#making-mods-general

1 messages · Page 485 of 1

hard fern
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just for that im going to make an npc named CatKing with no prefix just so it conflicts with your mod specifically

lucid iron
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deporting you from canada

tight rivet
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anyway, apologies about that. I got too involved in prob lem solving that I should have just submitted it back to you rather than puzzle out compatability on my own

ornate locust
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I got it fixed on my end. Checking to make sure the other Make Reals don't do something like that as well, just in case

rustic walrus
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I was thinking that maybe on Nic's file there's no key for dating dialogue? I remember seeing marriage but not dating

urban patrol
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did you try the patch export

rustic walrus
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I got on the game's files too but couldn't find where the accepting bouquet dialogues are SDVpufferwaaah

urban patrol
tight rivet
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Marlon does, but appearsto be a "just make sure you load yours after Marlon"

rustic walrus
tight rivet
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i did not have any others to test

urban patrol
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do this

hard fern
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🎄 ?

next plaza
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@indigo yoke

I feel Patching <BuffEffects.HasAnyValue> to also check spacecore skills would be best... but I have no clue how to accomplish that
I haven't looked at the stardew code yet, but what's so hard about patching that?

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I can't recall which class BuffEffects is, to be fair

uncut viper
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just a loop over a buff's stats (stam, mag radius, fishing level, etc) to check if any are non zero

next plaza
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Yeah but like, does it not have a reference to anything to let us know it had spacecore skill stuff, or something?

uncut viper
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it doesnt have access to the Buff it belongs to

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if that matters

indigo yoke
next plaza
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I think I added support for Data/Buffs for them as well? If not, I meant to.

Let me open the decompile repo and take a look

uncut viper
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BuffEffects has no way of knowing what buff it even is

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its just a grouping of stats with no identifiable parts

rustic walrus
next plaza
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...oh that's a NetFields class?

Okay so it'll be easy to attach data to it in 1.7 at least

pine elbow
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got it figured out

next plaza
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I mean, we could add a custom netfield anyways

urban patrol
next plaza
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It's not like SpaceCore doesn't already do that

rustic walrus
next plaza
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Might simplify some of the other stuff too

urban patrol
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okay so that means your patches aren’t applying

indigo yoke
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Like I am sure there are ways to do it. I just don't know how

urban patrol
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is this inside a separate file from content.json? do you have a patch inside content.json Including this file?

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capital I Include btw

next plaza
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BuffAttributesData doesn't have CustomFields???? LAME

lucid iron
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can unlame it for 1.6.16 thx

rustic walrus
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Separate file, That's what I was wondering about though, should I name the file Include?

urban patrol
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no let me explain

indigo yoke
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like at my skill level, I most likely would go for patching a transpiler for IClickableMenu.drawToolTip. But like for blueberry or Kasey? Connecting the spacecore skill buff data to BuffEffects.HasAnyValue feels possible/plausable which is why I suggested it.

next plaza
next plaza
urban patrol
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when SMAPI loads a mod it looks at two things: manifest.json and content.json. that's it. everything else, it has to be told where to find it. for separate files, this is done either through Loads or Includes. if you look at my content.json, you'll see that for every file in my mod folder, i've put a patch in content.json with the Action Include, which for JSONs, basically tells CP "hey can you please copy everything from this FromFile path and paste it right here in content.json?"

next plaza
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(Technically that's only for Bufs not BuffAttributesData, but still)

urban patrol
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so since you don't have a patch to Include this file, the game has no idea it exists

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also i mentioned that target mimics file structure but isn’t actually—FromFile is different, it does actually need to be the file location

indigo yoke
next plaza
next plaza
# indigo yoke ?

Okay I'm guessing that that means it was added to BuffAttributesData? But Pathos did that, so not entirely sure 😛

indigo yoke
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Pathos please explainnnnn

next plaza
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sighs

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pulls up the 1.7 code

indigo yoke
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(I am joking, don't bug pathos)

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you don't need to check as well

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xD

royal stump
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@ pathos unwater your home and answer at once

next plaza
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Too late already have the branch open

next plaza
royal stump
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also fair

next plaza
royal stump
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but yeah, the logic around buffAtt into BuffEffects is a bit confusing, figured it was a mislabel

next plaza
# royal stump also fair

(I'm up to 13, not including the not-done-yet stuff that is going to be 3-4 PRs for SMAPI rather than SDV)

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(And of course I'm still working on stuff for not-SMAPI, since that's literally my job)

indigo yoke
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might be good to switch spacecore buffs then to buffatt than just buff data then once 1.7 comes along.

next plaza
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I updated the 1.7 migration page to clarify that

next plaza
indigo yoke
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I encourage said code crimes

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👍

next plaza
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"structured complex fields" ie. "the whole reason stuff like ObjectExtensionData still exists" (or more specifically, stuff that isn't simple to parse like Color, Vector2, etc. - such as lists of data models)

rustic walrus
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It works perfect now but I put the incorrect portrait key so he was like: "Yes babe I love you too >:(" Lmao

modest dagger
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quick question it doesn't matter if i have a bunch of tilesheets does it so long as they're all properly loaded

uncut viper
modest dagger
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well i don't intend to do 1 per sprite

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but like i'd rather separate different item types if i can

uncut viper
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the same applies. no functional difference but there is a performance cost

modest dagger
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but how bad is the performance cost

uncut viper
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likely not enough to worry about

modest dagger
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okay thank you

uncut viper
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death of a thousand cuts thing and all that

modest dagger
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ah yea i doubt i'd have more than a dozen at worst

rose sequoia
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is there an content tag that contains all object ? I want my character to only accept gifts on their birthday

urban patrol
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you might be able to catch most if not all of them by using categories? not sure if anything falls outside of that

rose sequoia
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okok

uncut viper
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books dont have a category tag

urban patrol
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they do have a context tag though

rose sequoia
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does someone also know if acceptbirthdaygift has a bigger priority than rejectitem ?

urban patrol
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book_item i think

rose sequoia
uncut viper
urban patrol
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😔 i can't think of any way to foolproof it, yeah

hard fern
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mmm its probably possible with C# thought right?

uncut viper
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literally anything is possible with C#

royal stump
urban patrol
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could you use a wildcard? like item_o_*?

uncut viper
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no

royal stump
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(why am i cursed with a border now)

urban patrol
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darn

uncut viper
royal stump
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ah, yeah, I pressed that button again when someone mentioned it
it did nothing the last few times

rose sequoia
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i forgot entries

royal stump
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NPC data doesn't have a "condition" there, or for the gift setting
you'd need to use Content Patcher's tokens to change true/false conditionally, e.g.

"CanReceiveGifts": "{{Query: {{Day}} = 1 AND '{{Season}}' LIKE 'Spring' }}",```
but with your NPC's birth day/season instead of those
ornate locust
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alright patch export appears to indicate all the gifts are applying properly to modded dudes... success

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It looks like Gil was the only guy not playing nice, but I did a pass through anyway. Noticed Morris's gifts weren't applying to all possible Morrises too

rose sequoia
dense arch
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I don't quite understand some of the dialogue commands, is there a way to have the dialogue set up such that a given line will pick 1 of 12 names out of a hat at random or do I have to use the delimiter with || to set up a sequence of 12?

royal stump
rose sequoia
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no worries at all I'm glad it works

urban patrol
dense arch
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that's fine, but I have no idea how to set that up
It's not jumping out to me on the dialogue modding wiki page either

tight rivet
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Speaking of funny errors:

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[game] The social page found conflicting NPCs with name DialaSBV (one at Custom_SBV_DialaCafe {X:4 Y:8}, the other at Custom_SBV_DialaCafe {X:4 Y:8}); only the first will be shown.

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uh.. why are you double loading the same npc at the same spot, game? 😄

hard fern
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Why not

urban patrol
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then you would write the dialogue like "Today I'll visit {{RandomNPCName}}!"

rustic walrus
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Nic and I's result of me learning how Json works lol

dense arch
rose sequoia
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can npcs wander around in a location by themselves ? like they move from position to position but without leaving a specific location

hard fern
urban patrol
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yep, look at vincent for an example of how to use square

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but it can’t be all over the location

hard fern
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I thought they were asking if the NPCs had some kind of auto roam

urban patrol
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yeah i think we both heard different things lmao

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is either of those what you meant?

hard fern
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Square would still need to be in the schedule right

urban patrol
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yep

rose sequoia
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i was asking if i could place an npc in a location and make them move in a specific range

rose sequoia
urban patrol
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yes square can do that! you define the area they wander in

hard fern
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That's part of their schedule then. You can just make sn npc walk back and forth the whole day if you really want lol

reef creek
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when creating dialogue for a mod, what specific indicator can you use to put dialogue for a specific set amount of hearts with the character?

reef creek
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I'm creating a new json with completely different dialogue. What i meant to ask was, for specific hearted dialogues how do i put that in that i want it for specific hearts? like instead of "Mon4": is there a way to make it dialogue that can be shown at random depending on the hearts you have with the person? i keep wanting to put "4": but I dont think that would work and the wiki doesn't really say anything about it

rose sequoia
hard fern
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If you want to randomize dialogue you can use the random token

reef creek
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I'm sorry for being so confusing😭 . I just wanted to know if there was a way to put it at random without location or day and still have it be set to a specific heart

lucid iron
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The vanilla keys don't support what you want

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But you can achieve it by using content patcher conditions instead

reef creek
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how do you do that?

reef creek
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thank you for the help!

soft lance
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i am a cheeto

tight rivet
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Congrats!

ornate locust
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Get Dusted

reef creek
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Ugh the sweet relief when your coding finally runs smoothly

smoky sage
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I need some help!! 😭
My high-definition portrait (mod) can't load my winter portrait! No matter what I do, it just won't load, so I'm here to ask for advice on what to do. 😢
The high-definition portrait mod is Portraiture, with the Nexus Mods ID ending in 999.(The normal winter portrait clothing is black.Moreover, there are no errors reported in my log.😣)

dreamy cedar
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Is there anybody on that might know if it's possible to debug sdv from Rider on Linux? Doesn't work for me from Rider, does work from vscode.

lucid iron
dreamy cedar
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Thx. I'm guessing that it's to do with the steam container, and if one could somehow extract it out of there and make it run with default runtimes, that might make it go.

brittle pasture
lucid iron
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Sdv/smapi doesn't depend on steam though

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I dev mods without steam open most days

dreamy cedar
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True, it doesn't depend on steam, but it does depend on the steam container that it's shipped within. That is, it's loading runtime modules from there rather than the main dotnet location.

smoky sage
tight rivet
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I have more and more respect every day for people who make CP mods compatible with each other:

lucid mulch
blissful panther
inland rain
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Auto plots, lets you set up plots of any size and shape to be automatically tilled, fertilized, planted, and harvested as you specify per season. Will pull seeds from chests or buy them if available from the seed shop.

woeful lintel
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also if anyone has trouble getting started with FF, you can point them to this

dense arch
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Is there a way to prevent specific NPCs only from randomly visiting the resort?

ornate trellis
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"CanVisitIsland": "FALSE", id assume

dense arch
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where do I set that? assuming I already override the character with a mod, do I just slap this as a condition in there in the content.json?

ornate trellis
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thats part of the Data/Characters yeah so you jsut add it like any other thing in there you change not in the appearances tho, jsut simply like when you set them to romanceable or anything basic

gray bear
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guessing you're trying to edit this?

dense arch
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ok, an example would really help me here, I mostly learn by mimicry
do I just set the CanVisitIsland false between action and target?

gray bear
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this is gonna be added in addition to the already existing appearance

ornate trellis
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itsas i said not part of appearances

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its on the same level as it, not inside it

dense arch
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I have absolutely no clue how to set this up then

gray bear
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are you changing the conditions only?

dense arch
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I only want to blacklist all the spouses from randomly going to the resort

gray bear
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that's not an appearence field, as void said

ornate trellis
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appearances dont matter then

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jsut targget the npcs Data/Characters overall and set "CanVisitIsland" to false

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then they wont visit at all

dense arch
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can I just make an adhoc CP file that goes like
this and repeats for every spouse

gray bear
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unsure if you need targetfield here

rose sequoia
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isnt it "Target": "Data/Characters/leah" ?

gray bear
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nope

dense arch
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I based it off this

ornate trellis
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p sure you need target field or else it either doesnt work or will set literally every npc to never visit

gray bear
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    "Format": "2.8.0",
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/Characters",
            "Fields": {
                "Maru": { 
                    "CanVisitIsland": false
                }
            }
        }
    ]
}```
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you can just do this

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and then add one for every bachleor

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example from CP docs

dense arch
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will the example I used above work? Because I will just copy and repeat that then

ornate trellis
gray bear
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you can just add more fields here

ornate trellis
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Beas would be a bit less bloating tho

dense arch
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I am not trying to sound dismissie, but bloat has ceased to be relevant a few hundred lines ago 😂

gray bear
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are those schedules

dense arch
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yes

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that's a different file

gray bear
dense arch
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even if that is inefficient as all hell, I am still gonna keep going 😂

ornate trellis
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uh

gray bear
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it'll be one block but your example should work

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also is that one big schedule or

ornate trellis
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why do you have the same schedule for all days

dense arch
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because it's the same weekday

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and by setting it this way, I can ignore rain

ornate trellis
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you could just use GOTO to simplify it

dense arch
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yes, or I could stick with what I understand

gray bear
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you can just do marriage_Fall then

dense arch
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every weekday has a different schedule

gray bear
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that'd work right?

ornate trellis
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like, do the schedule on idk marriage_fall_4 and the rest of the week do GOTO marriage_fall_4

ornate trellis
gray bear
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yeah they all look the same

dense arch
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yes, because it's all the same weekday

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look at the dates

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they are 7 apart

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this is basically marriage_fall_<weekday> but because I didn't see that specified as working, I use this

gray bear
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can't you use weekdays in the key

ornate trellis
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yeah but what i mean is all that repeats you can just do the GOTO thing to make it less bloated for the ones that DO repeat

gray bear
dense arch
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"when not raining"

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I want to middlefinger the weather though

gray bear
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this one doesn't care for weather

ornate trellis
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thats not marriage tho

dense arch
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I specifically set this for only marriage

gray bear
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hmmm

dense arch
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anyway, I am fine with the bloat, switching to something else will just muck with my muscle memory now

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this is not for release anyway, so it's fine

ornate trellis
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i personally jsut set my npcs rain schedule to a normal schedule where they dont stay inside

gray bear
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is marriage_season not a key

ornate trellis
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theres also the option of randomizing but i havent done it before so idk

dense arch
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and I completely forgot what I was doing now 🪦

ornate trellis
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well, anyway, back to the topic of the resort

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you wanted to see if your no resort visit works

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and i will go make myself lunch so im gonna be afk lol

gray bear
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i wasn't aware the marriage schedules were so limited

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but yeah see if your island edit works first before duplicating

dense arch
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ok, slight adjustment
can I set the "canvisitisland false" with something like

"Condition": "PLAYER_NPC_RELATIONSHIP Any Abigail Married",
so that it only takes when you're married?

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I assume I'm gonna need separate change blocks for each NPC if I want to?

gray bear
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canvisitisland accepts GSQ, so you don't need to

dense arch
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I don't know my way around how to format this

gray bear
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you already did

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instead of false, put in "PLAYER_NPC_RELATIONSHIP Any Abigail Married"

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CanVisitIsland is the same as a Condition field, but specific

dense arch
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doesn't that need to be !Player then because I only want them to visit if not married?

gray bear
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do you want abigail to visit the island when she isnt married?

dense arch
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yes. Am I expressing this wrong? ⚰️

gray bear
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you did before, so

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it'd be "!PLAYER_NPC_RELATIONSHIP Any Abigail Married"

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since you want this condition to be false

dense arch
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that's what I said

gray bear
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yeah you're right

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and then you do that for every other romanceable

dense arch
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ok, thank you

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this would have been a lot easier to learn 20 years ago...

rose sequoia
#
{
    "Introduction": "I'm the club president",
    
    "Saloon_0_20": "The club is closed right now, come back when it's open.",
    "springSaloon_0_20": "The club is closed right now, come back when it's open.",
    "winterSaloon_0_20": "I know it's cold outside but the club is closed @.",

    "2_*": "Dialog mdr"
}
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does someone know why the "2_*" is selected when i talk to an npc even if there are at the location and tile ?

gray bear
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ive no idea what 2 is reffering to

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oh, day of the month! this means this dialogue appears every 2nd

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do the rest load without any errors?

rose sequoia
lucid iron
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spring prefix doesn't work, but I see that you got a no prefix one

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Does it work if you remove the tile

gray bear
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wiki says it does, does wiki lie

lucid iron
rose sequoia
gray bear
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is it just spring or all season prefixes

ornate trellis
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love it when i test an event and get totally unrelated red text from a mod i didnt do anything with and then its also partly in German in the log? i dont have any mod set to my mothertongue or anything lmao

gray bear
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game is speaking to you, clearly

lucid iron
gray bear
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fasinating

ornate trellis
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idk what the game wants from me

gray bear
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mood

ornate trellis
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the mod the error is about is NPC Map Locations

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so i cant even go in her and be like can anyone tell me what this error means because its in freakin german

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anyway, if i set no preconditions in an event will it jsut trigger whenever the player enters said location the event is in?

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*the next time the player

gray bear
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hmm, if its just location? yeah

ornate trellis
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yee

gray bear
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i think there is an event like that in game? or i misremember

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...it was prolly a mod

ornate trellis
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i guess i can but idk if itll be right. not that i even know if it has to do with my mod to begin with thonking

opaque field
#

Hime, (sorry I'm nervous to just like "@" you) I was wondering if it would be okay if I add a few Sterling-related jealousy lines to my Shane mod? @orchid acorn

ornate trellis
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 63 C# mods and 21 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

ornate trellis
obtuse wigeon
#

Oh thats seems like the OS returned the error when the mod did something like read or write I think

vernal crest
#

Hrmmm maybe it's saying the config.json for NPC Map Locations can't be accessed

lucid iron
ornate trellis
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hm, odd

opaque field
obtuse wigeon
#

I think that tags?

lucid iron
#

Discord won't ping for edit in @ afaik

ornate trellis
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the only thing i really did was to test my event(as you can obviously see) with a few patch reloads (and one CJB time forward)

obtuse wigeon
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oh nvm then (in response to the @ thing)

lucid iron
#

You can also go ask hime in sunberry channel perhaps

opaque field
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ooh, okay ty

vernal crest
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Is your OS language set to German void?

ornate trellis
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i mean, its not really impacting anything, im jsut really confused

lucid iron
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i think its just stardrop or something holding onto config file too hard

vernal crest
#

I think it was probably just a coincidental file lock situation where the game tried to access the mod's config at a time when it was locked so the system said it wasn't available. If it doesn't happen again I think you can probably just write it off as a one time thing.

ornate trellis
#

ah, okay, yeah, ill keep my eyes peeled to see if it happens again

modest dagger
#

Am I able to make cooking recipes that change their name/description/price/edibility based on what was used while keeping the sprite

rain matrix
#

I had to beat the crap out of the FarmAnimal pathfinding, but the cows now descend upon me like seagulls if I have hay in my hands. I'm calling that a success 😂

#

Let's see if we can store some personality values and traits now

rain matrix
rose sequoia
#
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Portraits/Cheval.EnglishClub_Cheval' (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Characters/Cheval.EnglishClub_Cheval' (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Characters/schedules/Cheval.EnglishClub_Cheval' (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] Content Patcher edited Characters/schedules/Cheval.EnglishClub_Cheval (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI]    task complete.
[17:26:24 TRACE game] gameMode was 'loadingMode (6)', set to 'playingGameMode (3)'.
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Characters/Cheval.EnglishClub_Julien' (for the 'EnglishClub' content pack).
[17:26:24 TRACE SMAPI] Content Patcher loaded asset 'Portraits/Cheval.EnglishClub_Julien' (for the 'EnglishClub' content pack).
[17:26:24 TRACE game] getLoadEnumerator() exited, elapsed = '00:00:03.2783318'
[17:26:24 TRACE game] setGameMode( 'playingGameMode (3)' )
[17:26:24 TRACE SMAPI] Game loader done.
[17:26:24 TRACE game] Window_ClientSizeChanged(); Window.ClientBounds={X:0 Y:0 Width:1920 Height:1080}
[17:26:24 TRACE SMAPI] Context: loaded save 'r_354635322', starting spring 2 Y1, locale set to . Single-player.
[17:26:49 TRACE game] Window_ClientSizeChanged(); Window.ClientBounds={X:0 Y:0 Width:1920 Height:1080}

i Included 2 files cheval.json and julien.json, and they are almost exactly the same file, both load and edit their own schedule json files, however in the loading of the mod, content patcher doesn't load julien schedule ?? how is it possible

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
#

!log too, makes it easier to understand the log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

rose sequoia
# ocean sail

the only error i get is Missing required fields: Format.

iron ridge
#

add it then

#

but also share the link here

rose sequoia
hard fern
gray bear
#

it's like minecraft

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kinda seems like the cow wants to eat u though

rain matrix
gray bear
#

horrifying

rain matrix
#

You can kind of see them doing that in this vid but way worse in previous iterations

gray bear
#

feed the cow or else

rose sequoia
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 3 C# mods and 1 content packs.

rose sequoia
gray bear
#

why is there both a load and an editdata

#

does the from file in the first block exist?

hard fern
gray bear
#

wha

hard fern
#

Its why you see blank loads+ includes so often with npcs

gray bear
#

is schedule/julien.json a blank load?

rose sequoia
gray bear
#

what are the contents of these files

rose sequoia
gray bear
#

i guess, having both isn't an issue

rose sequoia
#

but i also tried with empty files just the {}

gray bear
#

same result

rose sequoia
#

yes

gray bear
#

so one schedule works and one doesn't?

rose sequoia
#

yes

gray bear
#

try running patch summary MODID (replace with urs) in the console

rose sequoia
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 3 C# mods and 1 content packs.

rose sequoia
#

some of julien patches are loaded but never applied apparently

gray bear
#

check the names of files match, i suppose

obtuse wigeon
#

I think it thinks .EnglishClub_Julien is a file extension, theres something that didn't like that but I'm unsure whether it's been fixed or not (or I dreamed it), try replacing the . to an _

gray bear
#

works ok for other char tho

obtuse wigeon
#

Cheval's dialogue also is excluded due to the . too

      [X]     | [X]        | [ ]     | Exclusive | Adding npcs jsons (from code/npcs/cheval.json) > Load Characters/Dialogue/{{ModId}}_Cheval (=> Characters/Dialogue/Cheval.EnglishClub_Cheval) // hint: asset name may be incorrect (shouldn't include '.EnglishClub_Cheval' extension).
gray bear
#

smapi doesn't vibe with dots

#

which is odd since most mod id have em

#

like, this works

obtuse wigeon
#

Thats why modID has a token to get around the issue of dots in names, I think thats one reason for the token atleast?

gray bear
#

behold, dot

lucid iron
#

It is just hint that became confusing now

obtuse wigeon
#

Ahh gotcha okay

gray bear
#

it's not cause of the load right?

lucid iron
#

Are you sure u want a load instead of include here?

gray bear
#

is there a difference between them?

lucid iron
#

Well yeah

#

One of them dumps the json content into asset

#

Other one is just "do all these cp patches here pls"

gray bear
#

load is what you usually use for schedules tho

#

is it different here? mega thonk

rose sequoia
#

[18:35:16 WARN game] Ignored unknown location 'Cheval.EnglishClub_EnglishClub' in save data, including NPC 'Cheval.EnglishClub_Cheval'.

#

my old room is remembered with my old LocationId now that i changed it

hard fern
lucid iron
#

Then EditData to put stuff in

gray bear
#

does {{modid}} even count as a token

lucid iron
#

You have done this in hmk seriousblep

#

Yes

gray bear
#

yeah but i also use {{modid}} in the load

rose sequoia
#

wait it does work on a new save

hard fern
lucid iron
#

that's the target

gray bear
#

im mostly confusion

hard fern
#

Sorry

#

You're loading a blank json

#

There's nothing actually in the Jason

gray bear
#

there are {}

hard fern
#

The problem is when someone tries to load a file when there's tokens in the Jason

latent mauve
hard fern
#

(sorry about Jason)

#

Im on my phone

gray bear
#

jason is really particular

rose sequoia
#

but i changed saves so I don't need it anymore

#

thanks anyway

rare orbit
#

hey? what's the smapi command to force spawn npcs on the island? and how does that work for custom npcs?

reef kelp
#

Does anyone know why the Shiko mod won't let me interact with her? I can only give her gifts, but I can't talk to her.

gray bear
#

that mod hasn't been updated in,,, a while

blissful panther
#

Long enough it even required PyTK and TMXL... ouch.

gray bear
#

im suprised it even runs at all

gray bear
#

means you can do
<season><location>_<x>_<y>

rose sequoia
#

hmmmm

#

is there a way to do <location>_<x>_<y>_<day_of_week>

dense arch
#

is there a way to disable this or is it hard tied to the skateboarding animation?

hard fern
gray bear
#

it is

gray bear
dense arch
#

so how do I get around that?

gray bear
#

the animation description has that

dense arch
#

I have no clue what to do with that information ⚰️

hard fern
#

sam's schedule strings dont have the Thing nvm

gray bear
#

animation calls for it

hard fern
#

but it does have this "fall_11.000": "I gotta go visit Uncle Doctor today... Great.$7",

#

harvey is uncle doctor....

gray bear
#

you can uhh

#

dyamic token it i guess

dense arch
#

I have less than zero clue of what that entails

hard fern
gray bear
#

change it depending on whenever sam is married or not

hard fern
dense arch
#

I find the animation-specific dialogue blockers to be tedious at best and worse than frustrating at worst

gray bear
#

i don't know if that'll break anything

#

but you can

dense arch
#

wouldn't it just call whatever dialogue sam would have on that day anyway?

gray bear
#

animation dialouge likely overrides it

dense arch
#

so what I am hearing is I nuke the entire bracket you posted up there from animation descriptions

hard fern
#

SDVpuffersweats abby? "spring_4.001": "I'm just here for my annual check-up! Don't worry, I'm not preg... I mean, I'm not sick! Heh.$9"

gray bear
#

is that marriage dialouge

dense arch
#

is there a way to do that without rebuilding the xnb? if not, I'll just rebuild the xnb

hard fern
#

no

gray bear
#

do not rebuild the xnb

dense arch
#

why not?

gray bear
#

i will give you the code please i beg

gray bear
dense arch
#

I get that rebuilding xnbs is disliked, but this isn't a mod for release

hard fern
#

if you're not doing anything else with the animation descriptions you can just do an editdata/load on the whole thing

gray bear
#

this isn't about release, there's just no need

hard fern
#

just with sam's line gone

urban patrol
#

the reason not to repack xnb is because it can corrupt the game/save

dense arch
#

I mean if I am removing something from it, I'd like to remove the entire thing

#

all of the animation lines are just tedious

urban patrol
#

content patcher has safeguards in place that never touch actual game data, just access it in the content pipeline(?)

gray bear
#

if you just make a json like that you can override the og, no need for xnb-ifying

dense arch
urban patrol
#

if you want to remove animation strings, you should target the animation not to call the string, not the string itself

gray bear
#

duplicate the file, remove what you don't want, load over

dense arch
#

so remove everything

hard fern
#

wow these schedule strings are really interesting

gray bear
#

just the strings u don't want

urban patrol
#

no, don’t remove everything. look at animation data and just remove the bit that calls the string

dense arch
gray bear
#

im talking about Data/animationDescriptions

urban patrol
#

[[Modding:Schedule_data]] i think it’s here

hard fern
#

if you just remove everything you'll probably break something that's looking for the strings

gray bear
#

don't edit the strings, the data file

#

this goes on

hard fern
gray bear
#

this be the animation

dense arch
#

when I say everything I mean everything you posted

hard fern
#

"winter_16.001": "I'm seeing the doctor about my lungs... breathing in all that coal dust can't be good.",
"winter_16.002": "How do my lungs sound, doc? Sometimes they make a rattling sound when I exhale.", should we be worried about clint

gray bear
#

those are strings, not the animation data

dense arch
#

because that's everything I saw of the file

urban patrol
gray bear
dense arch
#

I'm starting to get the impression there's a certain level of "already knows all the basics" expected in this channel to follow 🪦

gray bear
#

well i mean, making a mod without knowing the basics is a bit diffcult but

hard fern
#

we're not sure what you actually know or dont know

urban patrol
#

if you have specific questions we can answer them! but treating people like they don’t know anything can be rude

dense arch
#

I have a very rudimentary understanding of how schedule and dialogue data works, that's it

urban patrol
#

have you read the wiki page i just linked

gray bear
#

files in the Strings folder just have text, not any data

dense arch
#

we're way sidetracked here, I just wanted a way around the game calling that useless textbox, I don't even understand what you're trying to explain to me at this point

#

I've read the schedule data page on the wiki, that's not helpful here

urban patrol
#

and we’ve said: target Data/animationDescriptions. you can overwrite the whole entry (but that’s bad for compatibility) and edit out the bit that calls the string

hard fern
urban patrol
dense arch
urban patrol
#

then you should review content patcher documentation SDVpufferthumbsup i’ll link it

dense arch
#

no

iron ridge
#

then don't make a mod if you don't want to learn how to

urban patrol
devout otter
dense arch
#

I learned what was necessary
I try to learn only what's absolutely necessary because I am already spending way too much time on what I am doing and not playing the game

urban patrol
#

if you don’t want to learn then i can’t help you

#

you’ll break things if you try to just wipe them without knowing what you’re doing

dense arch
#

you're telling me to review the entire CP documentation for a single issue I have

urban patrol
#

good luck

iron ridge
#

just ignore the irrelevant parts?

#

you don't need to read editimage or editmap, for example

dense arch
#

how will I even know what is and isn't relevant?

devout otter
iron ridge
#

for example, the people telling you exactly what action to use

gray bear
hard fern
autumn tide
#

hellooo i am back to see if this is doable
pasted message here:

okay i am here to ask questions bc i am stupid-
i have the usual "generickey": "{{i18n: 0h.{{Random:{{Range: 1, 20}}}}}}"and basically i want a line of dialog to be able to trigger at multiple heart levels, without having duplicates of that line in my i18n file, i was thinking i might be able to use tokens for this somehow??

gray bear
#

why both Random and Range?

dense arch
autumn tide
gray bear
#

uhh, lemme re-check how range works

hard fern
#

they both work, i think

#

random is to randomize the dialogue

autumn tide
hard fern
#

and range is picking a random number from 1-20

hard fern
#

so using both will randomize the dialogue based on a random number?

autumn tide
#

so i can just use range then?

#

gotchaaa okay so i can cut out the random thing

gray bear
#

range isn't it

#

it outputs a list

autumn tide
#

ty :)

gray bear
#

is does right? pretty sure ive had this issue before?

hard fern
#

(i dunno?)

#

i think range is checking if your hearts are anywhere between 6 and 14 then

gray bear
#

just doing {{Random: numbers here}} will work

#

actually no

autumn tide
gray bear
#

there is a way to do this, i swear

autumn tide
#

hmmmm, maybe define every line by heart range and do like
"generickey": "{{i18n: npc.{{Random: 0-2, 2-4, {{Range: 1, 20}}}}}}"
..wait that makes no sense

fading walrus
# dense arch I learned how to do schedule data, dialogue data, portrait stuff, and I thank pe...

The Content Patcher documentation is really the starting point for modding with content patcher - I'm relatively new to using it myself for smaller projects now that I've switched away from Json Assets and quite frankly, you need to read the sections of the documentation that's necessary for what you're doing to really know how to do stuff. So if someone points you in that direction, it's to help you. If you reject the help you're being given while simultaneously assuming this channel requires a minimum skill level to even ask questions, you're kinda doing yourself and your project a disservice because you're giving up before you do the stuff you need to do to get the thing working!

I'm absolutely not trying to dunk on you here or be discouraging - the docs are really detailed and it's easy to get overwhelmed while reading it if you're new to doing something - but sometimes you gotta do the prescribed reading to do the assignment. The wiki helps, the modding wiki helps, the people in here help, but the content patcher docs are like the foundational course, you know? /gen

hard fern
#

hi quill

fading walrus
#

"Try to avoid referencing university classes" challenge failed successfully /lh

#

Hi forsy!

hard fern
#

i almost typed quail

gray bear
#

who here has made an NPC and knows randomizing dialouge

gray bear
#

i am lost in the sauce, sorry claude

hard fern
#

i uh.. have(?) but i just am basic

autumn tide
#

LMAO, no worries :) thanks for trying to help!

hard fern
#

and just do random 1-5

autumn tide
#

i mean this is what i got rn:

gray bear
#

there are some keys that seems to just, do a random

autumn tide
#

but some of the i18n results are repeated so they show up for multiple hearrt levels, but that's hard to sort so

gray bear
#

i don't think i18n allows tokens in itself

autumn tide
#

mhm

#

the i18n key should allow tokens though, right?

gray bear
#

yesm

autumn tide
#

hmm i'm sure this must be doable somehow but i am clueless

uncut viper
#

you can always put a token in a token

gray bear
#

token ception?

autumn tide
uncut viper
#

things like the exact purpose you're asking about?

autumn tide
#

uhh, like how might the russian-nesting-token might be used for that?

uncut viper
#

you can put a range token inside a random token inside an i18n token. it doesn't matter. you can always put a token inside a token.

autumn tide
#

GOTCHA okay

dense arch
# fading walrus The Content Patcher documentation is really the starting point for modding with ...

I just wanted to make some personal edits for my own game, but every day I run into more learn scope creep, and it's already outpaced the "how much time I can reasonably spend on this before the playthrough dies to running out of time" by a factor of 200% and I am not even halfway through the NPCs
speaking realistically, I should just give up entirely on this and cut my losses. 🤷 I have to go back to work until mid 2027 soon so even if I finish this, I won't get to play it.

gray bear
#

wait does {{Random:{{Range: 1, 20}}} work as you want it too?

autumn tide
#

wait so maybe something like
"2heartskey": "{{i18n: npc.{{Random: npc_2h, npc_0-2h, npc_2-4h}}.{{Range: 1, 20}}}}"

gray bear
#

oh it literally does you were right all along

#

im so sorry PensiveButtPuffer

autumn tide
#

my brain is making windows dial up noises

gray bear
#

range outputs a list and random uses

gray bear
#

you're doing great, but yeah use the tokens for i18n keys, not values

autumn tide
#

maybe i should give up and just let the values repeat

#

that seems easier tbh-

gray bear
#

you're going to need to make i18n lines like npc.npc_2h.1 and npc.npc_2h.2 for this, yes

#

and so on and so forth

autumn tide
#

...nahhh i'll just give up SDVpuffersquee

gray bear
#

20 is a lot

autumn tide
#

i am writer

gray bear
#

have you written 20 of each?

autumn tide
#

...for krobus

#

not dwarf yet bc their tone is harder for me to get right

urban patrol
autumn tide
#

HMMM mayhaps i'll put my dialog shit in a spreadsheet for navigation

dense arch
autumn tide
dense arch
# autumn tide cmonnn where's the fun in being sensible

when you get to the point that you have so little time, energy and mental bandwith available for anything other than work that you are portioning that out in a schedule of multi-years instead of weeks or months, you naturally gravitate towards that 😂

dense arch
autumn tide
#

i get that, but for me I just can't relate much cause I simply cannot work on tasks in a 'normal' way bc ✨ neurodivergence and disabilities ✨

#

modding is effectively the embodiment of scope creep lol

dense arch
# autumn tide modding is effectively the embodiment of scope creep lol

yeah, and that is exactly why I didn't wanna go and learn all those extra things. Because I am catastrophically vulnerable to scope creep and then said scope creep leaving me with my 5-6 week break that I get roughly every 18 to 20 months, during which I can actually focus on a game, with just unfinished projects and exhaustion. 😂 This time I gave stardew another shot, enjoyed my time and since a few days ago wanted to give some personal modding a try. Terrible mistake, that last part.

#

I am not gonna remember any of how this works by the time I get my next break, never mind finish what I was working on now. If anything I'm grateful toward the people insisting on 'read these' that I actually realize I need to just stop and give up

autumn tide
#

well, that just means more time for other projects to mess around with :)

dense arch
#

no, not really

autumn tide
#

there's no shame in deciding not to do something

dense arch
#

I already used up twice as much time as I really had for the 'little' mod I wanted to make
my main regret is that now I don't get to finish my playthrough

ornate locust
gray bear
#

oh?

ornate locust
#
            "Name": "WeekDayList",
            "Value": "Sun, Mon, Tue, Wed, Thu, Fri, Sat"
        },
        {
            "Name": "WeekDay",
            "Value": "{{WeekDayList |valueAt={{Query: {{Day}}%7}}}}"
        }```
If you have this in your dynamic tokens, you can do something like this and not have to list every day, for example:
```"{{WeekDay}}": "{{i18n:MV.Municipal.Dialogue.Daily.{{Random:{{Range: 1, 16}}}}}}"```
#

their randomization stuff let me set up my mod dialog pools how I wanted to. Didn't think I could get it working that way, but it worked out

#

My dialog pools don't replace after a certain amount of hearts, they're additive. So I have the normal day to day dialog in low hearts and more personal things in high hearts. And I can add to the pool based on other mods I have installed or things like Kent and Leo showing up.

#

so it's flexible

gray bear
#

i see, thank you!

#

will save this for later

ornate locust
#

would recommend, it was very nice to work with

rose sequoia
#

how can i do animations for a standing npc ?

opaque field
#

The above is also how I randomize dialogue at different locations and also different heart levels

#

I love it

opaque field
#

dumb question - how does one make it - daytime on a map?

#

my lighting forever feels really weird and dim when I use it for events

karmic gust
rose sequoia
rose sequoia
#

thx

#

i keep using the basic sdv wiki instead of the modding one...

karmic gust
#

Yeah sometimes you have to check both to find more info

autumn tide
#

helloooo i got a question on my portrait template mod, does my answer make sense? sometimes i struggle with phrasing things correctly

#

okay more questions- how might one put a config-related ..thing under the conditions field?

#

god not more spam-

gentle rose
#

@outer glacier

lucid mulch
#

so thats where they put the link

autumn tide
#

oh you can @ bouncer for spam?

gentle rose
#

yup, either that or the mod role

autumn tide
#

hmm okay

whole raptor
#

There's also report in app

lucid mulch
#

I use the report app thing on the message

autumn tide
#

thought it was just the discord report thing you could use

brittle pasture
#

the screenshots are actually legible; discord filters getting sloppy smh my head

gentle rose
#

I usually do that but when there's a scam I just ping them SDVpuffersquee

lucid mulch
#

though the report button is like 30 pixels away from publishing it to mod-showcase

autumn tide
#

i mean

#

that does sound a little funny ngl

pine elbow
#

can someone point out where the incorrect syntax is or what the error is comming from?

gentle rose
iron ridge
#

i considered it for ES but i dont think bouncer does

whole raptor
#

Doubt it tbh

gentle rose
#

oh I meant the core discord ones, not bouncer

iron ridge
#

ohh

lucid mulch
brave fable
opaque field
pine elbow
#

does the Modding wiki have any resouces on giving modded Items the Qualities? (Base, Silver, Gold, Iridium)

brittle pasture
#

[[Modding:Item_queries]]

brittle pasture
#

item spawn fields are relevant in many places, including machine output (they're what the "common fields" are)

lucid iron
#

modded items are identical to vanilla items in most cases

#

so whatever you can do to a (O)12 also works on a (O)me.mod_fancyThing

pine elbow
brittle pasture
#

the Quality field

rose sequoia
#

is it like a common issue for npcs to be stuck on warp point for custom location ?

#

i added a warp in the saloon to another location, but when i tell npc to go to the location they are stuck before the warp point on the saloon

lucid iron
#

it usually means your topology is cursed in some way

#

or you have a non standard sized npc

brave fable
opaque field
#

Yeah I gotta fiddle with some stuff, I might just mess with the ambient lighting within the event itself

brave fable
#

i had to move my event map back layer to back1 to stop rabbits from appearing on the sky

#

ridiculous creatures

calm nebula
#

Are you sure that isnt normally rabbit behavior

brave fable
#

yeah it's fine to change just the ambient lighting but it does mean you won't necessarily have the appropriate light for the time of day

lucid iron
#

what if u just add huge light source

#

the Sun

brave fable
#

i suppose you could do that SDVpufferthinkblob

opaque field
#

It's not a location that actually needs to like, exist, but I did get it to look right for the event time block

#

thankfully

brave fable
#

mine were temporary event locations as well, same differences SDVpufferthumbsup

opaque field
#

ooh, okay good to know! 😄

#

Between that and the little fixes I needed to do I'm now going to torture myself with fanged portraits XD

calm nebula
#

Isn't there a rabbit in nthe.moon

brave fable
#

there is! and a very famous comic book based on it, with a tv show adaptation and an excellent stardew valley clothing mod

karmic gust
#

Is it possible to make an NPC like a single variant of something? I want to make one of mine like apple juice specifically rather than just juice broadly

lucid iron
#

hm not really rn

soft lance
#

What is the name/terminology for the books like Bait And Bobber and Woodcutter's Weekly that give you more skill in a professional (Foraging, fishing, mining, etc), or luck, etc

Whats the name of this? I dont know since im looking on the modding wiki, sorry if its a bad ask!

lucid iron
#

you can make your npc like all apple flavored thing though

#

is that sufficient

karmic gust
#

hmm, no probably not. It's the gift taste of a 2 year old so I can't imagine they'd like apple jelly or something

#

I'll probably just do broad juice category then

#

thank you!

lucid iron
#

maybe one day we can have 2 tags in a gift taste

karmic gust
#

that would be pretty neat. in the meantime will make do!

soft lance
lucid iron
#

i think books r just a type of Object

#

these 2

#

i dont know how exactly they get categorized blobcatgooglyblep

soft lance
#

if not i can check myself

#

but ty for pointing me that way!! ^^

lucid iron
#

yea theres some, tho for the new power ones they tend to be C#

#

what r you hoping to do exactly?

soft lance
lucid iron
#

hrm to make an exp book

#

the id has to start with SkillBook_

#

try adding new object with SkillBook_Lucy.Mod_whatever_<skill id> id

#

you cant change the amount of exp tho blobcatgooglyblep

#

functionally same as a vanilla book

soft lance
#

hmm

#

tyty everyone i will attempt! : )

lucid iron
#

id prob just like

#

give player multiple book as reward to simulate

soft lance
#

probably!

grand lantern
#

i hope this is the appropriate place? i use Auto Forager and i love the mod to pieces. i have 3 mods that it doesnt pick up the eggs and such from but it does pick up other eggs from the base game so i know its possible.

the mod description says
"If you are a mod maker working on custom Forageable items, to have your item recognized by the Auto Forager, all you need to do is add the context tag "forage_item" to the item definition"

so i need to add that context tag to the item definition in the other mod codes? i figured i would make the change and leave a comment on the mod page of the change i made so if they wanted to update their mod with the line, they could? but im not sure where i would put that line either.

https://www.nexusmods.com/stardewvalley/mods/36167 this is one of the mods i want to use it on for example.

drowsy pewter
grand lantern
#

thank you!

karmic gust
ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.17.7.19, with 20 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

autumn tide
#

i think you're missing the colon

karmic gust
#

where am I supposed to put it?

autumn tide
#

afaik it should be after random

hard fern
#

well your colon should be inside your body

autumn tide
#

im not good at i18ns tho

hard fern
#

it's not good if it's missing XD

autumn tide
karmic gust
#

wait is there supposed to be a space after the colon?

like Random: 1

or

Random:1

autumn tide
#

i don't think it matters

#

ALSO

#

you can use range!

lucid iron
#

Can u patch export Characters/Dialogue/{{ModId}}_Andre

brave fable
#

json parsers don't care about spaces and newlines, all non-visible formatting is technically optional

lucid iron
#

But replace ModId with the actual id

autumn tide
#

like
"Mon": "{{i18n:Andre.{{Range: 1-34}}}}",

autumn tide
brave fable
#

but do format your file to be consistent and readable all the same, because you are not a json parser

hard fern
#

thats what you think

vernal crest
#

You need the random token for it to pick just one of those 34 numbers

soft lance
autumn tide
#

i am just v tired

karmic gust
#

I don't know why. The other dialogue (the not randomized ones) are appearing in game

lucid iron
#

Hm your log shows that the EditData didn't apply at all

#

(more accurately doesn't show but u get it right)

karmic gust
#

yeah

lucid iron
#

Double check that this json is included

karmic gust
#

okay

lucid iron
#

And send new log with patch summary

karmic gust
#

should I patch summary full?

lucid iron
#

Do just ur mod

karmic gust
#

patch summary modid full

#

okay

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Unix 6.17.7.19, with 20 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
#

invalid tokens: Random 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34, Random 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34

uncut viper
#

did you actually fix the missing colon?

lucid iron
#

Still looks broken yep

karmic gust
#

I just edited the Monday one to test

uncut viper
#

well they all need to be fixed

calm nebula
#

Chue has the pretty name color now

lucid iron
#

No grass

#

Only slither

calm nebula
#

There is absolutely no evidence for this and is completely something I just made up but I think Pathos's snake inspired the role

rose sequoia
#

but it's fixed now

#

yaayyyyy

karmic gust
#

Okay, I fixed all of the colons and now it's running correctly!

May I ask why it worked only when it was fixed for all of them? Just so I understand for the future and don't make similar mistakes. My thought process was that I would ensure I got the format correctly working on Monday and then copy that to the other keys once it did, rather than redoing everything multiple times if I did it wrong again.

uncut viper
#

because broken parsing will break the patch

#

a patch can only be applied in its entirety or not at all

karmic gust
#

okay, so one incorrect entry can break the others as well

#

thank you!

inland rain
lucid iron
#

bigger Stardew Tycoon project

#

👀

reef creek
#

Does anyone have knowledge on sebastians dialogue?

#

im making a sebastian mod and came across some code that I dont know where it fits in the vanilla game

vernal crest
#

Do you mean you found some dialogue for him but you don't know where it happens?

hard fern
soft granite
#

How many ticks are there in an in game day?

lucid iron
#

there are 60 ticks a second

brave fable
#

are you asking to time a buff duration? you can use -2 for the duration to last until the end of the day

soft granite
#

No, i’m asking for something that checks for whether something is true every x ticks, but didn’t know how long a tick is in terms of game time even knowing the real second/in game minute ratio

tiny zealot
#

if what you're working on concerns game time (of day), maybe it would be better to check your condition using the time changed event?

real oyster
#

can anyone recommend some good mods for multiplayer?

soft granite
brave fable
soft granite
#

The settings for the mod are kind of unclear….

soft granite
#

But 60 ticks per real life second is good

lucid iron
#

well, i think that mod was probably vibe coded...

#

do you want to make a similar mod for yourself?

soft granite
#

No

#

I would not do the same if i made such a mod, but that’s because this mod using c and not the regular json stuff

lucid iron
#

yea i was gonna say you can add monster spawning with FTM / spacecore

#

could also do a fairly simple C# mod if you want

brave fable
#

(they mention on their user page they ai generate code, art, writing, etc for their mods)

lucid iron
#

as long as you remember to yeet the monsters on saving you won't have the strange problem blobcatgooglyblep

soft granite
#

I guess that i will disable mods by that author; then

hard fern
#

Is it the same mod author that's been making like 2000 of these mods that don't actually do anything

brave fable
#

(if you mean the soil quality generated code mod, that one's pretty clearly by a different user based on the git repo)

soft granite
#

Oh yeah its that guy thats made like 175 mods in the past month

#

Didnt know

soft granite
#

Yeah it was a serious bug. To make matters worse he was hesitant to consider it a bug and they suggested just to make sure all the monsters were dead before disabling the mod

#

To be fair most of this persons mods seem to just seem translations which wouldn’t be too hard to crank out quickly i think

lucid iron
#

I personally feel mod being cleanly uninstallable is important for sdv cus uninstalling a content patcher mod is so easy

#

So it is kind of shock to user if a C# mod didn't do the handling of uninstall properly

#

Not that I would uninstall me own mods ofc

tight rivet
#

i had a mod onc that spawned mosnters

#

I remember havign to place them in a list to make sure they were cleaned up before save

royal stump
#

SDVpufferlurk yeah, I think monsters are still a bit weird when saved, though I haven't re-tested it recently
e.g. they'd end up at tile 0,0 the next day, or certain types would throw errors

#

though 1.7's monster rework/asset stuff will probably change that if it goes through

soft granite
#

Despite using ai the person at least understood what they were doing enough to correct errors once pointed out

#

Actually, maybe I just wont use it

haughty carbon
#

Does anyone know if the "Everything Dew" modpack includes a large map? With the amount of content it has, I don't think the standard size will be enough.

brittle pasture
#

you can also browse the mods in the collection yourself

#

I recommend reading up on a collection to see what you're getting into regardless

pale river
#

I couldn't tell a difference from the uncompressed version

azure raven
#

can anyone guide me on this one, if thats okay. i am creating a content pack, and what i wanted is when i give robin service papers (modded item), she would respond and then prompt a yes or no question.

#

if i pick yes, it should do conditioning to properly show the next dialogue, when current money on hand is enough for the service fee (configurable using config.json) then show the "yes" dialogue, otherwise fallback to "insufficient fund" dialogue.

#

here's a minimal code in the Changes for Robin's dialogue

gray bear
#

i think you need something more complex

#

sorry about questioning the format, its correct

#

i think a query will help here

azure raven
#

i actually have put them in i18n. oddly enough that exact format works in content patcher, as per my testing, even though its not a standard json format

azure raven
gray bear
#

yeah so

#

for the yes response, try "$query PLAYER_CURRENT_MONEY Any 1000#You picked YES!|Sorry, you have insuffient funds"

#

i think you only need a minimum for that query

#

can also tokenize the amount with config, this is more of a base example

gray bear
#

np

#

might wanna make it current instead of any if you want only a single player in mp to get it

near island
#

Does anyone happen to know what triggers little emojis to show up in dialogue boxes? For example this line is getting a gold coin emoji with an e trailing it:
"I've got my own end of season tasks to finish; reports, orders, a few stern notes to suppliers who think 'late' is a personality trait.#$b#"
Specifically emoji 41 in this chart here: https://stardewvalleywiki.com/Multiplayer/Emojis

gentle rose
#

the gold coin is usually a $, I think?

near island
#

The only $ is the dialogue break though. And idk where the "e" is coming from.

brave fable
#

🪙 e is usually because you've missed a # divider between the dialogue and the $e command

#

as for e instead of b, it's possible you haven't updated the correct file with new dialogue changes

near island
#

Gotcha, thank you!

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 37 C# mods and 25 content packs.

ornate locust
#

Source image smaller than source area

gray bear
#

should i have used to area and not from area-

#

oh, damn

ornate locust
#

Sorry it's hard without seeing the image

gray bear
#

im editing springobjects

ornate locust
#

Okay so yeah, you probably need ot use To Image

#

er, To area

#

You're sticking the whole image on top of a spot on a bigger image

gray bear
#

smapi was trying to find stuff that didn't exist

#

ty

ornate locust
#

Well technically your "to area" would be the entire image too

#

For what you have coded

#

So it didn't even notice that, it just went "32 x 16 is not the same size as the entirety of Objects_2.png" and broke there

gray bear
#

sorry smapi lmao

#

it works!!

#

this my bandaid fix solution for not having packs for every single crop mox, i just boosted saturation

#

it kinda works

#

pickles....too dark

#

wait

#

oh no

#

that's the wrong jelly location baahha

hard fern
#

? im a bit confused, content patcher doesn't make a folder in your mod folder.

#

!log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 91 C# mods and 192 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

urban patrol
#

the log you sent doesn’t contain this error

#

if you’re just starting out making a mod, you need to create your own mod folder and every sub folder underneath it that you want

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 91 C# mods and 192 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

urban patrol
#

ohhh you’re trying to play an event

#

did you try to add event 2500000 in your mod?

gentle rose
#

this has the error but that doesn’t change any of what nic said. What event are you trying to run, anyway?

#

also, new events shouldn’t have number IDs

blissful panther
#

I wonder why nobody's made a... "More Cursed Objects" type mod.

gentle rose
blissful panther
#

As in... more cursed objects.

#

Not more cursed objects.

gentle rose
#

tailored purple shorts but they walk around on their own? SDVkrobusgiggle

gentle rose
blissful panther
#

numberOfCursedObjects++;

#

Perfect mod name, there we go.

#

Cursed as in mannequins. Just more haunted, spooky things that do... things.

obtuse wigeon
#

Cursed mannequin mod that helps around the farm sometimes when?

gentle rose
obtuse wigeon
#

thanks onscreen keyboard for sending that wayyy to early

blissful panther
calm nebula
#

Clearly

hard fern
#

why did the person i asked a log from just delete all their messages...

devout otter
#

They were banned.

obtuse wigeon
#

junis deleted them

#

wow thanks discord for not updating

nocturne marsh
#

Apologies if I'm sending the image here since I can't send it to the other channels is there an English version of this NPC

woeful lintel
#

this is not the right place to ask this.

stray hemlock
#

Maybe that channel should be renamed to #mod-discussion so people find it easier. I wouldn't understand the purpose of that channel based on its title alone.

obtuse wigeon
nocturne marsh
golden basin
#

is there a event command that lets ignore the tile map layers? like say i want a npc to be above the front layer?

calm nebula
#

Probably not but can you use a temporarily animated sprite

tiny zealot
autumn tide
#

god not more spam-

fossil osprey
#

<@&239770080378880001>

autumn tide
#

istg there has been soooo much spam as of late and idk why, like usually i don't see any

karmic gust
#

Probably trying to tempt people when they're most broke bc of the holidays

autumn tide
#

ahhh yeah that makes sense

#

sad cause it looks like a real account too, sucks that ppl get hacked

tiny zealot
#

i'm inclined to think there is less thought than that put into spamming

karmic gust
#

That's probably true

autumn tide
#

yeah, probably so

#

it's really not a very elaborate scam

#

wonder if it ever actually works

tiny zealot
#

anyway, modmaking!

fossil osprey
#

That reminds me of that time we discovered not all spams were bots, after one spammer posted "v" in one channel instead of its whole paragraph

karmic gust
#

(it does or they wouldn't do it. Cast a line 1000 times and you're bound to get a bite)

autumn tide
#

mods are a thing

#

hmm, how many like tile message thingies should there be in an indoor map of a house?

#

i know it's a matter of preference, but what do you all prefer?

karmic gust
#

I don't think there's a minimum. I think generic things likely don't need it (unless you want to add something specific) but I like to have a decent amount. Anything interesting that might show something about a character

#

Like I added some messages for fridges when I wanted to show something. For example, I used the line "It looks like someone meal prepped for the week," to show the NPC was organized, but I didn't do it in all the maps

autumn tide
#

I'm working on a new cave for dwarf rn

karmic gust
#

Are you using the map you showed in the art channel?

autumn tide
#

so far this is what i've got:

autumn tide
karmic gust
#

<@&239770080378880001>

autumn tide
#

OMFG

#

okay ty mods SDVpufferwow

karmic gust
#

I like it! If I was playing I would likely go check out to see if there were lines for the campfire, the food, the anvil, and the furnace

autumn tide
#

ooh okay!

karmic gust
#

Also some of the little trinkets laying around like the ring and swords

autumn tide
#

mhm!

#

I should prob add some for the bed too

#

and the pond

karmic gust
#

Maybe some of the helmets as well

autumn tide
#

the ladder one just teleports you to floor 1 of the mines, and the kitchen one opens the kitchen menu

karmic gust
#

That's cool!

autumn tide
gentle rose
autumn tide
#

okayy so that's adding messages for:
campfire (in my mod one of dwarf's stims is making fires, maybe allude to that?)
furnace/anvil
pond
bed
dagger beside bed
helms (Helm Lore™)
food/ingredient stashes
pickaxe, sword
lil gemstone trinkets

autumn tide
#

i don't think i've actually seen any in this channel before a few days ago

#

hmm, any ideas for human objects dwarf might've 'found' that I could include messages for?

#

i could def use Action Letter for some lost human letters dwarf ...found

karmic gust
#

I usually toss old boots out of my inventory when I get new ones in a chest

#

Maybe those?

autumn tide
#

ooh okay! i think some fight-y gear and hoards of bombs would be good things to add, as well as maybe a few discarded items of human clothing?

karmic gust
#

Probably yeah!

autumn tide
#

could also use Action playSound for a few items for extra immersive-ness

#

but that might feel like too much idk

karmic gust
#

The only thing is I think you can't use that and the messages on the same tile

#

At least I couldn't get it to work when I tried. But I could have done it incorrectly

#

I didn't care too much about the message to try 😅

autumn tide
#

hmmm maybe the anvil could work as a forge AFTER a player unlocks the caldera? but I'm not sure how to implement that

karmic gust
#

That would be neat to implement

raw oxide
heavy pewter
#

Page 1 options executes properly, it's just the Page 2(nextPage) isnt

autumn tide
raw oxide
autumn tide
raw oxide
#

Ok thank you ^^

autumn tide
autumn tide
lucid iron
#

The mod is licensed under MIT, you may fork it to do stuff

raw oxide
#

thanks ^^

ocean sailBOT
#

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

autumn tide
#

ooh you're turquoise now! congrats :)

raw oxide
autumn tide
#

mining maybe? it's something they might be able to use to like cross refernce using diagrams or whatever

tiny zealot
autumn tide
#

hellooo can you put i18ns in other i18ns?

tiny zealot
#

define "in"

calm nebula
#

Can you please elaborate

autumn tide
#

like the inside the value of another i18n

lucid iron
#

No

autumn tide
#

aww okay

lucid iron
#

If you need someone else's i18n then you need cmct for that

autumn tide
#

thanks :)