#making-mods-general

1 messages Β· Page 464 of 1

gentle rose
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I think for me in-game rewards should take the form of "unlocks a mechanic that's interesting and/or satisfying to use" rather than "gives you an item"

next plaza
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Another thing I thought about re:science/tech was a crop genetics mod

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(like modded minecraft, in the Forestry mod)

tawny lily
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ohh with cross breeding and stuff?

next plaza
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And its also way too easy

tawny lily
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Mr beast jumpscare??

next plaza
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No actual infrastructure, and day 1 access pretty much

tawny lily
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yeah agreed

next plaza
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Place a chest next to your furnace? Never need to do anything except add more furnaces adjacent

tawny lily
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stardew's world is too limited for pipes though

next plaza
gentle rose
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science could also be some kind of scientific method thing where the more you do a certain action the more likely you are to discover something (invention), or in order to unlock an upgrade you have to do a bunch of varieties of a certain action a bunch of times (actual scientific method)

tawny lily
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most you could do is have an extra machine that needs fuel for automate to work

next plaza
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I have a notepad file about it somewhere

gentle rose
next plaza
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I had a conveyor belt prototype at once point, which involved multiple world layers

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Ground level, underground level, and above ground level

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There's a gif of it somewhere on this server's abyss of casey prototypes

gentle rose
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even easier in 3d

tawny lily
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how did it control?

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do you toggle between layers?

next plaza
# tawny lily how did it control?

Could've been worse, could've been better. I think I had some goggles to set you swap between them or something. Which was tedious, but my code crime techniques were less advanced back then

tawny lily
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i see

next plaza
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The only mod gifs I have favorited are:

  • original 3d mod prototype (ie. not the new one, but there's a thread for that)
  • wiggly arms
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(Wiggly arms was a "for fun" config option for Extended Reach)

tawny lily
next plaza
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I had an electricity wire system conceptually working

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And a "logic wire" system working (which let you toggle conveyor direction)

next plaza
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Gotta scroll up to like october 11/12 for the most recent gif of it

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also it supports VR

tawny lily
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goddamn that's some dedication

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I am incredibly impressed

next plaza
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I should poke at it again, honestly

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Haven't done much with it for a few weeks

tawny lily
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I could do a stardew version of mystical agriculture maybe

next plaza
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But now I'm sorta getting the standalone-game-itch once again

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it's cyclical, it'll go away soon

tawny lily
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i completely understand

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i have this little 64x64 led matrix and progress has been

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1 day of everything, 3 months of nothing

next plaza
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The only reason I started working on 3d/VR again is I couldn't find a good stardew-like for VR

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And making a game from scratch would take muuuuuuch longer

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(And be much harder, because then I have to do all the other areas of the game too, like writing, design, etc.)

tawny lily
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no true, but redoing everything so it works in 3d as a mod also seems like a lot of work

next plaza
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I mean, I don't have to rework everything

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I mean, assets, sure

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But like, the gameplay will still be 2d

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With some trickery

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Like if you find one of the gifs with movement? That's vanilla collision handling

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(I have some idea for making more 3d-like features, but that's for post-1.0)

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(after all, what's the point of 3d stardew if I can't jump on the table)

tawny lily
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you have to redo every map right?

deep pier
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ok i cba to do this asesprite stuff anymore

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i give up

tawny lily
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lol what are u trying?

deep pier
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downloading it.

next plaza
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This version basically uses extra layers inside the map file (patched in via normal methods) that define a heightmap

deep pier
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been watching this 3 min video for the last 30 mins

brittle pasture
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not hard science but this is what I hope my WIP mod could be; I have some ideas like a floor item under sprinklers that keeps nearby dirt tilled, a deluxe heater that allows animals to go outside in winter, or a tackle that automatically smokes caught fish
I do echo the sentiment that much of the current magic mod scene is essentially "do X but with magic instead of however SDV does it", but at the same time it is hard to add on to the basic gameplay loop without either 1. an insane amount of work that 2. defeats the purpose of SDV being a chill farming game (that's why all of my ideas are just items that provides some passive effects instead of anything that requires engagement)

next plaza
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Stuff like buildings and what not will still need models, but the terrain? Easy

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I've got screenshots showing it somewhere in the thread

deep pier
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not worth my time im not even spriting myself really im just tryna look at existing ones and edit slightly in case need be

next plaza
brittle pasture
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I'm hoping that's what Haunted Chocolatier would be

tawny lily
urban patrol
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(btw @deep pier i declined your friend req just because i don't accept them from this server on principle, it's nothing against you)

brittle pasture
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aside from the chocolate

next plaza
tawny lily
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The rest indeed seems like trickery to make it 3d (still very impressive don't get me wrong)

next plaza
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(But also if we're gonna focus on 3d mod discussion we can move to the thread πŸ˜› )

tawny lily
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like have some pedestal ritual thing going on that lets you conjure crops

next plaza
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(But you responded to selph not me)

brittle pasture
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yeah that is what most magic mods are doing already, and in my humble opinion it's not the best solution

tawny lily
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I mean it more as an alternative to farming as a whole

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or some other mechanic

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no it's not good tbh

next plaza
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The other thing, is adding new things for combat

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But that's not all that helpful when combat at its core isn't great

tawny lily
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magic spells are also kind of meh since they are either too cheaty or too weak to bother

next plaza
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The movement and melee and enemies and and and ... need overhauling

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(Which, hey, another one of my mod ideas I have various notes on!)

tawny lily
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there's also like 3 enemy types

deep pier
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@urban patrol help

tawny lily
next plaza
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My combat mod was basically:

  • fix movement
  • fix attacking
  • fix enemies (variety and AI)
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One of the things I was considering was a damage type system, but I think I ended up deciding that'd be a "supported, but unused without additional mods" sort of thing

tawny lily
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stardew needs a dodge roll

next plaza
urban patrol
ocean sailBOT
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Ask your question or describe your issue here, and someone will help if they can!

tawny lily
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and swinging a sword shouldn't lock you into the animation

next plaza
# tawny lily stardew needs a dodge roll

That was one of the things I tried!

I didn't want to deal with farmer animations though (solely because of mod compatibility), so I ended up making it a dash instead

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There's a gif of that somewhere around here, too

tawny lily
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just use sonic the hedgehog sprites πŸ‘

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no one is gonna notice I think

next plaza
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Hmm

brittle pasture
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dodge roll, back dash, parry, tools, stagger into death blow

next plaza
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Metroid-style morph ball with colors pulled from current outfit, got it

tawny lily
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also stardew needs more particles if you hit something

tawny lily
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morph ball mode go

brittle pasture
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I need poison cogflies in SDV

tawny lily
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what if we replace the sheriff shooter game with binding of isaac

next plaza
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Why not just add a new minigame

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It can even be a spinoff made by the same company

tawny lily
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no I need to remove the sheriff shooter game

brittle pasture
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something something doom in SDV

brittle pasture
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(it is a mod btw)

next plaza
urban patrol
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i'm gonna make a haunted choclatier minigame for sdv before the official game even comes out

tawny lily
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i have spent too much time grinding it and failing

next plaza
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(though it wasn't quite what I was intending from the original idea)

tawny lily
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Casey what mods haven't you done?

next plaza
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Not many to be honest

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Most things people do I have at least prototyped something similar at some point

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Even on the framework side

brittle pasture
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even poop framework?

next plaza
next plaza
tawny lily
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stardew diarrhea mechanic when

next plaza
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Ah, here we go

brittle pasture
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thank goodness I would be worried if more than one people was struck with divine inspiration to make a poop framework

tawny lily
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okay what about a little robot helper that flies around you and can help you with harvesting and stuff

next plaza
next plaza
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I never got far on that one

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though it wasn't gonna be a robot

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It was gonna be a cat

tawny lily
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aww

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I'd give it different skins

next plaza
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Different vanilla achievements would unlock different costumes

tawny lily
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lil junimo helping you out would be so cute

next plaza
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And of course it had a skill tree and such

next plaza
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Well

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It never quite reached prototype

tawny lily
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you did they far but you had a skill tree?

next plaza
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It was gonna be like the Sonic Adventure 2 chao garden

next plaza
tawny lily
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ah I see

next plaza
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It mainly never happened because the person I was gonna make it with stopped modding

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We had some fun costume ideas

tawny lily
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that's too bad

next plaza
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Some of them were gonna be "replacers" rather than costumes, and one was gonna be pathoscat

next plaza
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It never reached a playable state though

tawny lily
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I see

next plaza
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But the notes on that one were pretty detailed

brittle pasture
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a chao garden-like thing would be so cool, though I'd have it replace the current rather underbaked slime hutch

tawny lily
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not slime rancher

brittle pasture
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I don't think there is a single mod out there that actually makes the slime hutch worth it unless casey has something that was in the work for it

next plaza
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Some of my other ideas-or-prototypes that I haven't mentioned yet are:

  • proc gen caves
  • "minecraft skyblock" farm type
  • a different type of fishing that was basically a pokemon-style minigame
  • alchemy
brittle pasture
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(colored slime egg was close, like 25% close)

next plaza
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These are all ones that never even really got to a good state in the github repo

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...though I did have a gif of the mode of transportation for the skyblock farm

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Lost somewhere on this server probably

next plaza
uncut viper
tawny lily
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is there a building utils mod?

next plaza
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I've literally never built one in actual gameplay.

tawny lily
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with features like a copy-paste

next plaza
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It kinda sounds like... happy home designer, was it?

tawny lily
brittle pasture
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blueprints you say
there's Happy Home Designer's thing where you can save and paste furniture layout

next plaza
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(I also don't become interested in someone too terribly often to begin with, to be fair.)

tawny lily
deep pier
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i cant find a file for the vnailla icons of pets

next plaza
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I haven't "seriously" played multiplayer casually (ie. not for testing) since I made the multiplayer mod so I could play with my brothers before the official MP was released

deep pier
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i see the sprites in animals

tawny lily
urban patrol
brittle pasture
tawny lily
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I don't think I've ever played single played in this game

urban patrol
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cursors strikes again

next plaza
tawny lily
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yes agreed

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all my mods are basically things I was missing at some point

brittle pasture
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yeah I have never made a mod I won't use myself

uncut viper
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meanwhile ive literally never used any of my mods in my own playthrough

drowsy pewter
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i keep making mods that i hate in order to please others

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just kidding

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That would be ridiculous

spice inlet
next plaza
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insert joke mod collection

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Why would someone seriously play with "Sharing is Caring"

brittle pasture
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custom item query support for ticket machines? that is great

next plaza
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And while not quite as bad, "Angry Seagulls" would also be pretty annoying

brittle pasture
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extremely important mod must have every playthrough

tawny lily
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birds

next plaza
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<insert another mod idea somewhere in my backlog>

tawny lily
next plaza
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(It was a more expanded version of Bug Net, essentially. Including a zoo, like animal crossing)

brittle pasture
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(yeah I don't think I'm capable of making a 100% joke mod. this is probably the biggest reason I didn't join the tortilla trend because I can't think of any idea that won't have me go "cool, time to disable this after going to bed")

tawny lily
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better Call Saul intro every time you enter the greenhouse

next plaza
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Wow the spam bots are really active today

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or maybe it's just me that's more active

tawny lily
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anyhow , I'm going to bed

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it's way past my bedtime

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😴

brittle pasture
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(gn!)

next plaza
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Have you not seen Autocorrect Valley

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I should expand that to work for every string in the game at some point, instead of just item names

uncut viper
brittle pasture
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I in fact have been reading its mod page, and I maintain that my idea could have potential to be more stupider

deep pier
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if i want to refer to coordinates for icons, which are 16x16, would the firsts icons x be 0 or 1, same thing for y. and would the width and height be 16. then would the next icon be using an x coordinate of 16 or would it be 17. and so on for the next one being either 32 or 33?

brittle pasture
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but mostly because I've seen some stupid crap as a bilingual speaker

next plaza
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But what the heck is a "gloated quirt"

brittle pasture
next plaza
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(I mean, the answer is "a pleated skirt", but how would you know that without the corresponding item?)

brittle pasture
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next is 16

deep pier
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or 16

next plaza
uncut viper
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you translate first and then autocorrect

next plaza
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Unfortunately, I'm not paying for a translation API, especially with how much that would run on modded installs

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Now, if there's a translation library that supports every vanilla language? I'll consider it

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Oh, even better: Try translate, autocorrect anything that wasn't translatable to something else, then do the translate cycle

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or just get autocorrect for every language and add that between each translation

brittle pasture
# deep pier or 16

(just in case you didn't see my answer above, it's 16)
(the most reliable way to get pixels coord is via an art program like Gimp; you'd enable grid and use the selection tool)

deep pier
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mb for ping i js realised after sending if thats something that botheres u

brittle pasture
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(I don't mind pings at all)

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well it depends on where you're using the sprite; if it doesn't care about sprite indexes (ie. it only asks for exact pixel coordinates) then it's probably fine

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but still for your sanity's sake if the icons are meant to be 16x16 the spritesheet should be 96 then

deep pier
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for dogs i saw some thing called bark override is there a cat equivalent

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or is it the same idk

brittle pasture
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it's the same

molten briar
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Alright I need some portrait for dummies tips. Stardew uses sheets, do the individual portraits have to be 64x64? I saw 250x250 is able to be uploaded into portraiture? What’s easier, what do yall recommend.

brittle pasture
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from a technical perspective, 64x64 is easier because you don't need to do anything fancy with it as the game supports it already

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from an artistic perspective, idk

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from a personal perspective I greatly prefer portraits that stick with the vanilla pixel art style instead of HD

next plaza
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I love being able to recognize who did the first react but what emoji was used

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I've never seen anyone but blueberry use the nodding head - I mean, "head shaking vertically"

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There's one emoji called "pffft" that is always... one person from the Ambiguous Trinity, not sure which (and I'm not even gonna try to remember which)

brave fable
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99% sure green celebrity funny emoji is irocendar

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the remaining 1% is forgetting which person irocendar is

next plaza
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That was my instinct, but again, Ambiguous Trinity

calm nebula
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Trinity?

next plaza
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iro, ichor, and tlitookilakin, of course

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Who else?

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Those three all have very similar usernames to both of the other two, don't you agree?

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please somebody convince my brain to be sane

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(Also, I have to pull up wren on the @ ping dropdown (dropup?) every time I try to spell their username)

brave fable
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if wren is tiktoklinkalink i do not try to spell their username

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i need that valuable working memory for passwords and credit card info 🀝

next plaza
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That is indeed who I meant

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Remembering your credit card information? No need to boast so openly

deep pier
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@urban patrol @brittle pasture @unreal spoke thanks very much for the advice everythings working now it seems

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time to rot for a bit

calm nebula
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And ichor has a garden

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So they are two different people in my mind

next plaza
calm nebula
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In the same way Elizabeth is the sane one and I'm the insane one

next plaza
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Those won't stick in my brain

  • garden: requires touching grass
  • dog: dog. need I say more?
calm nebula
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Duke is so cute

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So cute

next plaza
calm nebula
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Ichor also has sourdough

calm nebula
next plaza
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looks at macro pathfinder

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looks at ROS, everywhere

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looks at whatever that expression builder nonsense was

vernal crest
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Pffft is definitely iro

calm nebula
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You're right that code was insane and irrelevant πŸ˜›

next plaza
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which one

brave fable
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oh, any of them

gentle rose
brave fable
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strange, i thought irocendar is the one with the portrait mod SDVpufferthinkblob

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must've confused them with someone else

gentle rose
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no that's ichortower. obviously

tender bloom
trim sand
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Silly map making question, how exactly does the game determine weather a tile is water for the purposes of self irrigating crops?
Trying to add a dedicated Paddy Crop space to a farm map of mine, so I guess it also means figuring out how to disallow sprinklers in that section...

molten briar
brittle pasture
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yes

brittle pasture
molten briar
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Dang. Is there any way to format to 64x64 or would I just have to start over πŸ₯²

brittle pasture
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MMAP also has a "paddy tile" thing so you don't need water

trim sand
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So the specific tiles in the tile sheet huh?

brittle pasture
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tile property Water, Back layer

trim sand
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Interesting... Honestly still not really sure if the dedicated Paddy space is actually what I want but something feels super off with it from having been playing with the map so far and I wish I could explain better than that

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like this is the silly little thing ive got going on. and between all the grassy tiles not being 'usable' space, it just feels super hard to actually do anything without severely getting in the way of either yourself or the barn animals the farm gives starting access too.

brittle pasture
brave fable
trim sand
molten briar
lucid iron
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if you want to redesign map to have more water then you don't need this at all, vanilla paddy logic will apply

trim sand
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unrelated to the actual water situation. since, as the above image, over half the map is as is untillable dead space. not even actually sure the paddy thing is going to fix the real issue.

gentle rose
lucid iron
gentle rose
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yes that is one of them

gentle rose
calm nebula
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If atra was not

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You would get the knitting server's knit heart emoji

tiny zealot
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i would probably also have a tell if i had nitro, but i don't know what it would be

vernal crest
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I wanted mine to be the little blob cat but alas my intro is gone now

brave fable
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well there's frugal and there's 'this is completely useless' haha

drowsy pewter
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if i had nitro i would just be using pufferchick emojis in other servers, which is stupid, hence why i dont have nitro

calm nebula
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Oh i so would be using SDVpufferheart everywhere but also

quick lark
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The latest version of Smapi Launcher, 1.1.4??? for mobile.

next plaza
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I used pufferemojisβ„’ almost everywhere

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Except :P, my beloved

tight rivet
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I'm assuming

#
            "Action": "EditData",
            "Target": "Data/Machines",
            "TargetField": [
                "(BC)16",
                "OutputRules"
            ],
            "Entries": {``` is if you want to append stuff to output rules?
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(I have both Joja Frozen Dinners and Drink Fresh Eat Frozen installed and I've finally got fed up enough to write a mod so you can just use the first's microwaves for the latter's items. <_<)

drowsy pewter
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make micdrowave framework

tight rivet
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scope creep peers at me sternly

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I feel the gaze of my current task load saying no. :S

hard fern
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micdrowave

frosty hull
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Hello, i want to ask something about optimize startup load time on Windows platform

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currently i found way to reduce load time around 3.5s from 4.5s to 1s

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reduce time within code call SGameRunner -> GameRunner
and i disable code LocalMultiplayer.GetStaticFieldsAndDefaults()
my question: what is this function: LocalMultiplayer.GetStaticFieldsAndDefaults() ?
is really we need to call LocalMultiplayer.GetStaticFieldsAndDefaults on game startup ??
i think we can improvement this load time, just don't call LocalMultiplayer.Initialize()
we might need to call LocalMultiplayer.Initialize() when we open split-screen CO-OP mode

tight rivet
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The funny thing about adding am od that lets you fish up trash is that DW&EF's items.. are all Trash category

lucid iron
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as for what it does, GetStaticFieldsAndDefaults scans for InstanceStatics which is how vanilla game does local mp static swapping

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i think it is getting optimized next version already by limiting who can use the [InstanceStatics]

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mods should use PerScreen

frosty hull
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wow 1.6.16 good thread

lucid iron
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You can try timing stuff on the alpha branch PecoWant

frosty hull
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Ok, i will check it

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i have test 1.6.16 alpha and reduce load time from 8.2s -> 7.7s

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i'm not sure why on android it startup time just 2s

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on android is really faster than windows πŸ₯²

gentle rose
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what are your computer's specs? (they shouldn't really be much lower than a phone, but still worth asking I guess)

narrow owl
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suppose I loaded this sprite, how would I call it when making a new item in the "texture" field

formal mica
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Hey all, so I'm considering making my first custom npc, who is a magic user and will appear at random times, then disappear after you talk to them to go back to an off-screen map (if that's a thing)... is that possible? Sorry if these are dumb questions, I've never modded before

tiny zealot
tiny zealot
narrow owl
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just before you go digging check if the wiki has what you need on the frameworks list

formal mica
uncut viper
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(BETAS can warp NPCs)

narrow owl
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it has a ton of stuff

tiny zealot
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well there you go, you can use BETAS to do it

formal mica
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Is that a mod?

tiny zealot
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yes

formal mica
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Ah alright, thank you! Do you happen to know how that would work within an NPC schedule?

tiny zealot
narrow owl
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btw:

      "Action": "EditData",
      "Target": "Data/Objects",
      "Fields": {
        "{{ModId}}_SeaweedSalad": {
          "Id": "{{ModId}}_SeaweedSalad",
          "DisplayName": "{{i18n: SeaweedSalad.description}}",
          "Description": "{{i18n: SeaweedSalad.name}}",
          "Type": "Cooking",
          "Category": "-7",
          "Texture": "Mods/{{ModId}}/SeaweedSalad",
          "Edibility": ""
frosty hull
narrow owl
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[Content Patcher] Can't apply data patch "Fish nonfish ponds > EditData Data/Objects #2" to Data/Objects: there's no record matching key 'labryinth996.fishnonfishponds_SeaweedSalad' under Fields.

what does this mean?

urban patrol
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you should be using Entries instead of Fields if you're adding a new object

brittle pasture
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change Fields to Entries

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yeah Fields is for targeted editing of an existing object

narrow owl
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oh ty

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you know what I find hilarious? The fact that I just wanted to put seaweed and algae in fish ponds and now I am knee deep in a side quest to make an expansion for fish_nonfish

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lmao

devout otter
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Hi hi, I need some logic help here. I have 3 different versions of the same event:

  • One if the player has no spouse
  • One if the player has any spouse at all
  • One if the player specifically has any of the vanilla spouse.

How do I put those into precondition without using a When field?

urban patrol
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is the second one for any spouse modded or vanilla?

uncut viper
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probably tyhe GSQ precondition

devout otter
brave fable
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unfortunately, the Spouse precondition and the PLAYER_NPC_RELATIONSHIP GSQ only take an exact name match

urban patrol
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idk that there's a way to distinguish between vanilla and modded without checking all 12

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yeah it has to be specific NPC or Any

uncut viper
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well the vanilla names are known ahead of time so checking all 12 is easily feasible

brave fable
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although the GSQ does also take Any as an NPC name

urban patrol
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can you use a query inside a GSQ?

brave fable
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you still can't check multiple at once otherwise

uncut viper
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just use ANY

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though while maybe not Query you probably can just stuff all the vanilla names into a DT and do somethin with that and the Spouse token

devout otter
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What I'm unsure of is... GSQ doesn't have priority like a When condition, right? How to ensure that the "Haley" version of the event would play instead of the "Any" version of the event?

uncut viper
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one version would check that they have a spouse AND the spouse is one of the vanilla names

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thje other checks that they have a spouse and the spouse is NOT one of the vanilla names

devout otter
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Or how to ensure that the spouse version would play instead of the non spouse version?

urban patrol
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event preconditions can be negated with !

devout otter
#

Okay, so...

uncut viper
#

i do actually like the Query idea i think that has potential

devout otter
#
  • DolphINaF.AdoptLeo_Event2/!Spouse Any
  • DolphINaF.AdoptLeo_Event2/Spouse Any/!Spouse Haley/!Spouse Harvey/!Spouse Sebastian
  • DolphINaF.AdoptLeo_Event2/Spouse Haley/Spouse Harvey/Spouse Sebastian
#

?

#

Pretend that we only have 3 vanilla spouse.

#

Wait, no. The third one would never work.

brave fable
#

could you not simply put the Any event after the Vanilla event given they have the same event ID

urban patrol
#

yeah it would be checking that you have all of them as spouses like that

uncut viper
#

if you make a dynamic token named "VanillaNames" whose value is "'Abigail', 'Leah', 'Maru', [...]" then you can do {{ Query: '{{Spouse}}' IN ({{VanillaNames}}) }} which will be true if the player has a spouse that is one of the vanilla ones, and false otherwise
then you can put this query into the GSQ precondition

devout otter
#

Ah I'll try that.

#

Thank you!

#

Hmm, what's the drawback of using When with this, anyway?

uncut viper
#

that wouldnt be in a When condition

#

itd be in the precondition

#

but the downside to using When is that it isnt available in Event Lookup or similar if its not currently When-active

#

(and by "or similar" i mean any mod that might have an interest in knowing what events exist)

devout otter
devout otter
#

I was thinking that the same event would always be available anyway, just slightly different version, so would that matter much to Event Lookup.

uncut viper
#

you could do this in just a precondition without the Query too and could save yourself some context updates but itd be a kind of annoying ANY query to write and keep track of your quotes

#

i would think it'd matter to Event Lookup if your event didnt exist when it should yeah

#

can help the player figure out which one they might get

devout otter
#

Oh wait, wouldn't it be annoying if Event Lookup list events you can never get do to not having the right spouse and such.

uncut viper
#

or which one they might want to get

#

how do you know which one theyll never get?

vernal crest
#

(A minor annoyance, I will admit.)

urban patrol
#

what is the update rate of When? if it's not something like OnLocationChange then i'd be worried about it sometimes not being ready

uncut viper
#

it can be quite a big annoyance depending on the differences and depending on the users other mods (for instance, if they have a poly mod, they can plan what order to marry people in)

vernal crest
#

Default is DayStarted

uncut viper
#

your Spouse isnt going to change any more frequently than once per night anyway

devout otter
#

Because it's like... the same event that differ only in actors. Say you have Daulton as a spouse, and then you see the event listed that has Daulton version and Elliott version. The only difference between them is that Daulton dances a little in his event, but otherwise it's exactly the same and you can't get them all anyway.

vernal crest
#

Not with that attitude /j

urban patrol
#

i guess that's only an issue if it's meant to play the same day then

uncut viper
#

its still not an issue

#

your spouse is updated overnight, just before your wedding

#

the tokens will update accordingly

urban patrol
#

ah okay

uncut viper
devout otter
#

And the event is not even about the spouse. It's a Leo adoption event. So I feel like the focus should be in listing the precondition that's related to Leo.

vernal crest
#

I definitely cursed all the modmakers with events gated behind CP conditions in my last playthrough

uncut viper
#

i might not be able to get them all, but if i specifically want to get Daulton's, i would want to know that it even exists beforehand

narrow owl
#
    { //Creating Items
      "Action": "EditData",
      "Target": "Data/Objects",
      "Entries": {
        "{{ModId}}_SeaweedSalad": {
          "Id": "{{ModId}}_SeaweedSalad",
          "DisplayName": "{{i18n: SeaweedSalad.name}}",
          "Description": "{{i18n: SeaweedSalad.description}}",
          "Type": "Cooking",
          "Category": -7,
          "Texture": "Mods/{{ModId}}/SeaweedSalad",
          "Edibility": 36,
          "ExcludeFromFishingCollection": true,
          "ExcludeFromShippingCollection": true,
          "Price": 170,
          "ContextTags": [
            "color_green"
          ]
        }
      }
    },
    {
      "Action": "EditData",
      "Target": "Data/CookingRecipes",
      "Entries": {
        "Seaweed Salad": "152 3 157 1 419 1/{{ModId}}_SeaweedSalad/s Fishing 3"
      }
    },

does this looks correct for making the item and recipe?

vernal crest
#

I was trying to ensure I had seen the content before retiring some mods (so I could use different mods next playthrough) and had extreme difficulty planning it

vernal crest
urban patrol
#

oop, after fixing those

devout otter
#

Alright. Another question then. What about compatibility? If I want to ensure another mod is able to add their version of the event, how could I set that precondition?

narrow owl
uncut viper
#

im not sure what you mean

vernal crest
uncut viper
#

(@ dolphin)

narrow owl
vernal crest
devout otter
#

So we have:

  1. One if the player has no spouse
  2. One if the player has any spouse at all
  3. One if the player specifically has any of the vanilla spouse.
#

And say that Daulton wants to add a Daulton version in their mod.

devout otter
#

How to ensure that it's the Daulton version that would be playing instead of event number 2?

urban patrol
#

i think that content pack could simply set your modded spouse event to null or overwrite it with theirs

devout otter
#

Which means not listing all the events anyway... πŸ˜”

uncut viper
#

well, unless you gave them permission to copy your event string

#

then they can just null out your original, then add a new one with the exact same script but an added GSQ precondition that the spouse is not Daulton

#

and then they add another separate event with the precondition being that it IS daulton

#

a C# mod can also do this for any event regardless of permission (since they would not need to distribute anything) so they can also make a C# component

narrow owl
steel musk
#

does anyone know which frame it is that was used in the Flower Dance event? I’m trynna make the farmer dance in one of my heart events, for showFrame and animate script. looked this up in the wiki but im kinda confused.

devout otter
uncut viper
#

itd be a lot easier and compat. ensured for content packs if the precondition was not also part of the key, but alas

devout otter
#

So basically it's weighting between compatibility between mods, and providing more user information huh.

urban patrol
#

oh wait ouch if you do use the query with your dynamic token that's going to suck so much for anyone who wants to edit it

uncut viper
#

i mean, just putting a When condition on it is kind of the worst of both worlds since the other mod would still need to null yours out

urban patrol
#

however, i wouldn't say that's your problem

uncut viper
#

if the player has a non-vanilla spouse then your Version 2 event still exists and would still prevent someone from adding a Daulton specific one

narrow owl
devout otter
fervent horizon
#

Anyone see anything wrong in this? The location loads but does not get applied. I have looked at other packs and I am pretty sure I did everything correct, but I am still not able to have the game recognize the location.

        {
      "LogName": "Register BS_HatShop location (interior 1)",
      "Target": "Data/Locations",
      "Action": "EditData",
      "Entries": {
        "{{ModId}}_HatShop": {
          "DisplayName": "Hat Shop",
          "DefaultArrivalTile": { "X": 10, "Y": 10 },
          "CreateOnLoad": { "MapPath": "Maps/{{ModId}}_HatShop" },
          "ArtifactSpots": [],
          "Music": [],
          "MusicDefault": null,
          "MusicContext": "Default",
          "CustomFields": {}
        }
      }
    },
        {
      "LogName": "HatShop - map",
      "Target": "Maps/{{ModId}}_HatShop",
      "Action": "Load",
      "FromFile": "assets/HatShop_Interior.tmx"
    },```
uncut viper
#

im not sure how thats any different from doin that when all 3 versions simultaneously exist

narrow owl
#

how do you make it so your recipe is in the cooking collection? i dont see anything for that on wki

fervent horizon
narrow owl
#

ty

#

why does it say this?

#

the ingredients worked and its not that

urban patrol
fervent horizon
#

When I try to warp it says the location doesn't exist

devout otter
vernal crest
uncut viper
#

it doesnt matter if its a query that becomes /GameStateQuery TRUE or just /GameStateQuery ANY "PLAYER_SPOUSE bla bla"
they cannot edit it

urban patrol
#

i was just thinking that if anyone wanted to edit the event script or null it out they would have to copy the query and token too

uncut viper
#

of the two, id much prefer copying the query than the ANY gsq mess

urban patrol
#

true lol

fervent horizon
# vernal crest Can you share the log?

I can share the summary

-------------------------------

   Local tokens:
      token name | value
      ---------- | -----
      ModId      | [X] BSavage81.HatShopRestorationUB

   Patches:
      loaded  | conditions | applied | priority  | name + details
      ------- | ---------- | ------- | --------- | --------------
      [X]     | [X]        | [ ]     | Default   | Flavor mail after exterior repair (EditData Data/Mail)
      [X]     | [X]        | [X]     | Late + 20 | Forest exterior touch-ups + door warp to Hat Shop (EditMap Maps/Forest)
      [X]     | [X]        | [ ]     | Exclusive | HatShop - map (Load Maps/{{ModId}}_HatShop => Maps/BSavage81.HatShopRestorationUB_HatShop) // hint: asset name may be incorrect (shouldn't include '.HatShopRestorationUB_HatShop' extension).
      [X]     | [X]        | [X]     | Default   | Register BS_HatShop location (interior 1) (EditData Data/Locations)
      [X]     | [X]        | [X]     | Default   | Unlockable Bundle: Exterior Repair (EditData UnlockableBundles/Bundles)

   Current changes:
      asset name                | changes
      ------------------------- | -------
      Data/Locations            | changed entries
      Maps/Forest               | patched map tiles
      UnlockableBundles/Bundles | changed entries```

I know it gives the hint, but I don't get why I am getting that with the code I shared
narrow owl
#

@brave fable what was the candle supposed to mean, im sorry idk 😭

urban patrol
brave fable
devout otter
vernal crest
ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

uncut viper
#

any change you make to thi single event would also not matter if theyre nulling it when the spouse is Daulton regardless

#

i said earlier they can replace with two versions of the event but your example up there made me realize that they can also just Not do that and just replace the Version 2 wholesale with a Daulton-specific version when married to Daulton

brave fable
uncut viper
#

because if theyre married to Daulton then it doesnt matter that they overwrote the non-Daulton versions because they are already married to Daulton. they arent gonna be married to someone else

#

if they marry someone else then their When condition stops applying

#

this does mean that in this compat. instance that they would then have the choice of ensuring all events are listed or sacrificing just one of them

#

but sacrificing one event in some cases but keeping them all otherwise, is better than sacrificing them all in all cases

narrow owl
# brave fable under the `Id`, add the line `"Name": "{{ModId}}_SeaweedSalad",` to your Data/O...
    { //Creating Items
      "Action": "EditData",
      "Target": "Data/Objects",
      "Entries": {
        "{{ModId}}_SeaweedSalad": {
          "Id": "{{ModId}}_SeaweedSalad",
          "Name": "{{ModId}}_SeaweedSalad",
          "DisplayName": "{{i18n: SeaweedSalad.name}}",
          "Description": "{{i18n: SeaweedSalad.description}}",
          "Type": "Cooking",
          "Category": -7,
          "Texture": "Mods/{{ModId}}/SeaweedSalad",
          "Edibility": 36,
          "ExcludeFromFishingCollection": true,
          "ExcludeFromShippingCollection": true,
          "Price": 170,
          "ContextTags": [
            "color_green"
          ]
        }
      }
    },

this?

vernal crest
#

Drat, I missed that it was saying Id instead of Name. There is no Id field in data/objects so they should just replace "Id" with "Name" shouldn't they?

uncut viper
#

correct, there is no Id field in Data/Objects

devout otter
uncut viper
#

its not really weighing it though. you're choosing between hiding 2 events versus sometimes another mod author might have to hide 1 of them

brave fable
#

oh right, too used to looking at itemid in c#. yeah just replace Id with Name

narrow owl
#

they as in me or pathos? or who?

brave fable
#

they as in you SDVpufferthumbsup

narrow owl
#

issue resolved, ty

devout otter
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24354 on Microsoft Windows NT 10.0.26100.0, with 151 C# mods and 413 content packs.

gusty moon
#

hi guys, im new modding and wondering if its possible to change the opening trailer where grandpa gives u a letter etc. couldnt find related content in unpacked content folder

brittle pasture
#

if you actually want to change how it plays out that'd be C#

urban patrol
gusty moon
vernal crest
uncut viper
# devout otter Aa sorry, I was not conveying my thought well. When I made the statement I was s...

let's put it like this. There are 6 scenarios possible here:

  1. You leave all 3 events in the data, no When condition. No other mod wants to add their own spouse version. All 3 events remain visible in Event Lookup.
  2. You leave all 3 events in the data, no When condition. Another mod adds a Daulton event. They do this by nulling your Version 2 event and replacing it with their own when Spouse = Daulton. There are 4 versions of the event possible, but only 3 are shown in Event Lookup.
  3. You leave all 3 events in the data, no When condition. Another mod adds a Daulton event. They do this by copying your Version 2, changing the precondition to add a !Spouse Daulton check, and then add a separate event just for Daulton. There are 4 versions of the event and all 4 are visible in Event Lookup.
  4. You put a When condition on your events so only one version of your event exists at one time. No mod author wants to add their own version. 1 of 3 possible events is visible in Event Lookup.
  5. You put a When condition on your events. A mod author wants to add their own Daulton version. They null yours and replace it with their own when Spouse = Daulton. 1 of 4 possible events is now visible in Event Lookup.
  6. You put a When condition on your events. A mod author wants to add a Daulton version. They copy your event script, add a !Spouse daulton to the precondition, and then add a separate event just for Daulton. There are now 2 of 4 possible events in Event Lookup.
gusty moon
#

thanks a lot ill try for a bit

vernal crest
#

What's before it?

urban patrol
#

well it's not a pretty log lol let me look closer

uncut viper
#

the scenarios in which you leave all 3 events in the data with no When condition will always lead to more information being visible in Event Lookup for the player

vernal crest
#

It should be the line right above it

uncut viper
#

compared to scenarios where you When condition it

vernal crest
#

(Lines)

urban patrol
#

oh you're correct it's a tilesheet error

#
StardewModdingAPI.Framework.Exceptions.SContentLoadException: (CP) Hat Shop Restoration (UB) loaded map 'assets/Maps/HatShop_Interior.tmx' with invalid tilesheet path 'z_HatShop_Interior.png'. The tilesheet couldn't be found relative to either the map file or the game's content folder.
   at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 423
   at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 263
   at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 99
   at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 64
   at ContentPatcher.Framework.PatchManager.ApplyLoad[T](LoadPatch patch, IAssetName assetName) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 585.```
vernal crest
#

There we go

fervent horizon
#

Yeah, it is a dumb asset name error

#

I'll check tiled in the morning and make sure it is a relative name

urban patrol
#

(btw all those east scarp errors likely mean you have two copies of the mod installed)

twin wadi
urban patrol
#

the tilesheet can be named whatever, but you have to make sure it's either being loaded or in the same folder as the map, and also embedded

fervent horizon
vernal crest
fervent horizon
#

Yeah

#

This is what I get for taking like an 8 month break. I forget all the details

vernal crest
#

They'll come back to you

fervent horizon
#

Thanks for the help. I now know where to begin tomorrow

plush vault
# narrow owl ``` { //Creating Items "Action": "EditData", "Target": "Data/Obj...

I don't know the whole conversation about the seaweed salad.
But SVE has one.

},
"FlashShifter.StardewValleyExpandedCP_Seaweed_Salad": {
    "Name": "Seaweed Salad",
    "DisplayName": "{{i18n:object.seaweed-salad.name}}",
    "Description": "{{i18n:object.seaweed-salad.description}}",
    "Type": "Cooking",
    "Category": -7,
    "Price": 200,
    "Texture": "Mods\\FlashShifter.StardewValleyExpandedCP\\Seaweed Salad",
    "SpriteIndex": 0,
    "Edibility": 70,
    "IsDrink": false,
    "ExcludeFromFishingCollection": true,
    "ExcludeFromShippingCollection": true,
    "ExcludeFromRandomSale": true,
    "Buffs": [
        {
            "Duration": 900,
            "CustomAttributes": {
                "FarmingLevel": 0,
                "FishingLevel": 1,
                "MiningLevel": 0,
                "LuckLevel": 0,
                "ForagingLevel": 0,
                "MaxStamina": 30,
                "MagneticRadius": 0,
                "Speed": 0,
                "Defense": 0,
                "Attack": 0
            },
        },
    ],
},
devout otter
#

And then my thoughts went astray.

uncut viper
#

well in that case it becomes the other mod author who wants to add compat's problem SDVpufferthumbsup

vernal crest
#

!twocakes

ocean sailBOT
#

If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.

vernal crest
#

Yikes it's weird going back to a normal mouse. My hand keeps wanting to tilt sideways.

twin wadi
fervent horizon
devout otter
#

Is it incompatible with something...?SDVpuffersweats

fervent horizon
#

No

vernal crest
fervent horizon
#

I am reworking the Hat shop restoration mod from the ground up, and wanted to chat with you when I get it ready

devout otter
#

Ah, okay! There's gotta be some changes to account for that.

fervent horizon
#

Yeah, I want to do what I can to make it compatible.

wraith bay
twin wadi
fervent horizon
#

I am close, once I get these errors wrapped up

twin wadi
vernal crest
devout otter
wraith bay
twin wadi
#

omg i havent opened vsc is so long... im so lost KEK

#

so many tabs

brittle pasture
#

and sometimes things just get buried under active conversations

fervent horizon
steel musk
# twin wadi try looking at the farmer sprite asset maybe? lemme check rq

it goes from 0-125

every body sprite on the left corresponds with a hand/arm sprite on the right.

im kinda confused tho cause there are only 6 body sprites on the left, but have 8 arm/hand sprites on the right. i know the flower dance sprite is the 7th arm/hand sprite but i can't get into it.

EDIT: talking about the first row.

twin wadi
#

ough there was a file with what every farmer pose was that someone made but im so lost in my spaghet file structures

fossil osprey
#

Just joined in on the convo, but when the farmer "dances" isn't it just a weird combo of "walking forward" and that one "half-squat" animation?

fervent horizon
twin wadi
steel musk
twin wadi
#

if you use aseprite

fossil osprey
#

If I check the wiki page you sent, it's saying "row 1 frame 1, row 1 frame 5" etc.

twin wadi
#

hopefully that helps at all

#

this is all from the top of my head which is very sleepy rn so those files might not help KEK but hopefully it does! the different colors should correspond to layers that describe what the poses are

#

and you can match up the index with the pose and go from there

fossil osprey
#

Raising hands looks like the 4th frame with the corresponding 2nd set of arms

steel musk
dire kestrel
twin wadi
#

credit to fireredlily for going through the pain lol squeee

twin wadi
ornate locust
#

pulls up channel, sees pants and armless sprites AAA flashbacks to the pants mod

#

I bet sleeves are a real pain too, huh

brave fable
#

sleeves are handled automatically by the game SDVpufferthumbsup unless you're working in fs where it's manual

obtuse wigeon
#

this would've been so useful when I was cursing at the farmer sprites XD

ornate locust
#

So it's just pants that are cursed

#

(barring FS)

brave fable
#

well sleeves are more slightly haunted, given it naively picks 3 colours from around the armpits for chroma-keying the shirt colours to the sleeves template

ornate locust
#

Oh, that's a different curse, huh

#

that actually explains some oddities I noticed the one time I was messing with a shirt

tight rivet
#

it's always fun seeing an expansion wiki go

#

"the fish is available in all seasons!"

#

"skellady.SBVCP_Aberrant": "skellady.SBVCP_Aberrant/95/mixed/20/60/600 2600/winter/both/690 .15/4/.1/.1/7/false",

#

"oh."

#

In.unrelated news I kinda now want to make an electricity mod and know I shouldn't

brittle pasture
ornate locust
#

alright, out of curiosity, why's it there then? What's it actually do? nothing?

brittle pasture
#

the same reason alex's house is called JoshHouse

#

(artifact from previous versions of the code)

ornate locust
#

I mean, it's a mod though. I guess whoever did the fish wasn't aware of that?

brittle pasture
#

it's there because something has to be there

ornate locust
#

Oh so it has to be there and it isn't used

#

that makes more sense

obtuse wigeon
#

Usually with fields like that I put something to help me find it in the code better, might as well be useful to me if it's unused by the game

brittle pasture
#

(more correctly, the field can be blank, so it's probably there because the author thought something has to be there. regardless my point stands, the field is unused, and the mod author is fully aware of that fact since that fish is correctly listed on the wiki as all seasons)

ornate locust
#

Yeah if I was looking at my code and saw a blank field, I'd probably think I messed up too, putting a thing there is probably helpful if it isn't used anyway

tight rivet
#

because it's not spawning for me, hence why I was curious why. I guess I'll open up the location data.

ornate locust
#

If that's the fish I think it is, it's like the Legend and you gotta fish a specific spot

#

I caught it just a few days ago

tight rivet
#

... you've got to be -

#

Thanks!

hallow prism
tight rivet
#

i think it's "this fish is spawned in by something else" so it ignores the season data

brave fable
hallow prism
#

hmm, i will have to look at my fishes data at some point then

uncut viper
#

i dont see anywhere using it as a fallback

#

a fish is skipped entirely if its location data says its not the right season, and the function further on that checks the slash-delimited string doesnt bother looking at the season section at all

hallow prism
#

hmm then i missed a change in 1.6, no big deal

paper sundial
#

Me waiting for Demetrius to open his door so I can test a mod (I forgot to install CJB cheats)

hallow prism
#

debug commands should still be here

hallow prism
paper sundial
wicked gulch
#

Hi everyone!
Have a little question about making cooking recipes.
Is there a possibility to use ContextTags in recipes code? Or is it only allowed to use ItemIDs?
Trying to make my recipe more "universal" so to speak but have no luck so far
And my code for the recipe looks like this:

"Pemmican": "684 1 -4 1 item_berryitem 3 390 2/10 10/Aimon111.WitchSwampOverhaulCP_Pemmican/none",

obtuse wigeon
#

If you don't mind a dependancy, SpaceCore allows for using context tags in recipes

#

I think however you have to include a translation key and an image for them, unless theres a way to get them automatically that I'm unaware of

obtuse wigeon
vernal crest
#

Yup needs spacecore.

6480 just released a mod focused entirely on this! Flexible cooking recipes I think it's called. It would be a great one to look at as an example.

wicked gulch
#

Thank you a lot!

#

*also... some sneak peak at new swamp fish

#

crab pot fish actually

vernal crest
#

You can actually probably reach out to him and work with him to make it so your recipes are made flexible inside his mod if you want to

hallow prism
#

i don't believe it's needed as the focus is vanilla recipes

#

what aimon can do is :

  • tag ingredients properly
  • have their own spacecore flexible recipes on their mod
#

(with config if needed)

#

(aka : if you make a crab pot fish, give it the crab pot fish context tag like vanilla has (with the proper formatting i don't have on hand), and if a fish is a lobster intended to be used in lobster dishes, have lobster_item as a context tag)

wicked gulch
#

Thanks!

hallow prism
#

if you have context tags question let me know

drowsy pewter
hallow prism
#

note that for your example, if you use the berry_item context tag for your recipe in spacecore, it will require that the user has a mod that adds those tags to the fruits. If you want flexibility, i suggest listing both the berry_item and the tags for blueberry/banana/whatever you consider a berry and have maru comes at you with berries facts

drowsy pewter
#

My phone wants to fire react everything i accidentally double click on, please know i am not that enthusiastic abiut modding discussion

hallow prism
#

(spacecore default behaviour is to accept either tag A or tag B if you list several)

drowsy pewter
hallow prism
#

note that i don't have a fire react but i'm THAT enthusiast about context tags πŸ˜„

#

true, that is another option

obtuse wigeon
#

context tags rightfully deserve a fire react, I adore them

hallow prism
#

now i want an event with maru explaining berries to the player, in the true spirit of tomato event
(she loves strawberries so she probably have Opinions on berries)

drowsy pewter
#

Btw, a lot of languages dont have a simple concept for berry, I found this issue when working on a quest

#

My translators had to translate it including examples of berries in the text

#

to make sure players would know what is meant by berry

obtuse wigeon
#

That's a really interesting thing, Welsh also doesn't really have a common word for just "berry" they're grouped in with "fruit", I never made the connection

hallow prism
#

french has "baies" but fruits that has "berry" in their names in english don't in french

#

(strawberry is fraise, raspberry is framboise)

fossil osprey
#

And a strawberry isn't a berry, contrary to pineapple

obtuse wigeon
#

pineapple isn't actually a berry, it's a collection of berries, each of the little diamond shapes you see on the outside of the pineapple is it's own berry

#

bananas however are berries

vernal crest
#

So even though English does have a concept of berries, it's wrong lol

obtuse wigeon
#

Very wrong XD (in spoken language atleast, the botanical definition of berry is right)

drowsy pewter
#

well i dont think theres anything wrong in a given language

#

thats prescriptivism (and says that science is more 'correct' than day to day speech)

#

just that the relative category that we english speakers consider as berries doesnt exist in every language

vernal crest
#

Or in science

#

Or rather it does in science but it's different

fossil osprey
#

That's probably the same biais as in cladistic nomenclature, for too long we placed under the same class similar looking animals when they were actually completely different

#

The best anecdote I have with that is, using the old class system, mammals are fish

obtuse wigeon
#

reminds me of carcinization, when sea creatures evolved into things resembling crabs, completely separate to each other

wicked gulch
drowsy pewter
#

cool!

spice inlet
#

#modded-stardew message
@dusky sail
Hello!
I've updated UB with the ability to use recipes as rewards.
Just write (UB.Recipe) before the item id:

"GuarenteedRewards": {
  3:  { "ItemId": "(UB.Recipe)(O)197", "Amount": 1 }, //Cheese Cauliflower Recipe
},

"RandomButUniqueRewards": {
  "(UB.Recipe)(BC)167": 1, //Deluxe Scarecrow Recipe
}

Additionally RandomButUniqueRewards can be used in PrizeTicketMachines for rewards that will be given in random order, but only once per player. You will need to mix them with RandomRewards or RandomRewardSpawnFields, since unique rewards will eventually deplete.

dusky sail
#

i owe u my life

wicked gulch
#

Is there a way to add artifact dig spot with specific x y tiles in the map that can only be digged once? Similar to how it works in vanilla game with Treasure Chest in Railroad map for example?

spice inlet
narrow owl
wicked gulch
wicked gulch
ivory plume
#

(For what it's worth, the Treasure tile property is fully implemented; it's just implemented for the way the game uses it, not as a general-purpose dig spot spawner for mods.)

fast plaza
#

I know somone is gonna come tell me how I coulda done this better but I'm pretty happy with this little hacky thing i did

#

I needed an item to be able to float in the air easily and potentially spawn particles. looked around the debris + chunks stuff a bit and it just felt like it wasn't quite right for what i needed

#

so I just stuck it in a big slime and made it immobile, invisible and die on contact

lucid iron
#

Haunted

obtuse wigeon
#

Those are the kind of solutions I love hearing people use, very resourceful and it works well too!

lucid iron
#

What if u have magic arrow trinket

fast plaza
#

Apparently! I got the idea from that thing in the first paper mario game where some 3D NPC's are just 3D objects stuck to an invisible 2D NPC and the whole train hat thing from that one fallout game

fast plaza
lucid iron
obtuse wigeon
#

I immediately thought of the train hat too, pretty sure it was New Vegas

fast plaza
#

Train hat guy thank you for saving me from tons of work with debris/chunks stuff

lucid iron
#

In the past i think i used temporary animated sprite for this sorta thing

#

But for this case the contact checking would have to be done elsewhere if this route blobcatgooglyblep

#

Maybe if it was a projectile...

narrow owl
fast plaza
#

Projectile sounds like it would work too but the whole "item that needs to float in place" just fit way too damn well for the big slime

lucid iron
#

Yeah i was thinking more in terms of what'd be less hassle for compat

#

Other mods just see that this is a Monster and may have attacking abilities apply to them

frosty hull
#

Hi, Is will good? if we fix log timestamp from
"hour:sec:minute" to "hour:sec:minute:millisec"?
like
original: - [00:24:43: DEBUG SMAPI] Waiting for game to launch...
new: - [00:24:43:881 DEBUG SMAPI] Waiting for game to launch...
just add millisecond 3 float point

fast plaza
#

Oh that's true yeah :/

#

Guess il have to see.

lucid iron
#

Also if u want better timings u can use profiler (the mod)

obtuse wigeon
#

I don't see how it would increase the log file by much, given it's just a text file, each character is a byte right? 4 extra bytes per line couldn't add up to much surely?

#

(I don't have a log from a normal play session to work out the increase unfortunately, limiting the amount of data I can gather)

frosty hull
#

i think we can make config for toggle that feature
like: logTimestampFormat = "HH:mm:ss:fff"

lucid iron
#

My personal opinion is that it's not really worthwhile to have, vs dedicated profiling thing

royal stump
wicked gulch
#

*Realizing I completely forgot about FTM possibilities lol

#

Been trying to reinvent a wheel for couple of hours haha

woeful lintel
#

that's what programming is all about!

rose path
#

for fashion sense, is there a template for pants that has the actual farmer in it? I’m having trouble figuring out which pants sprite is for which position the farmer is in

fleet oxide
#

I'm having trouble editing a particular SVE asset. I'm trying to recolor the default snow overlay in the winter town map. This is how it's targeted in SVE and how I've tried to do it in my mod, but it just isn't working. I've tried targeting "Mods/FlashShifter.StardewValleyExpandedCP/winter_town", but that doesn't work either. { //Adds snow to buildings and objects during winter "Action": "EditImage", "Target": "Maps/winter_town", "FromFile": "assets/recolors/Default/winter_town.png", "When": { "EnableTilesheets": true, "IsOutdoors": true }, "PatchMode": "Overlay", "Update": "OnLocationChange" }, Does anyone know what I'm doing wrong?

hallow prism
#

you need to find where it loads it

#

IF it loads it

#

if it doesn't, then you can't edit it

#

if it does, you'll have the path to use

fleet oxide
#

Can you clarify what you mean by "where it loads it"? Do you mean I need to add "ToArea" coordinates?

uncut viper
#

does your mod have a dependency on sve on its manifest?

fleet oxide
#

Yes it does

uncut viper
#

what did your json look like in your first attempt? Before trying the Mods/FlashShifter[...] form, since that will never work

fleet oxide
#

Ok, that's good to know. This is my first attempt, it's an asset I forgot to target when I first made my mod

uncut viper
#

(also what edit exactly are you trying to make to the Tilesheet png?)

hallow prism
uncut viper
#

I'm not sure why a Load is coming into play when from the SVE json it is doin editimage on a vanilla Tilesheet?

hallow prism
#

depends of what sort of overlay we speak about

uncut viper
#

to clarify tern, is that json snippet you sent your json, or the json from sve?

hallow prism
#

SVE for example "overlay" leaves in fall, but they are part of a tilesheet

fleet oxide
#

My mod desaturates all of SVE's assets. So I want replace SVE's snow overlay with the one from my mod that's less saturated. The snippet I included above is almost exactly from the SVE json that adds the overlay, and I tried to use it in my json to target my file

#

The only thing I changed was the "when" to use a config option from my mod

uncut viper
#

and you're certain it's whatever png they were overlaying onto winter_town that is adding the asset you want to desaturate?

fleet oxide
#

Yes, it's the winter_town.png that adds the snow on the bridges and fences

uncut viper
#

is the issue that nothing changes at all, or that some of the SVE changes are still visible and unaffected beneath yours? (or vice versa)

fleet oxide
#

It doesn't seem to change anything at all

hallow prism
#

!patchsummary may be helpful

ocean sailBOT
#

Can you do these steps to provide more info?

  1. Load your save and view the content that should be patched.
  2. Type patch summary directly into the SMAPI window and press enter.
  3. Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
  4. Post the log link here.
hallow prism
#

either a full one, or one for your mod id

uncut viper
#

(thank you lumi i had to afk for a quick moment before i could say that)
i would also double check that your manifest dependency is set to the CP component of SVE and not the C# or FTM component

fleet oxide
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 12 C# mods and 7 content packs.

fleet oxide
#

Yup, I do have the dependency set to the CP component

uncut viper
#

is your patch in an Include file?

fleet oxide
#

No, I don't think so. Everything's in the content file

#

(btw that's a super helpful command I didn't know about, thank you!)

uncut viper
#

are you 100% certain you're saving the file and/or editing the correct copy? because this summary doesnt even list any patch whatsoeverf or Maps/winter_town from your mod, let alone one not being applied

obtuse wigeon
#

forgive me if this has already been asked or not, are you editing the files that are loaded into the game? and not ones elsewhere?

fleet oxide
#

oh my god. throw me in the trash

#

yes, I'm editing the wrong file

obtuse wigeon
#

(well it certainly has already been asked, just 2 seconds before I asked XD)

uncut viper
#

(also unrelated but i was mobile earlier and couldnt explain well, but the reason that Mods/FlashShifter.StardewValleyExpandedCP/winter_town would never work is because that whole Mods/UniqueId whatever prefix is made up. it doesnt matter. it doesnt do anything. you're not auto-targeting something in a mod's folder by doing that. you can only ever edit a Target exactly as the other mod targeted whatever it is)

fleet oxide
#

Thank you! That's good to know

#

Super sorry for wasting everyone's time! At least I learned a few new things?

uncut viper
#

not a waste if you learned something!

obtuse wigeon
#

it's also a very common mistake I see (and make) often, so you're certainly not alone XD

uncut viper
#

computers are computers after all and they only do exactly what we tell em to do. almost every question someone asks for help in here with is something they couldve solved themselves

#

which is to say its not a waste of peoples times in this case or else it'd be a waste in all cases SDVpuffersquee

fleet oxide
#

(FYI, everything worked as expected when I edited the right file) SDVpufferthumbsup

subtle condor
#

This is a long question, but I have a very fundamental problem XD. So basically, I am trying to change the Minecarts so they don't spawn a Text Box. I made a new small "middle map" where you can teleport in between by just right clicking. So it is literally just a TileData tile with the property Action Warp x y custom_map. However, everything works perfectly fine and the whole thing itself works. The issue is, the tile where the normal minecart functions are located is inaccessible I think. The json file for the minecarts just lets me change or add destinations, but I cannot change or remove the tile's location from where you start the minecarts. I can kind of break the code by removing a destination, but then by right clicking the tile, the game just does nothing and in the smapi log it outputs "ignored action due to missing destination" (not the exact phrase, but sth like that). However, what it doesn't do is letting me place my tile with TileData Action Warp there. The Minecart in the Mine specifically seems to be different. There the Minecart does work via a simple TileData tile with the Action MinecartWarp Default Mine, what means that the tile is easily replacable. But for the other minecarts, this is not the case, they seem to be hard coded. Is there a way to remove the game's original minecart function or maybe just a way to replace the tile for the normal minecart functions? I am mostly using Content Patcher, but I also have the setup for a C# mod. The issue is, I am completely new to modding in general AND to working with C#, so I don't really know where to even begin facing this problem XD

#

Long ass question, I'm sorry XD

uncut viper
#

you would need C# yes

#

well

#

potentially not actually

#

they are hardcoded to check certain tile indices (or at least BusStop is, im assuming the others are similar)

#

but if you change what tile is painted there that should work actually

#

you could just replace the tile that looks like a minecart in Tiled with your own custom minecart that looks exactly the same but would have a different index

#

by tile indices i mean like its literally looking for what part of the tilesheet .png the player clicked on, essentially

#

in the case of the BusStop you'd need to replace the tiles on the Buildings layer and im again assuming the others are similar

subtle condor
#

Wait, so the game checks for the used tile in the Tilesheet, not for coordinates in a gamefile or something? This would also explain why the minecart in the mine is different, because it is the only one that is horizontal and that is also used by the mine itself (for like coal minecarts in the mine)

uncut viper
#

that is correct

#

mostly. the coal minecarts and it being horizontal dont matter

#

they couldve hardcoded the mine one too

#

it just isnt

#

but the bit about it not checking for coordinates and just checking the used tile is how it works

subtle condor
#

This is so interesting, I would have never thought of that XD thank you, I'll test it right away

uncut viper
#

theres still a surprising and sometimes annoying amount of places that used tile index checks for functionality

#

which tbf, sometimes its kinda the best option

subtle condor
#

That is very good to know (I guess the whole paths tilesheet works that way), I'll keep that in mind

valid folio
#

Hi, I made a mail to test if I could get it to work, but the mail never arrived. I’m not sure if I set up the mail, the trigger action, or something else incorrectly. I’m unsure if I set it to send the mail at Farming level 4 correctly because I couldn’t find the link that explains it, but I think that’s how it works, so I set it that way. I copied the structure from a mod that sends mails.

https://smapi.io/json/none/5dde20b7624145dcb952a1236d9d3f53

brittle pasture
#

the correct format is PLAYER_FARMING_LEVEL Current 4

valid folio
#

Ty, Selph, you are the best!

subtle condor
tight rivet
#

"Condition": "PLAYER_HAS_MAIL Host IsJojaMartComplete", should work for joja path complete, right?

brittle pasture
#

that's a CP token, not an actual mail flag

tight rivet
#

.. HM

#

hm.

#

Okay.

#

So I'd.. wnat that in When.

brittle pasture
valid folio
#

The mail arrived, the text is visible, and the machine I attached was delivered too, but the crafting recipe wasn’t. To send an item and a recipe, is Mail Framework Mos required?

brittle pasture
#

just looked, your mail is malformed

#

%item object {{ModId}}_BioSynth 1 %item craftingRecipe {{ModId}}_BioSynthRecipe%% (incorrect)
%item object {{ModId}}_BioSynth 1 %% %item craftingRecipe {{ModId}}_BioSynthRecipe%% (correct)

brittle pasture
#

though note that the mail may still look weird (I don't think it properly displays both item and recipe in the same mail)

#

you can get around it by adding the item with a trigger action instead
%action AddItem {{ModId}}_BioSynth %%

valid folio
valid folio
#

Do I need to do something to make the machine appear bigger with Better Crafting?

brittle pasture
#

is it a big craftable?

valid folio
brittle pasture
#

hmm then I don't know what's up lol

valid folio
urban patrol
#

huge kudos to whoever wrote the C# beginner's guide on the modding wiki, because i finally feel like i kind of grasp the concept of C# mods and how they work now

#

i was struggling with how to connect my unrelated programming knowledge and what i'd read of the decompile/other people's mods/the things people have taught me in here

hard fern
valid folio
brittle pasture
#

sure

tight rivet
#

I feel vaguely I might have screwed up somewhere, lol:

#

just a feeling

#

I suspect I need a space {{i18n:MyoldfriendsE1.text}}[letterBG Mods/{{ModId}}/backgroundE.png] between the }} and [

ornate trellis
#

hm

#

i am no mail expert but my custom bg works so what i can say is my difference is i do not use forward slashes

tight rivet
#

... hm

#

that might explain it

#

except I do use / in the content.json

uncut viper
#

why does your asset name have a .png in it?

tight rivet
#

uhh.

#

stares

#

good question?

#

past me has left no notes

uncut viper
#

thank you!

ornate trellis
#

that....yeah, true thonking

ornate trellis
tight rivet
#

didn't solve it, but it needed to be done anyway. Hmm.

ornate trellis
#

did you try changing the slashes?

uncut viper
#

you havent added an index

#

[letterbg <asset name> <index>]

#

there were no errors in your log?

tight rivet
#

nope

hallow prism
#

what do you have now?

valid folio
#

Is there a way for a crop or a bush to change the color of its leaves depending on the season?

lucid iron
#

you can do the ol EditImage

#

nothing built in iirc

hallow prism
#

cornucopia does it for bush i believe, no idea if it's a feature of bush framework or an edit by cornucopia

valid folio
lucid iron
#

i was replying to you yea

#

do content patcher EditImage using the Season token as condition

valid folio
hallow prism
#

i'm pretty sure you can look at the mod first

#

be proactive

valid folio
valid folio
# hallow prism be proactive

It’s just that I don’t know where to look in the mod, and I also don’t see very well, so I’m looking for a bit of guidance. I try to do everything on my own, but sometimes I have no choice but to ask.

tight rivet
#

i'm slowly fixing it as I'm doing classwork @.@

hallow prism
hallow prism
#

I'm not sure if index is mandatory like suggested, it is worth a try

lucid iron
#

this example on the official docs is basically whats needed

uncut viper
#

the index is mandatory

#

the slashes dont matter

#

they would matter if mail was a slash-delimited string (which is why they matter for things like Furniture or Fish)

#

but it aint

urban patrol
#

is there a way to trigger an event to only happen when you enter town after leaving the library/museum? i see there are location GSQs but i thought i recalled there being some issue where location doesn't update or smth

#

it's no big deal if it's not possible, i can just have people accept a little weirdness when the player walks out of the library for the event

lucid iron
#

you can abuse the quirk of player location perhaps

#

PLAYER_LOCATION_NAME has lag on update that may or may not still be library when entering town blobcatgooglyblep

urban patrol
#

i'll test that out lol

#

thanks

lucid iron
#

besides that was there way to limit events to a particular tile?

uncut viper
#

why does the wiki entry for player_location_name endorse spacecore's time trigger

hallow prism
#

used by the community center event

urban patrol
#

oh hmm i could do touch action event for the tile outside the library maybe

urban patrol
#

the completion of the CC you mean, right?

hallow prism
#

no

#

lewis event to introduce you to the building

#

it can only trigger when coming from bus stop, because it uses the tile as a prerequite

urban patrol
#

and it's only checked when location changes, then, correct? like it wouldn't trigger as you approach the library?

tight rivet
#

nope. :S

#

let me try \ next

lucid iron
#

letterbg looks case sensitive

#

u have letterBG

tight rivet
#

...

#

if that's it I will be very upset at myself

uncut viper
#

does it look case sensitive?

lucid iron
#

if (!(text2 == "letterbg"))

#

is not equalswithoutcase so

uncut viper
#

well thatd explain the lack of errors from not having an index

#

i did check for case sensitivity earlier but the weird negation into it being an else confused me into thinking it was just "are you textcolor? if not, fallback to this"

tight rivet
#

... that fixed it for at least one of them

#

and it does say 'letterbg' in the wiki page, and I got confused with the letterBG sheeet

#

.. time to check the other one

#

the culprit was THE DEVELOPER with MISSING ASSET in the CONTENT

#

... But it's working now

vernal crest
#

I can add a BETAS one too if you want!

uncut viper
#

no that would be the opposite of what id want
it aint my wiki so c'est la vie and all that

vernal crest
#

I figured that since it mentions CP all over the place it was ok to sometimes mention other mods too

#

And spacecore was the one I had experience with because I already knew it had a time trigger

lucid iron
#

wouldnt location changed trigger check location in middle of day NotteThink

#

now for the "expected" result of PLAYER_LOCATION_NAME, LOCATION_NAME Here <name> works as expected

vernal crest
#

Yes but this is the GSQ that only checks the previous location

lucid iron
#

i use that one for the mmap things that spawn random critters on map on entry

vernal crest
#

So I guess I should have said "checks a player's location without changing location"

lucid iron
#

i think it feels out of place mainly cus gsqs r used in many places not just trigger

vernal crest
#

Because the fact that it checks the previous location is not expected behaviour and has tripped a lot of people up so I wanted to warn people of that. But then Pathos said that it's only when changing location so I thought that perhaps it would matter to people to know that if they could check without changing location it would behave as expected.

#

Feel free to edit it if you think it can be better explained.

lucid iron
#

well i think it does explain the "use LOCATION_NAME in LocationChanged" tip as is now

#
Note: When used with a LocationChanged trigger, it will check the player's previous location rather than the one they are warping to. If you need to check the current player's new location, use LOCATION_NAME. If you need to check a specific player you may need to use workarounds such as using SpaceCore's time trigger. 
#

the second sentence re: specific player is the confusing part cus wouldnt it work mostly ok just with rare race conds if checking another player?

vernal crest
#

I have no idea what a "rare race cond" is lol

lucid iron
#

like imagine we have p1 and p2 and map1 map2
if p1 goes from map1 to map2, then wants to do something on LocationChanged if p2 is currently in map2
PLAYER_LOCATION_NAME would give the right value cus it's already updated for p2

#

the race condition comes if p1 and p2 enter the new map at the same time Bolb

vernal crest
#

What if someone wants to check the host on map 1 but not farmhands and only the host is anywhere near map 1?

lucid iron
#

as long as the player being checked isn't currently in the middle of warp the value will be correct

#

e.g. when u do debug gq PLAYER_LOCATION_NAME Current FarmHouse when just standing still somewhere it'll give the right true/false depending on whether u be in the farmhouse or not

vernal crest
#

And so we come back to: how can it be checked not in the middle of the warp? GSQ in query in dialogue maybe?

lucid iron
#

yea sure

#

or shop Condition

#

because you can use gsq anywhere that accept action via If it's hard to say

#

but it is also true that PLAYER_LOCATION_NAME is the kind of gsq ppl mainly want to use in locationchanged

uncut viper
#

it can also just be checked literally whenever a C# mod wants to check it

lucid mulch
#

(and many C# mods blow up by doing those checks wrong for multiplayer as from hosts perspective the farmhands location will be null while mid-warp)

uncut viper
#

/!\ warning! this user is about to post an opinion, not a declaration that things should be different to cater to them specifically! /!
my original comment was because my ideal wiki page that documents game behaviour and functionality is technically correct, objective, and mod-agnostic i.e. makes no assumptions or endorsements about using something third-party (e.g. another mod) to use it. it simply documents specs.

#

that + i wasnt sure how a time change was relevant

lucid iron
#

perhaps like

Note: The player's current location is updated slower than the game's current location. This mainly impacts usage in LocationChanged as PLAYER_LOCATION_NAME will check the player's previous (not yet updated) location. Use LOCATION_NAME to check the location they are entering. This GSQ works as expected in other cases where the player isn't in the middle of changing locations, and it's likely that this behavior will be fixed in future game updates.
#

hm do u think it works correctly for daystarted

#

if u passed out elsewhere

lucid mulch
#

Also I think the difference in PLAYER_LOCATION_NAME and LOCATION_NAME is a bug and hopefully is fixed in 1.7, I wouldn't want this quirk to become a feature

lucid iron
#

yea i can put Due to a bug, in that

lucid mulch
#

iirc you warp during dayending, so daystarted it would already be a stable value.
its purely the locationchanged trigger that fires mid propagation

lucid iron
#

fun Dokkan

#

i shall go do edit if no one has objections

uncut viper
#

not my wiki not my monkeys

patent lanceBOT
pale pecan
#

Hey there! I'm having some trouble with writing a custom data model to the save file and was wondering if anyone could provide a bit of elucidation on why that might be.

karmic gust
#

does anyone happen to have the link that lists other locations in Stardew (outside of Pelican Town)? I'm not sure if it's on the stardew wiki or the modding wiki but my googling isn't helping

devout otter
drowsy pewter
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like lorewise?

karmic gust
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yeah lorewise

drowsy pewter
royal stump
karmic gust
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thank you!!

pale pecan
# royal stump it'll probably help to know what your process is & the error you're getting, but...

The tl;dr:

I have a ModData model that stores a dictionary. This dictionary has keys corresponding to tags used to keep track of mod data, and values corresponding to the actual states of those tags.

A tag can have four states: Unreserved, Reserved, Ready, and Active.

The behavior I'm seeing is that the dictionary is being maintained throughout one play session, but upon exiting and re-entering a save, all tags are being reset to Unreserved (their default).

lucid iron
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where are you storing it

pale pecan
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Helper.Data.WriteSaveData("TagStateData", (ModData) modData); has been what I've been using

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(And I've confirmed that the entries within the runtime version of the dictionary are updating properly, their values just aren't being maintained when written)

lucid iron
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i remember being unable to use anything other than string as dict keys

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doesn't deserialize correctly

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there's prob jsonconverter stuff i could have done, but lazy

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making all the dict keys string worked out

pale pecan
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Hmm. All my dict keys are strings, but their values are a custom object with a bit of complexity, so that might be the issue.

lucid iron
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I think custom objects are fine as long as your fields or props r public

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But yeah i recommend opening the save up to see what smapi actually wrote

pale pecan
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...

The answer was so simple 😭

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The custom object's fields were ALL being reset to defaults whenever they were being created because they were given initial values outside of the constructor. sigh

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Well tyty! XD

worldly wadi
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Hey sorry if this is a dumb and stupid question, but how do I create an indoors map? Like, inside the house of an npc. Is there a tutorial? My mind only works with a tutorial

lucid iron
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It's not any different than making a normal map

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Just that you use door warps and don't set is outdoors

tiny zealot
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the only "difference" is which map you should copy-paste from as a starting point (an indoor one instead of an outdoor one)

worldly wadi
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TytytyttytytyytytytytytytytySDVpufferwaaah

tender bloom
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i recommend starting with an existing one, and deleting most things out/editing

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then you have a lot of map properties premade for you

worldly wadi
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Also, are there any framework mods you guys recommend to help me? I'm new to modding and it's all so confusing to me.

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Sorry if I misspelled any word, english is not my first language

hard fern
tiny zealot
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if you're new, stick with content patcher, and to be honest i recommend resisting the urge (at least at first) to seek out a framework when you encounter something CP can't do

autumn tide
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could you clarify what you mean by 'framework'?

urban patrol
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i feel like it's a common misconception that you MUST choose a framework when making your first mod. i remember i had the same misconception, and i think one of the first questions i ever asked here was what the wiki meant by that. maybe we could take a look at the wording?

worldly wadi
tiny zealot
worldly wadi
ocean sailBOT
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@worldly wadi You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

urban patrol
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the very first step being "choose a framework" maybe could be reworded to "choose a framework, CP is recommended for basics and there are others for advanced features"?

hard fern
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bc if someone wants to make a mod for clothing, they have either CP or FS to choose from, but something like FTM won't really help them unless.. uhh they want to forage the clothes..? can FTM even do that.

urban patrol
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i like that but i think that's a little opaque to newbies who have no idea what a framework is lol

hard fern
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hmm maybe something that also tells u what a framework is, i guess?

autumn tide
hard fern
urban patrol
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i'd love that, but i also don't know if we can even agree on what constitutes a framework

uncut viper
urban patrol
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i'm open to rewording!

uncut viper
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and its implied that your mod must be at the very least a CP mod