#making-mods-general

1 messages Β· Page 470 of 1

obtuse wigeon
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but looking at the permissions it seems perfectly fine to me

rare orbit
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ok! goodie! i'll do some more testing and editting

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hopefully there will be no issues ;w;

obtuse wigeon
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specifically Jelly, Pickles, Mead, Honey sprites should be fine, they are the ones explicitly mentioned in the perms section

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I doubt you can use the sprites for Honeys and Jellies for Octopetalasο»Ώ, Honeys for Korea Blossom, they were made by someone else for the mod

rare orbit
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ahh! yeah basically it's just the honey and mead icons im doin since the mod im making a pack for only touches meads

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basically better honey meads just allow the said honey and mead to be recolored and priced according to the flower/fruit/source value

hallow prism
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is there a list of the consequences of using the property to make a map a greenhouse/greenhouse like?

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i'd like to have a map with some fruit trees bearing fruit all year round, and want to see if there's unwanted side effects

hard fern
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πŸ€” i dont think there are? ex: ive turned a slime hutch into a greenhouse and nothing happened

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i could grow crops

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pretended my slimes fertilized them XD

hallow prism
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i'm considering an outdoor map

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i don't remember if island west uses greenhouse property or other hardcoding

obtuse wigeon
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Pretty sure it uses hardcoding? I have touched that map before and don't remember a greenhouse map property

hard fern
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yeah

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it's hardcoded special

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these are the only map properties

hallow prism
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ok! so if someone has info about possible side effects on using greenhouse property on outdoor map, feel free to ping me

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or if i can achieve the same effect (fruit trees growing fruit all seasons) in another way πŸ™‚

uncut viper
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tilled dirty will not decay in the location (unless you set the DirtDecayChange map property specifically)
jukeboxes will be usable

hallow prism
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thanks! this is great to know

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i can add the property (since i may have artifact spots)

uncut viper
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i will say i dont claim to know that is ALL of the side effects though

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just a couple i noticed when checking just now at a glance

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also means flooring will never draw the winter version when placed there, whatever that entails

hallow prism
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yeah i will have to test stuff, such is modder's life, but it's a start πŸ™‚

pine elbow
#

Ok So I got the Machine to actually LOAD INTO MY Mod but I can't put anything into it

brittle pasture
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did you edit Data/Machines

pine elbow
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does it have to specifically be Data/Machines or Data/Meatmachine?

brittle pasture
brittle pasture
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and yes, Data/Machines

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if you're following the wiki tutorial don't deviate from it pls

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what you name your file has no bearing on its content

pine elbow
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Well now its all named correctly

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but it still wont take the wheat I tested

brittle pasture
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why did you delete (BC) from the key

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oh wait that's not the machine rule

hallow prism
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This looks more like a big craftable data than machine

pine elbow
brittle pasture
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yeah I was about to ask why did you fix it by deleting everything and paste in the big craftable data

hallow prism
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I doubt wiki has that exactly like that but im on phone

uncut viper
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you changed your Data/BigCraftables patch when you were supposed to change your Data/MeatMachine patch (into Data/Machines instead)

hallow prism
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What you target and how matter a lot

brittle pasture
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to reiterate:

  • your big craftable data is already correct
  • your machine code's Target field is incorrect, but you fixed it by "fixing" the big craftable data instead of the machine data
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change that back to Data/BigCraftables

autumn tide
brittle pasture
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that's the machine code, which as mentioned needs the target to be Data/Machines

hallow prism
brave fable
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to be clear, you need to have both a patch targeting Data/BigCraftables to add the machine item, and another patch targeting Data/Machines to add the machine behaviours/rules

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the two are not interchangeable

pine elbow
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well I gotta have dinner soon so Ill be back

drowsy pewter
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fondue emoji, this world amazes me

uncut viper
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its really quite something sometimes to look at what emoji proposals have been accepted and which have been denied

obtuse wigeon
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Wait hang on fondue is a regular none discord emoji?

uncut viper
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yes, fondue is in the unicode consortiums emoji spec

obtuse wigeon
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I thought it was something made for Love of Cooking or Cornicopia, wow

uncut viper
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has been since 2018

obtuse wigeon
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What a specific emoji to be made

uncut viper
brave fable
brittle pasture
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one day we'll get crying_laughing_eye_open

uncut viper
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anyone is free to submit a proposal

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with enough collaboration, one could even submit a stardew specific emoji proposal

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certainly to be denied, but you could

obtuse wigeon
brave fable
uncut viper
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would you believe its not even the first time ive seen sailor moon in a unicode emoji proposal?

obtuse wigeon
brave fable
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do you.. often look at unicode emoji proposals

uncut viper
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("why have you seen multiple proposals?" sometimes you get bored)

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at one point i was curious how emojis are decided on and looked into it

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you can see every proposal ever made and its status

brave fable
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???? ?? ? ??

uncut viper
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elephant is the control

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(i am serious)

brittle pasture
obtuse wigeon
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wHY

hard fern
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my question is why does the watermelon so big

autumn tide
uncut viper
brave fable
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somehow i imagined that was the case. but it doesn't stop me from getting lost

uncut viper
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Demetriums could be an emoji

brave fable
#

did you read my mind

uncut viper
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if only demetriums were as comparably popular as elephants

autumn tide
brave fable
#

consider the following

uncut viper
#

thats... oddly coincidental

brittle pasture
# brittle pasture this was me but top level cctld proposals

the process is that "you submit a proposal, the council decides whether 1. there's a super specific geographical region they can assign this tld to, or 2. if it's a trademark, whether it belongs to a giga big tech company they can't afford to deny, and then accept/reject your proposal based on that"

obtuse wigeon
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I thought the were the same number in my sleepy state, I was a tad confused

uncut viper
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i didnt realize anyone could submit tld proposals either but i suppose that makes sense. i wonder if they have an elephants clause

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(also sorry junimos ill take the off topic blame this time oopsie)

brave fable
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popularity of .berry domains: 0
popularity of .elephants domains: also 0

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oh this isn't programming chat

uncut viper
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someone could make a unicode emoji support mod though

brittle pasture
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basically if you want to propose .cool domains your chance of it being accepted goes up by 900% if there's a village named EcoolΓ© in the Champagne region of France

uncut viper
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i would unironically love it if i did something in game and an NPC reacted with the crying with eyes open laughter emoji

autumn tide
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we need an updated emote framework cough cough

uncut viper
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we just need a proper custom emoji framework that is updated and works

brave fable
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some kind of standard consortium

uncut viper
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Ferngill Consortium of Emotions

obtuse wigeon
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Perfect

uncut viper
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totally not big brother esque

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dictating what emotions you can and cannot display

autumn tide
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hmm the name should be an acronym that's a word

obtuse wigeon
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So who's volunterring to make this?

uncut viper
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an emote framework isnt exactly difficult

autumn tide
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anyone else i beg you

obtuse wigeon
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If I knew how to make C# work with SDV I would

autumn tide
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i'll make some emotes

uncut viper
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its entered my mind before but ive always thought of it as one of those things where people say itd be good, but then when its out theyd go "well i dont really want another dependency..."

autumn tide
uncut viper
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"how can i do [specific thing?]"
"you need [framework]"
"oh... well i dont want an entire dependency just for the exact thing i wanted to do..."

autumn tide
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i actually already have some emotes i made-

pine elbow
obtuse wigeon
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I try to not have many deps if it's not needed, but if it's something I want I will add away

ornate locust
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People need to embrace dependency for things they wanna do

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otherwise nobody will ever do the thing you wanna do!

uncut viper
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easier wished for than done

autumn tide
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it's not hard!

uncut viper
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even optional dependencies make it hard for a framework to gain traction, though

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theyre better, for sure, but still

brittle pasture
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and use those names exactly

brave fable
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why do frameworks need to gain trigger actions?

autumn tide
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pretty please i beg you

uncut viper
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im glad blueberry is finally admitting they like the use of the word traction for trigger actions

ornate locust
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Double down. Have it required. I wanted to do this, you want my mod? you get the dependency.

brave fable
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oh no, this is a protest πŸ™‚β€β†•οΈ

obtuse wigeon
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I think the only optional dependacies I've used are for when two frameworks do the same thing, i.e. spacecore and calcifer for cat overrides, or if I'm patching something so my mod loads after

patent lanceBOT
uncut viper
ornate locust
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caveat: I don't know crap about C# LOL

brave fable
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i mean you can, it just also won't load

brittle pasture
obtuse wigeon
uncut viper
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a content pack can choose to make a C# mod a required dependency. a framework cannot reasonably force a content pack to make it required in the manifest, though

ornate locust
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I'm not saying to do that though

uncut viper
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unless you make your own contentpack format ofc

ornate locust
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I'm saying someone who makes a mod and wants to do something that needs a framework should just set the framework required and go about their business

autumn tide
uncut viper
obtuse wigeon
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Gunna make my own contentpack format and it will just be emojis (Full circle!)

uncut viper
# autumn tide ..that's a thing-

content patcher is just a specific type of content pack framework. fashion sense is another one, as is Alternative Textures, etc

brave fable
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of course, content pack frameworks are just regular c# mods that use the content pack api via SMAPI

ornate locust
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yeah I'm just wishing they would! Because stuff's just not gonna get made if people don't make it.

brave fable
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but given the flexibility and documentation of CP it's generally just preferred to make content packs for that instead

uncut viper
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im gonna have my own content pack framework in the future too, even!
but only because its kind of required

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otherwise, yeah, what berryblue said

autumn tide
brave fable
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raised garden beds used to have its own content pack format before 1.6, but since it was less usable than CP i just folded it into that instead

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ooo a cinnamon scroll emote

uncut viper
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really the only reason to make a new content pack format nowadays is if you need direct access to the files or you need the data right at gamelaunch or earlier

autumn tide
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omg we need a swirly thing emoji

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like in unicode lol

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..might fill out a request

uncut viper
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(there is quite a lot to creating a proposal)

autumn tide
obtuse wigeon
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πŸ₯ πŸŒ€ theres a few swirls already

uncut viper
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fish cake..

ornate locust
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fish cake??

autumn tide
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ye i think it is supposed to be some sort of cake?

obtuse wigeon
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Yep! it's japanese

ornate locust
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spiral icing my fish cake

autumn tide
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the this emoji πŸ₯

obtuse wigeon
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certainly not a fish cake we get in the UK

ornate locust
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Google Oh I see

obtuse wigeon
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it tastes very fishy, not a fan of it myself

brave fable
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(it's worth keeping in mind that a lot of the unusual, specific, or unrecognisable emoji are japanese, given they sort of came up with the concept)

ornate locust
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it's like a cinnamon roll but fish and not cinnamon

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so the spiral is stuff inside and it's rolled up, I was imagining icing

autumn tide
obtuse wigeon
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ikr, unheard of

autumn tide
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I'm shocked

drowsy pewter
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I need to make a quick last minute add to cornucopia for a fish flavored icing cake

autumn tide
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how innovative

ornate locust
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fish icing...

autumn tide
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YES

obtuse wigeon
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ty recent emojis, wasn't a jumpscare at all

autumn tide
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i mean bacon cake is a thing

brave fable
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lord what have we done. we're back on the emoji

autumn tide
uncut viper
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apropos of nothing at all, are emotes only used in like.... events? and when you shoot them with a slingshot

obtuse wigeon
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I think so?

uncut viper
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ignoring anything custom for the time being

obtuse wigeon
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I guess multiplayer too given you can select them

autumn tide
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i think when you drink mayo or go through trash too?

brave fable
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NPCs will use the SDVemoteconfuse emote when blocked by the player, and use other emotes when accepting/rejecting gifts, being kissed by the player, ..

uncut viper
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i was just looking at the code for the old emote framework and wondering why it was checking dialogue

autumn tide
uncut viper
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would that just show once you closed the box or what

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the dialogue box

autumn tide
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uhhh no clue

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i think it was a dialog command

uncut viper
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oh, you said it so confidently i just assumed you used it SDVpuffersquee

autumn tide
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LOL sorry

ornate locust
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Confidence is key

autumn tide
pine elbow
brittle pasture
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(ok im back)
post your code again please

brittle pasture
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you accidentally posted your Data/BigCraftables twice (the first link is incorrect)

brittle pasture
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you didn't include the machines file

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just the big craftables file

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you need another entry to Include the machines file

pine elbow
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so like drag the StoneMill.json to the Data Folder?!

brittle pasture
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doesn't matter where it is, as long as you point to the correct path in the Include section

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so sure, if it makes it easier for you

brave fable
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your own folder structure is completely up to you and has no bearing on your assets when they're in the game; all you need to do is make sure your FromFile values match the folder structure and filenames

brittle pasture
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tbh I recommend just putting everything in one file for now, however do you feel confident doing so without messing things up

brave fable
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unlike your Target values, which must follow conventions used by the game

pine elbow
brittle pasture
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the FromFile points to the machine file

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do you see the second entry that says "load from "data/BigCraftables.json""

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make a new entry just like that in your content.json, just change the filename to point to wherever your machines file is

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and don't forget the comma separating the two of them

pine elbow
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It works...

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I dont know WHY another mod I was using as Reference did it a different way

brittle pasture
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there are many ways you can do things; as mentioned by blueberry your folder structure is all up to you

autumn tide
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hm, should I add the achievement IDs to the achievement wiki page?

uncut viper
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wdym the achievement ids

autumn tide
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like the ID the achievement has in the game that can be used in dialog topics

uncut viper
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thats already visible in the raw data no?

autumn tide
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just the numbers here

uncut viper
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yeah thats on the page

autumn tide
vernal crest
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It's in the raw data dropdown

autumn tide
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I don't see anything, but i miss a lot of things in plain sight

autumn tide
autumn tide
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i was looking at the non-modding page lol

uncut viper
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no need for modding information on a non-modding page

night pine
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i'm trying to make a configschema that will automatically adjust to use simplefoliage as the retexture value if that mod is installed alongside mine. everything looks to work as it should if i manually select it, but it doesn't change from the default value of vanilla automatically. if anyone would be up for having a look at my configschema, i'd be grateful!

uncut viper
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!json please always upload long jsons to the validator

ocean sailBOT
#

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

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

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

night pine
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give me a minute to do that - my bad!

autumn tide
night pine
uncut viper
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have you restarted the game since adding the dynamic tokens and did you enter a save/sleep a day after changing the config? (unless the config was already set to Simple Foliage when you launched maybe? (im not actually too sure how UI mods deal with the title screen and token readiness and etc etc))

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((not that im saying you're rexturing the title just that i dont know if you still need to enter a save or w/e to ready the dynamic token in that case))

night pine
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yup! i just had a thought though. is it because the following:

      "Name": "Retexture",
      "Value": "simplefoliage",
      "When": {
        "HasMod": "Az.Foliage",
        "Retexture Selection": "Simple Foliage"
      }
    }```
is being read as "has simple foliage mod AND retexture selection = simple foliage"? i'd want it to be read as "has simple foliage mod OR retexture selection = simple foliage". is there a way to do that?
uncut viper
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yeah, both of those When conditions need to be true

night pine
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ah, i see! can i do an "or" argument, or do i need to do:

      "Name": "Retexture",
      "Value": "simplefoliage",
      "When": {
        "HasMod": "Az.Foliage"
      }
    },

    {
      "Name": "Retexture",
      "Value": "simplefoliage",
      "When": {
        "Retexture Selection": "Simple Foliage"
      }
    }```
uncut viper
#

you can try a Merge token:

"When": {
  "Merge: {{HasMod |contains=Az.Foliage}}, {{Retexture Selection |contains=Simple Foliage}}": "true"
}
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your way would also work

night pine
uncut viper
exotic token
#

if a content pack needs a tileset, do you just put it in assets?

vernal crest
#

A content pack is unlikely to need a tileset (which is a .tsx file for maps). Are you meaning a tilesheet (a .png file)?

Either way, the convention is to have an assets folder and to put assets like maps and images in there, but you don't have to.

hard fern
exotic token
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yes, a tilesheet

hard fern
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so if you write it as "assets/myimage.png" inside your mod folder you need to have an assets folder where your image is

exotic token
#

Im checking the smapi log and figuring out the error, so hopefully it works.

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okay it worked

lucid iron
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does smapi have an isinternalasset thing

uncut viper
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what situation are you in where you act differently depending on whether or not its an internal asset

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there is ContentCoordinator.TryParseManagedAssetKey however it aint publicly available

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i might be forgetting an obvious one somewhere else

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oh theres also ContentCoordinator.IsManagedAssetKey() (also not public sinc its ContentCoordinate thats internal) but that literally just checks if the key starts with the SMAPI prefix so.. you can just check that too

spiral wave
#

I'm having issues with a mod I made, it replaces the vanilla portraits with different type, CP sees my mod but for some reason it loads the vanilla portraits instead,
[20:20:34 TRACE SMAPI] Content Patcher loaded asset 'Portraits/Lunna' (for the 'Lunna - Astray in StardewValley' content pack).
the relevant code can be found here: https://github.com/dancoe77/007-Stardew-Valley-Mods/blob/49d7bfc58b66ced3191b80e667239df4813dcaaf/[CP] Alternate_Portraits_for_Lunna_and_Raphael/content.json#L109
if someone could look at my code and tell me what I'm doing wrong that would be amazing, and thanks in advance, πŸ˜ƒ
[20:19:56 INFO SMAPI] Alternate Portraits for Lunna and Raphael 1.0.3 by dancoe77 | for Content Patcher | Replaces Lunna's and Raphael's portraits with a different style
and thanks, 🫢

#

or maybe point me in the right direction? That would be cool too, 😊

vernal crest
ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

spiral wave
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24354 on Microsoft Windows NT 10.0.26200.0, with 40 C# mods and 35 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

spiral wave
#

and I used developer SMAPI

vernal crest
# spiral wave I did talk to her, 😊

Thank you. Unfortunately it looks like your mod is doing nothing at all. Can you hop back in game (if you got out), talk to Lunna again, and then copy patch summary full dancoe77.AlternatePortraitsLunnaRaphael into your SMAPI console and then send me a link to that log?

spiral wave
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24354 on Microsoft Windows NT 10.0.26200.0, with 40 C# mods and 35 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
spiral wave
#

Ohhhh

#

So it might be just Portraits/Lunna?

vernal crest
#

You do not have to guess, you can just open Lunna's files and check

spiral wave
#

on the original mod, thanks for that, 🫢

#

@vernal crest thanks for the help that was it, there are no _Winter assets for any of the characters

urban patrol
#

https://pastebin.com/vq2fkghw i'm having trouble constructing an instance of Game1.activeClickableMenu. i copied this and the related functions from the luau code, but i'm confused why clickToAddItemToBonfire on line 119 is saying it needs parameters. i copied this directly from the luau soup menu, which doesn't pass anything in

brittle pasture
#

try making clickToAddItemToBonfire static

urban patrol
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that fixes line 119, but now i can't use this in clickToAddItemToBonfire

brittle pasture
#

of course you would need to make addItemToBonfire static too and remove the this reference

urban patrol
#

i see i see

brittle pasture
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actually why clickToAddItemToBonfire just calls addItemToBonfire with the same arguments anyway, you can probably just remove the middleman

urban patrol
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i really need to review this

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that does make sense lol

uncut viper
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this is used for non-static instances of things because it refers to itself as a singular instance of whatever type it is

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a static thing is, well, static, meaning there is only one of that kind of thing across the entire application, so there is no "this"

urban patrol
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so like it doesn't need to distinguish between multiple copies of whatever the method is?

uncut viper
#

a non-static Cat class for example would mean calling this in one of the functions refers to that specific cat, whichever one is invoking the function

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but a static function within the Cat class is exactly the same for all cats

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it doesnt apply to individual cats

urban patrol
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i think i get it

#

so another error on line 119, the this at the end, is an issue because activeClickableMenu is static? but then why does vanilla code put this at the end?

uncut viper
#

FestivalOffering is static

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in the vanilla code, there is an implicit this in front

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in Event.checkAction i mean

urban patrol
#

hmm okay

uncut viper
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Event.checkAction is not static. all the code running inside that function is confined to the context of that specific event instance

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and so is clickToAddItemToLuauSoup

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it knows that when it is saying it wants to use clickToAddItemToLuauSoup, that it wants to use its clickToAddItemToLuauSoup

urban patrol
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so then is the solution to make FestivalOffering not static, or to remove the this at the end because it's unnecessary?

uncut viper
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im not sure what end you mean

urban patrol
#

the last parameter in ItemGrabMenu

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it's an overload and tbh i'm not entirely sure what it's doing

uncut viper
#

oh. yeah, you cant do that inside a static function because the idea of a "this" doesnt mean anything when this function, due to being static, is shared across every hypothetical ModEntry

urban patrol
#

makes sense

brittle pasture
#

you can remove the this; it's for the class to know which object is responsible for the item grab menu, and its one usage so far is draw the junimo harvest toggle button if it's called by a JunimoHut

urban patrol
#

lmao yeah don't need that

uncut viper
#

its used for chests and furnitures

urban patrol
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oh that does make sense, i saw it being called there when i was looking

uncut viper
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though im realizing you might just mean "this is the only result that changes" not "this is the only case that uses it"

#

the actual context field on the menu instance is also used though, its not solely checked in the constructor

brittle pasture
#

ah yeah it's the one usage in the class itself; there's a bunch of scattered usages as well

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s/its one usage/one of its usage

uncut viper
#
if (this is ItemGrabMenu grabMenu && grabMenu.context is LibraryMuseum)
{
  drop_direction = 2;
}

would love to know the justification here

#

this is in DropHeldItem()

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why does it need to drop in the 2 direction specifically in the museum

brittle pasture
#

uh 2 is down, so it's to make sure the item doesn't fall in Gunther's direction?

urban patrol
#

lol

uncut viper
#

doesnt do that for mr snails hut tho

brittle pasture
#

by that point you should have a magnetism ring?

#

idk lmao

uncut viper
#

i never wear one of those

brittle pasture
#

not even an iridium band? how do you navigate at night SDVpufferchicksweatsip

uncut viper
#

two coffee thieving rings or bust

brittle pasture
#

ah but consider: java ring merged with a band

uncut viper
#

i said coffee thieving

#

as in coffee + burglars

#

its already merged

brittle pasture
#

two burglars ring dont stack iirc

uncut viper
#

they do with mods tho

#

either way the point is magnetism is for nerds

brittle pasture
#

darn if I was an ECE major I would be very offended

vernal crest
#

I'm a nerd SDVpuffernerd

urban patrol
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 0 C# mods and 0 content packs.

urban patrol
#

is it a stardrop issue? (still on my part i mean)

vernal crest
#

I get that when I break my symlinks

#

So if C:\Users\nbeym\AppData\Roaming\Stardrop\Data\Selected Mods\VeilFestival is not a valid path anymore because you changed your mod folder name or where it was located or something and maybe didn't refresh your mods list in Stardrop that might've caused it

urban patrol
#

i rebuilt the project and i noticed it moved outside the subfolder, so maybe that was it. i deleted the old copy from the subfolder and just now restarted stardrop so i'll see if that fixes it i guess

#

okay yeah loading like normal phew

#

thanks

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 21 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
#

No worries. I was very confused the first time I did it but now I've done it so many times I know immediately what to look for lol

urban patrol
vernal crest
urban patrol
#

i put it a bunch of places, but the first one that i think should be called is here:

{
    GameLocation.RegisterTileAction("handwrittenhello.VF_Offering", FestivalOffering);
    Console.WriteLine("Successfully registered tile action FestivalOffering");
}```
uncut viper
#

did you actually look in the console, or did you just look at the log? you're not using SMAPI's logger.

#

you have a Monitor in your helper

#

use that to log

urban patrol
#

yeah i was looking in the SMAPI console

uncut viper
#

try using the Monitor then and not Console

urban patrol
#

okay

#

there's no reload command for C# mods is there

uncut viper
#

there is, but your mod aint gonna be initialized a second time

urban patrol
#

oh that makes sense yeah

uncut viper
#

SMAPI and the game can only launch once so if you're redoing something that happens when your mod loads or the game is launched then you need to restart

#

!reload otherwise there's hot reload

ocean sailBOT
#
How do I reload my changes while I'm still in game?
  • Content Patcher pack: enter patch reload <your_mod_id> in the SMAPI console window. This will reload and reapply all your patches (but won't recalculate the ConfigSchema or DynamicToken sections if you use them).
  • Translation files: enter reload_i18n in the SMAPI console window. If it's for a Content Patcher pack, also run patch reload afterwards.
  • C#: see the Visual Studio hot reload or Rider hot reload feature.
urban patrol
#

okay Monitor.Log worked, thank you

#

so it's registering the tile action but nothing happens when i use it SDVpufferthinkblob

upbeat zephyr
#

when i do this for the gunther mod, he still won't say everything else thats included in the dialogue file idk why :(

#

earlier i was told [] is optional, <> is required, so i thought maybe it would work

#

removing it doesnt work either

urban patrol
#

they were probably referring to on the wiki that's what those symbols mean

upbeat zephyr
#

they said to use it earlier i think ? iirc

uncut viper
#

no, when i wrote [...] i meant it in the citation style "theres more stuff here but im omitting it for brevity" way

#

as in, i didnt want to write out the whole rest of the dialogue when just showing an example of how to do something

upbeat zephyr
#

OH

#

forgive me im so stupid

uncut viper
#

not stupid!

upbeat zephyr
#

i have to copy paste all of the dialogue for each line with the GMNT then ?

uncut viper
#

yep

#

all the ones you plan on editing

upbeat zephyr
#

okayyy thank u

#

sorry again lol

wanton sage
#

I have a question nightowl plus has a bug were you not teleported back to were you were
And it seems to be connected to any update of sampi after 4.2

Any idea how to go on to patch that bug yourlsef?

(bug has not been patched since june this year)

brittle pasture
#

if the mod's open source then you can patch and recompile yourself

#

if it's not then 🀷

wanton sage
#

How do i know it open source?

brittle pasture
#

usually the author links the source code in the description somewhere

#

doesn't seem like that's the case unfortunately

#

the author is on here, but hasnt been active for nearly a year

wanton sage
#

Yeaaa thats why i wonder if i could have done it myself πŸ˜…

brave fable
upbeat zephyr
#

so i added the rest of the dialogue, and now it shows this but doesnt say anything afterwards,,,,,,,,,,,

#
          "Target": "Characters/Dialogue/Gunther",
          "Entries":{
            "Fri": "Happy Friday, {{Hana.GNMTokens/Title}} @! Though I suppose the weekend is all the same to a farmer, isn’t it?^Happy Friday, {{Hana.GNMTokens/Title}} @! Though I suppose the weekend is all the same to a farmer, isn’t it?#$b#Do you have any weekend plans?#$e#Well that sounds lovely all the same.",
          }
        },```
#

OH

#

the duplicate text hold onnnnnn

#

me when i cant read

#

ouh god what this mean

#

im looking line 142 but cant see anything ?

#

OH NEVERMIND

#

reading english is hard

plucky zenith
#

how do you find the current dialogue for a character

upbeat zephyr
#

OH MY GOD I GOT IT TO WORK

#

YES

#

I AM CONQEURING THE ENGLISH LANGUAGE

plucky zenith
#

omg

#

i love that one

upbeat zephyr
#

no i didnt ahjsfjhas i am editing it to have GMNT

#

so it can have custom pronouns/titles

#

:)

plucky zenith
golden basin
#

@lucid iron hye chu im struggling to get my animal shop menu opening again

#

i used the same code i had from before but its not opening up the option menu to choose between pets and farmanimals

vernal crest
plucky zenith
#

this is super interesting icl

exotic token
#

in general, how are mods updated between game versions?

vernal crest
# exotic token in general, how are mods updated between game versions?

That depends on what changes between the game version. Some mods don't need to be changed at all so they aren't updated. Sometimes the data asset format changes so the mod needs rewriting to put the same information into the new format. For C# mods, sometimes the methods get renamed or changed so the mod needs to be changed to use the new name or use dfferent methods. Sometimes the asset/code/mechanic the mod targets gets removed so the mod just can't be updated at all.

exotic token
#

ahhh

lucid mulch
#

in smapi theres also a compatibility layer where smapi will do best effort attempts to automatically rewrite C# mods to point to the correct thing though not all changes are viable to be automatically rewritten at runtime.

and content patcher for major updates (like 1.6) also has its own system to attempt to automatically fix old content packs by pretending to be the old world, let the patches run, figure out what it changed and apply the modern equivilent to the real asset

vernal crest
#

That's a question for #modded-stardew. This channel is for stuff to do with making mods :)

shrewd hill
#

ah, apologies! didnt see that channel

vernal crest
#

No problem :)

dusk terrace
#

I was also looking into supporting RTL as a feature in DDFC
but I'd like to hear from you if you already have a working solution SDVpuffersquee

#

displaying it properly is one thing, but keeping compatibility with other mods is another

golden basin
#

is anyone familiar with making pet shop and farm animal shop combo shops with livestock baazar? im struggling figuring out why my shop isnt working correctly

lucid iron
#

Do you want it to be a dialogue with both animal and pet shops?

golden basin
#

i just wanna get the shop to open

golden basin
#

i have the code from the original way we did it and its just not working anymore

lucid iron
#

The thing doesn't look wrong at a glance but let's try some debugging steps

#

Try this console command
lb-shop youractualmodid_TillysAnimalPhone

#

If that doesn't work then
debug shop youractualmodid_TillysAnimalPhone

golden basin
#

the animal shop pops up for buying farm animals when doingthe first command

golden basin
lucid iron
#

Ok so both of these shops work

golden basin
#

but when clicking normal its just the farm animal shop

#

just to state im on the alpha

lucid iron
uneven lotus
#

Had an idea for a Stardew Valley Tech mod, broken into like, 3 different parts

Electricity: add new farm buildings that generate electricity
-Power Grids: place some power poles around your farm, they will connect to any workstation that requires electricity
-New workbench: Electric Arc Furnace, uses electricity to melt ores into ingots faster, no fuel required!
-New workbench: Battery charger, creates batteries when powered
-Solar panels and Lightning rods can be added to a power grid as power sources, powering up to two workstations
-Generators are a type of farm building that generates electricity, they come in 3 flavors
==Steam engines need to be placed near a source of water and fueled with coal or wood, can power up to 30 work stations/buildings
==Wind turbines generate electricity passively, are cheaper than coal generators, and look nice, but can only power up to 15 work stations
==Radioisotope Thermoelectric Generators (RTG) can power 50 work stations and use heat generated from radioactive decay, they require radioactive bars when being built, but produce electricity passively
-Eletric mill: it’s a mill, does mill things but faster

Trains:
-Railroads can be placed like paths and allow agricultural trains to run on your farm
-trains require a locomotive to run, coming in both steam and electric varieties, and can pull carts that can do anything from moving chests to automatic watering, plus it looks cool

Power tools: to keep this short and sweet, power tools are alternatives to your standard tools, they use batteries instead of stamina to do work
-Jackhammers do pickaxe stuff
-Chainsaws do axe stuff
-Weed wackers do scythe stuff
-Cultivators do hoe stuff
-Water hoses do watering can stuff, but requires a spigot to work

Idk this mod idea is about farm infrastructure, a more industrial approach to some things in Stardew

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your ideaβ€”modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

uneven lotus
#

Oh shit did not know that existed

golden basin
lucid iron
#

Oh you know if ur on a testing save

#

And didn't unlock pets at marnie's yet

#

Then you also don't get PetShopId shops everywhere else

drowsy pewter
#

i have a mod idea, artisan goods sprite replacement framework

lucid iron
#

Nothing stop u from just using the ShopId tho

golden basin
#

now it works

hallow prism
#

hmm

golden basin
#

i forgot pets a unlockable thing

hallow prism
#

speaking of animal bazaar

lucid iron
#

So ye it's just up to u if u wanna lock shop behind the normal extra pet

hallow prism
#

i want to add vanilla animals to the shop of my vendor, i'm not just sure of the best way

#

(not all animals, just some chickens/duck)

lucid iron
#

You can tag the with custom field

hallow prism
#

i'm trying to look at editing chicken custom fields

#

i'm just unsure of the format

hallow prism
#

yes but hmm, i want to edit just the custom fields

lucid iron
#

This is void chicken so i do also specify marnie's, you won't have to do that

#

You can target field down them

hallow prism
#

yes

lucid iron
#

targetfield Chicken CustomFields

hallow prism
#

yes

#
    {
      "LogName": "Animal Products",
      "Action": "EditData",
      "Target": "Data/FarmAnimals",
      "TargetField": [
        "White Chicken",
        "CustomFields"
      ],
      "Entries": {
            "mushymato.LivestockBazaar/BuyFrom.{{ModId}}_MoiraAnimalShop": true,
      },
    },
    
#

my issue is : do i list them like this

lucid iron
#

Yep that should work

#

CustomFields is a dict

hallow prism
#

or do i need a "Lumisteria.MtVapius_BundleBonusVoidFeather": { "Id": "Lumisteria.MtVapius_BundleBonusVoidFeather", "MinimumFriendship": 0, "ItemId": "Lumisteria.MtVapius_VoidFeather", "Condition": "RANDOM .07, PLAYER_HAS_MAIL Any DLX.Bundles.Lumisteria.MtVapius_FarmingBundle03, PLAYER_HAS_MAIL Any DLX.Bundles.Lumisteria.MtVapius_FarmingBundle04", },

"id":"mystuff" format?

#

ok

#

thanks, that was the part i was unsure about, if i needed to open the id so to speak

lucid iron
#

Yeah specifically CustomFields is a string string dict

hallow prism
#

(i know how to target specific fields thanks to my abilities in copy paste, it's more about the specific format INSIDE the field itself that i struggle with sometimes)

lucid iron
#

So you are editing something just like the dialogue assets for example

hallow prism
#

thanks πŸ™‚

#

(it annoyed me that i couldn't buy animals yet at my own stand because i don't have upgraded coop yet, so i will obtain chickens with a discount!!)

lucid iron
#

Hrm i think the requiredbuilding thing is still shared

#

Even if u add to another shop

hallow prism
#

yes, it's why i want to have chickens as a way to make the shop useful in the meantime

#

so players can get used to interact with it and rewarded to have it even if they don't have access to the other animals

pine elbow
#

OKI then now that I FINALLY Got it Figured out how do I set up the output item in the sense that ANY Type of Chicken Egg will produce Chicken Breast?

lucid iron
#

Is this a cooking recipe

pine elbow
# lucid iron Is this a cooking recipe

No
Its a machine where If I put in Any Kind of Chicken Egg (Brown or White Egg, Large Brown or White Egg, Void Egg, etc) they ALL give me Chicken Breast?

vernal crest
#

If eggs have context tags there's a required tags field

pine elbow
#

what is the Format for Using SMAPI Command Prompt to get Vanilla Items?

obtuse wigeon
#

player_add <I:item ID> [I:count] [I:quality] the counts and quality are numbers, and both are optional,

vernal crest
pine elbow
obtuse wigeon
#

it takes qualified IDs aswell, so (O)174 is a large egg

#

if you want an easier method if you prefer a GUI, the CJB item spawner mod may be of use to you

vernal crest
pine elbow
#

too late I closed out and I don't rmember how I put it in

vernal crest
#

This is just an FYI for future rather than pressure to do it now, but you can still find out what you did by going to check your log

plucky zenith
#

hi guys

#

idk if i made my mod properly

#

like i dont want to run it cuz in scared its gonna break my thing

obtuse wigeon
#

!json you can use the json parser to see if it mentions any issues, its also the best way to share the contents of your mod here for debugging and help

ocean sailBOT
#

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

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

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

obtuse wigeon
#

the first link is the right one

latent mauve
#

Context about what you are trying to do also helps

vernal crest
heavy pewter
lucid iron
#

Oh u should probably commit the other bits of project like sln and csproj

#

If u lose those it'll be annoying to compile

plucky zenith
#

idk if its anything good

plucky zenith
#

ok whats wrong with my manifest

plucky zenith
lucid iron
#

!saves

ocean sailBOT
lucid iron
#

Back up ur save file if worry

vernal crest
# plucky zenith is it not gonna break my current save too

Only if a) you have something in there that could break a save, b) you loaded your current save with your mod enabled and C) you saved your current save after loading it. All three of those conditions would need to be present for your mod to break your current save and you're just making a mod that edits an NPC so it's incredibly unlikely.

Plus as Chu said you can back it up.

vernal crest
autumn tide
#

hellooo i am back with more coding qualms

#

so, i wanna edit the forest map right beneath the sewer

#

BUT

#

that would include editing the Forest-SewerClean thing and I can't find that in data/locations

#

is it hardcoded??

calm nebula
#

Not every map file is a location

autumn tide
#

Oh?

calm nebula
#

Part of the renovations are hardcoded though

autumn tide
#

hmm okay

calm nebula
#

You can probably just edit the forest-sewerclean map

autumn tide
#

Hm I wanna edit both though, so maybe start with my edits on a cropped version on the forest map and then do that ToArea thing and THEN do the same edits to the forest-sewerclean map?

ornate locust
#

can't you just do a conditional patch that checks if the cleanup's been done yet?

#

and base the before version on the map as it is, the after version on the cleaned up one

autumn tide
#

Wait, could you clarify?

ornate locust
#

Well I know Ayeisha has an event conditional on the trash bear being done, so there must be a mail flag. You can check for the mail flag

#

or a world state flag or something

lucid iron
#

i think what atra means is

#

do whatever map edit you want on Maps/Forest-SewerClean

autumn tide
#

..i'm still lost sorry

lucid iron
#

which is a real asset that exists

#

and the source of the map override psure

autumn tide
#

yeah

#

but what about before the area's cleaned?

#

sorry, I'm pretty lost rn

ornate locust
#

actually, found examples: Endwyr's Dusty NPC edits Dusty's house when the trash bear goes by, right? Dusty's doghouse doesn't have a location, but it still has a map. It does this:

            "Action": "EditMap",
            "Target": "Maps/Town-DogHouse",
           "FromFile": "assets/Maps/Town-DogHouse.tmx",
            "FromArea": {
                "X": 2,
                "Y": 2,
                "Width": 1,
                "Height": 4
            },
            "ToArea": {
                "X": 2,
                "Y": 2,
                "Width": 1,
                "Height": 4
            }
        },```
#

So you do your "before" version on the before map and the after version, edit to the target of Maps/Forest-SewerClean like this one does to Maps/Town-DogHouse

#

that make sense? I figure things out better with examples, so I went to dig one up

autumn tide
#

Okay

#

Thank you so much :)

#

I think I got it

#

Might still ask for more help later though lol

urban patrol
#

does anyone have tips for troubleshooting a C# mod? i’m encountering an issue where it loads fine and i have no errors in my log but nothing is happening, and i’m at a loss for what to do next

#

even with trace on i can’t see anything exciting

autumn tide
#

-# sadly can't help but good luck with the c# stuffs!

urban patrol
lucid iron
#

besides that ur in C# just slap monitor.log where u want

#

no it's a function of .NET

urban patrol
#

how do i call Monitor.Log inside of a static method? i can call it fine in my Entry

lucid iron
#

how u do it depends on the IDE

urban patrol
#

i’m using VS, i’ll look it up

lucid iron
#

just make a static instance to store the monitor on

#

its fine here cus you can generally assume that your ModEntry is only ever initialized one time

urban patrol
#

ok cool

#

tbh i’m not entirely sure why my methods are static anyway but oh well

undone narwhal
#

For someone who has completely forgotten how Tiled works (I used it like 5 years ago), how long would it take me (roughly) to re-learn how to remove these bushes/trees that are part of the background of this map?

#

Related: Please help.

drowsy pewter
#

It's 2:30 am and I'm adding this ForagePicked trigger action to my mod because i told button i would do it if it was added before my mod was released

undone narwhal
#

The things we do for mod-friendship

drowsy pewter
#

button is literally delaying my mod release, everyone

#

oh i cant customize HoldUpItem message

#

meh

urban patrol
#

removing the trees and bushes won't take long at all; either they're on the paths layer, in which case you remove the paths icon and then run something like regenerate terrain features, or they're just tiles, in which case you can just erase them

undone narwhal
#

Thanks! I'll look into that extension

autumn tide
#

helloo how can one search for mail flags?

urban patrol
hallow prism
#

in what sense? ones existing on a save, or possible mail flags in general?

#

first would be a patch summary full, or a debug gq if you want to check a specific one quickly

#

second would not be realistic

autumn tide
#

oh, i wanna know the ID for the trash bear fixing the trash

gentle rose
#

unlike other things, mail flags don’t exist until set, so the game doesn’t know what might be set in the future

urban patrol
autumn tide
#

or just a 'has the trash bear done the trash-bear-ing' thing

autumn tide
urban patrol
#

you can also try has seen event (whatever the trash bear event is)

#

if you can't find it i mean

autumn tide
#

can't find it :(

undone narwhal
#

Sorry!

#

wrong channel, one sec

autumn tide
autumn tide
#

oh?

ornate locust
#

Hang on I have the trash bear thing somewhere

urban patrol
#

ah damn

ornate locust
#

There's a flag, I think

autumn tide
autumn tide
#

OH and another thing for later, is that thing where you toss an ancient doll into the lava lake hardcoded?

ornate locust
#

trashBearDone - it's a world state ID

autumn tide
#

i have ideas SDVkrobusnaughty

autumn tide
ornate locust
#

That's why it's not in mail flags, it's a world state ID

autumn tide
#

gotcha

#

i did not know world state ID was a thing lol

ornate locust
#

Ayeisha uses it to trigger an event that cleans up trash on her van map

autumn tide
#

Hmm, interesting!

#

i don't know of them but that mod sounds really cool

ornate locust
#

Ayeisha's a mail delivery person

#

I got that event for the first time like a week ago so good timing

autumn tide
#

these are the maps! I was able to set it up so it shouldn't overlap with the sewer thing at all, though some future edits will

fervent horizon
#

So I made a vs code extension that auto loads the cp and Smapi manifest schema, and a schema I made for unlockable bundles based off it's documentation page. I will add more schema to it if anyone knows of any out there, or if I get the time to create them off of documentation pages. if you notice any issues, let me know -

https://marketplace.visualstudio.com/items?itemName=BSavage81.stardew-modding-schema

merry river
#

question regarding defining event conditions. I want there to be an event that plays as soon as somebody adds the mod to their game and enters the forest to introduce the npc, regardless of heart level. is the way I used the GSQ correct?

obtuse wigeon
#

!json The first link is the best way to share your mods code, it helps us read it and see if theres anything majorly wrong at a quick glance!

ocean sailBOT
#

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

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

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

urban patrol
#

without any preconditions it’ll trigger as soon as the player walks into the forest

merry river
#

I see! So when the event is set in the forest and I don't define any preconditions, it'll trigger just fine? Did I get this right? Just started with event scripting so sorry for asking so much stuff again

urban patrol
#

yep, preconditions prevent events from triggering until they’re met

#

β€œyou must open floodgate A, B and not C for this to happen”

gentle rose
fervent horizon
#

content patcher and smapi are from pathos' links

#

I made the schema for unlockable bundle myself, so it is static

lucid mulch
#

(note that 0 preconditions would still have a single / in the key)

vernal crest
merry river
mild mantle
#

Hey guys! I'm new around here, I'm adventuring into the mod-making world and I'm having a couple issues when doing maps, was wondering if someone could help me out? The main problem is with the warps, I can't find out how to change the warp point when editing a map such as the greenhouse or the farm house interior, I've tried a lot of things but it still warps me somewhere else. The other question is about the fridge inside the houses, I know nothing about programming, so it's probably why I can't figure it out, but I don't know how to make it functional and not just a tile, same with benches or chairs.

gentle rose
#

when you say warp point, do you mean where you warp to when you leave, or where you end up when you enter?

mild mantle
#

For example inside the farmhouse, I mean the coordinates where you have to step to leave the inside to go to the outside

merry river
#

another question that popped up when i actually wanted to test my event. I saw another mod use "IsOddYear" as condition for festival settings in Y1 and Y2 each. Smapi says it's not a valid token, where would I have to define it?

uncut viper
#

its their own dynamic token

merry river
#

ah

#

woopsie. okay, gotta look into that later

undone narwhal
mild mantle
vernal crest
vernal crest
undone narwhal
#

Thank you, I appreciate it!

merry river
# vernal crest No worries :) would you be up to sending me the links for the tutorials you were...

this one in particular had it, but then again the ID was a date. there's also a reference to this which is super old but good for getting the basics down. I suppose just stating to add a descriptive string in the wikipage would be helpful to avoid confusion :)

Stardew Modding Wiki

Last edited by AtlasVBot on 2025-09-13 18:56:22
In the SMC server, we had a team competition called SMC's Funniest Home Skits to write up some humorous dialog for an event. This is the detailed breakdown of the event script used in the competition!

vernal crest
merry river
golden basin
#

@brittle pasture can i put multiple feed option ones one custom trough? like have it where you can place bugmet or corn

brittle pasture
# golden basin <@218910376732000256> can i put multiple feed option ones one custom trough? lik...

not yet currently
and I can't promise I'll implement that in the near future πŸ˜“ for now what you can do is have a "animal feed" item that you can craft from either of them, like what I do with Chicken Feed

Nexus Mods :: Stardew Valley

Makes chickens and coop animals more unique by removing their need to eat grass if they're let outside, but needing their own feed made from corn or mixed seeds if they're inside.

undone narwhal
#

@vernal crest Thanks again, got it all working after figuring out unpacking etc. Will need to play around with Tiled for a bit, but I think I'll figure it out.

indigo yoke
#

@_@ was wondering why something was doing like double the damage I thought it should be doing...

            int finalDamage = (int)((ammoDamage + Game1.random.Next(-(ammoDamage / 2), ammoDamage + 2)) *
                                    (1f + player.buffs.AttackMultiplier));

cause for final damage I accidently added ammoDamage + AmmoDamage

undone narwhal
#

I do have a specific Tiled question if anyone is able to answer. I'll play around with it if not: is there an easy way to select a single tile on one layer and shift it to a different layer?

obtuse wigeon
#

I always select it with the select tool, ctrl + x to cut it, then change to the other layer and ctrl+v to paste it

hallow prism
#

Is there a trigger action allowing xp gain in a skill (including modded trigger actions)?

uncut viper
#

BETAS has an AddExperience trigger action

hallow prism
#

Thanks

#

Remind me in 18 hours to play with that, uber pls

patent lanceBOT
#

sigh...yeah I'll do it. Alexa play my sad song playlist (#6955816) (18h | <t:1763400755>)

hallow prism
#

Remind me in 20 hours to look at association xp/theme. Synced random?

patent lanceBOT
#

just for kicks i'm gonna use lunar cycles to time that one. let's see if I can pull it off (#6955824) (20h | <t:1763408458>)

undone narwhal
#

I opened up my farm map to change, like, one thing. Now I've changed a dozen. I added a working ladder between two levels! I know that's not impressive for this group, but I'm pleased πŸ™‚

hallow prism
#

Maps arent always easy so good job

spice coyote
#

This is my very last attempt at this and I’m beyond frustrated. I have been patient for months but have hit my limit. So, I have tried manually modding since may, once in nexus I download the mod manually a little window with a zipped file pops up with an option to open next to it. When I right click on the zip file in that little box there’s no extract option. When I use the open file option, it takes me to downloads and a file is there that doesn’t appear to be zipped at all. Everyone keeps telling me β€˜what’ I need to do but no one can tell me β€˜how’ it needs to be done. If I can figure out how to properly unzip a file, then I will be great! I can finally find my mods folder now (which was a huge obstacle). I understand every single part of every video, guide and walkthrough EXCEPT basic folder management, they take about 5 seconds and say something like β€œunzip to this extract to that and download to whatever” just like every person on earth has experience doing so and it’s frustrating. Yes I’m ignorant. I want to know how to unzip files into a folder. STEP BY STEP spelled out like I’m in kindergarten. So let’s fast forward.. I have a paid premium account with nexus for this exact reason. I figured a mod manger would help me. Of course I downloaded vortex and quickly realized how terrible it was with stardew and I heard about stardrop. I’m still very new to pcs and gaming on them so I figured it would be easy and convenient . But now, after being unsure if I ever unzipped smapi OR stardrop correctly to the right spot in the first place, I’m in doubt. Do I need to go to a downloads folder and then try extracting?? I have no clue. So after all this, I am finding out that yes indeed, manual modding is far easier than the other crap. But for a beginner that’s tripping and falling over every single hurdle and spending countless frustrating hours to no avail, it’s complicated. Stardew valley is simply not worth this.

undone narwhal
#

Are you on windows?

#

You say you can find your mods folder now, so if you navigate to it, do you see the files ending in .zip?

vernal crest
vernal crest
golden basin
#

I did it!!!!

undone narwhal
ivory plume
haughty charm
#

Pathos beat me to it

night pine
#

i'm not sure where to ask this, but i figured you guys might know. i have a mod that changes how totem crafting recipes unlock, but i've already unlocked one of them through foraging levels. is there a console command or something i can run to forget it so i can experience the mod fully?

undone narwhal
#

Hm, the console command list only has one to add recipes. That's not necessarily definitive.

uncut viper
#

debug action MarkCraftingRecipeKnown Current \"Warp Totem: Farm\" false

undone narwhal
#

The little bit of floating tree-top next to me there is there because when you open up the cave path to the desert (north of me) it edits the surrounding tiles with a triggered something or other. At least I assume this must be the case because that tree top is not in the tmx file.

Given that is the case, is my best/only option to find the part in the code that edits the map?

#

Nevermind, I'm dumb. There is a folder of MapPatches with little tiny sub-tmx files. I found the right one and edited it.

spice coyote
#

I don’t even know how to reply to my responses. How do I ping?

brave fable
#

if you're on mobile you can hold-tap to bring up the reply options, or if you're on a computer/laptop mouse-over the message to get the reply icon

#

or write out @ followed by their username or display name, e.g. @bblueberry

undone narwhal
#

Do water tiles in tmx have a special property that makes them impassible? Because they are only in the background layer, but block movement just like the building layer.

obtuse wigeon
#

Usually I see a copy of the cliffs around the water on the buildings layer, but I think there is an impassible tile property as an alternative?

vernal crest
# undone narwhal Do water tiles in tmx have a special property that makes them impassible? Becaus...

There are some water tiles on some maps that have a tile property of Passable set (which no matter the value will make them impassable - and vice versa for tiles on the Buildings layer). They don't necessarily always have that property - if you added a tilesheet to a map it would have no tile properties because the properties are held in the tmx itself (and can be exported by exporting as a tsx). If you click on a water tile you will see whether it has the property in the properties box, like in my screenshot.

#

It's how vanilla stops you from being able to wander off the bridges in the forest

undone narwhal
#

Hm, no, they don't have any custom properties, but they're all grouped together. Is there another way to set properties for a group rather than for an individual tile?

#

Oh, weird. I moved the cliff edges from building to back4 (which is on top of back), because I wanted to be able to walk to the edge of the cliff. In Tiled they are shown as "over" the water. But in game the water has this shimmery layer that goes on top of the background layers, and is blocking movement.

calm nebula
#

Those tiles have the Water property

#

Water doesnt inheritance block movement though

undone narwhal
#

If we look at accessibility, only the "normal" water background tiles are blocking movement. The ones that are a tile with a rock or plant or something do not.

#

Which makes me think there's some common property that is being applied to all instances of that specific tile type that blocks movement.

#

Is that possible?

calm nebula
#

Yes

#

Hang on, let me go to a computer real fast

vernal crest
#

As opposed to a tile object property which is on an object that is manually added to the pink objects layer

undone narwhal
#

Ok, but clicking on the water does not show me such a property. Custom Properties is empty.

calm nebula
#

right click on the tilesheet in tiled

#

go to edit tileset

#

you can have more custom tilesheet properties in there

#

see how I'm clicking on the water in the tilsheet?

undone narwhal
#

That got it!

#

Thanks.

#

I found it.

#

Yeah, that one single tile is set to impassible.

#

Appreciate the help, both

calm nebula
#

I should really link to the "explanation of what a tilesheet property is" tbh

#

every third time I go take new screenshots

#

FUTURE ATRA: TILESHEET PROPERTIES YOU CAN SEARCH THIS

undone narwhal
#

Hm. So if this is too annoying to answer, no worries. But if I want those cliff edges to be walkable, but still have the water in the background... the water property is going to make it shimmer over any other "background" tiles apparently. Is the best solution possibly to restore the cliff edges to "building" status and add an object property that makes them passable?

calm nebula
#

No idea

#

I see maps and run in the opposite direction

undone narwhal
#

haha, fair enough. Appreciate it.

hard fern
#

i mean you can probably just put Passable on those water edge tiles

#

and make an invis building layer over the actual water

#

so that way you can walk on the edge, but just not in the water itself?

#

like these edges

undone narwhal
#

I'd need to put passable, and remove the water property, because it otherwise shimmers "over" the cliff as in the image I shared.

#

Is that possible?

hard fern
#

πŸ€”

#

try putting them on buildings and giving them the Passable property

undone narwhal
#

Water is "back", cliff edges are back4, but in Tiled it shows back4 on top of back.

#

I'll try that.

obtuse wigeon
#

a layer suffixed by a positive number will always show ontop of a lower number in game

#

sort of like this:
Buildings2
Buildings
Back4
Back3
Back

undone narwhal
#

Yeah, I'd figured that out. But the issue was that even though the water was on "back", the shimmer created by the water property was applied over ALL back layers, not just the water.

#

So it layered water, then back4, then water shimmer.

obtuse wigeon
#

Ohh gotcha, sorry I misunderstood

undone narwhal
#

I have a workaround, though, I think.

#

Workaround worked. (I replaced the water tiles with one of the variety water tiles that did not have the impassible water property, but was still visually the same for the bit sticking out).

Appreciate all the help! +1 Tiled Understanding, -1 Problem.

Now I just need to tweak things so this doesn't happen:

#

πŸ™‚

vernal crest
undone narwhal
#

I used it briefly, about 5 years ago, to edit a few things on my farm. So I'm not 100% new. Don't want to get too much credit.

sturdy quail
#

Sorry if this is the wrong place to ask, but is there anyone in here that could help me with my manifest.json
Trying to do a test mod and smapi is saying there’s something wrong with my manifest.json SDVpetcatangy

royal stump
undone narwhal
#

If you put down more bushes on the Paths layer (with the red icons) that would then require a terrain reset in-game for them to show up, correct?

vernal crest
#

In an existing save, yes

undone narwhal
#

cool cool, thanks

#

So, the modding page for Tiled says that Front layer is drawn behind the player if the player is south of them. That's definitely front layer (not 'always front'), and I'm definitely south of it. Anyone have a guess what's going on?

urban patrol
#

hmm can i see where it says that? afaik i've never been able to get Front layer things to appear behind the player

#

that's why the benches in town are blocked off behind iirc

undone narwhal
#

First section, basic concepts.

#

Maybe it's incorrect.

urban patrol
#

interesting! i would believe the wiki over me but personally i've had to resort to weird things in regards to that lol

#

(mainly, blocking the player from standing south of Front tiles)

vernal crest
#

The wiki is correct that front tiles go behind the player when the player is south and in front of the player when the player is both. My guess is that you have that tile on always front as well as on front - or that you have it on a numbered layer and perhaps it doesn't adhere to the front draw logic.

undone narwhal
#

No, none of that is the case. Just verified. It's on front (not front2), and there's nothing at all near there on always front.

#

hm. Mystery.

#

Something weird is going on, because there's nothing on the building layer either, and it's definitely blocking movement through the railing.

urban patrol
#

this is a map where i had to put plants all in front of the railing to prevent the player from walking there and the player appearing behind it

calm nebula
tiny zealot
#

if memory serves, Front's layering logic might rely on having tiles on Buildings right below, so standing directly beneath one still renders it in front of you (hence the illusion bench in town square)

calm nebula
#

If you look at vanilla there

#

Yes, ichor is right

urban patrol
#

so for example if i were to replace plants with a bench and then sit on the bench, it would render correctly?

undone narwhal
#

So if I put a building layer below the phantom thing, it should in theory work? I'll try that.

calm nebula
#

The additional draw layers are alsp kept very tight to the original

#

It's not the existence of the building tile

#

It's just simply thr player is not allowed to stand there

urban patrol
#

oh i see

vernal crest
#

I think there is some confusion about whether ichor meant having a buildings layer tile on the same coord or on the one south of it

tiny zealot
#

yeah i should have been clearer about that. with Front tile at (x,y) and player at (x,y+1) the tile renders in front of player

calm nebula
#

Game afaik doesn't adjust map layerdepth by player position

tiny zealot
#

vanilla typically prevents the player from standing at y+1 with a tile on Buildings

undone narwhal
#

Um... is this computer coordinates, where Y+1 is lower. Or cartesian coordinates, where Y+1 is higher.

tiny zealot
#

y+1 is one tile south of y (using coordinates as they appear in Tiled)

calm nebula
#

Computer

hard fern
#

oh i didnt scroll

#

down

undone narwhal
#

So, the whole thing about "behind the player if the player is south of them" from the wiki is incorrect? You just need to prevent the player from standing there?

calm nebula
vernal crest
#

More insufficient than incorrect. If the player is y+2 it will be behind the player

calm nebula
#

The game scales them within a tiny band

undone narwhal
#

Well, yeah, but that's because if you're at y+2 you won't overlap with the tile anyway. So that seems like a redunant way to frame it πŸ™‚

vernal crest
#

Except that you can see in your own screenshot that you do

uncut viper
#

you can overlap if you have a tall hat

urban patrol
#

i wonder how positionOffset in events or schedule anims interacts with this

drowsy pewter
#

make the player take off their hat if they get near

undone narwhal
#

OH, I think I got it now. And I think I have a workaround, but need to test.

vernal crest
#

I have obviously never tried to use a Front tile where the player can go on the tile directly below it for me to have not experienced this before. Because I've definitely tested Front layers from above and below and had them work correctly.

calm nebula
urban patrol
#

sockdew valley...

undone narwhal
#

Not really a workaround as much as realizing there is no reason for the bottom part of the railing to be on the front layer.

#

Not sure why it was originally.

tiny zealot
undone narwhal
#

Now just have to figure out how to deal with that missing support. (The original mod covered it up with a tree because the coloration of the water underneath is weird.

urban patrol
#

you can always make your own tiles! <-- this is how you fall into madness

undone narwhal
#

Yeah, not doing that πŸ™‚

calm nebula
#

Lumi also has lovely outdoor tiles

#

There are a number of mods like that - just piles of tiles for you to use

undone narwhal
#

It's fine, I just replaced it with a tile without the support for now. I may have to come back to it when I repair that bridge.

#

There's no way to make an impassible barrier on the border between two passable tiles, is that correct?

calm nebula
#

Yup

urban patrol
#

the top of the bench is on like buildings or buildings2 i think? and then the bushes prevent the player from walking behind it and breaking the illusion

#

behold

undone narwhal
#

Thought not, oh well.

urban patrol
undone narwhal
#

I just hate the 'wasted' cliff side space. But it is what it is.

urban patrol
#

at least players will be used to it, since that's how cliffs are normally built

ornate locust
#

You know what's infuriating about those benches?

#

If have a NPC sit on, say, the left one in the winter

#

the SNOW ON TOP OF THE BENCH ARM shows up on top of them

#

nothing else, just a white line of snow

urban patrol
#

but chair tiles! ugh

calm nebula
#

Penny is wearing a thick coat

#

She has been reading

ornate locust
#

It's the snow on top of the farther bench arm

#

Not the closer arm

#

So there's this white line across the NPC's middle. The other arm is behind them, that snow just is in front

#

artist's rendition of the snow if it was red

#

So I had a guy sit there fine year round, but SURPRISE SNOW

calm nebula
#

Oh!

urban patrol
#

ohhh because it's on the tile above technically

ornate locust
#

Yeah

calm nebula
#

It would be nice to have cliffs you can jump down

ornate locust
#

so you get this (but white)

calm nebula
#

(Attempts the nerdsnipe)

urban patrol
#

didn't someone just make a jump/sprint/etc mod

calm nebula
#

Does that happen if the player sits there

ornate locust
#

You know, I don't know, I was so annoyed at it that I didn't even try.

#

I have it open for unrelated testing, lemme check

urban patrol
#

if it does though, then it's a vanilla bug that can be reported πŸ‘€

undone narwhal
#

lol, when adding a working "ladder", I forgot nothing stops my chickens from going up it.

calm nebula
#

Very realistic

#

(You can use an NPCBarrier)

urban patrol
#

animals count as NPCs? huh

ornate locust
#

nah, works fine

undone narwhal
#

oooh, npc barrier neat

urban patrol
#

that's bizarre, what draw logic differs between NPCs and the farmer?

ornate locust
#

it barely even goes over you and only if you rub RIGHT against it, if they could make this tile be on the building layer but walk-throughable that'd suffice

#

Well, my NPC isn't like actually using the sitting action?

#

he's doing an animation and being taped into place

#

so maybe it's something in the... sitting code

urban patrol
#

so the sit action tells the tile above to

#

yeah

ornate locust
#

I just move my guy to sit on a forward facing bench in winter

#

one with its back against the wall, so nothing's gonna paint any of it over him

urban patrol
#

the things we do for NPC schedules πŸ˜”

ornate locust
#

oof, yeah

#

The amount of time I spent following him to make sure things worked out

urban patrol
#

schedule is literally the last thing i have to do before my next mod update and i don't wannaaaaa

tiny zealot
#

recommend using some flavor of fast forward mod to make waiting for schedules less excruciating

ornate locust
#

Oh yeah that was a life saver

urban patrol
#

yeah for sure

#

i use uhhh event lookup i think?

tiny zealot
#

event tester i think can do it

urban patrol
#

that might be the one

ornate locust
#

I think the one I use was just called something like "fast forward"

tiny zealot
#

i used to use the one called just "fast forward" but it broke in 1.6.4 or so, so i reimplemented it myself (it's a very simple mod)

ornate locust
#

Oh it was "Fast Forward for SDV 1.6"

calm nebula
#

Clearly we desire speed

ornate locust
#

When you're following one guy around for his entire daily routine for at least a week, YES

calm nebula
#

That said fast forward can very rarely break events so be careful

ornate locust
#

Oh it's alright, I was just using it for schedule testing

urban patrol
#

yep it makes moves weird

calm nebula
ornate locust
#

just needed to make sure my guy got to places and didn't IMMEDIATELY walk away from them because it took too long to walk there

#

Which did happen twice

calm nebula
#

Look if you have adhd

ornate locust
#

Stuff takes so much longer to walk to then I thought when I was planning it out, oof

urban patrol
#

hang on i have a screenshot i want to show you guys

#

player comment on a schedule mismatch (used a1700 instead of 1700)

ornate locust
#

oh god

#

The beach was the cause of one of my "OH THAT TAKES SO LONG"s

urban patrol
#

yeah beach and railroad kill me

#

i have two maps that branch off the beach too so it's even worse

ornate locust
#

Railroad is two areas over, I could assume it'd take an age to get there, but I way underestimated the beach

calm nebula
#

It's the sand

ornate locust
#

Gets everywhere, etc

ornate locust
#

Solved that with 0 schedules anyway

#

fine, you don't walk to the beach, you START there

vernal crest
#

I used event tester to speed up an event I was testing the other day but I started too early and the farmer just never appeared in the event lol

urban patrol
#

"bye! ✌️"

ornate locust
#

I saw an event in a mod in beta and apparently faster animations can also cause problems in events? Anyway, basically I had a lady say that there were too many people in the grocery store and then walk off into the blackness in Pierre's

#

Social anxiety life goals

#

being able to just dip through the void

vernal crest
#

Yeah I use fast animations for playing and sometimes I have to end events, disable the fast animations for events, and then debug ebi the event again so I can see it properly lol

undone narwhal
#

I'm not sure how I just spent 5 hours using Tiled, but I don't regret it. Done for tonight, though.

ornate locust
#

It also made me walk into the ocean when I saw the trash during an Eli and Dylan event

#

but at least the event kept going there, that lady just walked out of the game

uncut oriole
#

Anyone who plays on mobile want to help test a toolbar mod?

sturdy quail
urban patrol
#

the purpose of those links is that it makes it easy for us to read your json when you share it! the validator can catch syntax errors but if it's still not working we'll need to see it to figure out why

sturdy quail
brittle pasture
#

that looks like you edited that file in WordPad?

sturdy quail
#

I’m on Mac so I use BBEdit

urban patrol
#

we usually recommend software like notepad++ or visual studio code for editing JSON

tender bloom
#

I use sublime on mac, but i think even textedit would be better than what this is doing at a glance

brittle pasture
#

either way I have no idea how those formatting got in there lol, but you should probably start over

#

and use something like Visual Studio Code

sturdy quail
#

Dang okay, sort of had a feeling it might be that

tender bloom
#

ok i checked and textedit also will not do the thing you want

#

i think the issue is .rtf formatting

brittle pasture
#

yeah I wasn't sure if BBEdit was a WYSIWYG editor (I don't use Mac and all) but if it is don't; you're working with plain text code so any fancy formatting should only be from syntax highlighting

tender bloom
#

(BBEdit is not a common mac program, I've never heard of it)

tiny zealot
#

bbedit is a venerable macos text editor (like, system 6 venerable)

tender bloom
#

does venerable mean old? SDVpuffersquee

tiny zealot
devout otter
#

Holy crap I think that's before computer was invented.

urban patrol
#

i just don't know what else to do to debug

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 21 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brave fable
#

is there a 🟦 Buildings (not numbered) tile at the same coordinates, and is your object also on the 🟣 Buildings layer?

urban patrol
#

yes and yes

#

i've been trying the top three rocks

#

should i try splitting the tile data up into 1x1s?

brave fable
#

no, that shouldn't make a difference

#

when you place a breakpoint in the FestivalOffering method, does the game pause there when you click the tile?

urban patrol
#

by breakpoint do you mean the if/else

brave fable
#

no, i mean a breakpoint

urban patrol
#

oh you mean i should add one. hold on

#

gotta look up how

brave fable
#

simply click in the left gutter to add a breakpoint (unhelpfully cropped screenshot):

#

you can also right-click to add conditions, actions, logging, etc

#

breakpoints are far more flexible, helpful, and useful than monitor.log calls for debugging your own mod in your own runtime

urban patrol
#

do you want it on the opening { of the method?

brave fable
#

if the breakpoint isn't hit, your program never runs that far, so navigate to wherever would prevent it from running there

urban patrol
#

oh that is helpful

brave fable
#

breakpoints can only be placed on functional lines of code, such as statements, not braces

urban patrol
#

...then how did i... never mind

brave fable
#

from there you can use the debugging/breakpoint toolbar at the top to step-over, step-into, and step-out of scopes and methods

#

oh, apparently vsc lets you put them on braces.

#

and not on else. interesting

urban patrol
#

so if it hits the breakpoint, it pauses the game?

brave fable
#

yes, the program as a whole is paused

#

this also opens up the entire bottom row of the vsc debugging tools, such as the call stack, locals, watch, and call hierarchy views

urban patrol
#

hmm yeah not hitting the breakpoint

#

so my issue is in ModEntry?

brave fable
#

other than call hierarchy, which i've probably never used, these are maybe the most useful debugging tools you've got, exposing the entire state of the game and the methods that led to your breakpoint

urban patrol
#

yeah seems much more useful than just printing statements lol

brave fable
#

your whole mod is in the modentry class SDVdemetriums

urban patrol
#

i meant Entry 🀦

#

sorry

brave fable
#

you placed a breakpoint on which line?

urban patrol
#

VSC doesn't have line numbers sorry

#

i couldn't place it on the line above

brave fable
#

Tools > Options > Text Editor > C# > General > Settings > β˜‘οΈ Line numbers

urban patrol
#

lol i was just about to say nvm i googled it

#

line 137

brave fable
#

you can usually find most options through the search bar at the top:

#

or by pressing ctrl+T

urban patrol
#

oh i never saw feature search up there

brave fable
#

if there's a mod that shows tile actions on tiles (does the hand cursor appear?) it'd be good to see whether it's actually added to the map

urban patrol
#

the hand cursor does appear!

#

i could patch export the map i guess to see?

brave fable
#

just to check, there's no extra spaces in your map property tile action?

urban patrol
brave fable
#

in either the key or the value

urban patrol
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nope neither Action or the name

brave fable
#

is the hand grey-transparent or full-colour? sorry have to ask since occasionally it comes up

urban patrol
#

full color

brave fable
#

and you're also running the game with debugging enabled from the green ▢️ Debug button at the top?

urban patrol
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in VS? i believe so

brave fable
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looks correct SDVpufferthinkblob

urban patrol
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i'm not clicking that button to start the game though, should i be?

#

i'm using stardrop like normal

brave fable
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you should be πŸ™‚β€β†•οΈ your debug breakpoints will not be hit unless you debug the game

urban patrol
#

ah well.

brave fable
#

sorry, i'm too used to it to have asked earlier hahah

urban patrol
#

oops

#

lol no worries let me try

#

does it run the game with all mods in the mod folder?

brave fable
#

yes, the stardew modbuildconfig ensures it rebuilds the mod, copies the files to your mod folder (including your content pack if specifically defined in the csproj), and launches SMAPI if it built successfully

urban patrol
#

okay let me move a bunch of shit out then

#

how do i define the content pack in the csproj btw?

brave fable
urban patrol
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yippeeee

brave fable
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wait yes 😌

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the second ItemGroup ensures the content pack appears in the solution explorer as well, which is very useful

urban patrol
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please hold while i struggle with a bunch of stupid folder bullshit

gentle rose
uncut viper
#

(you can also tell it to build the mod into a different mod folder)

brave fable
gentle rose
uncut viper
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it was more in response to nic struggling with folder bullshit

gentle rose
#

oh SDVkrobusgiggle

uncut viper
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it doesnt have to build into a folder named Mods

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nor does it have to build into a folder in your stardew directory

urban patrol
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oh i didn't know that was for me lol