#making-mods-general
1 messages · Page 469 of 1
"average modder commits 3 code crimes a year" factoid is actualy just statistical error. average person commits 0 code crimes per year. Code Crimes Casey Georg, who lives in a basement cave & commits over 100 each day, is an outlier adn should not have been counted
- @next plaza (Jump)
you actually emailed them
amazing
even with the “actual businesses” thing this policy makes no sense, especially since ljnks we share are often permanent regardless
ljink
and they replied!#
wow i cant even spell the misspelling right
I'm guessing the intent is misleading pages like "here's a mod we offer :)", weird frame use, or hot-linking downloads (though that part's not viable/possible anyway)
but the tech support person's just guessing too, so 
AAANNNDDD
of course the stupid test Stone mill STILL Doesnt show up in the items menu
I'll take a look into both suggestions and see if I can make them work. Thank you~!
post your fixed code again (and do note my reply above regarding the target)
per [my message here](#making-mods-general message) you need to change your target to Data/BigCraftables
but what does that have to do with the stupid item not showing up at all?
because you're editing Data/Machines which is the wrong target (look at your code again)
I see that the file being targeted for the include action is BigCraftables.json
from the EXACT link I posted
unless you meant the link for the data
Yeah
change it to Data/BigCraftables
how would I patch out an action that is on a map tile? Like SVE adds actions to the edges of the Hat Mouse House, and I want to get rid of them
also your image is loaded to modid/BigCraftables but your texture is set to Mods/modid/BigCraftables
MapTiles > SetProperties and null it out
so like this { "Position": { "X": 30, "Y": 95 }, "Layer": "Buildings", "SetProperties": {} },
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editmap.md#edit-map-tiles no you have to make it null
Mods for Stardew Valley using SMAPI. Contribute to Pathoschild/StardewMods development by creating an account on GitHub.
ok, thanks for the help
np
cool, I think I got it { "Position": { "X": 30, "Y": 95 }, "Layer": "Buildings", "SetProperties": {"Action":null} },
looks like that should work
then just repeat for each tile
i long for the day when MapTiles accepts areas instead of individual tiles
Heyyyy so, I have a question. I’m planning to change parts of my custom map after cutscenes and missions. For example: After completing a specific delivery mission, an old house of my map will be restored. So, for that, should I use the “EditMap” with the “When” condition? Or is there any other specific code for that? Sorry if it's a silly question, I'm new to coding.
yep! there are plenty of tokens you can use with When, like HasFlag, HasSeenEvent, etc
Ooooh oki oki, same goes for the NPCs schedules?
Something to consider: You will likely need to set an UpdateRate of "OnLocationChange" if you want the map change to be visible on the same day as the mission completion.
Otherwise the changes will take effect on the next day.
Ooooooooh oki oki!!
Schedule changes will potentially also require a day so that the pathing updates.
yep, but schedules are loaded at the end of the day, so you won't see changes until the next day after sleeping
Yes, that LOL
Got it! Tysmmmm :D
Easiest way to work with that is to make the notification about the update mention "this will be repaired overnight"
Overnight repairs/renovations around town are common in vanilla too, so that shouldn't be unusual (see all the Junimo-related map changes from Community Center rewards, Willy's boat, etc.)
Why is Nexus so buggy when it comes to trying to do stuff - like move a Bug Report from the Comments and into the correct section?
(Also, why do folks insist on putting bug reports int eh comments section? Sigh)
clearly you need to buy more premiums /lh
lol yeah I have free premium
Because we must complain and do it in the most obnoxious way until our voices are heard
Also too lazy to look for the 'bug report' tab
Good news the Damn Machine FINALLY SHOWS UP
Mediocre News the Sprites don't appear
iro mentioned it earlier [here](#making-mods-general message)
the target where you're loading the png into must match the texture in the BigCraftables data
so the Name has to be "BigCraftables.png"?
the Load BC Spritesheet Action must load into Mods/{{ModId}}/BigCraftables to match the texture data
Don't use the .png either in the Texture, your Texture is a 'game asset' which means it will be whatever your Load Target was, and does not use file extensions.
(I noticed that you copied code from the machine tutorial on the modding wiki into your own code? in that case don't skip steps but follow them exactly)
(in this case you copied the BC code but not the texture loading code, opting to use your own existing texture load, and that's why they don't matchh
Ok, so I tried going the Dynamic Token route, but now the fairy/animal has errored out but nothing in the error log seems to indicate why. Uploaded error log and the updated JSON files.
https://smapi.io/log/38a1123d20d048c19b1f76f20f09667b - error log
https://smapi.io/json/none/4043db31586440579a52f1734fcb6297 - my content.json
https://smapi.io/json/none/c8f07da8297d4a94abc0c28f3b143398 - main section of code I was adjusting
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 31 C# mods and 45 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I don't see the code where you're loading the animal texture anywhere
did you perchance accidentally delete it?
yeah, seems like Animals/melonrancher.SweetsFairies-Mint Fairy isn't loaded anywhere
the animal's texture field* is set and the produce data shouldn't be related, afaik
(I'm also not sure if targets work correctly with spaces in them, but admittedly I've never tried)
Yes, the link to the texture is in the main code. Its not the entire file because I'm just sharing a snippet of the specific section I'm working on.
After I removed the Dynamic Tokens from the "DeluxeProduceItemIds" section, they came back. So its something that is breaking when using Dynamic Tokens in that section
Hi everyone, I have some questions about custom animals and skins/alternate types 
hmm invalid item ids shouldnt straight up break animal textures
unless they make the animal code invalid
I was trying to add skins for animals so you could pick them in livestock bazaar, but then I ran into a problem with produce, where I couldn't figure out if it was possible to make different variants with different colored produce like brown chickens
you can't make skins have different produce
you have to make them different animals
I assumed so, so what's the difference between skins and alternate purchase types?
and use AlternatePurchaseTypes where buying one animal has a chance to give a different animal ala vanilla chickens
skins are variations of the same animals
alt purchase types are multiple different animals occupying the same purchase slot
ahhhh ok, I don't know why but I was having trouble wrapping my head around the difference
as an example, there's a "white cow" and a "brown cow" as separate animal type entries; you can't buy "brown cow", but "white cow" has it as an alt purchase type, so you randomly get them
which allows entirely separate settings, vs skins just being skins
and livestock bazaar lets you choose between them no?
at least that's what I remember, I haven't gotten far enough into a game to buy an animal in ages wfweiofh
I'm not familiar, but yeah, it seems to say that on the nexus page
yes
so skins and alternate types both show up as choices there?
yes
awesome, thanks guys, I just needed that clarified 
chu is very adamant about eliminating that particular rng 
I don't mind so much the rng but I do want them to be available
also you probably shouldn't be using dynamic tokens for mod-dependent produce like that since if said mod isn't installed the token will evaluate to an empty string, and if the game picks that mod's slot it'd just make your animals not produce anything for the day
under the same animal slot i mean
I wanted to make some templates for adding animal variations for personal use or updating at mods to variations in cp
instead of having the game skip that slot which I assume was your intended behavior
Yes, that was the intended behavior, to skip if the specific mod wasn't installed. Hmm....
right, I guess switching to dynamic tokens was bad advice, sorry
I think you could use "Condition" in those fields instead, e.g.
{
"ItemId": "{{Random: Cornucopia_Mint, Cornucopia_MintSeeds}}",
"Condition": "{{HasMod: Cornucopia.MoreCrops}}"
}```
yeah that should work
No worries! It got me to look into Dynamic Tokens and I did learn something from it 😂 I'll try out the new suggestion, thank you again!
Hey Casey~ I'm technically modding but mostly personal use stuff last few months
you know how I am, with my OCD lol
My attention span makes me change projects (modding or otherwise) every day for the most part 🙃
The only recent project that has had a substantial amount of multiple-day work is the one in #1414326612215992446
So I'm looking at Everia's dragons as an example for the fields, but I'm not sure which would translate into adding an alternate type to an existing animal
I would work on nelefi again sometime if you want xD I did a lot of art I wouldn't want it to go to waste
but I getcha
Do u have Data/Animals.json unpacked from vanilla
look at vanilla chickens for examples?
I can't work on any "serious" long term projects until I can tame my ADHD
Oh is it cp type format? I remember it being different way back
Also here is recent example
ohh thanks chu! also hi 
totally understandable
I still need to update the paddy mod to fix the center tile one of these days
yes, previous you need a framework to add new animals
now it's natively supported so just unpack the data and copy paste the examples
[[Modding:Farm_animals]]
ful
[[Modding:Animal_data]]
Thank you!
I don't think the author is active here
why do you ask
Wana ask a few questions
Yup. Okay, will try to contact elsewhere
What is "Target Field"? I'm seeing it in the skins from elle's animals
it's a CP feature that allows targeted edits of nested fields without overwriting the entire parent object
The one I'm seeing is "TargetField": [ "ALTERNATE LIVESTOCK", "Skins" ],
for adding a new type instead, do I need to edit that specifically or just exclude it
I have trouble with some of the language in the modding guide, sorry for being a pest ^^;;
you need targetfield if this is not your own mod you're editing
(for Elle's the other mod being the vanilla game)
if you're already defining your animal entry from scratch you can just drop it directly into the entry
Oh so, if I wanna add a Blue Duck that lays Blue Duck Eggs, I'd need targetfield too?
you'd need TargetField to add the blue duck to the vanilla duck's alt purchase field
From scratch being a custom animal I assume?
I imagine the "skins" entry wouldn't be needed in that case, so just "Alternate Livestock"?
no, you don't use TargetField at all
I'm confused hhh
for now pretend it doesn't exist and define your animal from scratch
even if it's just a blue duck?
you don't need TargetField if:
- there is no such thing as a blue duck
- you want to add the blue duck and all associated data (produce, behaviors, skins, etc.)
you need TargetField if:
- there is already a blue duck
- you just want to add a skin to the blue duck without redefining everything else (produce, behaviors, etc.)
Back again with the latest report. Added in "Condition" as suggested, but it seems that is being ignored and items from mods not installed keep being produced.
did you sleep and then test with fresh drops
Yup. Cleared out everything, went to sleep and they spawned once again.
can you run patch export Data/FarmAnimals and post the file
that's not how you check contains on has mod
im on mobile so I'm nominating Selph to write the contains bit so I don't have to
{{HasMod |contains=Mod.Name.Here}}
jokes on you I'm also on my phone
selph too slow
(defer to others re: tokens, I don't use them much
but that should do it according to patch parse)
(also hmm I assumed that format would work, but I only really used it in When)
tbf esca you did get peer reviewed it's just that the peer was dubious /lh
that format is for an input argument to a token that accepts input
which HasMod does not
ahh I see it now
Ok, tried that code and it seems to have FINALLY WORKED 🎉 🎉 🎉
Thanks so much @brittle pasture @royal stump and @uncut viper !
Question: If I wanted to add in an additional Condition, like specific season, would that be possible?
sure, you can have multiple conditions separated by commas
and it will be true if they are all true
{{HasMod |contains=Mod.Name.Here}}, SEASON Winter
[[Modding:Game_state_queries]]
Ok, thank you!!
Is this correct or is there unnecessary/missing fields, hold on a second
I left the fields blank for space reasons
!json please use the JSON validator if your code snippets get super long 😄
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.
oh thats better
thank you
https://smapi.io/json/none/e755dc7084c642608326256869c3a99e here's the one with notation/examples/placeholders
I left some fields blank on purpose, I'm mostly just trying to make sure I have all the fields first
ignore the when field, I haven't finished the configschema ^^;;
the idea is for modders to highlight/replace the capitalized placeholders for quick setup
your AlternatePurchaseTypes field is outside of the animal data block
There are quite a few curly braces that are in the wrong spot
ok, let me fix that
You'll also need to make sure your "Entries": { } is properly closed before the "When"
I always go through the brackets at the end, nw 
I mostly want to ensure everything else is correct, fields/positioning
well the brackets are a critical part of positioning
true, but I check for matching brackets in the final check
that everything is properly closed I mean
Nice thing about the JSON validator is that you can click a brace and it'll put a square around both it and the one it thinks is closing it
my editor has a similar function!
Anyone have a link to a guide on how to set up Custom NPC events? NVM, found the tutorial page on it, yaaaasss
https://smapi.io/json/none/83c008b9f70242628fa467bd340d6d44 I'm not done fixing up the placeholders yet to be consistent
so say I have an image.png and I patch that over an area in cursors, is it possible then for another mod to patch my image.png and it will end up showing the new image?
sorry if this is confusing
no. they just patch cursors in the same area with their own image
I don't think another mod could patch your image.png directly (at least not without some c# wizardry), but they could target that same area in cursors and give it a late priority to ensure it shows up over yours, if that's what you're asking
👍
im not even sure a C# mod could do it without touching the actual file which i imagine is off-limits for any reasonable modder
(a soft dependancy might be better than the "late" priority)
a soft dependency isnt foolproof
neither is a late priority, but its closer
its certainly easier though
(the dep that is)
I thought the late priority was advised against? because if multiple mods patch over each other you'd end up with a gradually increasing priority?
well sure, but that also highlights why a dependency isnt foolproof. what if BSavage makes their patch a Late priority for other reasons?
ok, new question, if I add the sprite to a tilesheet, then the other mods could just patch my tilesheet right?
what exactly do you mean by "add a sprite to a tilesheet"
Do you mean loading the asset? In that case yes
Like put the image on the map in tiled, then they can patch my tilesheet
assuming you Load it they can EditImage your asset yeah
cool, that would probably be the easiest
You can add an image to a tiled map straight from the png without loading it though. If you want to ensure others can edit your image, you'll need make sure you load it so that other mods have a location to target on their end
ok, so if I patch straight over the map, instead of patching cursors, and I load the image, then other mods could target the image?
I always feel like I am taking one step forward and then two steps back
what exactly are you patching in cursors? because by bypassing cursors you also miss out on recolour compat if relevant
just the hatmouse
you should probably just patch cursors
Does anyone know if there's any modding resources on tailoring recipes? Can't find anything in the modding wiki besides a few brief mentions on the clothes pages. The Recipes page specifies that tailoring is separate but doesn't offer any links
i do not but looking at Data/TailoringRecipes it seems pretty straightforward
I'm looking for info like whether I make non clothing items in the sewing machine and stuff like that
Guess I'll just have to experiment lol
I think the sewing machine is hard coded to only make clothing and hats
i dont see anything hardcoding it
unless im misremembering what the sewing machine is
The sewing machine is also called te tailor station in game, no?
it just opens a TailoringMenu which uses Data/TailoringRecipes
even in vanilla it makes an (O) Object in one case
Hmmmm, I don't remember the object item that's made through the sewing machine. But iiirc isn't sleph making a tailoring framework mod?
Did a quick test. I successfully made a leek in the sewing machine
i dont recall any tailoring framework
So I guess it works :D
(the object it makes is the trimmed lucky purple shorts)
(selph's making a tailoring skill mod)
I might be thinking of something else 
Also curious if other fields in the entry have other options (does one of the items have to be cloth? Does it require tags? Can randomization or other item query fields be used?), so I'll play around with it some more and add to the wiki while I'm at it
That's it!
- no
- dont understand the question
- no
so like it should be Assets/BigCraftables.png?
@lucid iron so an improved successor of bagi has been one of the holy grails for me for quite a while. To explain the issue: bagi has only ever worked on the specific vanilla artisan goods it was coded for, and cannot be expanded to more artisan goods including both vanilla and modded ones. (On top of that, it's also closed permissions and not being updated, ebagi has to be hosted off nexus, but thats another issue)
Matt took on this project back around 1.6 launch with Spritepatcher, and he ended up expanding the scope of the mod by a ton until it could basically handle conditional textures for literally anything. so a texture if a tree has something to drop, if an animal is milkable, etc. He did this using C# embedded into content packs, which I thought would make it harder for content pack modders to use, but that's how it was so extensive. But since it touches everything there were too many clashes with alternative textures, which was already touching everything.
In the end, I think that being able to provide custom artisan goods textures based on the inherited flavor AND/OR color would be ideal. So you could have a specific sprite drawn for Grape Wine, but also a catch-all wine sprite that works for any purple colored wine, if that wine's specific flavor is not covered.
I mentioned custom sprite based on object context tag, but I think what I mean is custom sprite based on the color data. Because each dye color tag on the machine input will produce a predetermined color hex on the output. So there would only be about 30 colors total to account for
While it would be usable if this was set in the item spawn field, it would be more ideal if other modders could make their own content packs for vanilla/mods without editing any item spawn entries. Partly so that the original author is not responsible for adding compat, and partly because the modders who tend to make retexture packs are usually not the most experienced with editing data
I know some people think the 1.6 colored artisan goods are already fine, i just think it's ugly lol
from a C# pov:
- change Object sprite index is very easy way to make a particular instance draw something else, the actual changing of things can happen in a variety of places but probably just item query resolve and item create. persisting the changes can be troublesome but just gotta be careful about it
- changing Object texture asset sucks i don't wanna think about it
i actually already do change sprite index for trinkets
kid named skip prefix:
thats how i did different icons depending on the variant
yeah thats kind of the issue, i mean i dont want to expand my artisan goods spritesheet by 20x vertically to add a bunch of variants for everything in the same sheet
It is reset in some places though
globally applying it is prob fine to if the data we accept is like a mapping of qualified item id -> sprite index
yea i gotta catch all those 
i could also do the JA thing where the combined sheet is formed in C#
that i also have some spaget for already
it is better if u do just, split up artisan goods all into own sheets though 
any reason to use Helper.Events.Display.MenuChanged to detect when a dialogue window is opened instead of patching the constructor, especially since I already have a bunch of other patches?
well, yeah. the reason is you don't have to make a harmony patch and you get whatever the previous menu state was too. and a menu can be constructed at any time, it doesn't mean for sure that it's now the active menu
but not needing to make a harmony patch is already a large benefit if you can accomplish the same things without it
hmm good point... I could see some mods instantiating a dialogue box but not immediately use it for drawing
I think I could replace 3 of ddfc's 9 patches to use events instead lol
getting in some last minute sprite tweaks 
Is that a blueberry pot pie
do you want it to be
What other thing could be blue
ancient tuber, obviously
@brittle pasture
most worthwhile use of unique only once per save item that cannot be obtained in any other way
it's probably delicious! or, you could probably convince someone that it's delicious, same thing
For the record! One of the reasons I chose it was that it was highly unlikely to be taken by anybody else so I could have the same name everywhere. It being hard to spell is probably a side effect of that, and also why I don't usually insist people call me by my full username.
Also is actually a reference to something, and not just alphabet soup
It is funny to me hearing people try to pronounce it though. Almost everyone messes up the order of the first three letters
i just always assumed it was the word for wren in some language i didnt know
that also means Legend Nigiri is a unique only once per save item that cannot be obtained in any other way, though!
ive always skipped saying the first t sound but i dont know why
lee-too-killa-kin
one other benefit to such a name is that your SEO when searching your username is incredible
I picked it out before I chose my name actually! It's a reference to an in-universe legend from a book I read years ago; it's the name of a raven trickster figure
That's true actually
i cant relate, believe it or not
i feel like i may have read it
Unfortunately there have been some sites I couldn't use it on simply because it was too long and didn't fit in the name character limit (???) and I had to shorten it to tlitoo
i have been pissed off before by sites requiring usernames start with letters
Xx6480xX doesn't do it for you, huh?
backend systems clearly developed by very opinionated programmers 🙂↕️
you will be a valid variable name and you will like it
Microsoft be like: PascalCase or else 
Apparently the official style guideline for c# is to use pascal case for constants?? Which in my opinion is pure evil
Anyways, I'm off to bed, I'll see you all tomorrow
On a scale of newbie modder to coding your own expansion, how difficult would you say it would be to update older mods to work with the newer frameworks?
Like, would that maybe be a decent place to start to get used to writing code?
not enough information to answer the question with a specific answer
highly dependent on mod and framework
likely not on the level of coding a whole expansion but possibly so
Lol
I've never written code before. Thinking about updating some of the old furniture framework mods to work on 1.6 and the current FF version
Same with mods that need to be updated to work on newer content Patcher or AT versions
I have to consciously sound it out if I try to
Anyways, the real reason I opened this channel
mods should not need to be updated to work with Content Patcher as it applies its own migrations
It's not knitting, but close enough. @calm nebula , your time has come.
https://www.nexusmods.com/stardewvalley/mods/39216
but the parts of the game they interact with may or may not exist in the same forms
(It's a bit sad you can't wear them, but I 10000% understand why)
I think I mean like old DGA mods, and uhhhh JJPA??? mods that have been abandoned, I guess the word is converting
(heresy in these parts, I know)
I just got off work
You can't publish a converted PPJA because of permissions
I have work tomorrow
But for personal use you could (but also it'd be a ton of work for that mod)
But also, if you're fine having JA installed, the old JA versions should be fine
I'm god awful tired
Ahh okay PPJA higher difficulty tier
DGA has certain features which no up to date mod has, to this day
This isn't necessarily for me to play, this is for me to get experience with writing code
ppja isnt necessarily difficult its just got a lot of items
Some of the features I folded into SpaceCore/JA
😅
But a few, definitely not
it will likely be much better experience to start from scratch on your own and building upon what you make as you learn more
Yeah, though the DGA version has some extra features for some things
I still get bug reports from people who are playing with ppja and think the items are from cornucopia 
if you try and jump off of another mod, not only do you still have to learn how to code anyway, but you then also need to learn their codebase
Man, I miss some of those mods 😩
I wrote DGA to work around no string item IDs
We have string item IDs now, and it wasn't a super frequently used mod
So I had negative motivation to update it
Okay. So probably best to just start with my dark Brotherhood mod from the bottom?
As far as first coding project
i would say so, yes
Aight
not in the least because motivation is a good factor to have in learning
One of the DGA PPJA features - if I remember right - was stuff like the new peppers being a different color depending on what stage you harvested them at. I think. (At least, Paradigm and I talked about it.)
Of course, that one is doable nowadays with stuff like SpaceCore crop extension data
and working on something you want to make real is better motivation than working in Random Mod #46
I mean like if you're planning with the end goal to make an expansion mod, learning how to use furniture framework is not directly useful
10000000000000%
I think I'll start with drawing assets tonight, and start digging into mod writing walkthroughs tomorrow
I mean, it could be good to get a hang of SDV modding in a broad sense.
And also, if your expansion has custom furniture catalogues or something...
like said, you will need to learn C# anyway. there's no shortcut for that. you might as well learn C# while making your thing.
The furniture framework ones specifically I actually want for my playthrough, was thinking it might be useful to get me used to reading code at least before I try to start writing it.
Did I miss some context, what did they say they want to do that needs C#
Maybe I'm just looking for a shortcut, and there are no shortcuts?
TBH, I find it very intimidating.
There are definitely expansion mods without c#
I agree with Button that it's better to start from scratch. I find it really easy to convert old mods because I already am comfortable making new ones so I can easily see what I need to do with the old ones to update them.
well the many uses of the words "writing code"
I should specify probably just a .json and assets 😅😅
With my current medication combination, my brain is a bit fuzzy and I'm not very confident on something as complex as C#
then even less reason to learn from other mods as the basics can be picked up in a day if need be
The Dark Brotherhood mod I have planned is just like a teeny tiny quest add-on, not a full expansion. A couple of village interactions, some letters in the mail. I don't think I'll even put in a new NPC.
Modding nowadays is pretty different from modding in older versions, so yeah. Starting with converting - which is fine if that's where the motivation is - is harder because you kinda need to learn two systems at the same time (depending on how old it is) (and also not get wires crossed and confusing them)
god I need to to get my mental health meds refilled
I have practice editing manifests and editing content.jason to remove or replace things I want in existing mods, so I'm hoping that writing one from scratch won't be too hard
using mods as examples of doing things you need to do, sure, but like 6480 said theres not much point in learning FF if you dont need FF
Having a basic grasp of json syntax and general mod structure will help A LOT
I'm willing to bet that json syntax stuff is one of the most common problems people ask about on this server
IMO the people who generally are successful with modmaking are the ones who appreciate modmaking as an experience rather than as something to be suffered through or shortcutted through to achieve the end point of having a mod. There are no shortcuts that don't cause extreme pain (take for example all the people who decide to make ChatGPT "make a mod" and then have surprised Pikachu faces when it doesn't work).
easily 99% of the problems
and i might be lowballing it
I added "one of" to hedge my bets in case someone did the stats and called me out on it
I don't entirely agree, but some underlying parts of it I do agree with
alas such stats are impossible to safely collect unless the junimos wanna let someone add their own bot to the server that collates years of messages,
I think it's just intimidation. Maybe it's a confidence thing.
(I'll just take 2 days off my psych meds and then I'll think I'm invincible and it'll be no problem 🤣🤣)
Like, do you think every solo indie dev enjoys every aspect of making a game? Art, music, code, design, writing, marketing, etc. etc. etc.
i dont think thats an equivalent analogy to what Aba said
I didn't say we enjoy every aspect though lol
For some reason I really enjoy troubleshooting, and I really enjoy when I change someone else's content.json and it works properly
I have the attention span of the dog from Up when a squirrel is mentioned. I change projects every day for the most part. Not quite 'invincible', but I kinda get it
I was more focusing on the "appreciate modmaking as an experience" part
#relatable
Like, you don't have to enjoy to process to want to make something
appreciate =/= enjoy, either
I agree, enjoy was probably the wrong word
I get a really good, I guess "high" from making something work properly 😅
But I imagine there are plenty of devs would directly export their imagination into the final product if they could do that instead of the process of making something
I would do that for basically everything but the coding
(and even then, some parts of coding aren't enjoyable after a substantial amount of time doing it)
but they cant do that, though, is the point. because they cant do that they have to have an appreciation for the whole process
I just see a lot of the people who come in going "I want mod X to exist but I don't want to have to learn anything or do any work to achieve that" disappearing pretty soon after
Claude please make me a video game
or if not "have to" at least "it usually ends up better if they do"
I guess to me appreciating the process = not wanting to skip it even if you could
(Not to say that's what you're doing, SkaryPie!)
I would say a tolerance for the whole process, and the will to see their dream come to fruition at least
"better" not meaning the final product but in general when accounting for things like, say, mental health lol
I see a lot of you mod makers hating certain aspects, but you guys are so proud. Once you get the final thing done, it's so heartwarming
Why are half the channels suddenly gone on the app
Like, if you think about it in the context of a pre-LLM world, I don't mean flaky hallucinations or stuff. I mean like I can imagine it in my brain and it will pop out exactly like that, without the process of manually getting it out of the brain
Cuz you got to take into account the number of mod makers who outsource things like sprites and music lol
i appreciate all the work that goes into making a content patcher edit with a token functional but im sure as hell happy to skip re-implementing that all myself
Hmm, guess I'm just thinking about this in a different way than y'all mean, then
Not everyone is good at everything
I would be surprised if anyone who is a regular modmaker here said that if they could avoid doing all of the work of modmaking they would. Why even participate in a hobby if you don't want to do any part of it?
the beauty of having a word with like 5 definitions minimum
limited by the linguistics of my time, once again
if i could upload my brain to my computer and have it do exactly what i had envisioned, the exact way i had envisioned it, i would XD. but, well that doesn't exist so the hard way it is
Plenty of people get better artists to do the art
Absolutely true, and the fact that y'all are willing to help each other out to finish up your mods is also very heartwarming
So, for me at least, part of the fun is making code that works well
Well, I guess I'm surprised then lol
I interpreted what you said as taking no shortcuts, even if there were reasonable ones available
tbf, some people are only modmakers bc they have to be in order to get the thing they want. their true hobby might just be playing games
But I guess if I followed that to its extreme, people wouldn't do anything but C# mods, and never reuse in game art (even partially)
Getting way too deep into processors
Yeah, this is what I was getting at
(Which, amusingly, you can tell because AoC i still want to do.)
Like, I'm literally only doing stardew 3d/VR because I can't find a VR stardew-like, and making my own would be soooooo much more work 😛
I assume that was intended for me? And no, I just meant that if people come in with the perspective of "okay where are the shortcuts, how do I do this without any work" they tend to give up pretty fast
Yeah, I just want to say hey send this letter at this time after this thing happens, activate this asset at X time and trigger a response from the NPC
Sometimes spite and greed can go a long way. Fortunately, I like doing content patcher stuff and find them calming so I am not all miserable while making a mod.
i think there may have been some unintentional conflating Aba's point with saying that you can only be successful if you appreciate every step or that only people who appreciate every step make mods
all Aba said is that generally people who do appreciate every step are more successful in learning how to make mods
which I think is true
Nah, plenty of low effort mods are successful
Ah, yeah, that makes more sense to me.
I used to joke that the less effort I put into a mod the more successful it was lol
(Thankfully I only ever cared about player #1)
@drowsy pewter
Yep. There's a lot of work involved in making mods and if you're going to be miserable every moment of it then you are missing a lot of the motivation.
well, add "successful" in there (in the way I interpreted it anyways), but yeah
hi chu
Congratulations!
Anyeays
Discord client glitch for anyone else?
I canr see any other channel in this server
i need to obsfucate some of the crimes but it is like this https://smapi.io/json/none/90ba16793bd842a386fd4d328c45b62b
well hm obsfucate wrong word
hide it by doing it automatically 
chu, i think you forgot to juice the carrots 
mod needs a better acronym
dis mod
"success" to me with regards to mod making pretty much just means finishing it, uploading it, having it work properly, and having others enjoy it. Even if it's like three people 🤷🏻♀️
yea idk it was this or i name another mod <blah> variety
importantly though aba wasnt talking about the success of the mod itself. just the success at making the mod
idk what goes in blah
Squad
i think the way i implemented this will work on big craftables...
get me some apple juice instead and we'll talk
keg variety
why is the json format none and not content patcher. You literally have a CP schema in there
hmm so you need to change the texture of the original object as well? what if two people want to make different context packs to add icons for different sets of modded inputs? (eg one person make a cornucopia juice pack and someone else makes a wag juice pack)
im lazy
thats one of the things i gotta auto handle yea
the data will look like this post transformations
i didnt make the transformations yet
im honestly quite surprised at just how easily chu was nerdsniped
ouhhh cool
i knew it would be easy but this easy? /lh
Did this idea get mentioned today???
ask chu next time i need a difficult framework mod done, got it
there is only slander in this seaver
When I saw it I assumed chu and 6480 had talked about it before
I mean it's not difficult but okay
not even 4 hours ago
why didnt you make it for me before then 😦
less so if you count how long before 6480 wrote up a more detailed request after the initial in-passing proposal
- You didn't explicitly ask (me, directly, multiple times because of my attention span) - or if you did, it was during my depression arc
- I have more ideas than I do hairs on my head, so I can't keep track of them all
the data transform part is gonna take 10x the amount of time than change a sprite index 
hehe
next week chu problem
What's this about data transformation?
Is it transforming casey's active state data from awake to sleeping?
I mean when you mentioned it earlier I was l;ike "huh, JA does that?". I think it might've been PRed by Elizabeth
Possibly
no like, back when everthing was int id
didnt u have to make a big ass object sprite sheet
But the 1.6 update was during the depression arc prelude, so...
thats what i understood anyways
Oh.
I mean, I patched them onto the vanilla one
yea while i dont plan to patch onto vanilla i will need to do basically that 
And did code crimes to make the game think the spritesheet was longer than 4096 even though MG wasn't allowing that
(I didn't start with that, but JA's existance exacerbated people who like way too many items)
so its mostly just sitting down and making all the decisions
(Seriously, people had several thousands of new items even in the JA era)
(I can't recall if it ever reached 10k or not)
based on what you said about making classes the other day i feel like this is gonna be a mountainous challenge for you
they shuffled too close to the sun
Fun fact: when JA first came out, it didn't reuse item IDs when mods were removed/added/moved around
absolutely
One of the reasons that got added was to avoid crossing the texture size limit (which, as mentioned, happened eventually anyways)
also i am still taking name suggestions
And still have some trauma from it and so don't install crop or other item mods anymore unless I have a good reason to
how many items do u have in ur current 1.6 game?
Hmm. Anna? Jessica?
Oh, you meant mod name suggestions. I got nothing
Dynamic Item Sprites Completely Optimized
where is the completely and optimized part
hopefully in your codebase
Raf's mods + all of PPJA + a few of the other big expansions + tons of smaller mods
absolute. chaos. incarnate.
Probably hundreds but enough that lookup anything isn't angry anymore
Though during that raf era did add features to lookup anything to make it less extreme to let you hide anything you don't own so the 7995 items I don't have a copy of didn't need to be in the lists rendered every frame
I really wish more people would stop making every damn flavor of an item it's own individual itsm
Anyways
Actually
You know what
well i mean hopefully this help with that
during rafs era there werent good options to doit
In the two years since I lasted played this game people have and I just haven't heard of it
but also raf also was insane enough to have those different flavors also have different gift tastes
which you cant do for flavored variants
Canr you do that with context tags
u cant have AND yet right
What if the machine mod can apply specific context tafs
Right.
Context tag not persistent
Unsure*.
-# * at the moment, anyways
Anyways ahhhhhhhh
.choose go to bed, don't
I did consider refactoring rafs to make it all flavors, but didnt have a data driven solution for its gift situation
Choose result: go to bed
Thank you
I'm going to bed
was gonna do .choose ignore uber, don't if uber said no - and keep doing so until uber said yes
if you only want one answer, why even ask the question
.choose one option
Choose result: one option
Dynamic Item Sprites Colorized and Organized
.choose
none of the above.
if you're actually unsure, the act of flipping the coin (or asking the bot) can reveal your preference, and then you just do the thing you secretly wanted
What is the name of the hill top farm in the game files?
Farm_Mining
Cheers
You could do coloring
How does it interact with color masks
that too, definitely has happened before with "what projec to work on"
But in this case, it was literally just because I wanted to do
.choose go to bed, don't
Choose result: go to bed
u have to leave the mask blank if you don't want it
dang it you ruined the joke again uber
casey: ".choose go to bed, don't"
uber: "don't"
casey: ".choose ignore uber, don't"
uber: "don't"
casey: ".choose ignore uber, don't"
uber: "don't"
casey: ".choose ignore uber, don't"
uber: "ignore uber"
casey: "Thanks uber, good night everyone"
actually logging off now
fun fact, thanks to the pan hat handling code it's actually trivial to make the boutique clothing wearable
I however don't fancy doing all the extra art for now
Wait is that your mod
no, that's a random person on nexus that selph's been stealing the credit for since zombifier isnt on discord
dang you got me
Oh EMC is yours? I struggle to associate all these new fangled frameworks with their author names
no it's zombifier's
who knows who made SinZational Speedy Solutions, could be anyone
finally you admit it
I mean, we all know you chose SinZ as your name to ride off SinZational’s fame (/s)
“I’ve had this nick for a while”
Well yeah, you’ve been playing the long game, haven’t you
wait, is it just me or did uber tell someone to go to bed really recently?
fun fact, I had SinZ originally from garena/wc3 stuff, and then being a stupid kid griefed minecraft classic servers, got banned, made S1NZ and used that handle for a few years and eventually decided to go back to SinZ and got a mojang staff to migrate the paid status over
I said I was logging off then.
And I did. I’m not on my computer, I’m on my phone in bed now
(I was waiting for someone to ask 😛 )
modding is hard. i need to make so many gemstones.. but since im doing it by alphabetical order, if i commit to finishing one letter a day i can finish in a maximum of 13 days (give or take bc some letters dont have anything, oops)
For the Dark Brotherhood mail, should I use a regular handprint, or should I do like a roundish blob to mimic the NPC sprite hands?

Maybe I'll do eight fingers and make Alex the questgiver 🤣
you making gemstones?
yup.
is there a way to include two 'Back' layers in Tiled?
everytime i set it like this, Back2 doesn't show up in game
also yay a new skill, not done by meeeeee
Back2 should be above Back
is... is it really that easy 
Try it and verify it's the issue
that worked, tysm ❤️
Heya! Trying to use stardew xnb hack, but Windows won't allow it to open because it thinks it's malicious.
Does anybody know how to make Windows 10 allow the program?
I know it's not exactly a stardew specific, but any help is appreciated 😭
IIRC there's a button or something down the bottom of the popup window that you can click and then it will give you an option to run it anyway
Ah, I had my windows scale at 150% so I missed it 😅 thanks!
(I use a regular living room television setup as a monitor and play with the keyboard on my lap on the couch, so sometimes I have to increase text and app size so that I can see what the heck I'm doing outside the game 😆)
asking here just to see if I can save some time digging through dnspy:
Where would the player's death location be controlled? Like if they hit 0 health on a map, where would I find the location that they end up in?
what could be the reason i get this error for my mod?
[Content Patcher] Ignored Tool Variants > config.json > config.Skin Sets.name: no such field supported by this content pack.
!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.
i am comparing my mod with anither one that does the same and see no difference
it does kinda look like you just yanked the i18n? 🤔
i18n? whats that?
!i18n
So you'd like to stop writing all of \"your strings straight in your content.json?\" and/or you'd like the capability to see all of your strings across all of your .jsons?
Introducing i18n!
-
How to make your mod compatible with other languages: stardewmodding.wiki.gg
-
The file where you can put all of your strings is called default.json, and it sits in a folder at the same level of your assets, named "i18n".
-
If you're converting from an older version of the game, there's a converter for ease-of-access.
Not to be confused with
{{DynamicTokens}}since these require the specific{{i18n:<KEY>}}modifier
rly repalce needs to be uppercase?
but the other mods i am using as reference dotn have that and work
don't have what
the site schows that
"PatchMode": "replace",
the R should be uppercase
but the others mdos have it lowercase and still works
Also the Format field is very out of date (this probably isnt the cause of the issue, but it can lead to some features not working or odd behaviour you might not expect to see)
When making a mod, it's best to use the lastest version (it will say in the JSON validator what the latest version is if it's not up to date)
i already see i got some wrong namings
You should always try to get case correct even if you don't think it will matter because sometimes it does matter. And if you're always using the correct case you don't have to try to figure out the situations where it matters.
now i got that when i have this further unused value, as default this apeprs:
[Content Patcher] Ignored Tool Variants > EditImage TileSheets/tools #33: the When field is invalid: invalid Skin Sets condition: invalid values (node); expected one of none, alloy, bar, diamond, mystic, ore, qi, star, white.
"AllowValues": "none, alloy, bar, diamond, mystic, ore, qi, star, white",
"Default": "none",
You're trying to use the value "node" for the config but you don't have that as one of your config options so it makes it invalid.
and i misread something again...
You have this in your code:
{
"Action": "EditImage",
"Priority": "Late",
"Target": "TileSheets/tools",
"FromFile": "assets/node_tools.png",
"PatchMode": "replace",
"When": {
"Skin Sets": "node",
"Skin Override": true
}
},
in the "When" condition "node" hasn't been added as a config option, you'd have to add it along side the other things in the "AllowValues" field to get it to recognise them
(Lines 942 and below)
here you have "none"
but the error is because there's no config for "node"
I think "node" is intentional, theres may patches with "node" both in the "FromFile" and "Skin set" fields, along with it being in a comment
🤔 hm
although that could just be a find and replace error good point
the names come from where i got the colors
i nhtis case the iridium ore node
works
ah. hm so then you just forgot to put it in your list of allowedvalues
who likes Qi themed tools? xD
looks cool
the bar ore and ore ndoe is jsut missing
cause i realised how inconsistend the coloring between iridium ore, bar and tools is
iridium axe and pickaxe use slightly different colors
Oh man the color inconsistencies make me so mad XD
so my mod has tools colored after the ore nodes, the bars and the vanilla tools
and sprinklers
That's neat
also weird, nobody rly done that before, a mdo that allows multipel reskins for tools
a collection of reskins
Would you like to be shown how to write the patches so you only need one for each part you have to change instead of one for each colour?
wdym? the config.json?
Oh I'm pretty sure that 6480's has like 6 or 7 different options and Bog's has 3
bog has 2, i used it as refrence
its jsut a true false option
Ah her pink one is probably waiting for me to update it in the next few weeks then lol
Oop Spoilers
No, instead of having one patch for node_tools.png and one for mystic_tools.png and so on, you just have one with {{Skin}}_tools.png that changes depending on which config option the player has chosen
In fact, I'll show you what I've written for Bog's tool update
if that woudl reduce the content.json to below 900 liens, it woudl be great
I think it would probably reduce it to 500 at least
Instead of having three patches, one for each iridium colour, I have one patch that uses the iridium colour config token inside the FromFile field
It also means that if we ever update it to add more colour options, I just have to add those to the ConfigSchema without writing any new patches.
Bog has totally mentioned this in her server lol
but what if its "none", doesnt it throw a error?
Ahh, I'm in so many servers I have all but 3 muted for everything except @ everyone messages XD
imo there should always be the option for the user to disable the mod recolering without needing to deactive the mod
We don't have a none and I'm not sure I'm following why yours does - oh because you want to be able to disable individual tools. You could add that as a When condition to the patch so the patch only applies if the config is not set to "none"
I am of the opinion that unless you're a mod maker testing mods, having a config to disable an entire mod is overkill
would an Include with a checkbox with none possibly be a better option do you think Aba?
its jsut partically disabling it
you like the scythe skin? ok, then only use that and use vanilla for rest if you want
I'm of the opposite persuasion XD I love when mods include a way to disable them without removing them from the game
cries in 30 different color choices covering every iridium related sprite in the game
If there's multiple patches to be affected by the same config setting, yeah, could be
Yeah that makes sense and should be possible with the way I suggested
For playing? What for? You want to use a different tool retexture mod every day?
when the sprite looks good, but game says NO
Did you forget it needs to be 16x16?
Yep, I like being able to change it depending on my current outfit which also changes depending on the weather on the day
its difficult to see a grid in the stardew files
Do you play with ~500 mods?
Your art program will have the ability to set a grid to whatever size you want
I think my modlist was slightly over at 600 before I had issues with my drive XD
And you're saying you want your GMCM to have literally 600 entries? Far out that's a lot to scroll through
It'd take longer to scroll through GMCM than to close the game, disable the mod, and hop back in!
(Hyperbole. Just. xD)
GMCM has a scroll bar! and it's alphabetical so it's easy to find the mod I'm looking for XD, plus I usually have a mod that lengthens the day a decent amount and I don't want to reset the day or miss a decent chunk of it XD
I do like that colour scheme
I get sore joints from lots of scrolling so I try to avoid it where possible (and yes I could click and drag on the scrollbar but I'm not an animal)
I change my farmer's outfit once per season, if I remember
I also play with the mod that adds many different kinds of weather so I change my outfits atleast 4 times a week XD
This is me lol
And ofc i never remember my own wedding or the flower dance
i like games with weather systems
I had to write myself a Stardew Journal reminder to get dressed for my wedding xD
now its down from 956 lines to 165 xD
but it doesnt work...
the override one works, but the single reskins, not
Are there errors or just unexpected behaviour?
jsut these expected ones
[Content Patcher] Can't apply image patch "Tool Variants > EditImage TileSheets/weapons #2" to TileSheets/weapons: the FromFile file 'assets\none_scythe.png' doesn't exist.
for the all tool replacement i set a override value, true/false and if its false the others should apply, but dont
above works but below dont
"When": { "Skin Sets|contains=none": false }
add that skin sets line inside your existing when conditions
it makes sure that the value is not none before applying thr patch
i emant it opposite, the entire set is only applied when override is true, otherwise the single ones are suppose to be applied
idk theres too much context missing for me to help with that
You need to have what 6480 said
So that if people choose none for the skin, nothing gets applied
so override is false and set is none?
Both of them need the "Skin Sets|contains=none": false check, so it doesn't try to apply either of them if the player has chosen no skin
"When": { "Skin Sets|contains=none": false , "Set Override" : true } ?
yeah thats the format
it still applies the entire set and ignores the false override value
Well, with what you have there you're telling it to apply the skin if set override is true and if it's false
yes
So how do you choose whether to set it individually?
with this override true false
You haven't actually used your "Scythe Skin" config option
there is a skin thats not none chosen
but it doesnt apply despie override being false atm
So you've got set override as false and your skin set is, IDK, diamond, and it's showing the scythe as vanilla?
i set override false and the sc<the to diamond, BUT only the skinset option applies, whatever it is and the single ones dont work
Sorry I am trying to debug my own mod at the same time so I am moving slowly
we dont see the code for the single replacements youre talking about
Yes the reason your skin set is the one that applies is because that's the token that you're using
its the second editImgae
theyre identical
You need to change that token to be the scythe specific one for the set override false option
this replaces all tools
this replaces a single tool
but first always applies, regardless of override being true or false
Okay but they use the same skin set token do you realize that
Yes that's what I was trying to say
You are using the wrong token in the FromFile for the second patch
now it works and i can play the game
modding👍
no wait i cant, theres liek 5 mods who need update and i gotta make myself soemthing to eat...
Using the appearances system, if I wanted my NPC to wear a specfic outfit in the bath house, would I add
"Condition": "Location_Name Target BathHouse_Pool" ?
That should be "Here" instead of "Target" I think but Target might work
that's what it says on the wiki so I'm not sure?
Oh you are following a tutorial? Then go with that
Yeah, I just wasn't sure whether I understood correctly or not haha
Looks good to me
if you're feeling computer lucky, there's a python script to migrate FF2 packs to FF3, I messaged any author I could when I uploaded FF3, but some aren't active anymore
finally got the logic right (after i remembered i needed to make a trigger repeatable AND that making it repeatable after it already triggered would need me to remove manually the trigger once)
Oh I have been playing VMV so much recently.........
Oh god, I started looking into DGA and Custom Furniture to see if it was possible to make converters to FF and it is so doable but I have so not enough time to do that...
another question because I can't seem to figure it out: how would i add dialogue lines for festivals? i suppose i have to make a separate json and include the dialogue somehow?
nevermind I think i just found a template that explains it 
You never have to make a separate json when making a Content Patcher mod. Your entire json can be in just your content.json. Have you been using Tia's tutorial? I'm sure there's info there about how to do festival dialogue. Iirc you edit the festival asset to add your NPC's dialogue keys.
Yes, I just found Tia's template for that. I think I know what to do from there on out :)
Okay I tell a lie I think that you either have to have a blank .json or separate jsons for your dialogue and schedule (the blank is preferable)
!converters
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
copy pasting so many dialogue lines i think I may go insane
if im making dialogue GMNT compatible and the original dialogue has 2 different versions of what is said (Exact same thing but twice, for male vs female) do i have to do anything extra or do i just include the one line of it
you have an extra quotation mark on line 141
Or a missing comma/closing bracket on the previous line
I hope your text editor has line numbers
i am not seeing my mistake...
im using notepad++ :)
yup, missing comma at the end of the target line
you can probably search and replace that
you should fix your indentation btw, that will also prevent errors
i made the original indentation errors in regular notepad, not...100 percent sure how to fix them
i say this every time but im very new to this type of coding so i am a baby
indentation is just whitespace at the start of lines, if np++ is well made, you can just select the lines that have bad indentation and hit tab to add indent and shift+tab to remove indent
i can do for html/css lol
omg so it is like html/css then
WOW
that worked so well
thank you !
I mean, technically yes, but it's common to every text file...
no problem!
i will now try again
(vscode also has a feature like this incase anyone else sees this and uses vscode over notepad++, VSCode also has "Format Document" in the command palette to do it across the entire document and not just the highlighted area)
oh it....
hm
am i not supposed to put the [...]
does that mess it up ?
cries
BUT
THE TITLE IS WORKING SO WE SOLVED SOMETHING
my body is a machine that turns 1 problem into 1 solved problem and 10 new problems
do i have to include all of the text...
the [...] inside quotes in a some guides usually means it's optional and not required, in this case I think it's saying text can optionally follow
(in the programming world, <> usually means it's needed and [] usually means it's optional, but that isn't the same for everything)
yep! unless you want more text to follow
okay, so use <...> instead, when there's more text to follow ?
now i wish to be called majesty rotten
are you making it like the player clicks and there's more text?
you don't even need to add the actual <> or []
im going off all this stuff
aren't these two lines the same? why the ^
ah! well then you can remove the ^ in after. it won't break anything im pretty sure but good practice
should i remove the duplicate text ?
rn im editing 'make gunther real'
!software also, maybe get notepad+++, helps with editing code
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
im using notepad++ i just opened the dialogue one fast so it was in regular notepad
just for the screenshot, i mean
ah alr. yeah that mod doesn't have i18n, it's all raw dialouge editing! (not that it matters for you, really)
okay gotcha
so take away the [...] in the content.json, and remove duplicate text in the dialogue.json
gender is optional 
das why i remove it SHJVFHJVFSHJ
when in doubt, say farmer
i have them call me 'thing'
that is fair and good
Theres also the honorific Mx. which is used as a neutral form of Mr and Miss/Mrs
yeah i just dont wanna use it lol
majesty >>>>
Ohhh gotcha cool
so i don't have to add the rest of the dialogue into the content.json, i just have to take out the [...] and duplicate text i think
the dialogue is fine where is, i'd imagine content.json loads it
ooh can I turn this into a quote?
hellooo I am back with MORE errors I need help understanding! this is related to reloading my CP thing, it was working fine before 🤷
New quote added by p.llow as #6746 (https://discordapp.com/channels/137344473976799233/156109690059751424/1439275687868498001)
sure lmaoooo
hmm is there like a quote directory? curious now lol
pillow beat me to it LOL
OH YOU RIGHT HAHAHA
that comment does define my entire existence tbh
you can do .q list in gov's mansion and it will give you the link
thank you :))
so honored to be a quote neow
you know join the ranks of
there's a lot of gold in that list, and some bodily fluids, and toilet tofu, and... stuff
i am intrigued
dfhsdgasd
how does one include an assembly reference to bmfont? Something like this?
<PackageReference Include="BmFont" Version="1.0.0" />
it's like that ||'what did we get stuck in our rectums this year' || list that comes out every christmas i love it-
Is bmfont a nuget
..okay i'll move my exploration of the quotes into programming off topic
not sure tbh, there's a few nugets referencing it but not sure sdv uses any of these
there's a bmfont.dll in the sdv folder but no idea how to have my assembly reference to it on a relative path
uhh replying to this so it gets seen bc I am clueless 
Grass mod for stardew 1.6. Contribute to Mushymato/GrassVariety development by creating an account on GitHub.
Something like this but change the hint path to where bmfont is
Can u reupload that to log parser
Or smapi.io json
!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 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
that works
thanks
I'm so clueless when it comes to how assembly references work and I can't seem to have it stick lol
would that mean there's a hard path reference to my game folder in my mod assembly? or just that a "bmfont" assembly is required, which gets satisfied by sdv's assembly?
👀 working on arabic support
my favourite lewis quote: gnirts tset a si siht ,olleH
wiser words were ne'er spoken
if i do this do i still have to add all the text that comes afterwards from the dialogue.json ?
I don't know all the details of msbuild linking but the latter is true i think
My gamepath aint standard and no one's told me my newtonsoft.json ref is bork
fair lol
what do you guys think I should make the price of a lucky lunch from a shop?
Look at comparative foods that offer similar buffs, time, etc and price in line with those. Theres no real balance standard. But you can get a baseline from the vanilla game
Ok thanks
Some alternative (and unserious) suggestions are:
- A rabbit's foot
- A leprichaun's hat
- 777g
ok 
Or a rabbits foot wearing a leprechauns hat
👍
I'd say also depends on how accessible your shop is- could be on the lower end if rare or the player had to work for it, or on the higher end if it's common and easily accessible
Yeah its common and easily accessible so might be on the higher side
the traveling merchant also sells them for 750–1,250g, dunno if that's worth mentioning though since they also sell icecream at 3x markup...
lol alr
uh, any ideas?
invalid tile gid means you saved the map while you had Tilesheet errors
the path doesn't seem right either
..hopefully
oh.
i don't see anything wrong with the path
that's good!
uhh rn the game is saying the map doesn't exist-
I don't know anything about map making, but you can check these steps if you haven't already https://stardewvalleywiki.com/Modding:Maps#Troubleshooting
bool flag2 = char.IsUpper(s[i]) || s[i] == 'ß';
Vector2 offset = new Vector2(0f, -1 + ((!junimoText && flag2) ? -3 : 0));
if (s[i] == 'Ç')
offset.Y += 2f;
why does the draw call for dialogue strings have to be like this 
Iirc it's a story of "actually that's super efficient performance wise"
I remember a discussion about it here a good while ago
uh oh I hope not too many mods are touching this method... I was hoping to patch over it
or at least, replace the reference to it when drawing the dialogue box
Hi! I dmed you regarding to a question no rush to reply btw I just wanted to lyk cause I have my dm notifications turned off so I never know when ppl message me
i imagine that font framework probably touches drawString
Yeah honestly if u just patch drawString itself then this stuff is avoided
drawString seems to touch a lot more than just dialogue box string though
what's the font framework?
ichortower's new framework for font replacements
it transpiles drawString
its called Font Smasher
hmm
(it patches other things ofc, but also drawString)
I wonder if it already does what I'm trying to do then
how do I make HD fashion sense clothes?
https://github.com/Floogen/FashionSense/wiki/Shirt-Model-Properties
You can use the ShirtSize field to define how big the texture is and the Scale field to define how bit it is on the farmer sprite, this is specifically for the shirt however the others will also have a similar way of doing it
Is there a way to patch only a specific part of an event or do I have to completely overwrite the entire thing
you can use target field but you would have to count the slashes
fun ... but better than overwriting everything
you can also use ReplaceDelimited
both ways require no other mod to touch the event in some way though so pick your poison
I aint trying to add compatibility for it so i dont really mind all that much
Is it possible to completely remove a Trigger with Content Patcher? Trying to remove an item from being turned into a specific artisan good. First I tried setting "RequiredItemId" to null which just removed all limitations, allowing anything to be put in the machine. Changing "Trigger": "ItemPlacedInMachine" to "Trigger": "None" seem to resolve this without similar issues but my friend is calling the result ugly and would like the Trigger removed completely (if possible).
This is from patch export Data/Machines. Trying to get rid the third trigger so the only items allowed are by category/tag, not specific items. It allows for better compatibility with Ferngill Simple Economy.
{
"Id": "Cornucopia_SmokedMeat",
"Triggers": [
{
"Id": "ItemPlacedInMachine",
"Trigger": "ItemPlacedInMachine",
"RequiredItemId": null,
"RequiredTags": [
"meat_item"
],
"RequiredCount": 1,
"Condition": null
},
{
"Id": "ItemPlacedInMachine",
"Trigger": "ItemPlacedInMachine",
"RequiredItemId": null,
"RequiredTags": [
"category_meat"
],
"RequiredCount": 1,
"Condition": null
},
{
"Id": "None",
"Trigger": "None",
"RequiredItemId": "(O)874",
"RequiredTags": null,
"RequiredCount": 1,
"Condition": null
}
TargetField Triggers and null the entry out
though, they have duplicate IDs here, may complicate it
"#2": null ?
it'd be #1 if that does work
oh wait
i didn't realize the last one was the one you wanted to remove
Yeah try that then
I feel like I tried that already but I say that all the time and when I try it again it work half the time, I'll check in a minute
Yep it worked lol, thank you!
(you don't have to use #<num> btw, content patcher will automatically recognize if a model has an Id field and you can use that instead, and it's more reliable in the case another mod reshuffles them around)
Ahh, I'll try that out too then (learning a bunch of things today 🎉 )
anyone has that programm that allows to convert xnb files?
i remember it was like two folders and two exe files to unpack and pack
we don't recommend repacking for any reason any more, but for unpacking there's this
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
oh..
alright ty ig its works too
They have the same Id though? It's all "ItemPlacedInMachine", I think Button mentioned that earlier
btw? is Aimon111 from nexus mods on here?
i made a mod for personal use to essentially be a recolor pack for better honey meads to allow for recoloring of mead in the fancy style
but i cannot upload without permission from em n idk if they're in this discord
yes, and active under the same name apparently
ohhh kk
hello! sorry to bother ya! but can i reference your mod fancy artisan good icons to make it compatible with this mod.
https://www.nexusmods.com/stardewvalley/mods/22848
i pretty much have it done but it's for personal use
speaking of? anyone wanna test it to see if it works for other platforms>
i only have this game on a windows pc currently so anyone who's open to testing my retexture mod on mobile, linux and/or mac would be awesome
does anyone here have a mod installed that lets them use debug commands in the chatbox and wants to help me test something
if you don't get any takers in about 3 hours i can help
anyone know what this mod's permissions are? im trying to understand but im having difficulty.
https://www.nexusmods.com/stardewvalley/mods/23373
I can't even replicate it myself now so never mind 
which perms do you need?
Get permission from the author before doing anything to it I think
Not sure how changing it for personal use falls under that ngl
like if it's ok to reference the honey and mead sprites.
you can't do anything without permission, you can't reupload or get dp at all
well like the perms say, those sprites aren't theirs, they're from an itch.io pack, so you'll have to check their perms
https://choosealicense.com/licenses/cc0-1.0/ this is the license for the sprites
so actually they're even allowed for commercial use
ohhhh
I'm confused I just looked at the license for the sprites, and theres 2, MIT and CC0-1.0, I didn't even know github could list two licenses
where did you find the github link?
personal use seems ok and i know that the author for better honey mead said it's cool to make retexture packs since their mod only uses vanilla assets and can overwrite retextures
in the "More information" drop down in itch
personal use is pretty much always allowed in terms of mod perms
Ahh wait the file name is different but the github tabs don't show file names, yes the art is defo under CC0 1.0
cc0 is under the filename license-art so I assume that's that
but idk if it's fine to do since aimon while they used the assets it's still under them
i have it basically done just need the greenlight from aimon to upload
"why is my warp not working"
because i'm editing npcwarp, that's why
it's not under aimon though, the assets aren't aimon's, aimon is just using them
tips to mod authors : editing the right property is a good idea
ohhh so it should be ok to upload since the mod it's for is meant for better mead icons and the author has given the right to do so?
I have done that plenty, good to know it never goes away even as an advanced mod maker
i know dumb question but i'd rather ask then be hit with the "stolen" accusations
i like to make sure especially if i do not fully understand it
basically this is what their permissions look like but im using the food pixel sprites from the same website aimon used
sorry i am paranoid and do not wanna cause fights if i can avoid it.


