#making-mods-general
1 messages · Page 461 of 1
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
just need to fix the title to properly invoke i18n
it occurs to me I could use re ..
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
I’m very selfish and mine are delicious
Elizabeth has a delicious brownie recipe? First I'm hearing of it
I'd ask for the recipe but I'm too lazy to bake
She does!
@tender bloom By the way, why is your name still spooky.
Even atra changed to AccurateTaxBill instead
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
Oh no
oof
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}}
If you are ever in python, it happens to dislike {{{{(key}}}}} intesly in f-string literals. >_>
Yeah why are you using strings
More like, why are you using python (/s)
I need to emit them?
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
.. it doesn't really need to be in the i18n, does it?
I forgot that was mod-scoped
as vs % uh.. I'm excessively used to f'string literals for this kind of thing
(I'm using straight string.replace right now)
goes to do that, while I'm thinking about it
yeah theyre mod-scoped already. wont hurt to have them in there but in the spirit of spring cleaning and whatnot
(edge case: sometimes it does hurt bc it makes people think they can also put {{ModId}} in the i18n itself
)
When I used to do a lot of python metaproframm
time to write out the json writing bits and see what it emits for those now.
TIL machine onReadyForHarvest() gets called every time change when the machine has produce
I sure hope no mod is relying on that EMC functionality
@ chu
well i guess we can have a baby every 10mins 😌
https://www.nexusmods.com/stardewvalley/mods/32082
Weapons actually drop off monsters now! Just pushed a new v1.4 update, been a while since my last update been a bit preoccupied 😅
I’m just a spooky (read: extremely tired) person
Seriously if there is anything I can do for you
So what you're saying is it's your own personal gas tank that always has the empty light on
Meanwhile I have reviewed tax law carefully lol
actually mine is doing ok rn, but my brother ran the car down to like,,,, a little past empty recently, hence the inspiration
now my name is accurate
Still functioning but definitely needs a break and relaxation period some maintenance soon, got it
She just needs a pump
i think i need new tpms sensors actually
second TIL of the day: removeTemporarySprites also yeets Emily's parrot
anyone know a CP way to make weapons do DOT?
that's most likely c# territory
Do department of transportation
if you do, your mod becomes ineligible to be promoted or shown off in this server
And you won't even get your answer
i didnt even know mods were promoted here 😂
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
the intent for using ai is to see what the answer should look like. i did it with health regen succesfully but decided to stick with spacecore since i was already using it for other things
Yeah AI doesn't know that
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
true i have yet to use anything ai has come up with but it has helped me to understand a little about reading
I would be afraid you're learning wrong tbh. Anyway, AI coded stuff isn't allowed in here
ohh interesting
i'll be sure to avoid it then
is it possible to apply buffs/debuffs to monsters?
No
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.
anyone know how monster spawn works on the farm? Like how they spawn proportion to existing empty tiles, lighting, pathway, etc?
https://smapi.io/log/99a655d542674aeab9e3dd79155e6e33 i'm losing my mind with debug commands here. i just updated SMAPI like an hour ago so?
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.
I believe that command may have been remkved. In 1.6
There should be a generic building cmd
oh wild okay in that case the wiki needs to be updated i think
i also noticed that setupfarm and setupbigfarm didn't build the buildings correctly
Run the clear farm command before you run those two iirc
does anyone know the map name for the mountain lake
sorry it took me a hot second but this still resulted in the "couldn't place building" errors
Mountain
yep
i'm on my laptop instead of my desktop which is why none of this stuff is set up
need another log?
i'm also for some reason unable to use debug commands in the chatbox despite turning the config to true
no worries
https://smapi.io/log/ab99d1cff95840a88c01080a3ffa81b3 if anyone else gets curious this is my latest log and i'm going to go shower
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
For when you get back do you know the one for the springs,/train station
Railroad
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
{
"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?
I wonder if I should upload this personal conversion mod. =/
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.
on the flipside, though, none of those seem like I should bug the author about it
I tried it twice with the same results as you, left the farm and came back and tried again and suddenly everything built.
Hmm.
"helper.Events.GameLoop.OneSecondUpdateTicked += OnOneSecondTicked;"
weird to see in a junk mail mod
maybe it's for midday mail? TimeChanged's probably better
are you talking about Junk Mail by Taskmaster2?
yeah that was my thought; it's old and predate widespread CP usage/proper mail triggers so did things manually
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
oh, this is not the one 'd upload
I'm mostly poking at it to debate if I want to fix it's GMCM invoke
and then send that to the author. :V
(because it's GMCM code is broken)
This looks to be the correct format. The best way to check is to test in-game. It also might be helpful for you if you find another mod that does something similar and study how that author makes the edits/changes.
Thankyou for the advice my issue was I updated the text in my file copy not the one i had in the mods file. Silly mistake.
A mistake we have all done, possibly even multiple times (like me)
absolutely have done that so many times
Yeah, I had to fix that af ew times.. but it looks like I've got rid of most of my angry red text
for vpr, those tiles are handled in mixedbag's tilesheets
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
I don't see how that would cause the overlay in the first picture though
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)
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 
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.
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.
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
That ended up being a seperate issue, but thanks for the lead on mixedbags tilesheet
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?
Or maybe listing reasons custom NPC may not show up, that help too
When you say "doesn't show up" does that mean they're invisible but still there or aren't there at all?
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)
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
thank you so much!
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.
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
There are mods using the feature but no idea if there are simple example
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.
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
I'm gonna guess no
Hmm
Someone mentioned something the other day with maybe betas
I dont remember context
I as the debugger can tell from mailflags in trace but its not player visible
Let me see
Oh yes!
It has it
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.
Thats so cool!
Glad you found it thanks to my super detailled explanation
I guess I would need to figure out how to make it play each time you load a save, but not every day ?
(I think a single line logged per day is fine.)
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?
Might have to do that. I'll have a config option to let you turn it off anyways
It sounds REALLY cool, but I also know I personally never took any interest in the crossbreeding part of acnh and doubt i'd do much with such a mod but on the level of "do I think it should exist" im like hell yeah, thats a really cool idea
Fair enough. I'll be incentivizing the production of hybrids beyond aesthetics through them and products made from them selling for more (the hybrids will not be available for purchase as seeds), so that might help with your lack of interest, haha.
(Try asking #modded-stardew .)
Mod developers have a bad habit of not playing the game
Roger, thank you for pointing that channel out! (I'm new here, obviously, lmao.)
(No worries! And your question isnt in the wrong place, but it might get more useful answers over there.)
Consider me interested for sure, I do like cross breading plants, especially if they have stats / a goal to get to through cross breeding
@obtuse wigeon You leveled up to Shepherd. Wow, you've been talking a lot! Have a prettier, slightly more brag worthy, shade of blue.
Oh lovely, shame I can't see the blue in messages
well this is adorable
If you do figure it out, would you mind sharing by chance? It's an idea I've been thinking about for sometime but wasn't sure how to actually implement it to occur only once on save load (only logged to debug but that's easy with BETAS)
I didnt bother
I love that, little messages like that are so fun to read when I have the log open all the time
Ahh fair enough
I've got you, probably. What about making a boolean isFirstDayOfLoad that is set to true when the game is launched that you can check, and set to false when the day starts, so all subsequent days whatever you want to do wouldn't trigger....
6480 isn’t using C# here
Ah, whoops
So booleans are trickier
Apologies, I didn't catch that.
This is a content pack thing (BETAS) that Lumi mentioned earlier
No worries
Easy to not know all these acronyms
Heh
betas MenuChanged trigger with input item set to the save menu?
if you're in C# land you can just use SaveLoaded
I can't remember what the c# class for the save menu is
do triggers even work when you're not in a save?
I don't see why not 
I should go to sleep but I need to try
you go to sleep i can test it out for you
SaveGameMenu
Oooooo?! I might use this also, if BETAS is installed 
it didnt send the message on ITEM_ID Target SaveGameMenu
oh well! it was worth a try
input! not target!
yeah it can do both, but I think Input (the menu just closed) makes more sense here
sad
scope creep button to add an equivalent of the harmony triggers for smapi events
I was gonna mention harmony through BETAS but wasn't sure if it would work for this (evendently not)
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
is there a false dep
for mod authors? will regular versions of frameworks like smapi and content patcher work or should i download the developer versions?
like for making mods n such?
Oh wait, there isnt a false dependency
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
Regular versions work
cool! thank u!
Esca's EMP has a trigger for OnSaveLoad.
Interesting
If you don't mind another mod dependency.
I do, but good to know for the future
I love using random 2 tile high sprites just to plan out events, like yes this makes total sense i swear
hello! does anyone know if the Season global token takes into account the SeasonOverride of certain locations like Ginger Island and the Desert?
https://www.nexusmods.com/stardewvalley/mods/37866 updated this with hopefully a fix for issues some were having
I don't believe they will, and Season is always the global season
most people have manual overrides for location context Desert or Island, or use the vanilla GSQ if at all possible
yes i thought about those manual overrides but then any new locations from other mods will need to be added manually right?
like the crimson badlands from sve for example
if i wanna target the objects.json of stardew valley expanded how would I do that
like instead of data/objects what would I do
it's also Data/Objects
SVE adds new entries to it, and it's up to you to edit those entries
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)
if you can drive your thing with GSQ instead of When, there's LOCATION_SEASON which checks the season at the active location automatically, so that's the best solution if you want to honor all such overrides
thanks! i'll see how if I can use that in my dynamic token
Is there not a map for season...
why aint this working then ???
either the three numeric ids need an (O) or the last long id doesn’t
oh also adding "$schema": "https://smapi.io/schemas/content-patcher.json", right under the first bracket of your code will make VS code shut up about comments
k
the first three work so maybe last one?
omg ty
with or without coma
wait nvm
fuck json
Data/Objects doesn't include the qualifier ( the (O)) in the keys
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.
Which to my brain means "don't put the (O) there unless you want (O)(O)"
you can also change the language mode to jsonc for that!
(kind of. its more so that the game typically assumes it must be from Data/Objects if you didnt specify, but it doesnt check if it does actually exist there)
youre trying to change just the category of dulse seaweed so that it is fish?
yes
what did you check to determine this? can we see your log?
cjb item spawner
i used it earlier and it appeared
but now it dont
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.
sure ill get the smapi log
-# Phrasing
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
content patcher isnt the problem i think
did content patcher format change in 2.8.1
cuz i dont wanna break my code
no, pathos is good about semantic versioning, so don't expect any breaking changes until format 3.0
and even then, there will probably be rewriters and migrations to make old packs continue to work
k
thank goodness
lol
lol
https://smapi.io/log/a6534956d69340d58fa7297df8a35dfe whoah what happened here
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.
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
?
follower pet that will attack enemies alongside you and level up
it looks like an issue with your context tags but i’m not sure
can you post your object code again
nvm found the link above
looks correct, hmm
my guess is try adding a false dependency to SVE in your manifest
i have no idea how i woul to that
just set it false instead of true https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
how would i fix that
shoot sorry
my internet bugged and I thought i didnt reply
im sorry
wait how do you set dependencies
scroll down to the section marked dependencies
nvm im sorry
all good, just want to give you the resources to learn 
what unique id for sve?
you can find a mod's unique ID inside their manifest
FlashShifter.StardewValleyExpandedCP this for sve?
looks right
ty
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.
still not loading
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?
do me a favor and try this instead in case the order of the patches is somehow an issue https://smapi.io/json/content-patcher/d0dee3d6e355411fbb6a430fa2951f8c
also you'll notice i condensed several patches to Data/FishPondData into one patch
so lighting is actually subtractive (i think that's the term) and you'll have to use the complementary color to what you want
have you seen the list of accepted colors on the wiki?
I don't know the proper terminology, but SDV's light color system is subtractive: whatever color's RGB you choose is removed from the default light, which is probably white or yellowish
so specifying a color like DarkCyan results in logic like this, basically
Oh...
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
oh also, i'm not familiar with fish pond data, but it's not uncommon for an item's ID field to have to match its key in Entries, so you might have to make your IDs match your {{ModId}}_algae format. another note, are you aware that the token {{ModId}} resolves to your Mod ID? it's super useful
i thiiiink this is it? https://stardewvalleywiki.com/Modding:Common_data_field_types#Color
I tried inverting the color I want and it gives a bright green... So you're probably right!
Yep! It's working. Thank you!
k
did u remove the tags
no i just reordered things
i'm not even sure i'm reading your log correctly, so i didn't change anything data-wise
k
yeah its giving the exact same errors
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
k
ty
anyone know where to find info on modding enchantments? i cant seem to find anything on either wiki
ultimately my goal is an enchantment that applies dot
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
that and Spacecore has something about custom forge recipes
https://github.com/spacechase0/StardewValleyMods/tree/develop/framework/SpaceCore
Oof.
could what you want be applied using a Buff instead? i'm not sure what dot is
damage over time, e.g. being on fire
damage over time
ah got it
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.
I have implemented DoT as timed delayed actions that each just hit the monster again
That's for trinkets instead of enchantments tho
whoa, softer mode sounds great to get people to actually engage with the meat part
I love AHM, and I feel like everywhere I go I see ppl use every feature of AHM but the meat part lol
I had that implemented for months. I was just not sure I tested it enough before releasing it. Than I got overwhelmed with a lot of personal stuff and couldn't finish testing to release it.
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!
That softermode has some horrifying implications if you think about it a little too long
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
It's still a magic wand that take meat from another dimension. Now instead of sending the animals, it harvest their love for you.
What if the monster hit the gym? Got really buff
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)
interesting.. makes me wonder how magicstardew's poison works
carefully
well there's vanilla rabbit feet
something something "rabbit feet" is just the colloquial name for when rabbit fluff collects into a ball you can pick up
something something except actual feet have been used for good luck IRL too, so it's hard to say for sure
Nic. Everyone knows Rabbits constantly shed their feet and grow new ones. Geez. /s
brb making a mod where rabbits have a slight sprite change for a day or two after dropping that forage item
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?
what's the use case?
I want a 42 px to be used as a futan bear size
Because I accidently drew it too tall D;
is it also 42px wide
yeah
Just make a new furniture then
there are frameworks that allow for HD sprites but tbh I'd just make it a new 3x3 furniture
I was hoping there was a easier way because furniture framework confuses me xD
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
But the main issue is at 42px it shows up huge in the game instead of plushie sized
you can just copy LG. Futan Bear
If u don't need anything fancy that's what i recommend
Now as for actually doing a "1 tile tall but higher resolution texture", u can use spacecore for that
So even if I do figure out how to use the vanilla code and stuff, it will still be too tall in game
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
Right now it's bigger than me in game
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
It's not very detailed lolo
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
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
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
Spacecore has feature that would let you render a 48x48 thing as a 16x16 texture, but it will appear HD
yeah tbh I'd just like redraw this to be 16x32
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
instead of dealing with HD textures and whatnot
The pixel art scaling problem is something u should solve by hand if you want any control over what it looks like
No one has a framework that "load it as a percentage" because it doesn't look bery good
(though if this actually just the outline instead of the finished product then I suppose it would be difficult
)
By hand means redrawing it because photoshop destroys everything when you Smart Object / Rasterize and then resize it lolo
(also you couldnt make a framework do that anyway bc its up to each individual C# mod how they wanna draw it)
Megu what if u make this like
I don't know about Photoshop but many art programs have "use nearest pixel" for resizing instead of extrapolating
A rug
Can you put rugs on tables?
It's a ghost from The Coffin of Andy and Leyley :D
iirc you can only put 16x16 objects on tables
you can make a separate furniture that's just that object on the table
You can put anything with footprint of 1 tile on a table
Okaii, thank you guys. I'll look into the footprint and see how to work spacecore! ♥
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
!loadorder folder name is unreliable and doesn't work most of the time
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.
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
Why would you want to shoot anything but rocks and explosive ammo from a slingshot? /jk
never wanted to shoot bagged milk, husky?
Nope. Never
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
helloo is there a dialog key for specifc dates when not spouses/roommates?
...i have ideas now-
wym
like <season>_<day> but for when not spouses/roommates
oh yeah you can go wild. heres a template with everything https://stardewmodding.wiki.gg/wiki/Npc_template
a bit further down theres the dialogue stuff
oh?
I know what cuased that but aaargh
shore
oh shit it does? had no clue lol
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
thanks so much!!!
believe me when i say that if you really wanna do all the keys you gonna be miserable if writing isnt your thing
did you make it?
you saved from so much when and GSQ shenanigans omg
so a fair bit of warning there to maybe start with standard mon tue wed etc and then see how you progress maybe
not doing ALL of them haha
..yet 
(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
It's a conversion mod of someone else's stuff, but what i did is I forgot to merge the i18n from the other file
congrats
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
For the mod name? Call it non-fish fish ponds or something
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
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
"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
i did it item_sea_jelly and it worked but ty
ohh actually eah
there is also a context tag for item_<internal name after sanitization>
I don't like it as much as id_o because authors can give their items whatever internal name, while the id is exact
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
item_ use the internal name from data actually
ah yeah as it populates base context tags off itemid only and doesnt know the item instance
(you prob already know)
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.
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
I always draw in layers
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
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!
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
you should ask #modded-stardew
will do
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
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)
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
Yes

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?
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
maybe if u write shit to the master player? its wacky
this is something that casey community service may fix 
in the meantime can you explain the usecase more?
I'm actually trying to move away from spacecore networking. It seems to crash if too many messages are sent at once.
How are you patching it?
casey community service = mp sync improvements in 1.6.16 mayhaps
or in new smapi, unknown
Ooooooooo
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
Write to farms moddata
Game1.getfarm
Unless you absolutely need per player
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.
yesn't? players can spam spells which send out a ton of messages.
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
Since they are characters who are already there, try editing their entry in the set-up instead.
if the spell's effect is already mp sync'd then there's no need to send your own message
for example, you won't need to message about projectile
Ah, I'll give that a shot, thanks
also don't need to message about forage collected etc
yeah there are a few that already is synced but other's aren't like the summons that follow players around
they aren't companions
you can make them be companions
although vanilla uses those specifically for trinkets, they are not coupled
you get a netposition for free 
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
Yeah, parsing in and out of strings would be expensive
maybe eventually. for now I want to tune up the old system before moving new ways
i think this is the optimal way to implement a summoned entity as of 1.6 
Yeah
a lot better than using string modData and doing all the serializing stuff
the string modData is just read once. It then attaches a Temp sprite to the summoner.
in that case it is infrequent then 
well ultimately up to you
im just throwing out suggestions here
just checking, dynamic tokens work in keys right?
not i18n keys, but yes
gotcha!
thanks! 
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
Yes
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
ooh okay, I'll check :)
Priority does not accept tokens
you can have {{i18n: {{anothertoken}} }} if you want
but the value of an i18n does not resolve tokens
huh, alr!
but the entry in default.json cannot be a token, correct?
entry in default.json = value of an i18n eys
rephrasing, the i18n key cannot contain a token, correct?
you may not use tokens in i18n translation json yes
congrats on ornj claude
When you say “if they’re visible to the player”, can I zoom all the way in to make them less “visible” which in return increases monster spawns? Or is there a predetermined range of “visible”?
you can use SMAPI tokens whose value is a CP token passed into it tho in i18n
theyre still technically called tokens there
i'm a fellow cheeto now lol
Huh, where did you obtain this info? Where can I find 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
should this work to have a random chance of season-based dialog?
sorry if I'm not making sense, really exhausted rn lol
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
gotcha, i only have a few seasonal dialog things anyways
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!
have you unpacked the game yet?
claude that's for assets
ohh, thought you were looking for assets lol
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)
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
Okay, so it is a case of just trawling through until you find what you're looking for - thanks 🙂
yep pretty much
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
what are you looking for
which specific item?
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
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!
Oh I haven't! I have just used ILSpy on the .dll and opened it in VS, I'll try unpacking as well 🙂
good luck with your mod :)
Thanks for your help!
TerrainFeatures>Tree.cs has the code for wild trees, i just checked
depending on what you want your tree to do
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
do you want to replace it with another letter, or just stop it entirely?
If you're not attached to using C# to make your mod, you can also do this using the game's data system to create a custom item, and use spacecore as a framework to make the item trigger almost anything you want when used
stop it entirely
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
thanks for looking into it !
Oh so UseForTriggerAction?
no sorry i was talking to jas
Oh lol, ignore me
although i do think you're correct that that's the spacecore function that 6480 mentioned
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
the elusive adoptionLetter
hopefully someone more knowledgable than me logs on and can help you out
it might require C#
thanks for giving it a shot! <3
are we certain this letter is actually sent and isn't cut content?
yeah I checked the files myself and I'm almost 98% sure I have never read it anywhere, even pre-1.6
I remember receiving it in the past but that was pre-1.6 so idk for sure
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
yeah but there's no reference to it in the code
and i'm fairly sure i've never received it in a save
(i'm not crazy, yay!)
awesome thanks guys ^_^ easiest mod ive ever made
Someone get this person an orange name
LOL
howcome Lexicon.capitalize does nothing for not english
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.
night events usually set Game1.player.CanMove to false i thought
let me get a gif just so I dont seem like a crazy person still a crazy person tho
it could just be this one night event
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
?
usually it's for another C# mod, but you can name mod to make sure
i meant that night events generally do Game1.player.CanMove = false
somewhere in the setUp method
i just stumbled upon spacechase's manabar mod which states its an api
isplayerfree doesnt even check that chu
i didnt necessarily have a plan to use it but wondered if i could with CP
C# mods usually expose things to CP via things like GSQ
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
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
according to the code it increases the width/height of the hitbox by those number of pixels
a single in game tile is 64x64 so the lava katana's 2 pixel increase is probably imperceptible
Tbh you think it doesnt do much but it feels like more than the numbers would say tbh
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
😔 boo'd out of modded farmers for my unpopular ketchup opinions
Anyways this means i should make a mod with ketchup
(Ketchup chips are great. I don't think there's a mod for that yet.)
Hmm, maybe i would have to make a "ingredient core" mod
there are now 15 competing standards
actually butter is not on my list thank goodness
So far what is on my list is ketchup and sweet green bean paste
I don't actually know any mod that does those at least? I think people usually just extrapolate Tomato to Ketchup
there will be one in ten days
a threat

okay, so most likely a bug with context.player if it's not working or reading it correctly then.
- 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
I worked out how to add an item that drops from trees!
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)
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
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
Oooh okay, thanks for the advice
That's good to know! Thanks
Can I ask what you're making? I'm just curious
Basically trying to make the falling leaf item from Animal Crossing haha
So you use the item and it turns into a furniture? 
Yeah!
That's cute
Felt like it would make me have to learn a nice amount for a first mod
It does seem like a manageable start
I'm just starting from 0 basically, only have done a tiny bit of python
Zunda mentioned?
@mystic skiff Congrats on an AH update! Also I had to laugh at the idea of taking meat from a living animal 
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
I don't know much about events, but maybe you mistyped the ID of your custom map in the event (or the opposite)
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
patch summary <modid>
but if its a custom map, is there a blank Load for the events asset for that map for your EditData's to work
you can only edit an asset that has something loading it, either being a vanilla xnb or a mod loading it via other means
I still don't get what's wrong...
so there isn't a Load for Data/Events/<MapId>
How should I add it?
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
look at content patcher random tokens (this is a mod, with a lot of documentation)
I did, though there's still a lot I don't get, like implement the tokens in dialogue
ok! you can try looking at other mods to see how they do that, there's a few different approachs
there's a guide here with a pretty relevant example in the "starting out" part:
https://stardewmodding.wiki.gg/wiki/Tips:_Using_i18n_for_Easy_Dialogue_Randomisation
you'd want to add an i18n folder with default.json in your pack, put the random dialogue lines in that, and use the normal dialogue keys + token example there
tysm for answering!
I once failed trying to follow this, but I'll give it a try again
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)
If you get stuck at specific parts of this you can ask for help understanding it here :)
will do! Taking a break atm
I'm more of a artist than coder so these stuffs really out of my comfort zone
Really thankful for this server!
How can I edit this description?
Omg tysm
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?
huh? red train?
Are there any warp points in Grampleton farm to other places?
npcs take like, the "META" path so, weird pathfinding things can happen. like demetrius deciding he wants to walk behind the community center after some map changes
The same red box, but after warping the NPC froze
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?
Click on and warp
I don't think an NPC can accidentally trigger that then. The pathfinder intentionally sent your NPC to Grampleton farm, I think.
That's not a vanilla thing? That makes a lot more sense now
There are no other warps to any other location? It's a dead end?
Oh wait
I reloaded and the NPC's pathfinding is fine
So from train station to town, it's the "same" distance, going through 2 warps
Did you change their schedule in the middle of the day or anything?
My theory being because I was in it's way, it took the other way around, bump into the warp and got whooshed
I reloaded by exiting to tilte and join save
title*
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
The first time it happened, I didn't do anything, I play until the next day and went to check up on it, and saw it literally disappeared
Went I warp to Grampleton, I found the NPC stood frozen
(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)
I don't
if you have lookup anything, can you enable debug/dump data and send a screenshot of what it shows as your npc’s schedule?
normal day
alright one sec
I am out of ideas as to why they froze specifically
sorry can you tell me the process to this?
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
I did activated the debug and typed in /dump data in chat, it didn't do anything?
it's not a chat command
ah alright
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
Like this?
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
Shoulder checking an npc into a warp is funny ngl
Hello World, can anybody tell me how SinZ optimize this?
- Improved performance when mods edit maps (thanks to SinZ!).
https://github.com/Pathoschild/SMAPI/blob/develop/docs/release-notes.md#release-notes
this is the code change: https://github.com/Pathoschild/SMAPI/pull/981
Thanks, you save me from insanity 
People had actually asked for that and that was in my todo list since forever. But that IS the main reason a lot of people don't use the meat feature, they don't want to "spent" their animals to obtain the meat.
So since modding is about playing whatever way you want, why not?
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
yeah let me just cut off ONE cow leg and leave the other three for next time lmao
ive never sent an animal to the shadow realm bc i get attached to my sillies
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
should just be springoutdoors
anyone familiar with spacecore sourcesizeoverride?
@quick sand You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
🤨
hola
do you have something in the data that you can use as a reference? It's possible that you're using the wrong unit.
its added by spacecore so i doubt it. im trying to find a mod on the nexus that used it thats also CP 😞
i did it! kinda..
is it possible to offset this so it fits where it should?
when im making an item I target data/objects right? is there anything that goes after that
gl
when making the item what do I do after this? do I use the fields on the wiki, is there an example I can use?
tysm
does the mods/modid/candy still work if their mods folder is named something different like what if their mods folder is named modded
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
so no matter what it will work?
wait but then how do you organize the assets
assuming it matches whatever you loaded your texture to
k
how do you structure your mod folder then
oh
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
but wait im not editing im creating a new one
im sorry im just lost
k
you Load a file to some Target that you define
the Target can be whatever you want. its made up
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
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
.
you look at the documentation for Load instead
k
mod id is the folder name right?
no.
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
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
do you all know a way to fix this? used spacecore to use a larger image but now it fits weird
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:
no real way unless its written down on a wiki somewhere or someone tells you, otherwise its in the decompile
gotcha, alr!
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
i assumed so, thanks for clarifying :)
oh cool, i didnt know that ty
maybe im just bad remember
wait what is the target field for then
i guess in the context of "Load" its giving it a name
oh
so you just say {{modid}}/[nameofitem]?
did you specify the source size override
Target is whatever name you pick for the game to know your png by
hey! so this is under the mod-author-role-benefit-things, uhhh how might I ask for the link?
doesnt matter what you pick as long as that name is what you use in the data field
so modid/internalname
k
you ping Pathos and ask for it and provide your GitHub username
people usually use some variations of {{ModId}}/Name yes
k ty
i think I understand now
i believe so.
"SourceTexture": "{{InternalAssetKey: assets/supersledgebig.png}}",
"SourceSizeOverride": { "X": 64, "Y": 64 },
The ? Code doesnt work in festival positions, does it? If it did, it would make progressive npcs much easier to add.
festivals are just fancy events so id assume theyd work, but ive never tried or looked into it
no, i had to have conditional patches :(
hmm that looks fine to me
usually SC should have shrunk that texture into the 16x16 square
you’d think they would but oh well
Yeah, i tried it to Nic. If they could at some future point it would make my festival.json file much tidier.
idk how the code works but it sounds like a good feature request for 1.7 if possible
did you try adding them to the set-up script instead of just _additionalCharacters
me neither
Would that potentially break other things?
id be 50% surprised and 50% not surprised
i think as long as you use text operations and not override it
yeah itd have to be an append
i’m not at my computer but if you do get it working lemurkat lmk
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
¯_(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
well its generally recommended that you put them in the _additionalCharacters field yes
but that field should still respect optionality
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
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)
i might be misremembering my code actually lol
for some reason i thought there were three options: map, setup field, additions characters field
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
RotationVelocity (Optional) The rotation velocity. Default 32.
is it possible to disable rotation on projectiles from melee weapons?
0 didnt work...
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
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)
have you tried just setting it to 0?
rotationvelocity I mean
it mentioned line 67, which is why i was very confused! the error is gone now, thanks. let's see if i can get this mod to load now
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
maaaaaaan... i wrote "rotationalvelocity" so it ignored it
so you typically need to look a line or few before the error
hahah classic
oh wait im way too tired
i didn't see your 0 didnt work line
sorry about that
all good. it confirmed that it shouldve worked
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
great, the next json is throwing errors and i bet it's because i missed yet another comma or bracket
i think it depends on what they intend to make and past gaming experience
the json validator should tell you exactly where the issue is. if its another comma error message you should look around there
it would be pointless to create a mod for content that comes later in the game because you havent played enough to know yet.
ideally a good chunk, because having knowledge of the game will answer questions you may have while modding. i've already run into a few instances where i had a question about 1.6 content because i hadn't played the new update
however it's definitely still possible, just harder
I got a user issue the other day by someone saying they were experiencing a fatal crash when attempting to launch the game in split screen mode. This was when I learned stardew has a split screen mode.
400 hours in and I'd never seen that feature in my life
its also worthwhile to play a game to completion before "cheating" if the mod is going to create significant advantage
imo at the very least reach the island and complete a good chunk of it
helloo! anyone know where i can find that google sheet with the locations of all NPCs during festivals?
i'll do you one better https://festivals.pillow.rocks/
eee ty

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)
lol the projectile is horizontal when fired up/down
eugh now i have a mod idea to expand the spirit's eve festival 
why must my brain be like this
i just wanna focus on one thing cmon 😭
get scope creeped
that sounds cool! what's your idea?
like maybe making a more complex maze, larger area, making NPC movement more detailed and vary the dialog more
and more yearly variation
that sounds like hell to me but best of luck
also headshup that some placements might be diff by now since a few mod authors(like me) tried finding a new spot after seeing their npcs overlap with others
i really wish there was some way for mod authors to edit/add their NPCs, or some way for it to automatically update, but even still it's a great resource
we used to have that with a sheet from hime but it got too messy
scarlett had a sheet where she was adding things too tho but with no editing permissions
huh
i say had but its have, it still exists lol
scarlett is the compatibility GOAT
good to know ig, but the site is still cool :)
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)
....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
scope creep is natural in this place shoves my hundreds of ideas and WIPs under the bed
i hath been cursed by scope creep 💔
lmao
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)
and it's an animation based on several of the same animation i believe
i believe MMAP can do it?
theres some mod out there that made cauldron bubbling available to CP authors but i cant recall it
MMAP has some kind of TAS generation, yeah
the puff is on cursors at x372 y1956
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
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
good to know!
techncially #00FF00FF i guess which may be relevant if MMAP supports transparency in colours
is there somewhere to quickly listen to all the sound files (not music) so i can know which id to use?
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
beautiful. i was just about to make a config option so i could change it mid game/test
oh excellent
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
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!!!
!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
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Also, if you actually have content.json in your mod's folder, make sure it's actually content.json and not secretly content.json.txt.
(In other words, make sure you actually saved it as a json file.)
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
enabling file extensions will definitely help with that if that’s your issue
i double checked and content.json is a json!
can we see a screenshot of your mod folder?
please shift+windows+s to screenshot your mod folder like this
there is no content.json in there, and why do you have a .dll file?
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?
no. a .dll file is a compiled C# mod.