#making-mods-general

1 messages · Page 467 of 1

urban patrol
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honestly for learning purposes i should probably try both at some point just so i have more tools in my tool belt

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is Game1.player equivalent to Current player in CP

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okay i promise this is the last question i have: blueberry suggested i use this to decrement the object the player is holding, but it's giving type mismatch. can i cast it to an Item like it suggests, or is there something else i need to do?

brittle pasture
#

casting it is fine
for extra safety you can do as StardewValley.Object

urban patrol
#

Game1.player.ActiveObject = Game1.player.ActiveObject.ConsumeStack(1) as StardewValley.Object; like so?

brittle pasture
#

yep

urban patrol
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woohoo!

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that means i'm now ready to test

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well that's a lie. gotta make a manifest etc but still

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thank you all for your continued help and patience as i struggle through this lol

inner harbor
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What causes this error? Full log (not mine) https://smapi.io/log/34878b5e0a9c4ea49c10ab2dc56bb8e8 The item is Cherry, which I have produced by my fruit tree, but my Data/fruitTree code is correct, I think? So it's not that. The StardewValley.Object constructor was called with qualified item ID '(O)638'. The '(O)' prefix will be removed automatically.

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 117 C# mods and 76 content packs.

inner harbor
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(and that's the only use of (O)638 in my entire mod)

quick sand
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it seems like its attempting to call for an unqualified item id and when it notices a qualified item id it removes the (O) to make it unqualified

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i would try remove the (O) where this is happening and testing

hallow prism
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some things don't need or don't like the qualified ID and normalise it

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and it may not comes from your mod

inner harbor
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but the only time I use it that I can find is the Data/fruitTrees and I copied the Cherry tree data for that! So it's supposed to be qualified?

hallow prism
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this person has a lot of mods, any reason to believe this is related to ESR, do you have the error yourself?

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i have it in some cases because of some of my objects and while i should fix it one day, it's basically harmless

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(it happens because in some places the game can only spawn/create/use objects, and so the qualified (O) is uneeded)

woeful lintel
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huh, I never checked this with the seasonal example for FF, good thing I did my daily "furniture in: making-mods-general" search

uncut viper
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that kind of error is not something you can achieve via content pack

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its a C# mod creating an item using the raw C# constructor for it directly (and not stripping out the type identifier) in all likelihood

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rather than going through the item registry

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Item Extensions does do some raw item construction from a quick glance at its code, but without knowing what your mod is doing or what every other mod in the list is doing or under what circumstances IE does that, i cant 100% guarantee its the issue

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but it is right in the middle of a ton of IE stuff

quick sand
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is it possible to use a custom texture for lighting?

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my gut tells me its harmony territory but maybe reflection or something i havent thought of could?

obtuse wigeon
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if that's not possible I have seen people use a large blured dot that's coloured, and either used as an overlay on a map or part of the sprite of a peice of furniture (mostly in the land of CP and not C# however)

inner harbor
#

I think I"ll just ignore them

hallow prism
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but i believe i may have some because of wildflower redone

blissful panther
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Just going to one of my mod pages to note a slight incompatibility until I can get it fixed, and... SDVpufferglare

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I guess I need a different image host!

hard fern
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ah... imgur

obtuse wigeon
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Yep Imgur has totally blocked the UK due to the age verification thing

blissful panther
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And honestly, I kinda respect them because of that decision, but it doesn't make it any less annoying. SDVkrobusgiggle

gray bear
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mine just show up as errors

obtuse wigeon
blissful panther
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(Not that the reasoning is a subject to be continued here mind you, but I'm more than happy to rant about it in <other server here>.)

obtuse wigeon
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I decided to use my own website so avoid any of the issues like this when they came around, it works great and bc Nexus caches the images it also not much of a strain on the hosting service too

gray bear
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ofc i can't find an example now

blissful panther
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Yeah, I might just go custom for this again. Been a while, but at least it'll mean it continues to work.

gray bear
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no images for bea

uncut viper
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why not just upload the images to the mod page itself

hard fern
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i... have never embedded an image into my mod pages ever

drowsy pewter
gray bear
#

i don't get why they had to make sure i can't see images too

obtuse wigeon
gray bear
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i can't access the website why does that matter

blissful panther
uncut viper
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you upload the image as an image for your mod in the media tab, then embed the direct link to that image

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instead of an imgur link

gray bear
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won't it show up in the images tab then

uncut viper
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yeah, but why does that matter

gray bear
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bc i hate that

blissful panther
uncut viper
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it lets you provide alt text

blissful panther
#

Just your media section.

hard fern
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why do you hate it? its already in the mod

gray bear
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wait this was a thing all along

obtuse wigeon
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bit of a pain for things like fancy titles like the stardew scroll ones

gray bear
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i don't need the image both in images and in description

uncut viper
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no more of a pain than for any other image

obtuse wigeon
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the Media section of the account is a good alternative for them though, I didn't know that was a thing either

gray bear
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DH u just invented this right? this wasn't a thing before

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wow i really do ignore tabs this is where u manage ur mods

obtuse wigeon
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You're not alone, Bea, it seems I do too XD

gray bear
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well i'd imagine nexus will crunch ur images more than like imgbb but like

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prolly better

hard fern
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well yeah nexus really really wants ur image quality

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tasty

gray bear
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it chews the image and then spits it out

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crunchy

obtuse wigeon
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Bold of you to assume my images have any quality for Nexus to cromch

gray bear
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??? wtf are u using

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ms paint??

hard fern
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im gonna only upload recreations of my mod images in mspaint now

gray bear
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oh no

obtuse wigeon
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I'm going to make ms paint versions of all my images then replace them on April 1st, good idea

blissful panther
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...okay, so uploading to that images section murders the transparency of the PNG.

gray bear
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no srsly how are u saving ur images atlas

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god nexus just hates png

blissful panther
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Or is that maybe my browser being... weird?

hard fern
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idk, maybe i can test it

blissful panther
#

Because it's clearly transparent here, but not when I just view the image source itself.

obtuse wigeon
blissful panther
#

Okay, yeah, just browser being weird.

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And it remains a PNG, so no quality loss!

obtuse wigeon
gray bear
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nah png seems fine

obtuse wigeon
#

beat me to it

hard fern
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thank you nexus for logging me out

gray bear
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nexus said: get out

obtuse wigeon
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it did that to me too!

blissful panther
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New TOS to accept!

gray bear
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hide ur images

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i think they get published to the uh media thing if u don't

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gonna be honest forgor that was a part of nexus

obtuse wigeon
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Can't wait to have nexus sell my data! (I have no idea if it does, don't believe anything I say (also plz dont sue me nexus))

gray bear
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u saying that like companies don't just state they do that

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its uh, just in the tos

blissful panther
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Nexus what.

gray bear
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what did u put in there

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a slash? u heathen

blissful panther
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I dared put a question mark in there.

hard fern
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to the dungeon with you

gray bear
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no questions!

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no exclamation marks either it seems

hard fern
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idk why but seeing this on the tos makes me laugh a little

obtuse wigeon
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That seems like it was put there due to recent events

hard fern
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because idk. people need to be reminded that they can just.. scroll away. i guess.

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SDVpuffersweats recent events?

gray bear
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i hear tea

quick sand
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in VS is there a difference between // and ///?

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i noticed one is darker

gray bear
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in what sense

quick sand
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for comments i guess

thorny jasper
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Hi guys

obtuse wigeon
gray bear
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they b the same. vscode just likes 3 i guess

obtuse wigeon
blissful panther
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It probably thinks you're trying to manually write a doc comment with ///?

hard fern
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/// is the anime blush to me

gray bear
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///-.-///

thorny jasper
obtuse wigeon
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Omg doc comments are fantastic, I had no idea they existed ty DH

bronze crag
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Hey AtlasV any chance you can make alterations to your AutoSorter Building mod to better support Automate, per my suggestion in Nexus:comments?

quick sand
blissful panther
obtuse wigeon
quick sand
#

2.5 hours until im off work 🤭

obtuse wigeon
#

(Whoops forgot to turn the Ping off, sorry!)

bronze crag
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NP. YOU can ping me anytime 😛

gray bear
gray bear
woeful lintel
obtuse wigeon
gray bear
quick sand
uneven spindle
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19044.0, with 5 C# mods and 1 content packs.

lucid mulch
#

the version you uploaded doesn't contain the AbigailFestivals block

uneven spindle
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yes that one works, once you add it gives the error in the smapi log

quick sand
uncut viper
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are you sure the first one actually works?

uneven spindle
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its probably the issue but the reason it gives doesn't make sense plus the wiki says it supports token if i understood correctly

uncut viper
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it does support tokens, but from a glance at the code it also doesn't allow a forward slash in the value when using Fields instead of entries, but it may only be running into that limitation when it also has to parse a token

uneven spindle
uneven spindle
uncut viper
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i don't know the exact technical reasoning behind it but it does seem intentional, so you may have to do it a different way, yeah

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that's a new warning to me I think (not to content patcher just to me) so I'm not familiar with it

lucid mulch
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ok traced the error all the way back to CP 1.6.5 all the way back in April 6th 2019

Fixed EditData allowing field values containing / (which is the field delimiter).

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back in the stardew valley 1.3 era, where I think there was almost no assets that wasn't just Dict<string,string> with string delimitted values, so putting / inside a Fields entry would blow up

uncut viper
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only when parsing a token though? that's the part that confused me when I looked, I figured it'd trigger all the time

lucid mulch
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the trigger itself has gone through many rewrites

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and predates PatchLoader entirely as it predated the concept of include

uncut viper
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vestigial trigger...

lucid mulch
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in its oldest form I think it would have errored regardless of tokens, but I think the modern variant might be more lax

uncut viper
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hm, would it still explode without the trigger if you did it on like, data/furniture

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without the token*

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without the token so as not to trigger it but still get the /

lucid mulch
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Given its location of being in the now patch loader, it is running at initial startup long before it actually tries to actually load/edit the asset and in turn knows the actual data type it'll be editing

uncut viper
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i don't mean does it know not to explode furniture specifically, I more so meant, is that original issue still an issue nowadays

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the issue of blowing up slash delimed strings

lucid mulch
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I think for a single patch doing it, it wont directly explode, but multiple patches would desync indexes if allowed.
but the error handling should probably be moved out of patchloader and into EditDataPatch which knows when it is explicitly in string delimitted mode or not

lucid mulch
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so I wonder if this exact example still causes the error message or not

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I'm somewhat surprised this is the first I've seen this error, considering doing TargetFields into Appearance and setting Portrait/Sprite with a value containing a / would be somewhat common

lucid mulch
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I wonder if the / could just be smuggled in with a localtoken

uneven spindle
vernal crest
#

Does the double backslash not work in this situation?

uneven spindle
#

where exactly do you mean? like this?

"{{ModId}}.AbigailFestivals": {
    "Portrait": "Portraits\\Abigail{{DefaultAssetSeasonSuffix}}"
}
vernal crest
#

Yeah that's how we usually do asset names with forward slashes in them when we have to put them into slash-delimited fields

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You can see vanilla does too: "12": "Red Diner Chair/chair/-1/-1/4/750/-1/[LocalizedText Strings\\Furniture:RedDinerChair]",

uneven spindle
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mm i didn't think about escaping the slash, let me give it a try

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although it is stored as "Portrait": "Portraits\\Abigail", instead of "Portrait": "Portraits/Abigail", it works well and the game uses the vanilla portrait too

lucid mulch
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The content manager knows to normalise all the paths so there should be no difference between \\ and / (assuming you get both into the asset successfully without breaking formatting rules)

uneven spindle
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got it, appreciate the help guys! think i will continue working with the method suggested by Abagaianye

craggy geyser
#

Hi!! Okay so I used my free will to attempt to make a custom NPC with no prior knowledge of coding beyond like.. very small amounts of HTML. I used a bunch of tutorials and such but no matter what I do I can’t get anything to work and i don’t really understand the errors I’m getting!!

If anyone would be up to looking through all my code and pointing out what I’ve done wrong that would be great7613catscared

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I used JSON validators but none of my fixes fixed it

vernal crest
ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

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.

craggy geyser
#

!! Alright one momentSDVpufferthumbsup

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 15 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

craggy geyser
#

ok i think that woerked

vernal crest
#

Looks like it! Which is your mod?

craggy geyser
#

Kit NPC i think

vernal crest
#

Haha yes I figured when I scrolled down

craggy geyser
#

yeah....

vernal crest
#

Okay so the error is in your dialogue.json file, so can you share a link to that one?

craggy geyser
#

yup!

vernal crest
#

(There's also errors with the schedule and character data but we'll start from the top)

craggy geyser
#

did that work

vernal crest
#

Yes it did. So what you've done is you've combined the concept of a Loaded dialogue file and an Included dialogue file and ended up with something that's neither.

craggy geyser
vernal crest
#

If you Load a dialogue file directly, you want it to look like this: https://smapi.io/json/none/2becf03f52b346b4a43a9d4e5b0ee510

However, that has a downside in that you can't use any tokens in the dialogue which means if you want to start using i18n or any other Content Patcher tokens, you can't.

craggy geyser
#

i think i was not trying to load directly

vernal crest
#

I am just writing what it should look like for an Include instead ^_^

craggy geyser
vernal crest
craggy geyser
#

!!!! i was trying to figure out that

vernal crest
#

You will notice that I set the Target to "Target": "Characters/Dialogue/{{ModId}}_Kit",. That is both because I don't know what your NPC's internal name is right now and also because regardless of what it currently is, it should have {{ModId}}_ at the front of it to ensure it's unique (the ModId token gets replaced by Content Patcher with your mod's unique ID from the manifest before it's passed to the game).

craggy geyser
#

i am 98% sure it is _Kit

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yes it is

vernal crest
#

Can you see and understand the changes I made to what you had? I'm happy to explain any of it if not.

indigo yoke
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so C# question. I don't want to write content patcher data for gift tastes for 60 items (and rising...) so I wrote this to automate that on saveload event.

Are there any safety nets I should add or things to be weary of?

craggy geyser
#

yeah i can see them!! i dont really understand how the brackets and stuff work, honestlySDVpufferwaaah

vernal crest
# craggy geyser yeah i can see them!! i dont really understand how the brackets and stuff work, ...
  1. They always go in pairs so if you have an opening one you need a closing one
  2. Curly brackets go around objects while square brackets go around lists - that distinction won't mean much to you right now so instead just make sure you're paying attention to how other mods and the documentation are doing it and copy them
  3. Something inside brackets is considered to be inside the field that comes before the opening bracket, so if you look at my screenshot you can see that "Introduction" is inside the bracket after "Entries" - that means that "Introduction" is inside "Entries"
  4. Point 3 is important for making sure the game knows what you're trying to edit, so again make sure you're being careful about doing what other mods/the documentation are doing
craggy geyser
#

ahhhh okay! :o

vernal crest
#

If you try to pay attention to the patterns that you see in other mods and the documentation it will help you start getting used to what things should look like, after which it'll be easier to understand why (hopefully - if your brain works in the other direction let me know and I'll grab you a JSON tutorial)

craggy geyser
#

yeah i think ive been struggling to understand because i didnt have the 'why', i know what im looking at in theory i dont know why its like that

vernal crest
craggy geyser
#

thank u!

#

so theres also errors in schedule and character data?

vernal crest
#

Yup, the schedule file 'assets\schedule\schedule.json' doesn't exist

craggy geyser
vernal crest
#

Double check your file name

craggy geyser
#

it's correctevaporate

vernal crest
#

Can you share a screenshot of the schedule folder?

craggy geyser
#

wait omg

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i put schedule in dialogue oopsies

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ok now its in the right folder LOL

vernal crest
#

Okay, now if the content of that file is similar to the dialogue one you'll need to fix it

craggy geyser
plush vault
#

What exactly does the entry

"AvailableStockLimit": "Player"

regulate?
Is it somehtin relevant for multiplayer?

vernal crest
craggy geyser
#

oooh okay

#

done that

#

i got annoyed by the time i reached the schedule point and decided i needed help haha

vernal crest
#

Very understandable

#

Now your character data - or dispos as Tia calls it because they're from the pre-1.6 days - seems to have the wrong format for the winter star gifts field

craggy geyser
#

alright, what does that mean

#

"WinterStarGifts": [0],

uneven spindle
vernal crest
# craggy geyser alright, what does that mean

Winter star gifts is a list of models, meaning it looks like this:

"WinterStarGifts": [
  {
    "Id": "Stone",
    "ItemId": "(O)390"
  },
  {
    "Id": "VoidEssence",
    "ItemId": "(O)769"
  },
],

So your 0 is not valid. If you don't want them to have winter star gifts you can just delete the field. If you do want them to but don't want to add them yet, just remove the 0 and it will be an empty field.

rain bronze
#

Quick question is the dialogue box that's created when interacting with Robin's Carpenter counter while she's present hardcoded or is it possible to add new options and change stuff there?

craggy geyser
vernal crest
craggy geyser
#

yes

vernal crest
# craggy geyser yes

Then yep that's the field you want. That one can be hard to do because the wiki doesn't give examples of what it should look like. If you look at the vanilla Data/Characters file you can see Clint as an example of what yours should look like (though any field you don't want to include you can just leave out rather than including it with a null value). The wiki will explain what the fields are.

craggy geyser
#

!!! thank u

#

are there any other issues i need to fix?

hard fern
#

If you're making a custom museum is there a way to control where items go?

vernal crest
craggy geyser
#

ok lets find out..

#

oh goodness

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 15 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

upbeat zephyr
#

for the GNMT, how would i replace things like 'She's' and 'He's' ?

vernal crest
vernal crest
craggy geyser
#

i probably broke it

upbeat zephyr
craggy geyser
upbeat zephyr
#

we here
strugglin

craggy geyser
#

man why did i think coding would be fun

upbeat zephyr
#

LOL

vernal crest
#

You just have to see errors as a normal part of the process

#

It's not like other areas of life where they indicate failure. Errors happen to everyone and they're just part of the learning process.

craggy geyser
vernal crest
#

That error message is still referring to "Tue" so are you sure you saved this new file?

craggy geyser
#

hm..

#

maybve?

vernal crest
#

And in the right place?

craggy geyser
#

ill try again

royal stump
craggy geyser
vernal crest
#

Note to self: always click on the source code link

upbeat zephyr
craggy geyser
#

okay, no errors however he is not in game7613catscared

royal stump
#

yep, most CP tokens can be combined like that (or just immediately surrounded by text, etc)

#

also use {{Lowercase: {{Theyre}}}} if you need they're and such

upbeat zephyr
#

gotcha, ty :)

#

im replacing with it/its pronouns so, it works hehe

vernal crest
craggy geyser
#

!! ok

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 15 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
craggy geyser
#

looking at it now<

vernal crest
#

I will start off by saying that you can ignore the hint: asset name may be incorrect (shouldn't include '.KitNPC_Kit' extension) warning that several of the lines have.

craggy geyser
#

i dont understand it </3

#

ok!

vernal crest
#

It's saying that because it's intended to warn people when they accidentally put a file extension in their Target, but it's misinterpreting your mod ID as a file extension because of the period.

craggy geyser
#

ok

vernal crest
#

So if we look at this section here, the columns are loaded, conditions, and applied. Loaded means whether or not Content Patcher itself was able to read your patch, conditions refers to whether the conditions to apply the patch have been met (in your case you have no conditions so they are automatically met), and then applied refers to whether CP has actually changed the game according to what was in the patch.

pine elbow
#

If I wanted to add a new Machine that converts an Animal's Produce into their type of Meat, would that work best as a Content Patcher mod or a C# Mod?

vernal crest
craggy geyser
gentle rose
#

are you using jorts and jean as an npc template, btw? there's a mention of jorts in one of the lines (not a problem if you are, just worth knowing)

vernal crest
craggy geyser
craggy geyser
vernal crest
craggy geyser
#

nope lemme open

#

ok open

vernal crest
#

Okay, load into your save and then type debug where Kit into SMAPI

craggy geyser
#

[game] No NPC found matching 'Kit'.

vernal crest
craggy geyser
#

yupp

#

woops

woeful lintel
indigo yoke
#

like willy loves his letter and shane hates willy's letter

vernal crest
# craggy geyser yupp

Oh, you've set their home to a location that does not exist. There's no location called StardewValley.Farm. But you can't put NPCs on the farm anyway if that's what you were trying to do. I recommend setting his home as Town for now. Also, his display name is Wren.

craggy geyser
#

ope i thougth i fixed that

okay let me set his home as town

gentle rose
woeful lintel
#

I'm 90% sure that if another content pack patches this asset conditionally after you've modified it, it will lose your modifications

gentle rose
#

or if some kind of caching is done

#

the correct way is to hook onto the asset requested event and use e.Edit

craggy geyser
#

thats not right

tiny zealot
craggy geyser
#

yeppp i gotta fix that

merry river
#

Quick question: I had to make two separate map patches (one for vanilla, one for SVE) and would like to implement them with GMCM. Is there a way to do it using CP or is it only possible with C#? Are there any tutorials on this?

gray bear
#

you can do it with CP

#

actually just making a config would work

gentle rose
#

you can also have them switch automatically if sve is installed

vernal crest
#

And no, no dynamic tokens are needed for this situation

#

You can use config tokens right inside FromFile fields if you want to or you can use them with a When field.

merry river
#

ahh! okay, so I can add a conditon in my code and GMCM will recgonize it automatically? I haven't gone into configuring conditions yet but I will do that today then

vernal crest
#

You have to set up your ConfigSchema according to the link I gave you if you want it to be visible in GMCM

gray bear
#

you can do it with 1 config

vernal crest
#

Everything in your ConfigSchema will be automatically available in GMCM whether you want it to be or not

merry river
#

Alright, I'll look into it! Thanks!

vernal crest
#

Speaking of dynamic tokens, I need to finish mine

pine elbow
#

Where would the Unused Meat Sprites be Located?
Like what Xnb file would they be under?

Because I looked at ALL of the Unpacked sprite sheets but none of them were what I was looking for

obtuse wigeon
#

SpringObjects I think?

vernal crest
#

Maps/springobjects

craggy geyser
#

WORKS!!!!! however he cannot receive gifts and im not entirely sure how to program the gift tastes D:

vernal crest
#

Tia's tutorial includes gift tastes, doesn't it?

#

(That's the one that sometimes has Wren and sometimes has Jorts as its example NPC)

craggy geyser
#

i think so but i think i found it tricky

pine elbow
craggy geyser
#

hm lemme try figure this out ill be back

vernal crest
upbeat zephyr
#

ive changed all the pronouns and titles to the tokens but gunther keeps calling me ms </33333

vernal crest
#

Might've missed a line?

latent mauve
#

In an event, or normal dialogue? You may have missed one, or if you aren't using a minimal mod setup, another mod might be overriding yours

upbeat zephyr
#

i looked through with ctrl+f stuff for the mod, and i got everything

upbeat zephyr
latent mauve
#

And no other mods are patching his dialogue?

upbeat zephyr
#

at least lucikiel is gender neutral the entire way ajhsbffahjbs

#

not that i can see at all

#

hmm

#

maybe ??

#

i dont know what mod i have that would do it

latent mauve
#

Can you run a patch summary on his dialogue file?

upbeat zephyr
#

but the dialogue he says isnt appearing in the content file...

#

patch summary ?

#

(sorry, this is my first time attempting to mod/alter mods)

latent mauve
#

I am just making an assumption that this is a CP mod, in which case, patch summary will show all files that are changed by different mods.

upbeat zephyr
#

how do i do that ?

latent mauve
#

You type patch summary asset "Characters/Dialogue/Gunther" or whatever file the text comes from in the SMAPI console window

#

It will output the results in your log

upbeat zephyr
#

okay lemme try

#

uh oh

#

what have i done asjhbahfj

latent mauve
#

Is your patch with the token loading too early, maybe?

royal stump
proud wyvern
#

that's... not quite right

obtuse wigeon
#

I have had some phenomainally wrong suggestions, it's been fantastic to see them

proud wyvern
#

(working on a mod for Cobalt Core, and the mod loader i made has a similar API system to SMAPI)

royal stump
#

I shut intellicode off as soon as I noticed it was an LLM thing SDVpuffersquint
(iirc twice because an extension kicked it back on)

merry river
#

couldn't find anything myself so i'll ask you guys: is there a way to check the coordinates in the edited SVE maps like Pelican Town etc?

calm nebula
#

Didn't know that was one of your mods

next plaza
#

Man, I can't believe Shockah's autocomplete for an entirely different game spoiled my secret upcoming mod 😔

calm nebula
#

Stardew hard mode?

tiny zealot
calm nebula
#

Or IRL hard mode

next plaza
#

-# inb4 "what's a souls like"

fleet oxide
#

Just a general question...I've made a desaturated version of Lumisteria's indoor/outdoor tilesheets. Is there a reason why I shouldn't ship them in one mod using "hasmod" conditions for the different assets? Separately they're both very small so I'm wondering if I shouldn't just combine them, but it feels illegal for some reason

#

Maybe its the requirements I'm worried about. Because one of the two original mods needs to be required, but not necessarily both. And I don't think there's a way to do that in the manifest file?

#

Is it better to just publish the mod on one page with separate files for the two original mods?

tiny zealot
#

the absolute most important thing to do is get lumisteria's permission to distribute modified versions of her assets

fleet oxide
#

Yes, I have permission!

ocean sailBOT
#

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

tiny zealot
#

you can't do an either/or hard dependency in manifest, no. every dependency is separate and is either hard (required) or soft (not)

lucid iron
#

Let's say my mod list has mod that that needs lumi sheets outdoors and not indoors

#

If u ship em together i do have some unused pngs in my folders

#

You also can't update them separately

#

Because sdv mods are tiny these aren't really a problem in practice so it's about how u feel too

#

You can also have 1 mod page but use update subkeys on 2 main files if you want

#

That makes em independent

calm nebula
#

I'll take the other side. There isnt harm in combining them

#

The assets won't be requested if the mod isnt installed anyways

#

Pngs are tjny

lucid iron
#

Ultimately I don't think i care cus my mod list has both indoor and outdoor lol

calm nebula
#

Tl;dr do what you want

#

Vibesss

fleet oxide
#

Thanks! I'll think about it and also look up how to do update subkeys. Didn't know that was an option

lucid iron
merry river
fleet oxide
#

Thanks! I'm so glad you're enjoying them 🙂

#

Doing Lumisteria's tilesheets will help with the mods that use them I think, like East Scarp (which is on my list now that remastered is out)

#

((still have to get permissions for that one though!))

royal stump
#

as a vague heads-up for pack authors, I'm shoving most of FTM's trace logs into verbose mode soon SDVjunimowhite
(condition check results, step-by-step info for each pack/spawn area, etc)
loading a SVE + RSV save generates ~12 lines now instead of, uh, hundreds
but it does mean FTM won't log time changes & such unless it actually spawns something

lucid iron
#

The evil is defeated wew

tight rivet
#

Speaking of that, I need to ..

#

probably see if the source code for the +villagers mod based on talking to them is open and submit a PR for "don't run events for NPCs not added" to get rid of angry red text

#

(I sincerely appreciate SMAPI prevents crashes from bad mod. I do think it leads to some mods never properly workin.)g

#

This keyboard is.. hm. I 'm having problems with it's spacebar occasionally tabbing backwards or something. But, essentially, a few mods I have have periodic yellow text and red text.

#

And I am thinking about submitting PRs to fix that. :v

undone narwhal
#

So I want to edit an existing mod (for my own use, or for distribution if author permits). The mod adds 8 fairies as 'animals' for your farm. I'd like to "group" them together like the other creatures shown with 'alternates'. Other than the obvious step of seeing how the other mods do it, any suggestions/first steps?

royal stump
undone narwhal
#

Hm, that won't work entirely. They produce different things.

#

But there are other creatures on that list that produce different things but are lumped together, so I know it's possible.

lucid iron
#

Then you are looking at alternate purchase types

#

That's what the white brown blue chickens are

undone narwhal
#

hm, ok, thanks. I'll start there

royal stump
#

ah, yeah, that spawns things with separate IDs SDVpufferthinkblob
e.g. "Brown Cow" has price -1 to disable it showing up directly, but "White Cow" lists brown as an alternative there, etc

calm nebula
#

So if i never log into nexus again

#

Do i not accept their new tos....

tiny zealot
#

if a tree falls in the forest...

undone narwhal
#

Got it, thanks for the help. The bit that gave me the most trouble was setting the alternate type prices to "-1", which is clearly an indication to not display them as a separate purchase.

rain bronze
#

Why tf u gotta log me out to force a tos refresh

undone narwhal
#

Hm, related question. It's not really a problem, but since there is no generic base "Faerie" in this case, with the way I got it to work it displays one of the faeries (Air Faerie in this case, along with the description of that faerie on the main menu). When you click on it you can then see them all, which is great.

Is there a way anyone is aware of to make a 'dummy' animal as the one on the main menu, that is not actually purchaseable, and have the subtypes as above? I know that's a very niche thing to ask.

lucid iron
#

Hm so the game handles it with ShopDisplayName + DisplayName

#

But I think i treat them the same rn, forgot if there was particular reason blobcatgooglyblep

undone narwhal
#

So the issue I'm describing is that as you can see it gives the name and description of just one of the eight faeries on the main screen here. I'm guessing there's no fix, because all the other mods seem to handle this by having a generic description that applies to all the varieties, instead of the specific description for each type of Faerie here.

#

That may indeed be why the original author kept them as separate entries, but it's too much space on my animal menu for me like that.

lucid iron
#

I'm pretty sure i fixed that one

#

But yeah alt purchase types r just kind of haunted for number of reasons blobcatgooglyblep

undone narwhal
#

hm, okay, I can live with it.

plucky girder
#

So Diologe mods are easy to make?

round dock
#

Fairly easy, yeah

undone narwhal
#

Yeah, other mods I'm looking through seemed to give up on the problem. Lung Dragons mod just has the River Lung be the one in front, and calls it "Lung Dragons" in the shop. So you can't even tell it's called a River Lung until after you've purchased it.

#

So you're right, there is a Display Name and Shop Name difference, but you can't have Display Name show up in the shop.

#

As far as I can tell, anyway.

#

It's possible that Shop Name = Display Name by default; I haven't tested that.

merry river
#

i want to add a specific schedule in for before and after the mines are cleared from the rubble in spring, how do I do that? with "when": (event) ?

lucid iron
#

I'll do smth about it later™

tiny zealot
undone narwhal
tight rivet
#

I should note some mods clear that day 1 though, so I'd check the mail.

rain bronze
#

SDVpufferwow i have succeeded in my plans well the start of my plans still got a whole lot more work left SDVpufferwaaah i gotta sleep tho

tiny zealot
lucid iron
#

The choice to use ShopDisplayName even for alt purchases on page 2 i mean

undone narwhal
#

Oh, I see.

#

Well, thanks for the generally excellent mod!

lucid iron
#

Nothing for u to do but i think how it probably should be is, use ShopDisplayName only on page 1 PecoWant

plucky girder
#

Oh a Mod that would be be fun would be one that adds a Crypid as an NPC like Bigfoot or mothman.

merry river
#

yeah, as of now, I solved it for giving spring 1-5 a different schedule from what the NPC usually would do but it looks like I can't restrict it to y1. but that's a minor issue, really

undone narwhal
#

IF you decide to update it, it would also be nice to have the option to have a description on page 1 that could be different than the type descriptions on page 2. I'm very grateful for it as-is, though!

lucid iron
#

I have philosophical reasons against using alt purchases for organization though

#

It means vanilla players gotta roll for the one they want

uncut viper
#

philosophical...

undone narwhal
#

But, if they're using modded animals, they're not vanilla?

#

Or am I misunderstanding?

lucid iron
#

Vanilla menu players

#

I.e. doesn't have livestock bazaar installed

#

Or have it but turned off custom menu

round dock
undone narwhal
#

Ah. Well, I respect your choices as the mod creator, obviously! My perspective would be that if you can use a modded animal, you can use livestock bazaar.

tiny zealot
round dock
#

Romanceable even

craggy geyser
#

hi i am back, made the (terrible) decision to add a home for my NPC and there is sooooo much red text, not sure what i did wrong with the code, maybe stuff in the wrong place, idk, help would be appreciated </3

tiny zealot
autumn tide
#

okayyy I'm back with more map problems! now it's only one map that doesn't exist, gonna send my log if I can't understand it myself

#

!log

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.

autumn tide
#

also i checked the tiles are 16x16-

merry river
#

just gotta love map problems <3

autumn tide
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 81 C# mods and 231 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

autumn tide
#

at least all the tiles are 16x16! that's good

#

still find it hilarious that i messed up that badly

merry river
#

so your problem is that LewisBasementDARKNESS isn't loading in?

autumn tide
#

yup!

merry river
#

I had this issue several times, I can't promise anything but can I have a look at your content.json?

autumn tide
merry river
autumn tide
#

oh shit

#

yeah that's the issue, ty!!!

#

..i think?

merry river
#

should be "Maps/LewisBasementDARKNESS", right? it's always little shitters like those that throw silly errors

autumn tide
#

yeah :(

uncut viper
#

the issue is that your location data is not inside your entry

#

has nothing to do with the slashes

#

also why aren't your locations modid prefixed

autumn tide
#

oh, i didn't know they should be

#

I'll fix the names later

uncut viper
#

they absolutely should be

autumn tide
#

oh shit, could it be that i forgot the default arrival tile?

merry river
#

oooh right

uncut viper
#
"LewisBasementDARKNESS": {
          "X": 4,
          "Y": 4
        },

what does this mean

autumn tide
#

aight fixed that

uncut viper
#

the issue is that this is what your entry was

autumn tide
#

..still doesn't exist

uncut viper
#

did you actually fix the entry?

autumn tide
#

lemme send

#

is it correct now?

#

still newer to this shit lol

lucid iron
#

Are you override a vanilla location

uncut viper
#

it's more correct, assuming you're not missing any other required location data fields (im not able to check the wiki atm to compare)

autumn tide
#

nope

lucid iron
#

Should use {{ModId}}_ then

autumn tide
lucid iron
#

Do it immediately, right now

autumn tide
#

damn okay- /lh

uncut viper
#

(it really is very important that you do. if you can assign an internal name to it, it needs a mod id)

autumn tide
#

aight got it!

#

i set a system of fancy keys lol

obtuse wigeon
#

I may be mis re,membering but wasn't there issues with using . in the name?

uncut viper
#

don't know if create on load will happen with a patch reload alone or not, did you reload the save?

#

no

obtuse wigeon
#

(sorry for spelling discord has broke)

uncut viper
#

the vast majority of unique IDs already have dots in them

autumn tide
#

okayyy got a huge error now

#

eugh i feel so clueless :(

uncut viper
#

please send the log via the uploader

autumn tide
#

!log

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.

lucid iron
lucid iron
#

Matters a little for mods like lookup anything

uncut viper
#

yeah, that won't make or break anything but it means other mods can tell which mod something is from easier

autumn tide
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 81 C# mods and 231 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

night pine
#

i'm back with the custom furniture mod i'm attempting to update to 1.6. i've run into an issue with the spritesheet indexes - it seems like i don't fully understand how to number them correctly. the three bushes on the top row show up fine, the ones on the bottom row do not. here are all my entries (they're in order, so the second row of bushes are BushMedium and onwards):

"{{ModId}}_BushLargeTown": "{{ModId}}_BushLargeTown/decor/3 3/3 1/1/1000/-1/{{i18n:rxguesend.DecorativeBushes_BushLargeTown}}/3/Mods\\{{ModId}}\\BushesSeasonal",
"{{ModId}}_BushBerry": "{{ModId}}_BushBerry/decor/2 3/2 1/1/600/-1/{{i18n:rxguesend.DecorativeBushes_BushBerry}}/6/Mods\\{{ModId}}\\BushesSeasonal",
"{{ModId}}_BushMedium": "{{ModId}}_BushMedium/decor/2 2/2 1/1/600/-1/{{i18n:rxguesend.DecorativeBushes_BushMedium}}/48/Mods\\{{ModId}}\\BushesSeasonal",
"{{ModId}}_BushMediumTown": "{{ModId}}_BushMediumTown/decor/2 2/2 1/1/600/-1/{{i18n:rxguesend.DecorativeBushes_BushMediumTown}}/50/Mods\\{{ModId}}\\BushesSeasonal",
"{{ModId}}_BushSmallTall": "{{ModId}}_BushSmallTall/decor/1 2/1 1/1/300/-1/{{i18n:rxguesend.DecorativeBushes_BushSmallTall}}/52/Mods\\{{ModId}}\\BushesSeasonal",
"{{ModId}}_BushSmallShort": "{{ModId}}_BushSmallShort/decor/1 2/1 1/1/300/-1/{{i18n:rxguesend.DecorativeBushes_BushSmallShort}}/53/Mods\\{{ModId}}\\BushesSeasonal",
"{{ModId}}_BushBeach": "{{ModId}}_BushBeach/decor/2 2/2 1/1/600/-1/{{i18n:rxguesend.DecorativeBushes_BushBeach}}/54/Mods\\{{ModId}}\\BushesSeasonal",
"{{ModId}}_BushIsland": "{{ModId}}_BushBeach/decor/2 2/2 1/1/600/-1/{{i18n:rxguesend.DecorativeBushes_BushIsland}}/56/Mods\\{{ModId}}\\BushesSeasonal",```

what am i doing wrong?
uncut viper
#

the game has no idea what {{ModId}} means

lucid iron
uncut viper
#

you cannot use tokens in the console because tokens are a content patcher thing

lucid iron
#

So bush one on row 2 should have index 48

autumn tide
#

so I should put my mod id there then?

uncut viper
#

if you ever need a token in the console like ModId, you need to write it out manually. however, debug warp iirc uses fuzzy search, so you should still just be able to look for "LewisBasementDARKNESS"

lucid iron
#

You also need to spawn new furniture whenever you change the data

#

Because the draw source rect is persisted

#

If u have further problems post your full json

#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

night pine
autumn tide
#

i'll reload the save again

merry river
#

gonna hop off working on my mod for today but I have one more question
I added two schedules, one that should go into effect with SVE installed and having set the Map config in GMCM, and a vanilla one
loaded the game, slept a night and... the NPC went into the water? lol (SVE version)

night pine
#

wait, i think i see what's wrong, haha. the number guide was created for a spritesheet bigger than mine, so i'd just have to renumber them, i'm assuming!

merry river
#

(I accidentally hit enter before I could send my json files, give me a sec)

lucid iron
autumn tide
#

it works!!!

lucid iron
autumn tide
#

too tired to really feel excited about it but it's good!

night pine
urban patrol
#

also, does this happen when you test the SVE schedule on a brand new save?

#

(usually the way i test SVE compat is by having a separate save since it changes so much)

#

oh nvm i see you have a rain key

merry river
urban patrol
#

1200 Forest 47 28 3 0 too many numbers

#

was your log not giving you an error?

merry river
#

nope

#

weren't the last two numbers for direction and 0 for animation (in that case, none)?

urban patrol
#

uhh let me check the wiki

#

idk what the game thinks about that 0 but you don’t need it

#

things in [] can be omitted

#

things in <> must be included

hallow prism
#

what is the value of a GoldCoin? I can only find a reference in migration page about the value for pot of gold

obtuse wigeon
#

I feel like I've seen it worth variable amounts? like the value can be set to add some amount to the money counter

calm nebula
#

It's the parrot thing

obtuse wigeon
#

"250" quoted you, it's too late

calm nebula
#

But before 1.16.x where x may be in the future it may not checm stack correctly

spice inlet
#

you know atra I feel like you've reached the level of seniority in sdv modding where you neither mod nor play, but still know more than anyone else

calm nebula
#

I have a photographic memory and I use it badly SDVpufferthumbsup

lucid iron
obtuse wigeon
#

Stardew Modding Entity Programming Interface

#

like an application but much more refined

next plaza
#

Nexus TOS update again? Too different this time for a diff though

tight rivet
#

It was largely over them having rights to use your stuff to advertise or their partners etc etc

#

And you can no longer delete anything

#

I'm paraphrasing double check

uncut viper
#

you already couldn't delete anything except at their discretion

#

also evidently the tos logout from yesterday was a mistake. those weren't new terms at all. they accidentally logged everyone out for the tos update a day early

#

the ones from today are new

opal tendon
#

would someone be willing to fix one of my mods for me because I just don't have the mental capacity to do it even tho someone was super helpful months ago and wrote out what areas to change I haven't looked at it I just don't feel capable of doing it but lots of people requested the fix (its a bunny pet that I have 2 versions of that replaces the same cat rather than being its own pet in the list of options)

tight rivet
#

Relatedly critical support to Picky too lazy to do their actual job and telling people to just use a LLM.

uncut viper
#

don't forget reaffirming that on the next page while in the same sentence saying that not only can an llm make a mistake but that they saw it make a mistake about this exact tos change

lucid iron
#

Do they not have like a team to review TOS instead of making users do the review

uncut viper
#

why pay for a team to do that when they can direct them to chatgpt

#

technology ✨

calm nebula
#

To be fair your not supposed to read the tos

#

Just accept it

#

Accept your fate

#

Google owns me now

latent mauve
#

I threw both TOS texts through diffchecker

calm nebula
#

Anything of interest?

latent mauve
#

So far, there's a specific callout for the 13+ with parental consent or "you must be 18 or older" age restriction and age restricted content available to 18+ users, some of the text moved to a brand new section, and there's a new waiver at the very bottom.

calm nebula
#

Anyways, second page of that comment seems to imply the new tos isnt really out yet

latent mauve
#

I'm still wading through it but if it gets updated again, it's easy enough to pop the new text in

uncut viper
latent mauve
#

I pulled that from their policy link today, so it should be accurate then

#

If you use a link in your signature or on your profile page to a third party website, you must ensure that you have permission from the third party website owner to link to their site and ensure that all content of the linked site is appropriate to our audiences (as described in our File Submission Guidelines). We may remove animated avatars and/or third party website links that do not comply with these terms of service.
the third party website links being pulled from profiles or forum signatures is new.

tight rivet
#

Yep

latent mauve
#

I'm halfway through reviewing the changes marked by diffchecker.

#

There's also a more specific call out for data scraping being prohibited.

uncut viper
#

everyone loves trusting their legal information to ai

gentle rose
#

you love unreadable legalese and genai summaries, right quill?

latent mauve
#

You shall not use, and we do not consent to the use of, our site, or any data published by, or contained in, or accessible via, our site or any services provided via, or in relation to, our site for the purposes of developing, training, fine-tuning or validating any AI system or model.

uncut viper
#

lmao

obtuse wigeon
#

Well, I think some wires are a tad crossed

gentle rose
#

tbh, so much of the new tos is either untrue or blatantly self contradictory that I kind of have a suspicion about how it was created

calm nebula
#

Well, I would not be surprised if they want AI rights to themselves

gentle rose
#

this, for example, is just not how nexus works

ivory plume
#

You shall not conduct, facilitate, authorise or permit any text or data mining or web scraping in relation to our site or any services provided via, or in relation to, our site for any purpose.
(RIP monthly mod stats?)

latent mauve
#

yep

#

That's right above the AI block

gentle rose
fading walrus
#

Who summons

gentle rose
fading walrus
#

I'm not reading the alphabet soup at midnight, iro

uncut viper
#

what's even the point of the API then

fading walrus
#

I'll check tomorrow

next plaza
uncut viper
#

I'm just repeating what Picky and another Nexus mod said Casey

fading walrus
gentle rose
#
  1. Rules about linking to our site
    You may link to our home page, provided you do so in a way that is fair and legal and does not damage our reputation or take advantage of it.

You must not establish a link in such a way as to suggest any form of association, approval or endorsement on our part where none exists.

We reserve the right to withdraw linking permission without notice.

The website in which you include a link to our home page must comply in all respects with the same standards which apply to our site, as set out in these terms, our File Submission Guidelines and our Forum and Commenting Guidelines.

If you wish to link to or make any use of content on our site other than that set out above, please contact support@nexusmods.com.

fading walrus
#

screams into the void about the plain language movement

next plaza
uncut viper
#

is the linking thing even enforceable like, whatsoever?

next plaza
gentle rose
#

no links to anything other than the mod page, guys, unless you have permission from support for some reason

uncut viper
#

in any jurisdiction?

gentle rose
lucid iron
fading walrus
latent mauve
#

specific call outs:

Any "robot", "bot", "spider", "scraper" or other automated device, program, tool, algorithm, code, process or methodology to access, obtain, copy, monitor or republish any portion of our site or any data, content, information or services accessed via the same.```
```Any automated analytical technique aimed at analysing text and data in digital form to generate information or develop, train, fine-tune or validate AI systems or models which includes but is not limited to patterns, trends and correlations.
The provisions in this clause should be treated as an express reservation of our rights in this regard, including for the purposes of Article 4(3) of the Digital Copyright Directive ((EU) 2019/790).```
next plaza
obtuse wigeon
uncut viper
ivory plume
next plaza
gentle rose
#

I assume I should no longer warn them if their api is revealing sensitive data because me even checking constitutes a break of their tos

fading walrus
#

It what

gentle rose
#

it isn’t right now

#

that we know of

calm nebula
#

What about shareable mod list though

gentle rose
calm nebula
#

Wait yeah isnt the mod stats mostly thr api

fading walrus
calm nebula
#

Other than searching the mod page for a github link

gentle rose
#

fun fact: the v2 api often forgets that anything other than collections exists

ivory plume
#

Nope. I feel like the section is perhaps worded far more broadly and strongly than intended? (Or they just don't want any use of the data beyond personal use and mod managers.)

gentle rose
#

for example, the comments endpoints only return collection comments

calm nebula
#

Nexus often forgets anything but collections exist

fading walrus
uncut viper
calm nebula
#

Anyways for the last two years the only place you could get my mods were github.com lol

uncut viper
#

also all my nodes in the graph link to nexus, but specifically to the mod pages

#

im an illegal href user

#

in fact some of them link to curseforge which im sure nexus would be thrilled to be alongside

latent mauve
#

and this has previously been a point of concern:


a worldwide, non-exclusive, royalty-free, transferable licence for us to use, reproduce, distribute, prepare derivative works of and display that user-generated content in connection with the service provided by the website and across different media including to promote the site or the service forever;
a worldwide, non-exclusive, royalty-free, transferable licence for our partners and advertisers to use the content for their purposes and in accordance with the functionality of the site forever. 

Please note that, under this provision, you give us the right (which cannot be revoked at a later date) to use your content indefinitely and we are not obliged to delete your content if you so request. The rights you grant us continue after this agreement is terminated or your access to the site is withdrawn by us.```
#

They can ignore your requests for content deletion now (according to this).

gentle rose
uncut viper
#

that has been true for a long while

calm nebula
#

Couldn't they earlier

gentle rose
#

they have been for a long time

royal stump
#

on another random note: afaict from the diff, ig I was correct in thinking that nexus perms weren't technically a separate license & just casual intra-site rules
but now they're an actual license to rehost and edit things

a worldwide, non-exclusive, royalty-free, transferable licence for other users to use the content for their own recreational purposes only and in accordance with the purpose of the site (that is, to enable users to download video game mods for their personal use and enjoyment) forever.
In particular, we may retain your content indefinitely and are not obliged to delete your content if you so request. The rights you grant us continue after this agreement is terminated or your access to the site is withdrawn by us.
->
When you upload or post content to our site, you will be given the option to set the licence terms applicable to other site users' use of the content. Subject to any such terms, you grant such users a worldwide, non-exclusive, royalty-free, transferable licence for to download and use the content for their own recreational purposes and, where permitted by you at the time of upload, for the purposes of distributing content and/or a modified or enhanced reproduction of the content.

ivory plume
#

"and across different media"
(Releasing soon: the SMAPI movie franchise by Nexus.)

fading walrus
#

(Note, if you notice that your legal name is in the metadata of the mod somewhere, you can request a mod be deleted as a Data Protection Act right to deletion request, in theory)

#

(I don't see why it wouldn't work)

next plaza
# ivory plume "_and across different media_" (Releasing soon: the SMAPI movie franchise by Nex...

(I have a sneak preview of the trailer, for anyone interested: https://www.youtube.com/watch?v=m8tTdU-BJ6g )

Based on a true story (and totally not from a joke on the stardew valley discord modding community)

Brought to you by a custom mod, and Firefox's "Inspect Element" tool. (Totally didn't skip a step in the repository deletion process out of laziness.)

Definitely didn't take a whole five hours to make (between the mod and the video itself).

Cod...

▶ Play video
gentle rose
obtuse wigeon
latent mauve
#

Just got to the linking to our site portion
If you wish to link to or make any use of content on our site other than that set out above, please contact support@nexusmods.com.
BRB while I email NexusMods for permission to post links to specific mod pages on recommendation lists. xD

#

And support threads.

next plaza
gentle rose
#

make sure to make a separate email for each instance, lily

next plaza
#

(or otherwise taken down)

next plaza
royal stump
#

@ the junimos immediately if you see someone link a news post

#

including all of the above

next plaza
#

Or a mod post!

#

Heck, why not just auto ping junimos every time a message is posted in #mod-showcase

#

So they can verify that specific page has been allowed

calm nebula
#

No more advertising your mods

#

Can't link to them from the github readme

obtuse wigeon
#

How much effort would it actually take to email nexus reguarding any location I want to have my mods linked too? probably a lot but if I want to adhere to the terms I have to

ornate trellis
#

i find it hilarious this whole TOS thing happened right after I was like " yeah ok i gonna link my mods on my private homepage" SBVLmaoDog srsly tho, how fucked are we this time around

royal stump
#

idk if anything's changed in practical terms SDVpufferdizzy the url rules are incoherent and would tank their own site if enforced

uncut viper
#

looking at an archived form the linking rules actually have not really changed

calm nebula
#

Lolwut

uncut viper
#

before it just said "The webiste you are linking from must comply with our various policies" and now it instead links you to the specific policies directly

ornate trellis
#

inch resting

ivory plume
#

One interesting bit seems to be opening the door to monetization. The TOS wording changed from "With the exception of premium membership, our site is made available free of charge" to "With the exception of premium features which are available only to paid subscribers, our site is made available free of charge".

next plaza
#

Huh

calm nebula
#

Maybe they will have a premium and a premium plus

next plaza
#

Are we gonna get a virtual currency for specific things

#

Oh!

calm nebula
#

And us lowly peons who got lifetime only got premium

next plaza
#

One thing that got suggested when the DP store survey happened semi recently

latent mauve
#

I did actually email them from my secondary email regarding "support purposes" specifically, will keep you updated on if I hear back. xD

uncut viper
#

tbh reading that it kinda feels weird to me that the previous version was like... correct, before? like it implies to me that a thing called "premium membership" is not free but specifically just the membership

next plaza
#

Was being able to donate to mod authors via DP instead of paypal or something

#

Like, not a mod author doing it, so they wouldn't have any

uncut viper
#

and not any features. like buying a badge that says "im premium!"

next plaza
#

So perhaps that's one thing they're considering

ornate trellis
#

that sounds like a kick to the shin to any mod maker

calm nebula
#

Like I regularly send away the random 15 dp that turn up

livid kite
#

so will mod author's who got the life time premium, will it be just premium or will they be nice and let us have Premium+

calm nebula
#

I'm not paying these fools

next plaza
#

I mean there are places without paypal access easily

royal stump
#

"you buy DP and immediately give it to an author to un-buy it" would not be the worst concept, except for all the weird legal parts

next plaza
#

And also, going back to the membership thing - what if a premium+ subscription gave you some DP to give to your favorite mod authors or something? idk

#

Or alternative ways of earning it

ornate trellis
#

sounds like the deviant.art point system...

next plaza
#

Bunch of options to make that particular idea applicable

uncut viper
#

why pay for P+ to do that instead of donating to the author

#

nexus does support donations

next plaza
#

I imagine it wouldn't be that exclusively

#

It'd be like those memberships that give you some bonus virtual currency on top of other benefits

#

I'm pretty sure Everquest 2 did/does that

#

Heck, fortnite might even be doing it

royal stump
calm nebula
royal stump
#

in user terms, idk what they could microtransact without making things really bad

calm nebula
#

Which is fine

gentle rose
uncut viper
royal stump
#

with fake currency in the way, users wouldn't get to see it

next plaza
gentle rose
uncut viper
#

do they currently see it with the way nexus handles donations?

uncut viper
royal stump
#

it's just a paypal link, so afaik yes, and also I see every donator's name SDVpufferflat

uncut viper
#

ah, well, that is gross

next plaza
royal stump
#

and yeah, there are a lot of weird legal differences between paypal personal and business, though you can kind of just use them

calm nebula
royal stump
#

(tangentially, I'm pretty sure someone accidentally set up a $1/month recurring payment to me & just canceled recently)

#

paypal buttons are weird

iron ridge
#

It's now held by 2 shell companies

uncut viper
tight rivet
#

The TOS really does feel lke the new owner (and his shell companies) are preparing for monetization

#

which is very funny as Nexus had like 2mil+ revenue last year

calm nebula
#

They what

tight rivet
#

:V

#

This is why I'm not kind towards Nexus, at that kind of revenue, you don't get passes.

lucid mulch
#

to be fair, that is not much revenue when you have employees with salaries

uncut viper
#

is this not saying that they are losing money

iron ridge
#

Decreasing cash in bank, assets and increasing liability and debts does seem like they're losing momey

uncut viper
#

2mil in the bank when losing money with 29 employees and server/storage costs seems like not a lot and in desperate need of monetization

lucid mulch
#

2m/year divided evenly across 29 employees is already just ~69k a year per employee on average which isn't much.
before taking in other costs like real-estate, data centre, bandwidth, etc

spice inlet
#

to which I am very thankful for

#

but lets honest they don't really work

tight rivet
#

.. no, that's not what their thing says

gentle rose
#

wow yeah no wonder they’re looking at monetising with those numbers

tight rivet
#

I am, however, mildly curious why they did what they did from '23 to '24

gentle rose
#

(earlier, not the ones just sent)

tight rivet
#

Also note that this one was sent after Robin quit

uncut viper
#

that still shows them losing 2mil in one year?

iron ridge
next plaza
lucid iron
#

Where do the dp money come and go

iron ridge
#

Like all the totals halfed

lucid iron
#

Do they have info on that stuff

iron ridge
next plaza
#

More often than not like a dollar or two, but there's a non-significant portion that are like 5/10 or higher

iron ridge
#

Or something

next plaza
#

(But I'm aware that I'm hardly representative of the average mod authors experience)

iron ridge
#

There's a bunch of graphs you can probably archive.org for over time

tight rivet
#

Yeah, uh.. I think you guys are misunderstanding it or I am very much, because:

next plaza
tight rivet
#

If you look at the debtor secton

next plaza
#

Bunch of numbers about DP

#

And graphs

uncut viper
iron ridge
#

Company house I assume

tight rivet
#

company house

uncut viper
#

i have no idea what that is

next plaza
#

(Nobody even reacted to pathoscat.mp4. I am truly underappreciated and ahead of my time, I suppose)

iron ridge
#

British companies listing

#

Transparency, financial docs and directors

tight rivet
#

it reads to me like they had a bunch of stuff they smply paid off and that's why their finacials abruptly tanked - it was clearing debt for a sale

iron ridge
#

although from what I could tell they took out a massive mortgage with IP either being collateral or the thing they're buying back over time

tight rivet
#

(if this was a leveraged buyout I will laugh-cry.)

obtuse wigeon
#

I can't seem to find the listing on companies house for Nexus, like at all

royal stump
#

(I can just open them in browser, but I forget)

tight rivet
#

Look for Black Tree Gaming Ltd

obtuse wigeon
#

Ahh that is not a name I expected, ty

iron ridge
tight rivet
#

isn't the new owner the owner of a swedish venture company focusing on games, though?

iron ridge
#

Danish

tight rivet
#

ah

iron ridge
#

Also kind of? They bought one company that gave them like 3 sites from what I can tell

obtuse wigeon
#

Victor right? or have I grabbed the wrong name from the listing?

iron ridge
#

Victor is the new owner yes

lucid mulch
#

so when are we forking modrinth and making mod valley

iron ridge
#

Aren't you in that discord

uncut viper
#

ill do it if you pay the file hosting costs

iron ridge
#

Oh you're not

tight rivet
uncut viper
#

(is modrinth open source? thats neat)

iron ridge
#

It is!

tight rivet
#

Clearly, what we need to do is all move to..

next plaza
obtuse wigeon
#

One of the advertised positives of it over Curse I believe

tight rivet
#

Steam Workshop dramatic thunder

iron ridge
tight rivet
#

my school forced me to.

next plaza
tight rivet
#

Like three seperate classes forced me to

#

it was very annoying

uncut viper
#

i think we should host everything on smapi.io so that we have one month of mod stats where the cost graph delta is absurd

iron ridge
#

It'd make everything before look so cheap!

uncut viper
tight rivet
obtuse wigeon
royal stump
#

i'd prefer almost anything over workshop SDVpetcatangy

next plaza
ornate locust
#

Steam workshop blows to use

tight rivet
#

eh. I've never had much issue with it for Paradox modding. =/

next plaza
obtuse wigeon
#

I really it not my first choice, or even in my top 5

lucid mulch
#

We just need a frontend and have mod authors host out of their github releases

ornate locust
#

Steam workshop, you generally have to use specific tools and upload a specific way

#

And you better not have any optional files

next plaza
tight rivet
#

tbh, I'm not a fan of Steam worskhop as a solo platform.

ornate locust
#

If you do, that's a separate-ass mod

lucid mulch
#

NEM for Stardew for discovery that just points to the other decentralized hosting

tight rivet
#

and I wouldn't recommend pushing it so late in a developed mod ecosphere

uncut viper
obtuse wigeon
next plaza
iron ridge
#

I'm working on it, nexus only for now

lucid mulch
#

the ancient python2 code to keep a registry of mod versions from a bunch of different sources is still sitting there running for minecraft

ornate locust
#

like if it goes to Steam Workshop, I stop modding. I have a handful of mods on it and it's annoying to use and update every single time

tight rivet
royal stump
iron ridge
next plaza
#

<flashbacks to the conversation where I completely forgot I PRed NEM in ye olde days, and even edited a file with your name in the filename, and then was baffled when you said made the original one recently>

royal stump
#

reading too literally or not enough, whichever

uncut viper
iron ridge
#

I feel like that's probably not that hard

next plaza
uncut viper
lucid mulch
#

didn't the old SKSE steam mod not need to redistribute skyrim

iron ridge
#

Do you want to be in that discord sinz I'm surprised you aren't already

next plaza
#

I believe that's correct

#

Forgot that was a thing

obtuse wigeon
#

it can be marked on steam as a "Mod" and not require the base game, another instance of this is Portal Stories: Mel

lucid mulch
#

portal stories still distributes all the portal code though

obtuse wigeon
#

It does? I thought it only shipped the required stuff, hmm

lucid mulch
#

for SMAPI, the ideal state is that the smapi steam app doesn't need to redistibute the stardew depots at all

#

and just pulls from the existing stardew install

#

in skse's case it was a small depot that just contained skse and extra config in steam to just use the skyrim folder instead of its own

next plaza
#

I can't remember where this was discussed - I can't find it anywhere

#

Oh forgot the reply there

#

the steam thing

#

one time pathos talked about it in detail (2-b)

#

another time

gentle rose
#

the funniest thing about tap to move is that it breaks the halloween maze

next plaza
#

Other cases too if you search pathos messages for "workshop"

gentle rose
#

by just letting you tap to the end

night pine
#

i have this content.json at the moment. would i be able to set up an editimage action for summer similarly to how i've set up spring and fall, but have it randomize between two textures instead of it being determined by day? the example in the conentpatcher documentation looks like this:

   "Action": "Load",
   "Target": "Characters/Abigail",
   "FromFile": "assets/abigail-{{Random:hood, jacket, raincoat}}.png"
}```

so i'm unsure how i'd write it when the two textures i want randomized are in the same spritesheet. would i have to create a separate spritesheet for each?
gentle rose
#

you can use synced randoms

#

on the fromarea fields

lucid mulch
#

other option is to just randomize the sprite index field

calm nebula
#

That's persisted

#

And not propgated

lucid mulch
#

boo

calm nebula
next plaza
#

Also this does mean if I die before the company does, do I get the benefits (nexus premium, pizza, whatever) in the afterlife

#

and/or can I pass it along in my will

obtuse wigeon
#

depends if you can get delivery to the afterlife

next plaza
#

Make sure the company is set up for generations so that my lifetime pizza reward is a family heirloom

calm nebula
#

Usually no

#

Did you hear about clearinghouse

next plaza
calm nebula
#

Smh. Stocks are going down so rust-cuda is the bright spot in my life

next plaza
night pine
# calm nebula That's persisted

it's fine if it only randomizes it once per day, if that's what persisted means! what i'm specifically trying to do is get the berry bush furniture to behave the same way the actual berry bush does, and from what i can tell, during summer it will randomly pick between two textures every time the map is reloaded. my issue is that i have no idea how i'd write the json if i'm doing it through fromarea and toarea. i've set them up like this on my spritesheet (the two bushes on the third row)

calm nebula
#

(Persisted = saved to save folder)

#

Anyways that was a comment to sinz lol

#

I'm still at work so the best you'll get is some quick comments

#

Nothing...useful, sorry

night pine
#

no worries, haha. i'm not sure pinned keys would be needed for what i'm looking to do. i'm thinking a basic random token would do the trick, i just don't know if it can be used with fromarea and toarea, or if i have to make a separate spritesheet with berry bush texture 1, and another separate spritesheet with berry bush texture 2 so i can use it with fromfile like in the documentation example

#

the first texture is technically the default one, because that's the one it finds with editdata action when the season turns to summer. so if i could somehow just make the entire editimage action for summer have a 50% chance to execute/trigger, that would do it

lucid iron
#

You can just use random in When if the random token seems confusing

calm nebula
#

Tbh for furniture I would cheat

#

Make them rotations

#

You cant make half of them randomkze anyways with just CP

night pine
#

that doesn't make it less confusing, sorry 😭 i'll just make it into separate spritesheets! i was hoping to find a way around it because it's less clean, but it seems like it's the most simple

calm nebula
#

Hi bluebs!

brave fable
# quick sand is it possible to use a custom texture for lighting?

yep, absolutely, i've done it extensively for custom lighting. you can subclass LightSource and override the draw method in your new class to instead draw anything you like and however you like. i don't have the code in front of me, but you could probably just assign the texture field on the light instance to your custom asset and draw that instead of the usual

#

if you were creating more than one light i might suggest you use a static Lazy<Texture2D> in your mod or somesuch

drowsy pewter
#

Make it update on location change

#

The thing is that all the bush furniturees on one map together will share the same image

#

As long as you're fine with that, this is the simplest way (to understand)

#

If you want to do the randomization in fromarea you can do it just fine. I'll write an example

#
                "X": "{{Random: 0, 32}}",
                "Y": 0,
                "Width": 16,
                "Height": 16
            }```
(replace with your real numbers)
#

In this situation it works perfectly fine because both of the bushes have the same dimensions and are on the same row

#

So they only differe on the X axis

#

If they were in very different spots on the sheet, you couldn't do it because the random tokens would need to sync up (so youd have to do synced random stuff)

#

It's not complex, CP just replaces your token with one of two values, no matter where you write it

night pine
# drowsy pewter ``` "FromArea": { "X": "{{Random: 0, 32}}", ...

ahh! i was close, sort of... i had:

    {{Random:"X": 32, "Y": 80, "Width": 32, "Height": 48}, "X": 0, "Y": 80, "Width": 32, "Height": 48}}
},```
but i could tell that was clearly wrong, lol. would doing it this way also make all the bush furnitures on one map share the same image though? i hadn't thought of that
drowsy pewter
#

So you cannot randomize different sections of text like that, only within a single string

#

You cannot use tokens to determine the values of keys either ("X", "Y", etc are keys and cannot be in tokens or contain tokens)

drowsy pewter
#

You're simply patching the game's single image that it has for your furniture. At any given moment it will only hold one image, regardless of what bush type it is

#

If you want them to have different images, you need to look into different methods

night pine
#

ah, darn. not as simple as i thought it would be 😔 ✌️

#

in that case, maybe rotation isn't a bad shout, honestly

drowsy pewter
#

Alternative textures may also do a re-rolling randomization

night pine
#

that's true. i'll ponder what i feel would be the best solution! thanks a ton for the dumbed down explanations, i feel wiser

drowsy pewter
#

it does help to share what you tried

#

so that people see clearly where any misunderstanding is

quasi wigeon
#

birdwave i'm in here with a question

i've been curious about making, or finding, a mod to rename some of the keg items -- replacing 'apple wine' with 'hard cider,' f'rinstance (maybe also replacing the sprite with the pale ale sprite in that case?)

i gather that would be a mod via content patcher, but i haven't gotten any further than that

#

i've looked around for item renaming mods but haven't been able to find anything like that

#

this would be my first time making a mod, uh, ever, so i am a little at sea

dusky sail
#

this is very possible but it would be less "renaming an item" and more "making a new item" because of the way flavored items like wine work

latent mauve
#

I wonder if the discussion from when y'all helped me randomize the TARDIS shed season can be found/would help with rudy's desired use case

#

Since that rerolled every "morning"

quasi wigeon
latent mauve
#

Although mine were separate images

dusky sail
calm nebula
#

Technically you could rename it

#

(There is an override. Look at cranberry wine)

#

But yeah, for a graphics change you need a new item

dusky sail
#

i always forget about cranberries...

quasi wigeon
#

what do the cranberries change? I hadn't noticed them being any different

drowsy pewter
#

pretty sure atra is talking about a C# override

dusky sail
#

the item is called "Cranberries" but its not "Cranberries Wine" its "Cranberry Wine"

quasi wigeon
#

Oooh

dusky sail
#

C#.... scary