#making-mods-general
1 messages · Page 467 of 1
is Game1.player equivalent to Current player in CP
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?
casting it is fine
for extra safety you can do as StardewValley.Object
Game1.player.ActiveObject = Game1.player.ActiveObject.ConsumeStack(1) as StardewValley.Object; like so?
yep
woohoo!
that means i'm now ready to test
well that's a lie. gotta make a manifest etc but still
thank you all for your continued help and patience as i struggle through this lol
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.
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.
(and that's the only use of (O)638 in my entire mod)
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
i would try remove the (O) where this is happening and testing
some things don't need or don't like the qualified ID and normalise it
and it may not comes from your mod
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?
this person has a lot of mods, any reason to believe this is related to ESR, do you have the error yourself?
i have it in some cases because of some of my objects and while i should fix it one day, it's basically harmless
(it happens because in some places the game can only spawn/create/use objects, and so the qualified (O) is uneeded)
huh, I never checked this with the seasonal example for FF, good thing I did my daily "furniture in: making-mods-general" search
that kind of error is not something you can achieve via content pack
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
rather than going through the item registry
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
but it is right in the middle of a ton of IE stuff
is it possible to use a custom texture for lighting?
my gut tells me its harmony territory but maybe reflection or something i havent thought of could?
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)
If you look at the raw log it's right beneath it loading the East Scarp maps. Which I'm presuming is why they elected to message me about it.
I think I"ll just ignore them
i think in my case i have this "error" because of mixed seeds like from IE
but i believe i may have some because of wildflower redone
Just going to one of my mod pages to note a slight incompatibility until I can get it fixed, and... 
I guess I need a different image host!
ah... imgur
Yep Imgur has totally blocked the UK due to the age verification thing
And honestly, I kinda respect them because of that decision, but it doesn't make it any less annoying. 
mine just show up as errors
Oh same without a doubt, it's a ballsy move that makes itself known, given it's like the main image hosting service
(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>.)
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
ofc i can't find an example now
Yeah, I might just go custom for this again. Been a while, but at least it'll mean it continues to work.
why not just upload the images to the mod page itself
i... have never embedded an image into my mod pages ever
i dont respect them, they silently blocked image uploading in my country and a lot of non-western countries this year for no stated reason
i don't get why they had to make sure i can't see images too
I didn't know you could do that... I thought it was only embeds in the desc
i can't access the website why does that matter
Welp, there goes the bit of respect they gained. Oh, well.
you upload the image as an image for your mod in the media tab, then embed the direct link to that image
instead of an imgur link
won't it show up in the images tab then
yeah, but why does that matter
bc i hate that
Ooh, or maybe... https://www.nexusmods.com/stardewvalley/users/myaccount?tab=images?
it lets you provide alt text
Just your media section.
why do you hate it? its already in the mod
wait this was a thing all along
bit of a pain for things like fancy titles like the stardew scroll ones
i don't need the image both in images and in description
no more of a pain than for any other image
the Media section of the account is a good alternative for them though, I didn't know that was a thing either
DH u just invented this right? this wasn't a thing before

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

You're not alone, Bea, it seems I do too XD
well i'd imagine nexus will crunch ur images more than like imgbb but like
prolly better
Bold of you to assume my images have any quality for Nexus to cromch
im gonna only upload recreations of my mod images in mspaint now
oh no
I'm going to make ms paint versions of all my images then replace them on April 1st, good idea
...okay, so uploading to that images section murders the transparency of the PNG.
Or is that maybe my browser being... weird?
idk, maybe i can test it
Because it's clearly transparent here, but not when I just view the image source itself.
using the snapshot tool that came with my OS, it's not the best
Okay, yeah, just browser being weird.
And it remains a PNG, so no quality loss!
I think that's just browser weirdness
nah png seems fine
beat me to it
thank you nexus for logging me out
nexus said: get out
it did that to me too!
New TOS to accept!
hide ur images
i think they get published to the uh media thing if u don't
gonna be honest forgor that was a part of nexus
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))
Nexus what.
I dared put a question mark in there.
to the dungeon with you
idk why but seeing this on the tos makes me laugh a little
That seems like it was put there due to recent events
because idk. people need to be reminded that they can just.. scroll away. i guess.
recent events?
i hear tea
in what sense
for comments i guess
Hi guys
for comments? not to my knowledge
they b the same. vscode just likes 3 i guess
I have only heard of it briefly, no where near enough to recount them unfortunately
It probably thinks you're trying to manually write a doc comment with ///?
/// is the anime blush to me
I love your pfp
///-.-///
Same
Omg doc comments are fantastic, I had no idea they existed ty DH
Hey AtlasV any chance you can make alterations to your AutoSorter Building mod to better support Automate, per my suggestion in Nexus:comments?
ohhh.. i havent gotten to that module yet i guess lol
Thanks! Credit for it's in my bio, because I definitely didn't make it. 
Neat!
Unfortunately I don't know C# to be able to make that change, the C# portion was a commission and not my own doing. I am currently in the process of learning C# however to be able to make changes like that (I also really would like that change so it is certainly on my list!)
2.5 hours until im off work 🤭
(Whoops forgot to turn the Ping off, sorry!)
NP. YOU can ping me anytime 😛
may they go by quickly
u can do it atlas! sharpen that C
what's the context? if it's furniture, I have a suggestion
I shall sail the high C, and find the sharpening treasure! arrrggg 

nah i made a light that follows you like the glowring light. just wanted to experiment with different shape lights
Hi everyone! I'm trying to group several EditData patches into one but I'm having issues with one of them. This one works fine
https://smapi.io/json/none/0206c7dcc6c9454d96bd3312692f2970
but the moment I add an extra object to "Fields" I get this error about not using "/" characters. does someone know what could be happening?
"{{ModId}}.AbigailFestivals": {
"Portrait": "Portraits/Abigail{{DefaultAssetSeasonSuffix}}"
}
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.
the version you uploaded doesn't contain the AbigailFestivals block
yes that one works, once you add it gives the error in the smapi log
here's with the extra entry https://smapi.io/json/none/fc5c2b77bcdf4fe2b24520ab6e9846b6
not sure of the "why" but its also the only one with a token
are you sure the first one actually works?
its probably the issue but the reason it gives doesn't make sense plus the wiki says it supports token if i understood correctly
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
yep! here's data/Characters export, you can see in abigail's appearances the portrait field is updated https://smapi.io/json/none/ee741b72f77d476b81212809559a576e
i can keep the old EditData patch for the festival appearance entry and update the rest if its not possible to do it this way
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
that's a new warning to me I think (not to content patcher just to me) so I'm not familiar with it
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).
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
only when parsing a token though? that's the part that confused me when I looked, I figured it'd trigger all the time
the trigger itself has gone through many rewrites
and predates PatchLoader entirely as it predated the concept of include
vestigial trigger...
in its oldest form I think it would have errored regardless of tokens, but I think the modern variant might be more lax
hm, would it still explode without the trigger if you did it on like, data/furniture
without the token*
without the token so as not to trigger it but still get the /
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
i don't mean does it know not to explode furniture specifically, I more so meant, is that original issue still an issue nowadays
the issue of blowing up slash delimed strings
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
the original issue tracking it also didn't use tokens https://github.com/Pathoschild/StardewMods/issues/391
so I wonder if this exact example still causes the error message or not
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
I wonder if the / could just be smuggled in with a localtoken
i tried your idea and it seems to work! im going to test it a bit further but the patch export reveals the festtival appearance is updated correctly
Does the double backslash not work in this situation?
where exactly do you mean? like this?
"{{ModId}}.AbigailFestivals": {
"Portrait": "Portraits\\Abigail{{DefaultAssetSeasonSuffix}}"
}
Yeah that's how we usually do asset names with forward slashes in them when we have to put them into slash-delimited fields
You can see vanilla does too: "12": "Red Diner Chair/chair/-1/-1/4/750/-1/[LocalizedText Strings\\Furniture:RedDinerChair]",
mm i didn't think about escaping the slash, let me give it a try
although it is stored as "Portrait": "Portraits\\Abigail", instead of "Portrait": "Portraits/Abigail", it works well and the game uses the vanilla portrait too
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)
got it, appreciate the help guys! think i will continue working with the method suggested by Abagaianye
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 great
I used JSON validators but none of my fixes fixed it
!json Sure, you can send links to your json after you've uploaded it to the smapi.io validator and also to the link to your log so we can see what errors you're getting.
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.
!log Here's how to share your log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 15 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
ok i think that woerked
Looks like it! Which is your mod?
Kit NPC i think
Haha yes I figured when I scrolled down
yeah....
Okay so the error is in your dialogue.json file, so can you share a link to that one?
(There's also errors with the schedule and character data but we'll start from the top)
did that work
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.

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.
i think i was not trying to load directly
I am just writing what it should look like for an Include instead ^_^

If you want it as an Include (which is basically "what if this patch in your content.json was in its own file instead") it should look like this: https://smapi.io/json/none/85ddc6b3505647cf9fd7a135b0273557
!!!! i was trying to figure out that
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).
Can you see and understand the changes I made to what you had? I'm happy to explain any of it if not.
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?
yeah i can see them!! i dont really understand how the brackets and stuff work, honestly
- They always go in pairs so if you have an opening one you need a closing one
- 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
- 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"
- 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
ahhhh okay! :o
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)
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
In that case give this tutorial a whirl: https://stardew.button.gay/tutorials/json
Yup, the schedule file 'assets\schedule\schedule.json' doesn't exist

Double check your file name
it's correct
Can you share a screenshot of the schedule folder?
Okay, now if the content of that file is similar to the dialogue one you'll need to fix it
https://smapi.io/json/none/7c310a5642e74b6a9e19b412b38a53b8
it is? i think
What exactly does the entry
"AvailableStockLimit": "Player"
regulate?
Is it somehtin relevant for multiplayer?
It's got the CP patch fields in it correctly and the brackets are correct. However, it won't work as-is because A) you need a spring schedule and B) all those day of week keys have no values so it will be flagged as incorrect JSON. Just remove all of those for now and change the rain schedule to spring
oooh okay
done that
i got annoyed by the time i reached the schedule point and decided i needed help haha
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
i have looked it up and it seems to control how the stock is limitted in multiplayer
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.
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?
i was trying to figure out how to add gifts!! that explains a lot about why it didnt work agh
Specifically gifts that the NPC will give to the player at the winter star festival?
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.
If you're making a custom museum is there a way to control where items go?
Thanks.
Probably! Those were the only three that came up in your log but you might have new ones now that you've fixed those.
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
for the GNMT, how would i replace things like 'She's' and 'He's' ?
Try opening the Gender Neutrality mod and having a look at how Hana does it in there
Either I missed something in your schedule before when I said it was okay or when you changed it you broke something, so share it again please?
im not seeing anything actually- kind of confused

we here
strugglin
man why did i think coding would be fun
LOL
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.

That error message is still referring to "Tue" so are you sure you saved this new file?
And in the right place?
ill try again
based on the example here, probably something like this dynamic token
https://github.com/aeremyns/GNMTokensMod
"DynamicTokens": [
{
"Name": "Theyre",
"Value": "{{Hana.GNMTokens/SubjectivePronoun}}'re"
},
{
"Name": "Theyre",
"Value": "{{Hana.GNMTokens/SubjectivePronoun}}'s"
"When": {
"Hana.GNMTokens/Singular": true
}
}
],```
so `{{Theyre}}` turns into `They're` or `She's` or `He's` etc
i didnt.. theres no red text anymore though!
Drat I got fooled by the mod page saying there's no more documentation just like I did with Calcifer!
Note to self: always click on the source code link
so i just have to do the token for the pronoun then add to the end ?
thats actually pretty easy ajshbfhjasf
okay, no errors however he is not in game
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
Try putting patch summary full Sukub0a.KitNPC into your SMAPI console and then reading what it says regarding whether your patches were applied. If you need help interpreting it, pop it into the log parser (the entire log) and I'll help you read it.
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
Okay, did you have a look at it yourself?
looking at it now<
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.
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.
ok
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.
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?
You mean you put in an egg and get chicken? Content Patcher
so i have dialogue only i think then?
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)
Close, but slightly wrong line. Your Data/Characters patch applied but none of the others did. That indicates to me that your NPC probably does exist. How did you try to find him?
yeah and inspo frtom other npcs
walked to location,, wasnt sure what else to do </3
Okay, have you still got the game open?
Okay, load into your save and then type debug where Kit into SMAPI
Hmm. Can you share your dispos file?
Ok, so what your code is doing here is loading the gift tastes data into a dictionary, and editing that dictionary, but it seems like you're not doing anything with this dictionary. Whenever the game loads the gift tastes for itself, it will not see what you modified because it will read the asset directtly. What you want to do is use the AssetRequested event handler
I've tested in game and it's working tho?
like willy loves his letter and shane hates willy's letter
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.
ope i thougth i fixed that
okay let me set his home as town
I guess it's possible it's returning a reference to the actual dict object used by the game? but like you said I would do this as a proper asset edit
huh, I guess there's some reference magic in here then as iro said. But still, this is not the proper way to do this, and it's very likely to stop working in some cases.
I'm 90% sure that if another content pack patches this asset conditionally after you've modified it, it will lose your modifications
or if some kind of caching is done
the correct way is to hook onto the asset requested event and use e.Edit
you will want to make sure your pngs have an actual transparent background. stardew is 8-bit rgba and does not use a chroma key
yeppp i gotta fix that
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?
you can also have them switch automatically if sve is installed
Easily possible with CP. Like iro said, it doesn't even need a config because you can use a HasMod token to check for the presence of SVE. If you do want to use a config: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/config.md
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.
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
You have to set up your ConfigSchema according to the link I gave you if you want it to be visible in GMCM
you can do it with 1 config
Everything in your ConfigSchema will be automatically available in GMCM whether you want it to be or not
Alright, I'll look into it! Thanks!
Speaking of dynamic tokens, I need to finish mine
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
SpringObjects I think?
Maps/springobjects
WORKS!!!!! however he cannot receive gifts and im not entirely sure how to program the gift tastes D:
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)
i think so but i think i found it tricky
Yup
and how can a Content Patcher mod load assets from the Base Game?
because I wish for my Meat mod to use the Unused sprites
hm lemme try figure this out ill be back
You don't load the assets, you just refer to the Maps/springobjects texture in your object's Texture field and find the correct sprite index for its SpriteIndex field
ive changed all the pronouns and titles to the tokens but gunther keeps calling me ms </33333
Might've missed a line?
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
i looked through with ctrl+f stuff for the mod, and i got everything
normal dialogue, just talking to him in the museum
And no other mods are patching his dialogue?
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
Can you run a patch summary on his dialogue file?
but the dialogue he says isnt appearing in the content file...
patch summary ?
(sorry, this is my first time attempting to mod/alter mods)
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.
how do i do that ?
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
Is your patch with the token loading too early, maybe?
you need to do one of these:
a) add GNMTokens to your manifest.json dependency list:
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest#Dependencies
b) use "HasMod": "Hana.GNMTokens" in the "When" for each patch that uses those tokens
that's... not quite right
I have had some phenomainally wrong suggestions, it's been fantastic to see them
(working on a mod for Cobalt Core, and the mod loader i made has a similar API system to SMAPI)
I shut intellicode off as soon as I noticed it was an LLM thing 
(iirc twice because an extension kicked it back on)
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?
@next plaza
Didn't know that was one of your mods
Man, I can't believe Shockah's autocomplete for an entirely different game spoiled my secret upcoming mod 😔
Stardew hard mode?
either load up their map files in Tiled, or load into the game and use Debug Mode (the mod) or debug ppp in the smapi console to print your current position, or maybe Lookup Anything (the mod) can give you coordinates i don't know.
anyway, yes
Or IRL hard mode
there's not actually a secret upcoming mod, I mean yes - the souls-like of farming sims, if you will
-# inb4 "what's a souls like"
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?
the absolute most important thing to do is get lumisteria's permission to distribute modified versions of her assets
Yes, I have permission!
@fleet oxide You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
you can't do an either/or hard dependency in manifest, no. every dependency is separate and is either hard (required) or soft (not)
Well I think it's just a user experience kinda thing
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
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
Ultimately I don't think i care cus my mod list has both indoor and outdoor lol
Thanks! I'll think about it and also look up how to do update subkeys. Didn't know that was an option
that's not helping your question here but i installed all your desaturated versions today and love them in combination with the recolors I use. hope you'll be able to recolor the other expansions, but the fact that there's finally something for SBV made me happy haha
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!))
as a vague heads-up for pack authors, I'm shoving most of FTM's trace logs into verbose mode soon 
(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
The evil is defeated 
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
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?
I'm not 100% sure personanly, but iirc you'd merge them by removing all but 1 entry for each of those types in Data/FarmAnimals, then replace them with Skins entries on the remaining entry
https://stardewvalleywiki.com/Modding:Animal_data#Audio_.26_Sprite
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.
Then you are looking at alternate purchase types
That's what the white brown blue chickens are
hm, ok, thanks. I'll start there
ah, yeah, that spawns things with separate IDs 
e.g. "Brown Cow" has price -1 to disable it showing up directly, but "White Cow" lists brown as an alternative there, etc
if a tree falls in the forest...
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.
Shit annoyed me when I went to that today and was logged out
Why tf u gotta log me out to force a tos refresh
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.
Hm so the game handles it with ShopDisplayName + DisplayName
But I think i treat them the same rn, forgot if there was particular reason 
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.
I'm pretty sure i fixed that one
But yeah alt purchase types r just kind of haunted for number of reasons 
hm, okay, I can live with it.
So Diologe mods are easy to make?
Fairly easy, yeah
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.
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) ?
Again it's just my own problem lol 
I'll do smth about it later™
there's a mail for when the boulder is cleared so you could check for that, yeah. but that happens on spring 5 year 1 so maybe you could do it by just having a specific schedule for whatever day it is before that? it's only there for four days /lh
Oh, wait. Is that your mod that does the nice menu? I'm an idiot who misses context if so.
I should note some mods clear that day 1 though, so I'd check the mail.
i have succeeded in my plans well the start of my plans still got a whole lot more work left
i gotta sleep tho
hmm, maybe never mind that alternate suggestion. it looks like schedule keys don't have y1/y2+ support like dialogues do
Yeah it really is just implementation quirk
The choice to use ShopDisplayName even for alt purchases on page 2 i mean
Nothing for u to do but i think how it probably should be is, use ShopDisplayName only on page 1 
Oh a Mod that would be be fun would be one that adds a Crypid as an NPC like Bigfoot or mothman.
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
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!
I have philosophical reasons against using alt purchases for organization though
It means vanilla players gotta roll for the one they want
philosophical...
But, if they're using modded animals, they're not vanilla?
Or am I misunderstanding?
Vanilla menu players
I.e. doesn't have livestock bazaar installed
Or have it but turned off custom menu
There is, in fact, a mothman mod
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.
have i got news for you
https://www.nexusmods.com/stardewvalley/mods/28702
https://www.nexusmods.com/stardewvalley/mods/18822
Romanceable even
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
(also bigfoot is in vanilla now)
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
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
also i checked the tiles are 16x16-
just gotta love map problems <3
aight could not solve it on my own, here it is: https://smapi.io/log/a5b5883c70dc4bf9a670a42ade90d936
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
shut up i'll fix them later
at least all the tiles are 16x16! that's good
still find it hilarious that i messed up that badly
so your problem is that LewisBasementDARKNESS isn't loading in?
yup!
I had this issue several times, I can't promise anything but can I have a look at your content.json?
uh, you can look at the file that has my event entries!
should be "Maps/LewisBasementDARKNESS", right? it's always little shitters like those that throw silly errors
yeah :(
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
they absolutely should be
it's not? lol
oh shit, could it be that i forgot the default arrival tile?
oooh right
"LewisBasementDARKNESS": {
"X": 4,
"Y": 4
},
what does this mean
aight fixed that
the issue is that this is what your entry was
..still doesn't exist
did you actually fix the entry?
yup!
lemme send
is it correct now?
still newer to this shit lol
Are you override a vanilla location
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)
nope
more correct 😭 /lh
Should use {{ModId}}_ then
i will!
damn okay- /lh
(it really is very important that you do. if you can assign an internal name to it, it needs a mod id)
I may be mis re,membering but wasn't there issues with using . in the name?
don't know if create on load will happen with a patch reload alone or not, did you reload the save?
no
(sorry for spelling discord has broke)
the vast majority of unique IDs already have dots in them
don't remember, but i will now!
okayyy got a huge error now
eugh i feel so clueless :(
please send the log via the uploader
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
There's no issue with . but the convention is {{ModId}}_ with the underscore
Oh, okay
Matters a little for mods like lookup anything
yeah, that won't make or break anything but it means other mods can tell which mod something is from easier
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
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?
i dont really know the cause for the red error except maybe a file read permissions issue so maybe just keep the tmx closed if you have it open in tiled or something, but i also see you wrote {{ModId}} in your console for the debug command
the game has no idea what {{ModId}} means
The index to use is the top left 16x16
you cannot use tokens in the console because tokens are a content patcher thing
okay
So bush one on row 2 should have index 48
so I should put my mod id there then?
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"
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
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.
{{ModId}}_BushMedium": "{{ModId}}_BushMedium/decor/2 2/2 1/1/600/-1/{{i18n:rxguesend.DecorativeBushes_BushMedium}}/48/Mods\\{{ModId}}\\BushesSeasonal", isn't this how i'd do that, or have i misunderstood something?
..still doesn't work
i'll reload the save again
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)
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!
(I accidentally hit enter before I could send my json files, give me a sec)
Yeah I was answering in general
it works!!!
This is the actual suggestion for what do to try n solve problem
too tired to really feel excited about it but it's good!
thank you!!
in-game, the schedule was displayed correctly via LookUpAnything
what day and time is this
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
ah, that's actually a good idea. i'll see if that fixes it
nope
weren't the last two numbers for direction and 0 for animation (in that case, none)?
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
what is the value of a GoldCoin? I can only find a reference in migration page about the value for pot of gold
I feel like I've seen it worth variable amounts? like the value can be set to add some amount to the money counter
Dont quote me but 250?
It's the parrot thing
"250" quoted you, it's too late
But before 1.16.x where x may be in the future it may not checm stack correctly
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
I have a photographic memory and I use it badly 
What does the E in SMEPI stand for
Stardew Modding Entity Programming Interface
like an application but much more refined
Nexus TOS update again? Too different this time for a diff though
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
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
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)
i had read again just now general update announcement Privacy Policy and Moderation Policy and let me tell you, there is no way in hell anybody checks this regularly and trying to adapt to your changes i still don't know who you are giving my data to despite being on privacy policy site i would l...
Relatedly critical support to Picky too lazy to do their actual job and telling people to just use a LLM.
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
Do they not have like a team to review TOS instead of making users do the review
To be fair your not supposed to read the tos
Just accept it
Accept your fate
Google owns me now
I threw both TOS texts through diffchecker
Anything of interest?
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.
Anyways, second page of that comment seems to imply the new tos isnt really out yet
In case anyone's curious: https://www.diffchecker.com/lLwtkBr1/
I'm still wading through it but if it gets updated again, it's easy enough to pop the new text in
yesterday's tos wasn't out, today it is, so people got logged out again today
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.
Yep
I'm halfway through reviewing the changes marked by diffchecker.
There's also a more specific call out for data scraping being prohibited.
ohhhhh @fading walrus
everyone loves trusting their legal information to ai
you love unreadable legalese and genai summaries, right quill?
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.
lmao
Well, I think some wires are a tad crossed
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
Well, I would not be surprised if they want AI rights to themselves
this, for example, is just not how nexus works
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?)
you also aren’t allowed to create links to anything other than their homepage
Who summons
me
I'm not reading the alphabet soup at midnight, iro
what's even the point of the API then
I'll check tomorrow
There were very minor changes yesterday, I talked about it here a little
I'm just repeating what Picky and another Nexus mod said Casey
Also
They don't have to be verbose
- 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.
screams into the void about the plain language movement
I thought the same thing but I thought I saw a thing about express permission (which you have, I thought?)
is the linking thing even enforceable like, whatsoever?
I talked about how hilarious that section was to me yesterday, and the addition today makes it even better
no links to anything other than the mod page, guys, unless you have permission from support for some reason
in any jurisdiction?
I have to assume not but it’s bizarre
ah oops
They better push another patch update to ToS with pathos exemption then I read monthly mod stats like stonks
They can try, but practically speaking no lol
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).```
as I said yesterday
To my knowledge it's not enforceable in the UK, they can attempt but it won't go anywhere at all
rip my dependencies graph though cuz I don't have express permission 😔
I have express permission for 'Attempting to download files or otherwise record data offered through our services', but the 'no ... data mining' section is a new separate rule. So I guess by a strict reading of the TOS, I can download them but I'm not allowed to analyze them anymore?
Illegal
<a href="...">users beware!
(from https://discordapp.com/channels/137344473976799233/156109690059751424/1438368042395631727 )
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
It what
Aren't you just analysis what pathos download
What about shareable mod list though
is there an exemption for the api? not that you could use it, because it doesn’t include any of the data you need, but still
Wait yeah isnt the mod stats mostly thr api
But was it before
Other than searching the mod page for a github link
fun fact: the v2 api often forgets that anything other than collections exists
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.)
It's okay
for example, the comments endpoints only return collection comments
Nexus often forgets anything but collections exist
I have my... Theories on this 
i am conducting and facilitating data mining in relation to a service they provided via their site (to pathos)
Anyways for the last two years the only place you could get my mods were github.com lol
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
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).
they always could, I thought?
that has been true for a long while
Couldn't they earlier
they have been for a long time
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.
"and across different media"
(Releasing soon: the SMAPI movie franchise by Nexus.)
(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)
(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...
(because they can afford lawyers and you can’t, usually)
My (soon to be legal) name is is all of them, good to know, In other news I'm changing my name to "The"
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.
Yeah, you don't want your <a href="...">s DMCAd
make sure to make a separate email for each instance, lily
(or otherwise taken down)
that crossed my mind
@ the junimos immediately if you see someone link a news post
including all of the above
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
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
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"
srsly tho, how fucked are we this time around
idk if anything's changed in practical terms
the url rules are incoherent and would tank their own site if enforced
looking at an archived form the linking rules actually have not really changed
Lolwut
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
inch resting
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".
Huh
Maybe they will have a premium and a premium plus
And us lowly peons who got lifetime only got premium
One thing that got suggested when the DP store survey happened semi recently
I did actually email them from my secondary email regarding "support purposes" specifically, will keep you updated on if I hear back. xD
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
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
and not any features. like buying a badge that says "im premium!"
Can't you already
So perhaps that's one thing they're considering
that sounds like a kick to the shin to any mod maker
Like I regularly send away the random 15 dp that turn up
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+
plz no
I'm not paying these fools
I mean there are places without paypal access easily
"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
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
sounds like the deviant.art point system...
Bunch of options to make that particular idea applicable
why pay for P+ to do that instead of donating to the author
nexus does support donations
So just making DPCoin
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
imo at least, just that I wouldn't need a business paypal and/or my real name on nexusmods 
Tbh this doesnt seem weird to me. It is basically saying "the features locked behind premium membership cost money"
in user terms, idk what they could microtransact without making things really bad
Which is fine
yeah, I was mentioning that earlier! what are they going to do about all the lifetime premium people, even if they do want to stop giving out new ones?
you'd be cashing out via paypal anyway, though
with fake currency in the way, users wouldn't get to see it
Oh, good point, I can see a little info on people who donate at the moment
you can have business paypals which don’t doxx your real name afaik
do they currently see it with the way nexus handles donations?
i know this. i have one. but Esca was implying not wanting one
it's just a paypal link, so afaik yes, and also I see every donator's name 
ah, well, that is gross
Oh, that's easy.
It wasn't our lifetime.
It was Nexus's owning company.
Which officially died when it got transferred to whoever bought it. It just took a while for the paperwork to process. My condolences.
and yeah, there are a lot of weird legal differences between paypal personal and business, though you can kind of just use them
Yes but it's the difference between Random User 10 knowing my legal name
(tangentially, I'm pretty sure someone accidentally set up a $1/month recurring payment to me & just canceled recently)
paypal buttons are weird
Before it got bought out the company was directly owned by humans
It's now held by 2 shell companies
see above where i was unaware that nexus sent you directly to a users paypal and was not being a middleman
Avatars
and email
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
They what
:V
This is why I'm not kind towards Nexus, at that kind of revenue, you don't get passes.
to be fair, that is not much revenue when you have employees with salaries
is this not saying that they are losing money
Decreasing cash in bank, assets and increasing liability and debts does seem like they're losing momey
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
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
In my 3 1/2 years modding stardew I've received 1 donation
to which I am very thankful for
but lets honest they don't really work
.. no, that's not what their thing says
wow yeah no wonder they’re looking at monetising with those numbers
I am, however, mildly curious why they did what they did from '23 to '24
(earlier, not the ones just sent)
Also note that this one was sent after Robin quit
that still shows them losing 2mil in one year?
They spent a few million and now have a lot less in current assets?
I get multiple a month. Multiple a week, even, if I'm actively updating things
Where do the dp money come and go
Like all the totals halfed
Do they have info on that stuff
More often than not like a dollar or two, but there's a non-significant portion that are like 5/10 or higher
Or something
(But I'm aware that I'm hardly representative of the average mod authors experience)
There's a bunch of graphs you can probably archive.org for over time
Yeah, uh.. I think you guys are misunderstanding it or I am very much, because:
YYes
If you look at the debtor secton
Bunch of numbers about DP
And graphs
you havent linked wherever you're getting this from so i have no idea how to look anywhere. i can only see what you're showing
Company house I assume
company house
i have no idea what that is
(Nobody even reacted to pathoscat.mp4. I am truly underappreciated and ahead of my time, I suppose)
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
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
(if this was a leveraged buyout I will laugh-cry.)
I can't seem to find the listing on companies house for Nexus, like at all
(fixed) (but I almost never play videos in discord because I use the client -> no adblock
)
(I can just open them in browser, but I forget)
Look for Black Tree Gaming Ltd
Ahh that is not a name I expected, ty
See here in my big graph I won't be publishing fully because it's a lot of personal info about the new owner
(yeah...)
isn't the new owner the owner of a swedish venture company focusing on games, though?
Danish
ah
Also kind of? They bought one company that gave them like 3 sites from what I can tell
Victor right? or have I grabbed the wrong name from the listing?
Victor is the new owner yes
so when are we forking modrinth and making mod valley
Aren't you in that discord
ill do it if you pay the file hosting costs
Oh you're not
I was running off one of their linkedin posts, tbh, I don't know what they really want
(is modrinth open source? thats neat)
Clearly, what we need to do is all move to..
my exact that upon seeing that message
One of the advertised positives of it over Curse I believe
Steam Workshop dramatic thunder
I don't own a linkedin so it's like one post per day before I give up
my school forced me to.
I wouldn't even be opposed to this if people who only had GOG or something could access them
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
It'd make everything before look so cheap!

Yeah, that's one of the downsides of the Workshop. (one of?)
I mean, they can, it's just a massive hassle that needs 3rd party tools that may or may not break at any time due to the will of Valve
i'd prefer almost anything over workshop 
And then after that month Pathos says "it's unsustainable, site cancelled" and it goes back to normal
Steam workshop blows to use
eh. I've never had much issue with it for Paradox modding. =/
re:"one of?" - I'm not sure you can have old versions available on steam workshop
I really it not my first choice, or even in my top 5
We just need a frontend and have mod authors host out of their github releases
Steam workshop, you generally have to use specific tools and upload a specific way
And you better not have any optional files
well sure but the secret sauce is to make an ingame browser using it like TModLoader does
tbh, I'm not a fan of Steam worskhop as a solo platform.
If you do, that's a separate-ass mod
NEM for Stardew for discovery that just points to the other decentralized hosting
So uhh
About that
and I wouldn't recommend pushing it so late in a developed mod ecosphere
another upside to this: 100% of tracked mods will have a source repo available 
If that;s a thing, I will immedietly be using it
even though that's exactly what modrinth did
I'm working on it, nexus only for now
the ancient python2 code to keep a registry of mod versions from a bunch of different sources is still sitting there running for minecraft
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
what is modrinth
I think we'd start getting more of those repos that are just a zip and text files 
<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>
reading too literally or not enough, whichever
tmodloader is also just an entirely separate steam game, so we'd have to get CA to approve Pathos uploading SMAPI to steam first... ill leav that to you
I feel like that's probably not that hard
I think it's been discussed before, but the downsides (such as monetization / DP ) wasn't worth it
tbf im pretty sure those would just be tracked as having a repo available the way things are now, too
I do like centralized discovery into decentralized systems 😄
didn't the old SKSE steam mod not need to redistribute skyrim
Do you want to be in that discord sinz I'm surprised you aren't already
it can be marked on steam as a "Mod" and not require the base game, another instance of this is Portal Stories: Mel
portal stories still distributes all the portal code though
It does? I thought it only shipped the required stuff, hmm
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
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
the funniest thing about tap to move is that it breaks the halloween maze
Other cases too if you search pathos messages for "workshop"
by just letting you tap to the end
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?
other option is to just randomize the sprite index field
boo
To be fair this is usually how lifetime warranty works
You mean I can't expect my lifetime reward of pizzas to continue to be delivered after the apocalypse????
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
depends if you can get delivery to the afterlife
Make sure the company is set up for generations so that my lifetime pizza reward is a family heirloom
Depends
Usually no
Did you hear about clearinghouse
don't ruin my joke smh
Publishers Clearing House’s bankruptcy means ‘forever’ winners will no longer get paid | CNN Business https://share.google/m1Xy1u9eZ0ASOtAyW
Smh. Stocks are going down so rust-cuda is the bright spot in my life
That does sound like a recipe for bankruptcy, yes.
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)
(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
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
You can just use random in When if the random token seems confusing
Tbh for furniture I would cheat
Make them rotations
You cant make half of them randomkze anyways with just CP
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
Hi bluebs!
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
You should write one normal patch where the fromarea is the area of your first summer bush, then write a second patch where the fromarea is the area of your second summer bush. On the second patch, in the When section write it to use Random and choose between 1 and 2, if it's 2 then apply the second patch
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
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
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)
They will all share the same image no matter what you do
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
ah, darn. not as simple as i thought it would be 😔 ✌️
in that case, maybe rotation isn't a bad shout, honestly
Alternative textures may also do a re-rolling randomization
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
it does help to share what you tried
so that people see clearly where any misunderstanding is
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
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
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"
so basically, making a new "apple cider" item, then changing it so apple->keg produces that instead of the 'apple wine'?
Although mine were separate images
pretty much! because to rename apple wine you'd have to rename every wine. so making it a separate item will let it have a unique name and sprite
Technically you could rename it
(There is an override. Look at cranberry wine)
But yeah, for a graphics change you need a new item
i always forget about cranberries...
what do the cranberries change? I hadn't noticed them being any different
pretty sure atra is talking about a C# override
the item is called "Cranberries" but its not "Cranberries Wine" its "Cranberry Wine"
Oooh
C#.... scary


for a reason