#making-mods-general
1 messages Ā· Page 462 of 1
and what content.json file did you double check if there is none at all
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
you're making a Content Pack, not a C# mod
it shows up here in my local files/not the one uploaded to the mods folder for some reason. i tried deleting and redownloading and it still doesn't show up for some reason? maybe i should just remake the project and copy the json data over bc clearly some weirdness happened when i was making the project
if youre making a content pack you shouldnt use an ide ie: visual studio
im not sure where you got it from that you need to be using Visual Studio and compiling things for a CP mod, but its incorrect
just notepad or any simple text editor
follow the links in the startmodding command up above
OH ok fantastic thank u i think i was just following a really bad tutorial thank u sm!!!!!
(we don't recommend notepad because it doesn't have things like auto indentation)
if you were making a C# mod, you would be using Visual Studio and compiling things
a content pack for Content Patcher is not a C# mod
notepad++ or visual studio code are ideal for CP
not commuinity
when i switched from regular to notepad++ my mind was blown
Visual Studio Community is a full-fledged IDE
man i always mix them up, sorry
also, while not directly relevant to your original issue, if you think you needed Json Assets, you don't
to add a fish i recommend following this tutorial instead of the other one you said you were following: https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Fish
probably unused
Hi, I need to set the minimum and maximum quality that a harvested item can have, but I'm not sure how to write the value. Is it a number or do I write the name directly, like iridium?
"HarvestMinQuality": ?
"HarvestMaxQuality": ?
a number from 0 to 4
0 - base, 1 - silver, 2 - gold, 4 - iridium
Ty Selph! š
Cheetos
what ever happened to 3
eated
i have a C# but also kind of general programming question bc i'm rusty. if something matches multiple if statements, will they all execute? what if i put break in?
for example (pseudocode), what would happen if i put an iridium tomato in:
print("Yay yippee!");
break;
}
elif (quality is silver){
print("Booooo.");
break;
}
elif (item is pepper){
print("Spicy!");
break;
}
return true;```
I assumed base 2 counting system, but that isn't the case at all looking at the code
Switch case
Elif
Oh i got confused by question i thought nic wanted to know what to use here
Break doesn't do anything bc u aren't in a loop or a switch
uhh if there's a better way than an elif tree then i'm open to hearing lol
(also an iridium tomato cannot match all of those anyway)
(this may be different for other languages)
i think the answer to the question is only the first valid one will execute
Ignoring the break; part the actual case is that iridium tomato succeed check 1 and so you get Yay yippee
can someone answer that
and then it stops checking the other conditions?
theres if-else statements, switch statements, and whatever you call the other version of the switch use
Yeah that's what elif does
ok perfect that's what i want. so i just have to make sure more specific ones come first
whether or not it stops depends on which you use (i believe. im not actually 100% sure if C# switch cases fall through? i think it can vary per language?)
Well C# force u to use break or goto in every case right
So it's no fall through enforced
Yeah you have to goto case
(it couldnt be answered before clarifying the differences between structures because the answer is different depending, and the use of both if and break in the pseudocode made the intent unclear)
now nic if u had used all if (and no break; cus that's confuse)
a iridium pepper would print Yay yippee! and Spicy!
(whether it's on 1 line depends on printf impl)
easier to remember if you keep in mind what elif means aka else if
meaning "is this iridium? do this. otherwise if its a pepper, do this"
it wouldnt do the second one with an elif because its not an "otherwise" situation
yeah makes sense! in this case what i'm trying to do is set a CT, so i do actually only want 1 CT to be set, the more specific the better
this is for my tile action similar to the luau soup if you recall
hm u can do that in content right? sorta?
i don't believe so? there's no way to see what the player is holding when they interact
for case of just 2 CT it is simply If
yeah she needs C# for this anyway so may as well do it easier in the code directly
hm i encounter weird license scenario
context is that few months ago i wrote a PR for data layers to improve passable checking
as part of that i made a custom IsTilePassable
data layers is MIT
now i yoink what i wrote then for me own mod, which is MPL
what is the license of these 10 lines of code 
practically speaking id say whichever is the more permissive of the two, i suppose (im not familiar with MPL)
or i guess maybe just MIT since in writing and submitting the code to it you agreed to make that code specifically, MIT?
i guess so? 
You're still the original author of that code. You contributed it to an open-source repo, so it's covered by the open-source license as part of that repo; but you can still republish that code elsewhere under a different license. (It'd be different if you submitted it under a contract which transferred the copyright, rather than just contributing it to the repo.)
I wonder what topically related mods I should shout out on my cooking recipes mod page 
Love of Cooking?
I think it's mentioned literally five separate times on the page 
Someone please make Tired of Cooking and Eating The Exact Same Food All The Time
I read that as tropically
anyone know why this code would produce this?
ok didnt think it would be that big
trying to use spacecore to place 32x32 sprite in 16x16 but now it doesnt fit
is SuperSledgeBig a single 32x32 png
yes
then I have no other lead 
I'm having a problem where when I try to create a C# mod alongside a CP mod, it places a folder with the same name in Stardew Valley/Mods as the sub-folder in my actual mod folder (if that makes sense). It's then also either finding a duplicate mod or saying I don't have a manifest (when both the C# and CP do). Any ideas?
are you using ModBuildConfig's bundled content pack feature
Oh I see what you mean - I hadn't been. Thanks š
don't be scared to ask for help if something is not clear, but I don't think FF will solve the issue you were having: it doesn't support scaling since it doesn't look very good as other people said.
does this event precondition take a qualified or unqualified ID, or does it not matter?
either is fine
is this just smapi being slow to correct itself?
It has Y update key but pointing to Z mod
Yar something similar happened to me and I was told that it's due to local cache.
(It did it properly when I tried changing PC.)
kk ty
does anyone finish their mod and just feel like they still should be Doing Modding? Like I'm stuck in mod zoomies
I am resisting the urge to push it immediately for testing purposes
I mean yeah. Once im done im like "now what."
it's very NOW WHAT
I'm releasing December 1, a month more for people to play around with the beta and tell me if anything explodes. I played a full three years with it myself, heavily modded to see if anything exploded
also thanks everyone here for answering questions
because it has given me THE POWER to actually finish this dang thing
Is there a way to allow custom NPC entering Elliot house/Leah's cabin?
I have Elliot house in NPC's schedule but it won't work
Divert that energy to doing the mod page. š
Show the schedule?
He's caused literally multiple problems over months in my current mod
(His fault of course, not mine)
if i'm trying to read from all furniture items, is that done through a dictionary?
You know you're good i didn't even catch the missing t in his name.
smelliott
A bit of a silly question but between Sat6 and spring_6 command, which command would go through? Or both would be randomly choosen?
The dialogue page shows the order of precedence for the keys
So because <season>_<dayOfMonth> is higher in precedence than <dayOfWeek><hearts>, spring_6 would be chosen above Sat6 in the first year only (it's not valid from Y2 onward)
ohh, so Y2 onward the other would always be choosen?
Only if you're at 6 hearts or more with the NPC and there's no higher heart line
Waif really? Not valid y2 ? Do you need to have speing&6_2 or something
Yes
Yup, day of month just as the single number is only valid in first year
The more you knoe
Th division is between "year 1" and "year 2 and up".
So spring_6_2 would fire on y2, y3, y4 and so on.
There is a key for use in any year, apparently: <dayOfMonth>_*
wait this is a lifesaver actually
I was so downed when the command can only applied Y1
You can do Y2 onwards separately like Dolphin said
This is just if you want the same line for all years
I'm more of a "Different lines for everyday" rather than "Different line every years"
Both took extra efforts so Imma spare my sanity
a bit
I'm very confused about the latest mod showcase, does Alex only have 3 fingers else where in the game and I've never noticed? XD
Nah, he was missing a finger for most of the game's history. He was given the correct number of fingers in 1.6.15 apparently
@blissful panther Hey DH, one of my beta testers noticed that when playing on steamdeck and using the MEEP image/text closeup feature, they could only tab through by doing up and down on the right joystick. Unlike reading mail, which they said it's possible to tab with the shoulder buttons. Is this anything you know about?
Otherwise the only way to move between images is to click on the arrows directly. This was also an issue for my blind beta tester to advance the pages, since they can't locate the arrow keys. I ended up coding a second text-only option for blind accessibility, but if you're interested it might be good to look into doing some button-friendly solution more like the game mail? 
Also when i typed button just now it wanted to show me buttons profile
thats.. interesting
Yes, its a weird feeling
button, first and only of her name
I remember the first time I finished writing a book. My brain was going "...and then they'll go to a party to celebrate and..." then I realized, I didnt' need to write the celebration. They'd won. The story was done.
I found theres a LOT of custom menus that aren't able to be navigated through on the Steam deck, This wouldn't be odd if they also couldn't be navigated through on a linux desktop with a controller but quite a few can (not all of them but that's pretty expected). the only difference is that I've managed to find is the Steamdeck controller itself as using it as a controller via bluetooth for a desktop works as expected
does the love of cooking work on a deck 
I have yet to try LoC (it is on my list for my next game when that happens) so I shall have data to report then XD
you know, they havent complained at all, so i think thats a win!
But they did mention that LoC's "Ready to Cook" tab doesnt take into account context tag cooking... that being said, the tab does lag a bit when i have 500 recipes available and a billion fridges, so maybe its for the better that its not attempting to read a bunch of context tag fields at once 
(not an official bug report, they said they'd officially report it once my mod is actually out)
your question isn't clear enough, so I'll answer what I can think of:
- With CP -> the Furniture data is in the format of a dictionary of strings: {"Furniture ID": "slash delimited Furniture data"}
- With C#, depends what you want to read:
- Check all Furniture objects placed in a location ->
Location.furniturewill get you a list ofFurnitureinstances - Read through the Furniture data -> you'll get the same as with CP: a
Dictionary<string, string>, either through the asset requested event handler or withDataLoader.Furniture
- Check all Furniture objects placed in a location ->
hm, that's odd. the ready-to-cook filter uses the same behaviour as elsewhere using the ingredientmatcher appropriate to the recipe, but it does also check whether the number of ingredients in the recipe is less than the max available without limiting the ingredients count to the slot count, which it shouldn't
I didnt confirm the behavior on my end, so its always possible my beta tester is lying to make my life harder 
ah yes game1.player.recipescooked and game1.player.cookingrecipes and recipe.timescooked do not necessarily have the same value
the oldest trick in the cookbook
mmmm yes recipescooked is keyed by the item id instead of the recipe id
if anyone else stumbles on this later, the issue is that Railroad is not accessible in spring y1, so the game tries to load "spring" as a fallback schedule. (this is why the wiki recommends that you make sure your NPC schedule has a plain "spring" entry)
Isn't only one of them used
Wait wut
What usually causes the "skipped reload because underlying asset no longer exists" yellow SMAPI text? My content pack should be targeting the correct assets to edit, so I'm a bit stumped (also I've tried changing a few things around trying to fix some images not showing up and as I've got things set up right now none of the images are showing up in the game at all, so that's a thing too lol)
Did you use a token in the target path
Plz show example
Does this happen only when quitting to title
in my experience, i get this when i gate an "Action": "Load" on a new asset with When conditions, or otherwise cause loads to come in and out of existence when tokens update
The target path itself is just this: "Target": "aedenthorn.FarmerPortraits/portrait_Sarah",
And while testing, the error was coming up while playing the game, not just quitting to title
Farmer Portraits asset is only "aedenthorn.FarmerPortraits/portrait, AFAIK.
You don't tag a name onto it.
Hmm okay, I do have when conditions on all of my patches... What would I need to do to fix it? Cause I have the When conditions there for a reason
Aedenthorn's version of the mod allows targeting by player name
generally, for assets you control (portraits for your own NPC, for example), you can just remove the conditions from your loads and edits. they won't run unless something requests the asset
Then maybe make sure you have one base Load action that has no conditional.
And have the other conditional actions be EditImage.
apparently only recipescooked is used, which increments the value keyed by itemproduced id (presumably whichever one was cooked since apparently the recipe can have one of several outputs)
@next plaza Hello, i have question about Space Core
where i can get src code repo for v1.28.4 like Nexus release?
I see. To clarify, are you referring to the conditions of the underlying asset which I'm targeting in my patches, or the changes to them that my content pack is making?
All of the source code is in the repository linked in the description, though specific versions can be hard to find
in this good and honest house we tag versions š¤
Gotcha. I believe all my patches are currently EditImage, so I'll see about making the base ones be Load
what i mean is, if you are Loading an asset, and that asset would not exist in the content pipeline without you doing that, then you should have no conditions on that Load, in order to prevent that particular SMAPI warning about an asset no longer existing
So how does the game know how many times a recipe was cooked
Gotcha. Thank you for rephrasing!
so the v1.28.1 it should be fine on android?
it knows how because it tracks the count in recipescooked, but it only checks the first item in the produce list for the crafting page, and checks per item for the collections page
No clue, I donāt maintain the Android version. Someone else does (which also means the source code for the Android version is elsewhere)
not sure whether i'll check for all items in the produce list or just the first to match vanilla
I think the fork is just by narathip right
No clue š
If i recall correctly the incompatibilities mainly came from those fancy harmony helpers for locals
for now i have already fix & port for android and run without no error
but for sure i see you have fixed bug about
- Fix some custom crafting recipes using SpaceCore being broke since 1.28.1, and fix incorrect custom skill name in custom buffs (thanks MoonSlime!).
Oh, you meant āthe fork is by the person asking the questionā.
Oops
Narathip if you make a list of what you had to fix maybe it could be consolidated to PC
That was a some pull requests, if I remember correctly
Or at least have the problematic bits separated
I feel like harmony helpers r kinda doomed tho 
While youāre here, Iāve been meaning to mention: Iām planning on splitting SpaceCore into two mods for 1.7, for the sake of multiplayer stuff.
Big weight bearing maybe
Thereās an issue on github where I have a vague idea of what part will go where
Havenāt started actually doing it yet, but something Iāve been meaning to give you a heads up on @frosty hull
kitkatcore
yum factor
also didnāt I literally tell you the mod name in DMs
Kittycore and katcore
I mean SpaceCore itself is gonna keep the same name, itās just that many features are being shunted to mod 2
so which half is space and which half is core
Well obviously I can't break NDA and share the real name
Oh the excitement for the name reveal is unfathomable
NDPP (non disclosure pinky promise)
Good idea, if i have free time i will check it
Obviously the space stuff goes in space, and the center-of-earth stuff goes in core
Or a secret third option, they depend on each other and you PR'd a way to avoid cyclical dependancies
Core depends on space, since:
- space can exist without planet (core)
- planet (core) cannot exist without space
or even better, harmony patch a way to do so
Harmony is the C# equivalent of duct tape to the universe
i have weird question
why this game can't render more than 60fps?
I think someone did some testing and increased the limit, it lead to really weird behaviour because a lot of stuff is tied to 60 updates a second, I can't remember off the top of my head exactly what weird behaviour occurred, but I think there was a decent amount relating to NPC behaviour and farmer behaviour too
(Looking through previous messages it was DecidedlyHuman who was doing stuff with increased framerate cap)
if memory serves, monogame itself also has some behavior explicitly tied to an assumed cap of 60fps
stardew ships its own fork of monogame so that's not a dealbreaker per se, but it would involve Work⢠(again, if memory serves)
there's also the very single-threaded and cpu-bound nature of stardew, so i imagine with any realistic number of mods you'd struggle to exceed 60 anyway
I recall at least a couple of instances of state-affecting logic being inside draw functions
so there's also that to deal with 
it's me again who needs help yet again
i am running into two issues here:
- i made a provisional house for my custom npc, the exterior loads in perfectly, but i can't get into the house (yes, i do have made an interior map already but smapi is throwing an error and i'm not sure where i did wrong)
- the other issue is that my npc simply doesn't load in. i can't figure out why, i already compared my code to functioning custom npc but i feel stumped at this point??
(I actually have code to uncap the FPS in the VR mod, but Iām going to need to still limit the update rate (if I didnāt already) and probably patch some rendering/animation things)
(I am able to reach 90 FPS fine, despite my crimes. Probably could go further if the headset wasnāt calling it again)
!json for house pls
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
Im assuming you didn't load it properly
I don't think your map names match
You loaded it as {{ModId}}_PeiMingHouse, but the game is looking for PeiMingHouse because you didn't include the {{ModId}} in the Data/Locations entry
make sure you also update your CreateOnLoad to match (MapPath should match the Target you are loading to)
this is what it looks like right now in my code and the warps
oh wait
no, i can't set the mappath to data/locations, that wouldn't make sense, right??
hmm is it possible to yoink alex's dog specificTemporarySprite spritesheet and use it in my mod as a temp NPC for events?
assuming it's gonna be in cursors
cause yk
cursors
the sprite was indeed in cursors 
its always springobjects and cursors
ik
they gotta invent summerobjects
omg i'm always SHOCKED when something isn't in cursors
like it just doesn't feel right
like i know there's literally a file called 'emojis', but i feel like emojis should be in cursors, yk?
strongly agree
eugh sprite shenanigans time
why am i making a new event when i already have a broken event that needs fixing
scope creep ig-
oh that reminds me i need to update it
no dont
just the number dw
ohhh gotcha 
I noticed when writing dialogues others stick these particular numbers: 2/4/6/8 next to {dayofweek} and {season}, I don't really understand why?
oh, lemme send a wiki screenshot!
Really sorry, I'm unable to access the wiki right now
Those are the heart levels
Ah, I've completely misunderstood them
aw, sorry about that
if you want further elaboration we're here lol, always better to check first
It's fine, I'm glad to know it before sinking myself too deep
tysm, both of you
Ok, just making extra sure
If I were to write both every {seasonal} and {dayofweek} dialogues, would the game only applied {seasonal} dialogues?
uh, could you clarify?
sorry again, but i didn't get an answer and i still couldn't figure it out myself. my npc's house interior still isn't loading and i really can't find the cause for this.
the npc has at least finally loaded into the game but i can't interact and the gift tastes aren't loaded properly (only the standard loves and likes); the apperance also doesn't change for winter.
here's my content.json: https://smapi.io/json/content-patcher/042c34f6e38a4108a9d8f4d1f1ba42e1
I'm getting frustrated so i'm taking break for now, but i do appreciate any help 
can't help with map stuffs sadly, but go take a break and take care of yourself :)

I'm basing my codes on another mod, which they have written all {dayofweek} (Mon, Tue, Wed,...) and {season_dayofweek} (spring_Mon, Winter_Mon, etc)
Base on what I know so far, I don't think the game would features any {dayofweek} dialogue then?
Maybe it's easier if I just show it with pictures
this is the order in which dialogue is chosen
that's a question for someone more advanced than me lol, still a beginner modder here
aka 1 is preferred by the game, falls back to 2 if not found, etc etc
so yes spring_mon will always win over Mon
yeah, i will! the moment i get frustrated about something, i know i have to take a break š i'll try again later
my message got automodded because i said tr*mp š
thank you, i'll have a look at it later!!
as in "wins over"? if so thats hilarious
yep lmao
scunthorpe in action
also glad to see you're still working on the krobus and dwarf expansion!! so excited about this
-# (imagine if I got timed out for that message)
I see, it is safe to assume that Mon/Tue/Wed/... dialogues will never see the light of day again?
suprised that wasn't banished to the void, seems the regex avoids words in a word, better than most filters it seems XD
thereās someone i share a server with whose username is a dutch(?) word nij but spelled with two gs instead of a j and they got absolutely HAMMERED by auto mod until the mods whitelisted their name
if you have a key that takes precedence over each day, yes
aaa ty! i have my own thread for it if you're curious 
Thank you! I understand now
..also if you wanna help out i wouldn't say no 
You can just set seasonal day. Of the week dilodge
Omg
I can't spell
how do i add a mod to the game? but like in a easy way
!gs
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
unless youāre talking about making a mod
no adding one, but thanks ill read it
that link is way to confusing....
we canāt walk you through setting up mods in here. you might have luck with #modded-stardew but i donāt guarantee it
It's been done before in there
But #1272025932932055121 will also probably help you out
I honestly can't get it to work. I must have done an error with saving the map somehow but I really don't understand how to make sure that the tilesheets are where they belong? everytime i open the file again it says the sheets are missing even though they are in the same folder. 
hey! would animating a 16x16 pixel temporary character in an event work with the regular animate command? checking bc the wiki specifically mentions the image size
-# also good luck with the map stuff!! can't help out bc maps are my mortal enemy but there are other ppl on here who can
It would, not sure why the wiki mentions specifically 16x32, that's only applicable to regularly sized NPCs/temporary actors, could probably use a slight rewrite
gotcha, tysm 
cool profile btw :)
i thought npc work would be bad but working with tiled and coding maps in has become my worst nightmare
š
i deeply empathize with your pain
ugh my maps have been broken for days and i can't bring myself to keep testing them
somewhere in the distance husky is laughing maniacally whenever maps are mentioned
š
hello fellow void, may husky have mercy
hello.. i see you put them in the same folder. when you were choosing the tilesheets did you embed it?
Check your full log. Im willing to bet there was an error earlier in the loading process where your custom asset / tilesheet didnt work as intended. Errors are not always grouped the way you would like them to be. But the invalid tile essentially means you tried to load something and the game said WTF is this
me and the game both 
i checked and i haven't, let's see if that works. i wasn't sure if that is okay to do with custom tilesheets? i used lumisteria's and added it as a dependency in the manifest
embedding it does not actually put the png file inside your map, it just keeps the information about the tilesheet inside the map file rather than in a separate file
Also. Are you specifically loading your custom tilesheet in the Content file? You should be loading with a codeblock similar to:
"Action": "Load",
"Target": "Maps/Shrines",
"FromFile": "assets/Tilesheets/Shrines.png"
},```
such as where to find it, how many tiles it has, etc
Invalid Tile GID typically means you did at one point save your map when it had errors/red X tiles from a missing tilesheet and it fucked up Tiled's GID calculations when saving
it is fixable assuming thats all the issue was by making sure all the tilesheets are present where Tiled expects them to be (so it can find them) and re-saving the map
ive never loaded tilesheets in my content.json..
just the tmx itself
you dont need to load a custom tilesheet but its highly recommended
assuming you keep the tilesheet alongside the .tmx, it doesnt need to be loaded, but it puts it in the Content pipeline if you do
i have only vanilla tilesheets and lumisteria's, how do i go about loading the png of a dependency?
yeah okay, i thought so, just wanted to make sure
You only need to load if you make your own
but if you're doing existing assets loaded by vanilla or another mod, you're fine
i don't have any of my own, i only have those z_(tilesheetName) from the vanilla ones, so they don't need to be loaded in separately, right?
correct.
do you have .tsx files in the same folder as your .tmx, void?
yes, i do! just tried again and i must have somehow messed up the reference to lumisteria's png file. have to fix this first haha
(i was stupid and renamed the png)
if you do, then re-adding the tilesheets again with embedding will give you duplicate sheets. it may be easier to fix the .tsx in notepad++ first, get the tilesheets sorted, and then embed them from the .tsx
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
this is for a different error, but the second half describing how to fix it would be the same, just for the .tsx instead
wasn't someone saying they would add your map fixer to that command
they made a separate command, but void is having a different issue, and my fixer does not work with .tsx files
yeah I was just curious in general
I could probably add an "embed existing tilesheet" button to the extension at some point
once you've edited the .tsx void you need to move all the tilesheet pngs you're using into the same folder as your .tmx and .tsx file, even lumisteria's tilesheet
Tiled already lets you embed an existing tilesheet
no I mean to replace a non embedded tsx with an embedded tilesheet in place
that is what the button in Tiled already does
why can't void use that then? 
i did that! the interior is finally loading
they can, after they fix the misplaced sheet so there arent errors when they open their map
embedded everything and made sure everything was in the same folder while i did the edits
you clicked the button in the bottom.... uh, right? of Tiled?
(i think its bottom right?)
ty, I misread the earlier convo lmao
this one
yeah, there's a button that says "embed tilesheet" or something like that
ok, then try saving your .tmx again and loading the game again
i did and my map is loading with the warps working
now i only have some clipping issues and i can run through the walls haha, i'll have to check how to fix that
okay, then now is when you would typically remove the .png files from your folder, assuming there are no more edits to make
but at least i got this damn house interior in the game
when you publish your mod, there should not be .png files next to your tmx, and definitely not Lumisteria's .png file
but if you ever want to make any edits to your .tmx, they will all need to be there. only when editing, not when publishing!
assuming you edited the image sources like the command said, they will not have any tilesheet climbing, so when the game loads your map, it will look in the Maps/ folderl ike its supposed to
even if you dont have the png files there
there's only those files in the mod folder, no png
-# oooooor--
does your map still load if you delete those .tsx files?
in my development folder, there's everything
(or move them somewhereelse temporarily as a backup)
let me try!
(and to clarify i mean load in game, not in Tiled. it shouldnt load in Tiled without the .pngs)
yes i understand 
hmmm no it won't load without the tsx files
OH WAIT
does the definition of edits include stuff like adding tile properties to doors and all?
did you embed your tilesheets for both PeiMingExterior and PeiMingHouse? for every single tilesheet?
any edit
if you ever have to sit "Save" then your tilesheets must not have any errors
well then i obviously did some edits, woops. i feel stupid now 
nothing to feel stupid about! its a very common mistake for people to make when newer to map editing
it doesnt seem like it should mess anything up but it does bc Tiled is just a lil bit dumb
the .tsx's continued existence is a separate thing though
added the tsx files back in except for one where i really didn't edit anything, it's working again!
having the .tsx files does mean the tilesheets arent properly embedded, though how much you care to deal with that right now vs later (if ever, since its technically okay to do) is up to you right now, id say
but i suppose i have some more editing ahead of me because i can run through walls
it may imply some degree of duplicate tilesheets possibly though if something went a bit awry with the embedding steps you took which may prove troublesome in the future
my embedding steps were using the button in the bottom right with the tilesheets i havent embedded yet hmmm
if every tilesheet is embedded (vanilla or otherwise) in both of your .tmx files, then the .tsx files should not be required at all anymore, since their information should have been moved to the .tmx
but if at one point you tried re-adding the tilesheets from step 1 while also having a .tsx then there may be duplicates and you might not actually be embedding (or even using) the ones inside the .tmx data itself
oh wow why did they get un-embedded. how is it so difficult to save properly with that program!!!
if embedding is all you did before closing Tiled at one point it mightve not thought it had anything to save
so you can just like. paint a tile down or move something and then move it back or w/e
make it know theres changes to save lol
case in point of "Tiled is just a lil bit dumb"
hmmm no it does show the asterisk in front of the file name indicating changes when i embed the file
tiled is really an experience in itself
worth making a different, more visible change to a Tile and saving it to make it stick
just make sure you save this random change first before you change it back and save again
for the interior map, the tilesheets appear to be embedded
i also set an action command for the bed to be usable that didn't work either
does the interior map load without the .tsx files present then?
as for the bed command, im not sure of one that uses the Action property? do you mean a TouchAction? is it on the correct layer?
yeah i meant touchaction, and i also realized i put some of my tiles on the wrong layer instead of buildings so they are passable now. rookie mistkae
double check to make sure then that your bed TouchActions or tile properties are on the Back layer
Hi, how are you?
Is it possible to choose the quality at which an item comes out of a machine? For example, I put in an item with silver quality and I want it to come out as gold. I looked on the wiki in the machines section and didnāt see any mention of this, maybe I should use EMC? Or is it enough to set HarvestMinQuality/HarvestMaxQuality like with crops?
(also void, if your current tilesheet woes are behind you, you can look into that link irocendar sent earlier to go to their thread about a Tiled plugin that might help in the future!)
[this message](#making-mods-general message)
you can
there is a set quality field (may not be exact name) and you can check for the quality of an input
Quality (Optional) The quality of the item to find. One of 0 (normal), 1 (silver), 2 (gold), or 4 (iridium). Invalid values will snap to the closest valid one (e.g. 7 will become iridium). Default -1, which keeps the value set by the item query (usually 0).
QualityModifiers
StackModifiers (Optional) Quantity modifiers applied to the Quality or Stack value. Default none.
The quality modifiers operate on the numeric quality values (i.e. 0 = normal, 1 = silver, 2 = gold, and 4 = iridium). For example, silver Ć 2 is gold.
Thanks, Lumina š
oh woops, i somehow didn't notice it. i just checked the message but i feel stupid again because i find no plugin to download? then again, it's 11 pm. maybe i should go to bed instead hahaha
it's in the pinned messages in that thread
oh my god
yeah i really need to go to bed.
Additional thing to check: if you have created your own object for the bed's actions, make sure it has the Name as TileData
Copy/pasting the object from a vanilla map will prevent that issue, but it's come up an awful lot recently for people creating new objects without copy/pasting
Ooooh do you mean Bed = T ?
like this?
The Name field will be much further up
ah. oh my god this is getting embarassing
you guys are so patient and helpful, i am so grateful š
map making especially is a bunch of stuff to remember, so i would say you shouldnt feel embarrassed. everyone starts somewhere, and even people who started a long time ago also make silly mistakes like forgetting to name it TileData
Yep, nothing to be embarrassed about!
i'm calling it a day, i need some sleep. if i have to think about tiles any longer i will combust
but thanks to everyone's help here i finally managed to load the interior map in! now i only need to get some fine tuning done
thanks a lot! i will be back 
Is there a way to ADD to the monster drops field instead of replace? For example, this makes a green slime drop ancient seeds 99% of the time but it overwrites the rest. I can copy the entire field but that feels sloppy. I don't think TargetField works with these type of entries?
text operations are what you need there, as in this example
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#text-operations
use TextOperations
but TargetField does work with slash delimited strings as well
just use the field number like #6
Thanks guys, not to smart with this stuff but using the example this is what I made but no go. Probably me just being stupid lol
upload your json and log at smapi.io as screenshots will not suffice especially when they crop out the necessary information
!log
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 didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 103 C# mods and 77 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
TextOperations is a list of TextOperation objects, you only have a singular object without the [ ]
i'm trying to add a conversation topic in C#, but the method says it needs a TriggerActionContext (which is a struct, and is just a bunch of variables being set) and an "out string error" which i think is an error to throw? how do i know what to pass into the method when i call it?
AddConversationTopic(string[] args, TriggerActionContext context, out string error)
No, dont do that
oop
that is just the method that controls how the "AddConversationTopic" trigger action action works
its not what you use to start a conversation topic
oh, so do i need to call a trigger action instead?
i'll look at that, thanks
alternatively Farmer.autoGenerateActiveDialogueEvent()
the latter wont add it if theyve seen it before
hmm i do want it to be repeatable so i'll check the first
Sorry I can't figure it out, I've never dealt with textoperations and monsters.json is formatted very differently than what I am use to
its nothing to do with Monsters.json, your formatting of your text operation does not match the example on the CP docs
you are missing a pair of [ ] brackets
Haha, well now I feel stupid. Thank you š
(for future reference in case you run into similar errors with other things in the future, thats what that error means! about not being able to serialize an object into an array)
object { }
array [ ]
Thanks. Making progress but still an error, claims Green Slime isn't a valid path https://smapi.io/log/b4bdcec79cae4db288bb42b44d2abc8b
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 103 C# mods and 77 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Seems right to me IDK š¤·āāļø
the first one should be Entries and not Green Slime, which should be second, i believe
Some one asked for it, so I did it but I don't want to publish to showcase I dont want to feel like I am spamming that channel
Generic mana bar API now is more open for content patch users with some new trigger actions and GSQ. Find it here https://www.nexusmods.com/stardewvalley/mods/39117?
If anyone can think of extra stuff, just post on the page or ping me here.
Added new C# interface: IsCurrentManaGreaterThanValue(Farmer farmer, int valueToCheckAgainst);
Added new C# interface: IsCurrentManaLessThanValue(Farmer farmer, int valueToCheckAgainst);
Added new Trigger action: "moonslime.ManaBarAPI.AddMana #" which adds(or subtracts if negative) a value of mana to the player who triggered this
Added new Trigger action: "moonslime.ManaBarAPI.SetMaxMana #" which sets the player who triggered this mana to #
Added new Trigger action: "moonslime.ManaBarAPI.AddToMaxMana #" which adds(or subtracts if negative) a value of max mana to the player who triggered this
Added new Trigger action: "moonslime.ManaBarAPI.SetManaToMax" which sets the player who triggered this mana to max
Added new Game State Query: "PLAYER_CURRENT_MANA_GREATER_THAN_VALUE"
Added new Game State Query: "PLAYER_CURRENT_MANA_LESS_THAN_VALUE"
Added new Game State Query: "PLAYER_MANA"
Added new Game State Query: "PLAYER_MAX_MANA"
"an 'Entries' path must have exactly one other segment: the entry key." Haha I hate monsters.json, if this was any other file it would be easy. I even looked on nexus to find examples and can't find 1 mod editing monster drops via content patcher.
Hi, y'all. Emerging from the depths for a moment because I noticed someone opened a bug report on one of my greenhouse mods. It's been so long since I've even played or touched the mods, that I can't remember - is that not supposed to happen? Is that controllable? Is there a reason you can think of why that might happen? Any input would be appreciated so I can reply to this person. They shared a smapi log but I didn't see anything at all about my mod other than that it loaded. https://smapi.io/log/417cc18cbe2949e08cfbe95d49052ac4
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 47 C# mods and 98 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Hello Everyone i am trying to make a mod that just increases the fishing bar a bit more per level to make fishign easier. I have unpacked the XNBS but have be unable to find the variable i would need to change or even what file i would need to look in. Can somebody gimme some advice about where to find it? I do know the variable should be BobberBar.bobberBarHeight but i cannot find where that variable is
try changing Entries to Fields instead maybe?
!decompile you'll need to look in the decompile and not just the unpacked content, and you'll need to use C# to edit it
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
oh well nuts ok thank you
do you have a preferred C# mod for stardew?
First thing I tried actually, but it gives a input string was not in a correct format error. https://smapi.io/log/302f03797d1d4200913d0870ae8794d4
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 103 C# mods and 77 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
im not sure i understand the question
try removing the # from #6 and make it just 6
sorry i also dont know what im asking xD. I never do modding and havent done c# since Highschool. What program do you use to make your mods? That way i have a starting point
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
see the second bullet point
ok perfect thank you
It worked! Thanks so much!
How I program TM?
Another question: is it possible to add a context tag to a seed that you created for a crop?
are you able to recreate it yourself in a test save? if not id ask them for more info about their configuration setup and whatnot to try and narrow things down bc afaik they shouldnt decay in a greenhouse as long as it has the greenhouse property
Which it does, just downloaded and checked. Unless the way to do that changed somwhere in between; I was absent for several big updates, came back to modding briefly, and I know there were a lot of changes. These are the map properties in the greenhouse. If those are correct (specifically IsGreenhouse | T) then I don't know what could be causing it.
Like... I even have specific 0 dirt decay chance and a property to not clear empty dirt. So I don't know why it would be doing it.
oh, itd be the ClearEmptyDirtOnNewMonth
that will be clearing empty dirty on a new month
But it's set to F
doesnt matter
its not checking the value
most (all?) map properties that have T as a value are only there bc they need a value
... why wouldn't it check the value? That breaks any semblance of understanding I thought I had on how map properties work š
but its not setting anything to true or false
That... is not how I understood it to work. Huh.
² The T value (short for true) is conventional, but any non-empty value will work too. from the wiki for maps
Its mentioned in small pri- yeah
putting that property there at all gives the map the property
tbf it never says that T means True either
Huh. I wonder if that changed somewhere along the way from back when I was actively modding. Because I did a LOT of map work, and that's not something I remember being a thing. Good to know though. This is why I ask questions here š
aside from in that fine print that explains it
thats been the same for at the very least since 1.6
not all, Water famously distinguishes between T and I
I'll delete the property entirely, repack the mod, and upload it for them/anyone who wants that as a version. Thanks guys!
I love fine print!
probably before 1.6 too i imagine but i wasnt here much so i cant say for certain
See my name
Yeah I was modding well before 1.6, I'm a dinosaur š
actually i did do map modding in 1.5 and i think it was the same then too but i forget when that even released so
This is what I get for disappearing for several major overhaul updates and then randomly having my adhd engage the hyperfixation, making cool stuff, and disappearing again weeeee š
my habit of always saying "most (all?)" finally pays off... saving me from being slightly incorrect...
LIke... I started back when we were still not quite transitioning away from .xml replacement mods š It's been a while.
We've come a long way lmfao
Anyway. Thanks guys! Cheers š
games aren't supposed to be realistic
source?
Smh realistically.... I'm being told things about parnsips
skimming some of my old decomps re above & a few properties like buildable were, uh
//IsBuildable checks, after comparing to Cave Rectangle and all that old stuff
(Game1.currentLocation.doesTileHavePropertyNoNull((int) tileLocation.X, (int) tileLocation.Y, "Buildable", "Back").ToLower().Equals("t") || Game1.currentLocation.doesTileHavePropertyNoNull((int) tileLocation.X, (int) tileLocation.Y, "Buildable", "Back").ToLower().Equals("true") || Game1.currentLocation.doesTileHaveProperty((int) tileLocation.X, (int) tileLocation.Y, "Diggable", "Back") != null && !Game1.currentLocation.doesTileHavePropertyNoNull((int) tileLocation.X, (int) tileLocation.Y, "Buildable", "Back").ToLower().Equals("f"));```
tell that to the all the tax mod lovers
t or true or diggable-and-not-f
~~ I only use tax mods because the game throws too much money at you and I want to slow down and enjoy the content. monkey brain loves to make things too efficient~~
honestly same
... Does anyone have a current test save that they'd be willing to open up quickly, throw my new greenhouse files in, and just make sure nothing is broken? I removed a map property and want to upload the new version to nexus. But I need to make sure I don't have a stray comma somewhere ready to end the world before I do lmfao. But I just realized that don't even have the game installed at the moment, let alone a test save set up with mods to be able to make sure the greenhouse works okay š
@next plaza Hello, can you commit your space core project of version 1.28.4?
i have someone got error about SpaceCore renderer
Log Info: SMAPI v4.3.2.1 - 1762523696 with SDV 1.6.15 build 24354 on Android Unix 33.0.0.0, with 26 C# mods and 58 content packs.
Log Info: SMAPI v4.3.2.1 - 1762523696 with SDV 1.6.15 build 24354 on Android Unix 35.0.0.0, with 26 C# mods and 14 content packs.
Wow, I really had no idea this mod existed. Looks like I have another thing to recommend besides LoC
But what happens if two recipes share the same ingredients, I wonder? 
Uberbot remind me in 2 hours to do this if I havenāt yet
k (#6943951) (2h | <t:1762571172>)
š¤ i dont suppose it's possible to make an npc "disappear forever", is it?
You can add a when clause to their data/characters
Or do what happens to Elliott while he's on his trip but just never bring them back
removing their data completely cancause issues with multiplayer especially if not done very carefully and would probably also lead to at least one night of yellow warnings in a players log about a no longer existing NPC?
id just make them perma-invisible
@next plaza hello
do you know why this is happening?
tried to put a 32x32 over the 16x16
and it definitely doesn't work with LoC or Better Crafting so it would be hard to fit it in a modlist, but it's a very cool idea
on the topic of more cursed npc things: would it also be possible to "lock" the player into not being able to progress heart levels with an npc? LIke if the player does something that's "Unforgivable", the npc would just refuse to be friends with them?
not in vanilla afaik
would it be possible to work around that by like... reducing an npc's friendship every day?
well you can easily set them to 0 hearts every day, but you couldnt lock them to like, 2 hearts
not 100% reliably
oh, well 0 hearts was all i really needed
then yeah you can do the AddFriendshipPoints trigger action
it accepts negative numbers
keep in mind any perfection implications
crom forp
right?
then theres not much to worry about
im just saying to keep these things in mind
and ofc keep in mind the bug reports you'll get about not being able to raise hearts with them
:) oh joy
it's a shame there's no equivalent of divorce that you could set up to cause them to refuse gifts
bestie divorce
what if you reduced it to 0, then added back like, 500 points, to artificially lock it to 2 hearts?
I can just see the bug reports you're gonna get over that for eternity
the player can still potentially gain hearts with them no matter what you do, even if only temporarily
if you set it to two hearts, but its their birthday and i give them a stardrop tea, im shooting way up in the heart level instantly
birthday stardrop tea is worth like 3.5 hearts or something and you can do it repeatedly
i just wanted to wall off the heart events/dialogue that you would see
even if not stardrop tea, just giving them very loved gifts can be enough to get to, say, a heart event they shouldnt be able to see
if you want to lock out heart events, just set a mail flag and check it in the preconditions
You can surely do a condition in the event that they didn't say the bad thing
yeah that
what if the heart event had a precondition for needing to have not seen the event that causes the friendship lock
that way, it would be impossible to trigger it unless you debug ebi'd it š¤
but also, what if im only at 1.7 hearts?
you've just given me 0.3 hearts with them
i give up
its the kind of thing thats very easy with a C# mod, just unfortunately impossible afaik to plan for every scenario from a purely CP perspective
but realistically the player shouldnt be lower than 2 hearts bc of the event requirement anyways.. like, you wouldnt be gaining anything if you were already at 2 hearts
you can give someone a hated gift and lower your hearts with them
im still a little confused on the point you're trying to make
they can see the event at 2 hearts, get the bad flag, and then give them a hated gift
they are now at 1 heart or whatever and have seen the event legitimately
i feel like that's pretty pointless to do though, like as a player
they're not benefiting from anything
i give NPCs i dislike hated gifts so i dont have to see any more of their events
but the player wouldnt be seeing any more events regardless
how do they know?
(hopefully by reading the documentation i write š )
the hated gift mightve been accidental too
but try not to conflate my points here. im not saying these things are likely to matter or come up. im saying you cannot perfectly accomplish this task. you have to accept imperfections. how much they matter to you is your decision
even if they accidentally gave a hated gift nothing would change if everything depended on the flag š¤
i simply lay them out so you can make an informed decision
I only make documentation for the rare person who reads it and to point at when people ask questions, I no longer expect it to be read
if they did the event first and got the flag, and then gave the hated gift, then it doesnt matter what else depends on the flag. theyve now gotten the flag AND are under 2 hearts
people will ask an Ai before they just read your dang documentation
so if the whole "take them to 0 then add 500" depends on the flag, then anyone under 2 hearts with em gets free friendship addedo n
it just means that in some circumstances your system to lock them to 2 hearts will accidentally increase their friendship with your NPC
not all circumstances and not common circumstances. just some rare circumstances
up to you, how much do you care about that issue
i don't really care, but since you brought it up i assume it's something i should care about?
but i can't do anything to fix it
i only bring it up so you know about it, i mean no implication of how much it matters
the question was "can i do this?" and my answer is "not perfectly, though you can get pretty close."
pretty close is pretty good
i already knew about it, but i just figured it wouldn't matter since they'll never be able to progress the relationship any further
so even a minimal friendship increase wouldn't impact much
then you can decide to do it anyway and it will probably never be noticed by 99% of players
which is good
out of curiosity, is it possible in vanilla via content patcher to make an NPC not gain friendship from conversation?
no
theres just a trigger action action
you dont know how much friendship an NPC got from talking
what if a mod changes it, or adds a buff like the statue of blessings
true
and you'd need to add it to every single dialogue
does betas have an on friendship change trigger--
BETAS aint exactly vanilla CP
I have given up on the vanilla part
hmm, no I was thinking of specifically on friendship changed 
there isnt, because atra never told me how to get the NPC name from the netfriendship object
i can detect a friendship change, i cant detect who its for
and it wouldnt tell you why the friendship changed
(you = the CP author that is)
guess we should summon atra then.
ahem the pathfinder is cursed
could probably betas harmony it... but I have yet to figure out the target audience of betas harmony 
(or i guess also the C# author)
(...perhaps with some cursed nonsense involves upcoming 1.7 stuff? at least if a token or two got added)
Hmm, nope. I didn't test HD sprites super thoroughly though, so probably is a bug
locking max friendship seems like the kind of thing that should be set in characterdata and not through token mess
BETAS Harmony cant do this either, since theres no way to read the parameters passed into a method
so you cant detect what NPC it is
sadness
BETAS has a traction to just set the friendship with an NPC, rather than add or remove, but it cant stop someone from temporarily gaining hearts
but you could do it every time dialogue is closed with that NPC, which is pretty quick
you could do part of the job by moving every item and context tag whose existence you're aware of and that they like/love to neutral
but that won't deal with items you aren't aware of or with dialogue 
I can't remember if stardrop tea is hardcoded either
very much
it's super hardcoded
makes sense
When are we getting CP 2.0 3.0 that lets us run functions and loops on the data š
have an event in every location triggered at 3 hearts that silently docks one heart, followed by a trigger action that marks it as unseen
what if im at 3.1 hearts?
I'm assuming the exact value matters less than keeping it at roughly two hearts
Add a precondition for friendship above 3 hearts, use betas to set friendship to 2
well now we're making some wild assumptions
or what Casey said
My favorite!
like i said before, we can already get pretty damn close
but nothing will be a perfect solution
i think i remember hearing that bypassing gift restrictions would become a data flag
bc theres just simply no way to set a cap on friendship other than 8 or 10 or 14
that sounds familiar to me
it would be ridiculously easy to implement in C# but then you have to contend with the fact that people arent likely to want to adopt a dependency solely for that
It's definitely something I've considered in the past - alongside higher caps - but I never got around to it since I didn't need it and nobody else asked
Was contemplating for MMR
perfect, add 8 hearts so it gets clipped to 10 and then subtract eight hearts
"pls functionality? no dependency! only functionality!"
idk if it even will get clipped to ten
i dont know if it actually clips it if you just straight up add it via the traction
seems like it does
that's a ridiculous but technically viable solution then 
but thats still not capping it
I just pushed what I have, but from what it looks like GH already had SpaceCore 1.28.4. The only thing that changed in it with this push is the readme
sure it is
if you're over 2 you end up at 2, if you're under you end up where you started
because at the very least until the next 10 minute update, i will have some amount of hearts with them
it isnt. its reducing my friendship after i already exceeded 2
The biggest reason to do it as an actual C# thing though instead of CP hackery
Is the UI
"why can't I ever get above 2 hearts with this NPC"
(they won't read, you can't rely on that on your mod page)
yeah you'd want locks on the hearts or something
Or just grey them out like datables before dating
well you could do it as a traction on every conversation, since gifts trigger conversation
so you're effectively immediately resetting back to max 2
anyway none of what I'm saying is actually a good idea
Or just not show those hearts if it was something more along the lines of "this person can never go above 2 regardless of what happens"
but thats still not capping it, thats still just reducing it after it happened
Okay, but
What's the difference?
Nothing in game reacts at the moment friendship is changed, I think?
I mean, sure, mod nonsense
nothing vanilla, no
ig recipe unlocks might?
But if you're doing hackery, you gotta expect mod compat issues at least a little
I thought thoise were checked at day start/end?
if going above a certain hearts unlocks one of the friendship achievements i think that's instant
thats also true
Ah, true
and if that's your first achievement then it opens hat mouse
that happens as a direct result of the changeFriendship method
I'm flattered you're double checking what you think against what I think but it's both nearly 3am and I have no clue what I'm talking about ever
Sounds like a job for content patcher harmony patches
also, it can trigger the mail for teaching you about the bouquet or amulet
I didn't double check, this is based on my memory š
there's a question mark!
(also, i feel like people are still not quite getting my "im not saying its not good enough, im saying its not perfect"...)
I'm going to intentionally be up at 3 AM. For reasons the people in the current conversation are definitely unaware of, I'm sure
They definitely haven't seen #programm- I mean #programmers-off-topic
oh I do I'm just using it for entertainment
I did completely miss that. But in my defense: (A) I jumped into the conversation late, and (B) my brain go brrrr
i am fully with you and this is the first i have said on the topic
it's fun to try to figure out what ridiculous crimes you may be able to commit to technically achieve the goal
unfortunately content patcher harmony patches would need an actual feature update to make this work but
its really hard to tell myself that putting actual effort into that is a good use of my time
me writing at least half my mods
Is "crimes against mod-manity" not a good enough reason??????????
can you remove all their dialogue and give it to a fake NPC and then use betas to get that NPC's dialogue instead of theirs every time you interact with them--
it would be if people used them! maybe if i had like.... 7 less projects on the backburner itd be a higher priority
#hashtag-BringBackActionCode
with C# you can absolutely do this 
Oh I totally get it. /me hides from the unfinished project pile prowling around, and also the not-started-yet project pile prowling around
(Things like "GMCM 2.0" and "clean up spacecore for 1.7" also count)
thinking about event timecube (my vaporware event crimes mod) again
it doesnt help that one of those backburner projects would kind of make BETAS Harmony irrelevant
or any update to it, at least
If I can't replace the entire vanilla game with modded minecraft using npcs as blocks and map tiles as items, then what is even the point of content patcher
I have not heard of this one
have you checked that you cant?
š or this one
i havent talked about it!
Probably have to wait until 1.7 nonsense š
its too young in the planning stage for me to want to either
Fair
If I could pick any non-supernatural superpower, I might have to pick "being able to control my hyperfocus"
(okay, yes, that's more supernatural than flight and superspeed and invincibility. but I'm just saying)
that's basically the whole description, so you're not missing a lot
Neither "event timecube" nor "vaporware event crimes" tells me what the mod does
Oh, I had a mod prototype for that back in Farmhand days
that is one of its many putative features!
.define putative
adjective: commonly accepted or supposed
actually, what if you replace the NPC with a fake one entirely that's hidden from the social menu. trigger action after conversation that sets both npcs' friendship to the minimum of the two's, meaning that the original NPC and anything associated with it truly won't ever exceed 2.
you still have the issue with the fake possibly triggering achievements though 
and you can't really dynamically copy the dialogue from the real NPC to the fake without c#, you can only copy a static version of what you think the dialogue is assuming nobody changed it
anyway bye 
im glad casey asked for the definition bc i also didnt know it
inb4 "it's a perfectly cromulent word"
i do like to say that
this is great and all except
minimum of the two
cannot be done
...I just noticed both of you are here at once
sends my brain to intensive training bootcamp
I could have sworn that was in the maths query tokens
... the ones in 1.7?
hmm. it was a terrible idea regardless
no, the existing ones 
I literally thought it was just me button and iro this whole time
there are no maths query tokens
is there someone else here?
well you cant get live friendship data into those
so i was simply being a good friend in assuming iro couldnt possibly have meant those...
cough
doesn't at least one of the mods out there let you force a patch context to update outside of its update rate
If we're talking crimes... why not
you know for a fact I meant the stupid thing
i dont know how thatd work in medias res though
in the middle of the dialogue boix in question
in other words iro, feel free to make a proof of concept
i look forward to it
also there is no Math.min in {{Query}}
shhhhhhh it's a great idea with no flaws
My brain when these two are talking in the same conversation
looks at smudged writing on hand
(and of course wren sometimes. though that's even more baffling to be honest)
if it makes you feel any better i dont confuse iro and ichor but i do confuse wren and tia
wren? why are our names confusing with wren?
i did used to confuse wren with ichor
Good question
but that was a while ago
Wish my brain would be reasonable
i do kinda see caseys point though even though i can tell you apart y'all three/four just kinda have like
a distinct shade of metaphorical orange in my mind
and its all the same metaphorical orange off shade
blame modded farmers. I was going to use a different name but they said it looked too much like the word anchovies
so you're all vaguely similarly associated
Me: "I get ichortower and irocendar confused sometimes..."
Average person: "yeah I guess their names are kinda similar"
Me: "and tlitookilakin as well"
Average person: "wtf"
four? as in tia too?
yeah i was talking about my weird brain associations there
I figured you confused Tia and wren because of the NPC 
sometimes people just have similar vibes
This is another problem I used to have, when pa bunch of people using the same color name are the only ones talking.
Like, it sounds silly, but multiple name colors genuinely feels like an accessibility thing to me. (Especially in games like MC that have all-white-username-and-message chat by default)
(sorry tia nothing personal i promise i just have not done a playthru since wren released yet
)
im doing you a service by never becoming a mod author
...I think tiakall is in there for me too, I just notice them around rarely enough that I've completely forgotten to include them
I've said this before in another server before where everyone had one of two colors and got cyberbullied for it lmao
tiakall is probably more strongly confused with wren though, compared to iro/ichor being with each other
the vibes thing is just funny to me because tia doesn't do c# 
it was a nice part of the halloween contest last year where everyone could choose from four whole new colours
Wait, who is the extra professions mod author?
and I only do content packs for crime reasons
The one that adds the skill tree type thing
vpp is kedi
kedi?
casey, are you perhaps confusing that with wren's machine upgrade system?
doing yobas work (you, not the bullies)
hello chu
wren's what now
do u show pfp in chat casey 
wren also made profession books, if anyone needed more confusion
herro buttons
chu im sure you were wondering but you're in a league of ur own when it comes to my mind associations
Compact mode with tiny profile picture
as shown here
but not extra books, someone else made that, idr who
I dont use pfps because it gets rather clogged having modding discussions
lets also add to the fact that I can hardly ever remember how to spell wren's username, and we usually just call them wren anyways
and tia made the little free library 
I'm pretty sure at one point I was getting you and chu confused with each other
To some extent still am as far as what mods you make.
id say that ones wild to me but i think its natural for the confusee to be surprised at being a confusee
Ah, yes, another to The List
To be honest I'm just bad with names in general
there was at least a month where I didn't realise atra and elizabeth were separate mathpeople
can u elaborate on this 
Role color helps a lot
iro how do you feel about the fact that the main reason you're a Separate Entity to me is because you imprinted early on in my mind from having a very laggy map mod issue that needed fixing
When people retire their cheeto, it throws me off a lot
Plus times like when blueberry retired from being a junimo
like it's unfortunately accurate 
i like having the pfps in order to avoid this exact problem (confusing people), but then i have to leave the ui mode on default (big pictures), both to see the pictures and to reduce the clutter of seeing the pfp/name combo on every message if they post back-to-back
That's fair, I just happened to be friends with both
if my brain were a CPU and i was grabbing things from RAM and needed ot grab some extra bytes around the edges of what i actually wanted for efficiency reasons, then when it grabs "chu" there are no other mod authors in the same local memory space
While we're talking about name confusion
whereas if i grab wren or tia, the other one comes along for the ride in that access and gets added to the cache
It was quite a while until the average discord modder caught on to my name change š
I mean even a day or two ago someone asked if I was spacechase0. But that's understandable, since it's people coming from nexus.
I mainly mean it took a while even for regulars
it has been fixed, btw. now the mod is bad for totally different reasons
-# there may or may not already be a half ready completely rewritten v2
v2!
(Keep in mind I didn't have a fancy red name then)
I actually keep getting confused in your server because I associate white names with no longer being in the server due to maincord being my first ever public server lol
i am happy that i am struct padding to u 
Not compact is too not compact though š
you're doing wonders for my L1 cache chu
featuring incredible things like "actually doing what it's supposed to be doing" and "not having nonsensical draw layers"
all draw layers is nonsense as far as im concerned
as long as i turn the "space between message groups" down to 0px it's Fine for me (discord forgets this setting at the drop of a hat, though)
mine put map markers on top of tooltips
@next plaza: do this if I havenāt yet (2h ago)
go away uber I already did it
arguably more importanyt
i wouldnt argue it but its arguable
(Not me suddenly realizing there's simultaneous ichor and iro chatter again)
(Yes, it leaves my brain that quickly)
the only solution is that one of either iro or ichor must relinquish their cheeto role
iro how do you feel about the fact that after the map lag incident, i dissociated you from it in my mind and only recently was reminded that it was you
I think part of the problem is a big way I associated names earlier on in modding was with what mod you made
(im doing my part
)
glad 
And framework authors kinda got a lumped together category, since there weren't many
And now there's a bazillion frameworks
By the way what's the map lag incident
i am very bad at remembering what mods people have made a lot of the time so i cannot relate
Was it another thing I was in a depression coma for
hey i make things that arent frameworks sometimes
I may or may not have parsed every single event in the game every single tick when the map was open
I mean, me too. That's kinda the problem here, my brain calibrated itself for a much smaller community
you can pry my Pixelsmith from my cold dead hands
to be fair, i never remember that pixelsmith and blacksmith are roles at all
"much smaller" being "everything modded on the server - chatter, troubleshooting, development - in one channel, before there were threads. also before #program- #programmers-off-topic "
Oh, just the on the map menu, not every time a map was rendered? That's not too bad
Pretty sure I've done worse at some point
In SpaceCore
Can't recall what for
(Back when JA was basically required for custom items, too)
(And remember, JA requires spacecore)
also for some reason it didn't really affect my potato, which makes me think it only really made a difference for people who had a million events
Oh here we go
It was the feature I wrote for JA
it didnt affect your potato because you opened the map with the hotkey!
ie. the "people are adding way too many items on one install are you people crazy" feature
which was the crux of the issue
oh right 
map opened with hotkey = works as intended
map opened via the GameMenu tab = horribly laggy bc it didnt trigger MenuChanged
maybe people should just use the hotkey then š
...so if anything it wasn't my fault, it was the users for installing too many fruit tree mods
my mod is incompatible with the behaviour of opening the map not through the hotkey
im trying to imagine the irocendar of a year ago to imagine how confident theyd feel saying that back then versus now
(Yes, fruit trees was the first thing that needed tilesheet extensions, if I remember right)
I read that as "irocender of the year award" and was like "wow, such a tight award category" and then was gonna say "well, at least there's some competition, since there's 2-3 competitors"
the irocendar of a year ago was an idiot with mental health issues
and just because nothing has changed doesn't mean it's any less relevant š
Say something with enough anxiety and it'll come across as confidence
well some things have changed. I could stand up for an hour without nearly fainting a year ago
according to one scammer, there's at least one playing some mysterious mobile game
Is it modded android SDV
.s/a year ago/10 years ago/
for me
So, fun modding history fact:
JA got unlimited fruit tree / crop support (ie. the pretend-a-tilesheet-can-be-larger-than-4096-pixels hack) with the update for SDV 1.4, in november 2019. At the time I thought "objects are so small and BCs are also small and much rarer to make, surely they won't need extending"
July 2020, I had to extend springobjects (and the hats tilesheets). September 2020, I had to extend big craftables too.
Yes, people added so many objects/BCs that their vanilla tilesheets got full
(Although I guess to be fair, I did start a fair bit after vanilla IDs started, because I didn't want to deal with vanilla adding items and suddenly needing to manage that sort of backwards compatibility)
(BCs started at 300, objects started at 2000 but later moved to 3000 because of fish tanks apparently)
...I should sleep
to prepare
for KAR-nage
if you should sleep, what does that say about me? 
technically in a physical sense my time zone is based in the UK
I mean I'm only sleeping because I'm going to be up for the 3 AM demo start
3am was half an hour ago
I don't know what you mean by that, but that sounds like sound doing logical cartwheels (can't rememeber the word I'm looking for) to justify being up still
Oh, so the KAR demo will be in normal morning hours. Lucky you
Anyways, off to prepare
(not sleep, this is serious business)
what is the patch debug command again?
I know I saw it yesterday but I cannot find it
nevermind figured it out
guys am i tripping? chance per tick 0.25 on fire 0.1 on green
it seems way to fast given the numbers
Hm.
thanks youš, i have test it no error, works great
https://github.com/NRTnarathip/StardewValleyMods-Android/releases/tag/SpaceCore%2F1.28.4-nrt.1
Itās whatever you wrote under Target
Itās basically saying āfind this folder, we wonāt tell you how to get thereā
Like on the bottom. The {{Target}} is Maps/PIF/{{ModId}}_ArenaT0, so {{TargetWithoutPath}} is {{ModId}}_ArenaT0.
huh
?
im sorry im confused


