck

hallow prism
#

it's done in code

#

not reproductible without a C# mod

uncut viper
#

i believe MMAP can do it?

#

theres some mod out there that made cauldron bubbling available to CP authors but i cant recall it

urban patrol
#

interesting, thanks!

#

at least i know i'm not crazy lol

royal stump
#

MMAP has some kind of TAS generation, yeah

uncut viper
#

the puff is on cursors at x372 y1956

urban patrol
#

i have been considering adding MMAP as a hard dependency instead of optional, so maybe i just bite the bullet and do it for this + a few other cool things

#

no wonder i didn't recognize it as the green smoke lol

uncut viper
#

if you plan on making your own green cauldron smoke and want it to look exactly the same, it uses the colour of Lime which is just straight up #00FF00 to multiply on top of it

urban patrol
#

good to know!

uncut viper
#

techncially #00FF00FF i guess which may be relevant if MMAP supports transparency in colours

quick sand
#

is there somewhere to quickly listen to all the sound files (not music) so i can know which id to use?

lucid iron
#

These numbers r based on the wizard cauldron smoke yep

#

I have never tried doing it but u should be able to spawn this via traction in event

brittle pasture
quick sand
shut edge
#

there is also a plugin for foobar that can load the soundbank

#

not perfect but that's what i've been usin

#

WavPack Decoder aka foo_input_std

quaint portal
#

hi ! i'm a new modder and i'm making my first mod (adding my favorite fish to the game :p) and I think I did everything right but every time I run sv, smapi says CP couldn't load content packs and that there is no content.json. i've attempted a lot of troubleshooting but i'm kinda stuck as to why that's the case if anyone has thoughts lmk it would be greatly appreciated!!!

urban patrol
#

!log can you share your log using this site so that we can see the exact error you’re getting? i suspect it’s related to your file names or organization, but the log will make it clear

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.

devout otter
#

(In other words, make sure you actually saved it as a json file.)

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 9 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

urban patrol
#

enabling file extensions will definitely help with that if that’s your issue

quaint portal
#

i double checked and content.json is a json!

urban patrol
#

can we see a screenshot of your mod folder?

quick sand
quaint portal
uncut viper
#

there is no content.json in there, and why do you have a .dll file?

quaint portal
#

i have no idea. none of my other mods have a content.json but instead have a .dll and work perfectly fine so i thought it was just something that gets extracted or converted somehow?

uncut viper
#

no. a .dll file is a compiled C# mod.