#making-mods-general
1 messages Β· Page 487 of 1
okay i will try this one
See? It's just another EditData patch where the key is my furniture item ID and then I add the Description field.
mhm but i want it to be displayed only at certain conditions
This one actually has a When field, but I took it out for the example. I'll add it back in.
So the first one is the name being replaced and the other is the new one?
Name?
uhh
Did you mean display name when you said item description?
They are not the same thing, no.
mb
status update: i have encountered royal serpents in SDV
That's ok. You don't need MMAP or SpaceCore to change the display name.
ohhh
Serpent
forsy pls
well, i learned something about mmap π
im typing with one finger
i have not yet encountered a royal september, but a royal serpent is a long snek
Are those in the hard sc
Iβm sure there are royal cemeteries
I have not yet encountered a royal cemetery in SDV
It's very funny my keyboard autocompleted that bc i was writing something that involved one
How do i change the display name then under a condition?
Editdata it -> target just the display name -> "When": condition
You'd use target Field i think
Use fields and then for the key use the number for that field
is there a template?
{
"Format": "2.8.0",
"Changes": [
{
"LogName": "Edit vanilla furniture by editing the furniture asset",
"Action": "EditData",
"Target": "Data/Furniture",
"Fields": {
"0": {
"7": "{{i18n: furniture.display-name.chair.oak }}"
}
}
}
]
}
I thought I remembered making a messy mod for it and I did
what is the 0 and 7?
In this case the 0 is the id of the furniture. I'm just editing the very first vanilla furniture item. 7 is the index number for the display name field. If you look at your data/furniture entries and count the fields (starting at 0) you'll see the display name is number 7.
If it's vanilla furniture you can edit the localized text key instead
I removed that patch so as not to be confusing
"Format": "2.8.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"kt.shop": {
"Name": "ShopItem",
"DisplayName": "Shops Catalogue",
"Description": "Allows shops to be accessed anywhere",
"Type": "Basic",
"Category": -99,
"Texture": "{{ModId}}_Shop",
"SpriteIndex": 0,
"CanBeTrashed": false,
"CanBeGivenAsGift": false
}
}
},
{
"Action": "Load",
"Target": "{{ModId}}_Shop",
"FromFile": "assets/Shop.png"
}
]
}```
Will the -99(tools) category make this custom item id have the prefix (T)?
If I wanna make a trinket that boosts defense/luck am I cracking into C# territory?
Everything in Data/Objects get (O)
That's something doable via trinket tinker
Or if you want even simpler, BETAS with the equip triggers to add remove buff
Trinket tinker is more complicated bc it has a bunch of systems for the companion entity
Heck yeah! I'm already using BETAS in the mod for some other stuff
And u can also make a ring that has buffs with spacecore
That one's probably the most simple 
I have Opinions about what should be a trinket you see
Since it's a mid/late game thing I feel they should be more special than just buffs
oooohhh, okay that makes sense to me π
spacechase0.SpaceCore/WearableData
it's a gift I have planned for Kent that he makes and gives the farmer to help them in the mines and I thought a ring felt.... more romantically insinuating than a 'trinket' XD
Ty, genuinely feel like my brain has grown two inches bigger with this knowledge β€οΈ
or just call it a band
Iridium Band
I suppose if u just want some kinda token
You can do a power
Combine the mail flag for that with a daily DayStarted trigger that apply some smol buff
Bootleg rabbit foot
oh man, so many options - this is gonna be so fun π
But if u do want to do trinket
Maybe kent gives you a pet golem trinket to keep u safe
Lotta options 
I was recommended "brass knuckles because they also can function as a belt buckle"
Dang, addItemToInventory and it's overload doesn't accept string, it needs an actual item lmao, how do I call a CP item here
{
if (!Game1.player.hasItemInInventoryNamed("Shops Catalogue"))
{
Game1.player.addItemToInventory(// here);
}
}```
you should be checking for qualified item id (which is unique) and not the item name
You need to create the item
also to create an item most would use ItemRegistry.Create
Although if you just want to give the item, maybe send mail?
Otherwise ppl would get a new one every morning if they put their old one in w chest
and mail has more flavΓ³r
(which you could also do this part with CP easily too)
nvm i think i understood something wrong, can someone please look at this? https://smapi.io/json/none/78982719984147639b5ce0dacb6f995f
the name field is 7, not 28 or 42
though as mentioned earlier editing the string that it's pointing to at Strings/Furniture is also an option
you're already telling the patch which furniture you're editing via the first key
the next key is what field to edit
it didnt work tho D:
what doesnt work now
also I noticed that you're editing the name for the vanilla ElliottPortrait item and not your new {{Modid}}_elliott item
is that intended or no
no, im just clueless, trying to edit it now
is my {{ModId}}_ElliottPortrait or something else? idk what name it has
also they dont even load
did i?
can you post your full code again
neither is better. they have different uses
yall im a bit confused...I tested my special order the other day and it worked. now I wanted to do a map patch once its done(and an event in the "new" map) and my whole special order is non-existent? when i want to debug special order i jsut get this
[game] Can't add special order with ID 'VoidWitchCult.CP.TheFishmongerNPC_GamayunLibrarySpecialOrder' because no such ID was found.
I even tried a new save...and rn both events just play after one another i should probs add more precons to the one that plays when its finished...
Special Order(didnt touch it since i had it work last time tho):https://smapi.io/json/content-patcher/fa233136df28432eb90bd9ea6f5a8004
trigger action for map patch(last one): https://smapi.io/json/content-patcher/cfe787c76fda45bf8f3c552447da5e54
map patch(its the LIBRARY QUEST FINISHED MAP PATCH one): https://smapi.io/json/content-patcher/98cd182628b246fca12cb9f4d84d1fe4
events(ignore the comma in the end its so me using new lines in events will get displayed right in the parser): https://smapi.io/json/content-patcher/df9dd76bcf404ef1b2c48a525321ec06
where is the Include for it?
ah, i knew i forgot soemthing to add...https://smapi.io/json/content-patcher/c69e0aeddeb844f8a0d3cb265904674e(also i did jsut see i havent loaded the new map but would that be the cause of my SO itself that worked beforehand to disappear)
plausibly i suppose if the dropbox is supposed to be in that map. a log's trace message or patch summary/export would probably tell more too
hmm, ill start with adding my map and run the game again to see
alright, simply loading the new map didnt fix it, sigh, would've been too easy, huh
Did u try patch export on special orders
unrelated but you should probably be using the Condition field instead of When
another undocumented special order thing? dattebayo!
do SOs have conditions? I thought it was just RequiredTags
but was gonna say, you should probably enable/disable it by using a dynamic/local token in that field, rather than removing the data
im happy for corrections etc im just trying to pull through somehow lol
lolg with patch summary btw https://smapi.io/log/b4603eafbea44e61afa62dfc57e026be
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
since 1.6
about this i tried adding the MinimumCapacity thing to the wiki but i fear my writing isn't up to par
afaik SOs are added to a shared set in multiplayer, so the missing data could cause issues either way
i still have the exact edits i made in a notepad file but im afraid to hit save
i appreciate your effort no matter what 
if i could do thing better im eager to fix things tbh as always i dont really know what i am doing
thank you 
{
"LogName": "Add Special Orders",
"Action": "EditData",
"Target": "Data/SpecialOrders",
"Entries": {
"{{ModID}}_GamayunLibrarySpecialOrder": {
"Name": "{{i18n:SpecialOrder.GamayunLibrary.Objective.Name}}",
"Requester": "{{ModID}}_LibrarianGamayun",
"Duration": "TwoWeeks",
"Repeatable": false,
"RequiredTags": "island, dropbox_library",
"Condition": "PLAYER_HAS_SEEN_EVENT Any {{ModID}}_GamayunSpecialOrderStartEvent",```
or some such
(special orders have a top level Condition field that accepts GSQs as usual)
yea like that
well id probably use the event seen GSQ instead
ah, right
since that was the When π
also you might want !dropbox_library in the tags instead, if the idea is that the boxes shouldn't be in use by another SO?
https://stardewvalleywiki.com/Modding:Special_orders
this patch summary also says your conditions dont match, so... did you not see the event on the save files you were using to test. adding the condition instead of the When here would probably fix it bc of that
They do now (thanks Pathos!)
either didnt see the right event or mistyped the event ID, id guess
or did not sleep after seeing the event?
oh thats because I used debug specialorder VoidWitchCult.CP.TheFishmongerNPC_GamayunLibrarySpecialOrder because i originally wanted to get it quickest to finish and see if my map patch worked
i mean it doesnt exist until you have the When condition
yeah, that's one of the problems with conditional edits there
you cant skip seeing the event if the event is what causes the patch to apply
oh, yeah, uh me not often using other commands is showing cough
its working again yippie! thanks for the help! now i can go back to trying to get my map patch to work(and the second event to only play when that map patch happened cough)
Love having more config options, don't love having to retest everything to make sure they all work correctly again 
hm, i feel stupid again, wanted to resume and now my SO isnt triggering after the event, huh.
oh i jsut leave the trigger action out and wait that the SO will be on the board, w/e
hm. so marriage schedules are cursed right
what if i want my spouse to just be Gone several days of the week
and just come home late at nighgt
i think there's hide npc thing?
one sec..
i don't know if there's any more keys
you can't run trigger actions in schedules keys, can you?
had it open bc
mod shenanigans
hmm, i have no clue, prob not, but i think it should still be useable to hide the NPC
nvm, marriage is cursed
yep...
button mods good
man, ive got so far in my special orders but now my final event wont play because i try to only trigger it after the map patch so i thought ok since i et a mailflag for when the map patch happens i jsut use that as a precon in the event, but now it wont trigger lol
alsooo is there a way to have an NPC lack a birthday?

it's optional if they aren't social
0/unset should do it
if the npc is social and you set the bday to 0 would that break anything
set it to 0 or not setting it in the first place should do it
gotchaaa like set it to 'null'?
you can hide it from the calendar with "Calendar": "HiddenAlways",
I don't see any obvious reason why it'd break if you omit it for a social npc, at a code glance
just omitting them should result in none-season and day 0, which the game seems to just ignore
SVE's Apples famously does not have a birthday which combined with their gift taste makes befriending them a pain in the butt
oh nice! thanks :)
tis my goal 
3 loved gifts
eureka i triggered my event, finally

and two of them are only because of new 1.6 lore
it was only starfruit??? explains the dialouge for it atleast
1 one them is stardrop tea which isn't a typical gift
and also isn't very attainable, really
I WONT I PROMISE
dwarf should like certain rocks
all rock
do mineral artifact have a category? if so eaz
everything shiny is either liked or loved for dwarf/krobus
yup!
(projecting)
dissapointed Apples doesn't hate apple
anyone know how to add a paint mask in the code?
uhhh
that would be pretty funny-
im planning to update the DIY Tractor mod i made to allow people to recolor their tractor building
oh, for buildings
oh you're cheeto-y now!
thought you meant items
buildings code doesn't mention masks
buildings can have masks, you can look at how the farmhouse does it iirc
yeah true but what could i add for non vanilla buildings?
seems like it's Data/PaintData, which is only briefly documented on the "Migrate to 1.5" page
pain
ohh
why is it not in the building data
paint
uhhh
another blindspot I guess
if was a vanilla building it'd be easier but since it's not...idk...
i don't, understand this
technically speaking the garage is a reskinned stable
Oh Lumisteria has a mod that uses paint masks on custom buildings, I also attempted to use it and had some successess
you can try copying an entry for one of the buildings, and then load the required textures
how? i need to know pwease ;w;
so id look at the stab paintmask and go from there, ye
you'd need to check the mod, but yeah try copying
You can also look at my stupid paint masks mod
Roof
Vanilla buildings yes but
can u explain the sections?
https://github.com/atravita-mods/StardewMods/blob/alpha/ContentMods/[CP] MorePaintMasks/content.json
so best bet is to check the tractor mod?
The key is the buildings name,
the Building, Roof, and Trim are arbitary names for Red Green and Blue (in that order)
then the numbers are Contrast and Saturation (or reversed I think?),
to make a building work with it, the paintmask has to be named the same as the building suffixed by _PaintMask and the game should find it automatically
arbitary names my favorite
you can also have just 1, or just 2 colours aswell, I didn't test it but you might be able to have 4? I'm not certain about that though
[stares at atra's paint mask mod] uhh,,, 
4 is not allowed
thank you
Oh ye you have to have a Data/PaintData entry as well, wow this knowledge is coming from deep within my brain
the way its formatted makes me sad
Good to know for the future ty!
i might also contact pathos child again too ;w;
Key is the building or skin name (skin takes precedence)
Building/Roof/Trim are arbitrary except for use as lookup keys to get the translation to show to the user
okay it looks like there isn't an entry in data/locations for the volcano dwarf's shop?
was thinking of making them an actual npc but where would they live-
They obviously use the secret shortcut
π
It's just going to work
uh, did you mean not going to work?
no it just works
ah, i see
OH
Just weird commute y'know no explanation required
okay tyy i can't read tone online π
https://smapi.io/json/content-patcher/a6681acec87940d5b9267212023c5391
Any idea what the error means??
very easy to go to work when you're a TILE
a TILE
even morris has a data/characters entry-
you're doing EditData with FromFile which isnt a thing
-# it was removed in content patcher 1.2x or something
so should i get rid of that?
it also doesnt make sense to use a png with EditData in the first place
i mean it doesnt work and will cause errors. so yes it should be changed or removed
what should i change it to?
basically im trying to allow paint masks to occur for the tractor mod
the entire discussion above along with atra's example was telling you what you need to put in your json
it's a diy pack to allow users to customize the assets from the tractor mod
k i'll re read it
idk if i'll get it tho
im sorry my brain is kinda slow ;-;
sure! one sec
which ones? all, or just the generic?
here are generic ones
Yess thank you!!
good luck :)
thank u ;w;
is there a way to define forage areas like fish areas? i have a map that's half beach half grassy, and i'd like to avoid coral spawning on grass or grapes spawning on the beach if possible lol
That's ftm/sc job
ah okay into spacecore docs i go
do rings need to look like... rings? or could they be something like - brass knuckles? will it still equip okay?
they can look however you draw them
amazing π
however the player might need to be told somehow that they should be put in the rings slot if it's not obvious
perfect ty
Brass knuckles are rings
Circle things
Go on finger
They should have category ring either way
the only thing you may want to remember is how the combined rings are done by game
but it's not necessarily that common a thing that you need to not do something you have fun with
brass knuckles + iridium ring = infinity gauntlet. surely.
brb attempting to sprite an infinity gauntlet
Fixable with atra's mod 
I dunno I think combined ring is not 4 u to fix
Just make whatever sensible for ur mod
oh i don't think it's necessarily a think to fix
just to decide if you care about it or not
downloading XD even though i dont play
fair enough, I've been having lots of luck with my pixel art lately so feelin bold with the gauntlet idea, but I will peep the mod you linked and finish makin the brass knuckles exist
I made boots and a dagger with great success today
I kinda want a mod that gives creative names to certain ring combos
glow/magnet: Bootleg Glowstone Ring
hot java/burglars: Loot Goblin Ring
iridium band/slime tamer: El Clasico Combo Ring
crab shell/protection: Hermit Crab Ring
i was supposed to be doing tweaks to my npc before shipping but i realized that like. i've done just about everything.
save for setting up festival positions and stuff
unique winter star gifts?
stardrop tea reaction?
give them free will?
im holding off on events bc i just have no ideas atm
i already have way too many unique gift taste reactions
including tea
XD
Stardrop Tea is special in that lorewise it tastes like the drink you like the most, that's why it's a universal love with no exceptions
not really relevant i just wanna ramble about it
can you ramble more on it
it is a neat callback to Stardrop in that regards where it's coded to taste like the farmer's favorite thing as provided on the character creation screen
π€ hm. could i make a custom companion bunny for my npc
selph can you explain why it doesnt raise my stamina like a stardrop
you can't drink it, but maybe it does if you could
π€ button i checked your bio lol
why cant i drink it, lore-wise
Or all the good stuff evaporated.
stardrop tea, like Hades' nectar, becomes sweeter when it's meant to be a gift
can you please PR this stuff to Stardew Valley Explained
drinking it by its own provides no effects for some reason (Yoba's will?)
why can't i milk snakes in game
@ dolphin hey
can you pr this too
Why can cows get babies on their own but the farmer needs a spouse?
that actually is in SVExplained
cows are secretly lizards and reproduce asexually
though I don't think it explains why male pigs can give birth? @dolphin does it
then why doesn't sebastian have a cow tank in his spouse room
i await your pixel art rendition of frog-size cow
What does Haley want with the Sea Cucumber that's only for girls or something?
this is a pg 13 server.
for girls only: ||you know snail-based skincare? like that, but salty||
That makes so much sense.
nvm tiny cow free to a good home
quick question, how do you get an arrow symbol in a message? Like the sign in Cindersap that has -> and <- on it. I mean the dialogue key, I know it has to be in strings for the map
I believe irl its the female pigs that find truffles
i don't know where it is on the wiki, but from memory, @ is left, > is right, ` is up, and down doesn't exist i don't think
SVE had to custom add a down arrow
i want all animals frogsized now
that will be $356938475 thank you
teeny tiny cows walking around that giant barn......... i need this
It's because the farmer is an uncultured hipster. "Oh everybody loves it? Must be overrated."
"Everybody loves it? I must be special and only consume the raw, unprocessed fruit."
Farmer already had the whole fruit and is unimpressed by the tisane
Does it produce tiny (bagged) milk
I need this as something I can hold by like yesterday, this is adorable 
i feel like i'm becoming a stereotype of "what if it was real little"
can you make a big grape
only if you make Big Wine
*adds "animals but tiny" to my evergrowing list of mods to make*
Would the community have any interest in a python script that could automatically make a config file for any content patcher pack and rewrite the content file to integrate with it?
what is your usecase for this
For me it's been to add configs for big mods that don't have them yet for personal use. This way I can mix and match mod packs more easily.
How does one use the condition player_shipped_basic_item?
"Condition": "PLAYER_SHIPPED_BASIC_ITEM Any 107 1 99999999, RANDOM 0.90", I tried this and without player or max
you will have to be careful about generating config, might explode things 
I don't think I'd trust a script with that myself
when i wanted to turn off some specific thing i just wrote C# to do a late edit on the data 
this is well defined cus it'd be "yeet this machine rule" or "make this item cheaper"
that is how you use it
are you trying to use this Condition as an OR between the shipping condition and the random, or an AND?
plus my changes r visible in log so mod authors don't get ??? bugs induced by personal changes to the content.json itself
also you dont need the 1 or 99999, theyre both optional
Oooh heard...so far it's working on a couple of mods but I need more testing to confirm and some other CP mods to check other kinds.
So Iβm using aedenthornβs buff framework and my buff is working with these parameters:
' "When": {
"Time": "{{Range: 600, 2000}}",
"Weather": "Sun, Wind"
},
"Update": "OnTimeChange"
},
'
BUT I would love to have it only appear after playerβs seen an event. How would I add this?
i did not know about that framework but i am intrigued hmmmmm
scope creep intensifies 
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
(You dont but some people find it eaiser)
(Anyeays you just need to add the When conditoj for HasSeenEvent)
Oh yeah? Okay lemme see if I can do this right lol
So like this?
"When": {
"Time": "{{Range: 600, 2000}}",
"Weather": "Sun, Wind",
"HasSeenEvent": "59999"
ok so these r normal content patcher conds and u would use HasSeenEvent yep
if you want to do without buff framework then it'd have to be rewritten somewhat
- do edit to
Data/Buffsto define your buff, see here for structure https://stardewvalleywiki.com/Modding:Buffs, prob need to rely on the duration instead of the time token you got - do edit to
Data/TriggerActionsto give the player your buff, see here: https://stardewvalleywiki.com/Modding:Trigger_actions, need to check event with PLAYER_HAS_SEEN_EVENT gsq https://stardewvalleywiki.com/Modding:Game_state_queries
Oh fabulous. Thank youuu
i dun think it is super important that you rewrite all this but options existβ’
I have a question regarding Nexus permissions. I commissioned the sprites and portraits for the NPCs for my mod. Do those assets belong to me? I understand I don't have the copyright for them, but I'm unsure if there's a distinction
not unless the person you commissioned them from gave you the copyright and ownership
usually there's negoatiation and extra cost to purchase the rights entirely
what you probably have is right to use for mod
I see, that makes sense!
So like you can't use the mod art to use as soda can Branding and sell the soda globally i guess
check what the sprite index is on the catalogue item in game, you can do that with lookup anything or just own C#
My bad, I'm holding a duplicate(old) in the previous image. So, how do I make this item non stackable?
there's a few ways but that was why you wanted to make it a tool right
if u did Data/Tools edit instead of object it shall be non stackable
i'm trying to make sense of draw; when would an object be this.hovering? when a player is holding it?
or is that for like text boxes and stuff
Right click, select analyze
what app do you guys use to mod stardew
Select "when is this assigned to" or "setter" (I'm very tired and no longer recall specifics)
That tells you when it is set, which let's you get context of what it is for
thank you! i'm not seeing analyze so i'll google
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
I might be recalling ilspy
VS should have something similar. Are you in VSCode?
yep
Find all references
thanks
okay yeah if i'm understanding it, it's hovering when it's text or when hoverAction sets it, and after it's drawn it gets set to false
Okay, yeah, it's a menu thing then
my npc is tall and breathes out of their stomach, what do i do
these are confusing me
"X": 4,
"Y": 12,
//"Width": 8,
//"Height": 8
},``` this kinda didn't work as i'd hoped π€ it just kinda made them breathe behind them.
π€ hm i think i fixed it via fiddling with numbers
got this error when trying to use a cookout kit with love of cooking installed, weirdly enough it went away after I turned better crafting's cooking menu on 23:04:24 ERROR game An error occurred in the base update loop: NullReferenceException: Object reference not set to an instance of an object. at LoveOfCooking.Utils.TryOpenNewCookingMenu(CookingMenu menu, MultipleMutexRequest mutex, Boolean forceOpen) in E:\Dev\Projects\SDV\Projects\CooksAssistant\LoveOfCooking\Core\Utils.cs:line 413 at StardewValley.Torch.checkForAction_PatchedBy<blueberry.LoveOfCooking__leclair.bettercrafting>(Torch this, Farmer who, Boolean justCheckingForActivity) at StardewValley.GameLocation.checkAction_PatchedBy<aedenthorn.TrashCansOnHorse__bcmpinc.HarvestWithScythe__DecidedlyHuman.MappingExtensionsAndExtraProperties__leroymilo.FurnitureFramework__PeacefulEnd.AlternativeTextures__tlitookilakin.HappyHomeDesigner>(GameLocation this, Location tileLocation, Rectangle viewport, Farmer who) at StardewValley.Farm.checkAction(Location tileLocation, Rectangle viewport, Farmer who) at StardewValley.Game1.<>c__DisplayClass925_0.<tryToCheckAt>b__0() at StardewValley.Game1.tryToCheckAt(Vector2 grabTile, Farmer who) at StardewValley.Game1.pressActionButton_PatchedBy<mistyspring.ItemExtensions>(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState) at StardewValley.Game1+c__DisplayClass978_0.<UpdateControlInput>b__0_PatchedBy<leclair.bettergamemenu>(<>c__DisplayClass978_0 this) at StardewValley.Game1.UpdateControlInput(GameTime time) at StardewValley.Game1._update(GameTime gameTime) at StardewValley.Game1.Update(GameTime gameTime) at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
Full log: https://smapi.io/log/6dd94ae1592545cb92548c29be549e88
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 165 C# mods and 849 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
funnily enough I've never actually used a cookout kit before so I had no idea there was any issue
surprisingly this has been waiting to blow up since the 1.6 update but apparently nobody has used a cookout kit without being able to cook (or with the menu disabled)
thanks for the report π₯³
oh this isn't actually a quick fix at all
i sleep
In fairness I totally forgot these kits were a thing π
Eepy time for blueb
Sure, glad to be of help
no rush on a fix, I just thought you'd wanna know
Yeah you don't really ever need to use them, no? I feel like by the time I unlock them I already have a kitchen
Ahhh
I go nyoooooom for the house
But also I sometimes use custom farmhouses with a base level kitchen instead of needing to upgrade
ever since I converted my dialogue strings to i18n, my events with quickQuestions keep looping. so I'm sure there's something wrong with my formatting but I really can't figure out what it is 
https://smapi.io/json/content-patcher/8471848414334f138d73b29af2f97200
uhh which event is this for?
those are the three events that got fucked over by the i18n conversion
u got a code error there
i just copypasted them into the json validator, the other events haven't been affected because they don't have any quickQuestions 
oh its part of a json, that's fine
the actual json has no code errors according to VS 
Let me just convert these to multilined so I can read them...
Where is this one looping?
/quickQuestion {{i18n:QQWhatShouldIsay}}#{{i18n:PM2H.5}}#{{i18n:PM2H.6}}(break)speak {{ModID}}_Peiming "{{i18n:PM2H.7}}"(break)speak {{ModID}}_Peiming "{{i18n:PM2H.8}}"\\pause 300\\emote farmer 28
Huh, weird, the extension removed the quote escapes when it converted it to multi line
this one just restarts regardless of the answer picked, it's not supposed to change the outcome of the event or loop back to the question
and it worked just fine before i converted the strings to i18n
Can you share your i18n file too please?
of course, give me a sec!
You appear to have a lot of escaped quotes in your i18n. Is that intentional?
the converter kinda spat them out like this which led me to think it's a quick question specific thing 
It's not supposed to look like that. Did you have escaped quotes around the question and farmer answer sections of the QQ before you converted it to i18n?
I.e., did it look like this?
yes, it looked like that before
Is that because stylistically you wanted the farmer's text to appear to have quote marks?
not necessarily
so i guess i have to remove the escaped quotes from the i18n file and put them back into events.json?
The game doesn't require quote marks there, so their only purpose is aesthetic
So if you don't want them for the aesthetic, you can just remove them entirely
I'm not sure that they're the problem or why they would be in i18n when they worked without i18n, but it's worth removing them to check I think
okay, let me give it a try
Usually QQs look like this instead
(Ignoring my multilining - thats just to make it easier to read right now for troubleshooting. Alas, QQ has issues with multilining.)
okay, just tried to play the 2 heart event but it still loops from the beginning
this is what the lines look like right now
the event formatting is the same as before except that i noticed that one string was left empty which was supposed to be the question for the QQ, so i put the question string in there (PM2H.4)
Hmm
I can't see anything that could be causing it
I recommend putting just the QQ parts back to plain text and seeing if that fixes it. If it does, change them back to the i18n one by one.
Install debug mode
When it starts looping, use debug mode to check which command it is
I did not know that was a possible use of debug mode
it even displays the percentage through the specific command too iirc
I only know that bc I play with it permanently on
Is this the same debug mode that has a popup box on the cursor? That seems annoying to have permanently on
yeah it does but i was using sinz's event tester to speed up my events and it was way too fast for me to discern what even happened lmao
alas i tried to put in the plain text to the QQ but the event looped again
Ok then that is a sign that either you missed before that it was broken or that something important changed when you converted to i18n. Have you got a copy from before you converted?
wait, i think i do
(If you use github and commit your changes every day you will always have backups of everything btw)
i have never used github before but i just might
It has saved my butt so many times
And it helps me remember what I've actually done between versions so it's a life saver for changelogs too lol
aside: it is so cursed that events have a failure mode where they get stuck and loop one command forever. what is even going on in there /lh
it's trying its best
event is in limbo
@obtuse wigeon Answer me, child!
Take off fast forward
Oh sorry I tabbed away after sending that XD yep that's the one, I just move my cursor out the way when it's unneeded
oops turned off the @ sorry!
Wow that box annoys me so much I turn it off immediately after I use it for anything
well i have no idea what i did but at least, the first out of three fucked over events is back to working normally
I play with a smaller zoom (~60%) and UI (80%) than most people though so its likely it's just a lot smaller on my screen
how do you even see what's happening
I can't stand anything less than 100%
for ui?
bold of you to assume I can seen reguardless XD /jk
I keep both on 100% except in the mines. I zoom out for the mines so I can see more of the map and waste less time running around.
i fully zoom out and put UI on like 75%
I can't see well enough for that. I have my text zoomed in to 120% in Firefox and increased some amount on discord. And I sit really close to my monitor.
its so nice there's options so you can have it the way you're comfortable with
why do i always type "ebug debi".........
bc when u type fast ur likely to just, fuck up. but i can't stop dying fast
"eatch reload"
yeah i mean that happens too
but my brain is so convinced that it's "ebug debi"
good news: my events don't loop anymore
bad news: farmer gets yoten into the void afterwards
Events, huh
i don't even know what i did right and what i did wrong. these things have their own consciousness, i swear 
I usually will test things until I know exactly what is doing each part of the thing, but I don't do that with events. I test until I get a general gist and then I place commands down very gently and run away.
the event syntax is 
this is the general approach i've learnt when dealing with events, too. those events are held together by my tears and hopes and prayers
and industrial amounts of duct tape
exactly!
y'all are making me want to work on my vaporware event bullshit mod, so i can macgyver it even further into depravity
i've been threatening to make a mod that adds a bunch of tools (and crimes) as event commands
i am sickened but curious
but i've never seriously worked on it because i haven't determined whether the main feature can actually be made to work
The best time to do something is yesterday, the second best is now, with enough jank anything is possible
and doing that part isn't fun so i have procrastinated
is that part ever fun
sometimes.
does the question in ur bio mean anything?
i swear i never check stuff like this and then i suddenly do and just like 
bike or flower...
i have been threatening to do this since before 1.6 came out (search "event timecube" for receipts. original mod name donut steel)
(you want a steel donut?)
it's a pronunciation guide for my handle
bichortower
okay, so the issue is there are a few ways to pronounce "ichor" ("tower" is pretty universal, in my experience)
is it not just ichor-tower
i use the one that rhymes with "bike or"
wait there's more than one way to say ichor
Ick-or
i'm not a native speaker but on first read, i wouldve pronounced it ick-or
ike-ore said google translate
shovel knight agrees with me (and, evidently, google)
eye-core or ick-or are the only two I'm familiar with
which is how ive been pronouncing it in my head
anyway, long story short (too late), the pronunciation guide is to coax people into pronouncing my name the way i do
which is eye-core tower?
but also we're all just text so it's no big deal
oh pronunciation, i hate thee
technically closer to "bike or" (or "bike oar"), because for me those vowels are different lengths, but yes
the b in there throws me off so much
Are you familiar with Mike and Ike, Bea?
the candy, yeah?
Maybe if you replace "bike" with that "Ike" it'll be easier
yeah! it does. thanks aba, i'd be much more lost without you 
im trying to send a letter using Mail Framework Mod, but it wont send?? https://smapi.io/json/none/9bd124f17dfe4a56a55e95cf799fb82b
Would you have heart 2 with Abby on first day of year?
the example file in the mod says "to send that day or after it"
i also tested setting it to spring 2 and it still didint show up on that day
hm, is the date field necessary?
also, is MFM necesary for anything? /genq
i thought so because the mod's example file says "Must be that date or after it."
Just FYI MFM isn't needed for sending mail. It has some more advanced features that CP doesn't do but sending a simple letter based on friendship doesn't need MFM.
ah, i couldnt find how to send based on friendship without it
one sec, lemme pull up the wiki
your trigger action to send the mail can have a condition field for "2 hearts with abby"
ohh thats how
[[Modding:Game_state_queries]]
i assumed gaining hearts would have to be the trigger
nope :)
okok ty :)
the trigger controls when they get triggered, the condition controls whether they get triggered
hellooo, trying to add compatibility for a mod, do i have to include that mod in my manifest's Dependencies?
ik i can have it set to not required
No, I don't add most mods to the manifest when I'm doing compat for them.
awesome, thanks :)
+1 only add dependency if necessary (real dependency, or using load order to enforce patch order)
dependency is needed if your mod has to load after theirs for some reason
got ittt okay
so if my mod uses that mod's content, rather than just having a compatible version?
Safer to have the false dependency, yeah
mhm
also isn't it 11:30pm for you?
oh god- aba go to bed
Mod updates wait for no man!

Maybe a dumb question, what are the guidelines for changing the number version of your mod when updating it? What makes something 1.0.1 vs 1.1.0 vs 2.0.0? I finished an update a really long time ago but I got so stumped on the like, etiquette here that I just never posted to nexus
Vibes
Oh ok! Since I changed some mod IDs to ensure cross compatibility I guess that makes it 2.0.0 because if you update the mod it generates error items
(Psst there's a MigrateIds trigger action that you can use to stop error items happening.)
what is that?
i had no clue that was an actual thing okay
yep! one of the many "standards" that exists XD
I used it when I changed items from being in one mod to another one. Players who had the items from Mod A still had them when they updated and switched to Mod B.
i thought it was just like whatever you wanted to call it- 
should custom schedule keys have the ModId prefix?
Yes please
Wait...do you mean custom schedule keys as specified using Button's mod?
nope!
Because outside of that you can't have custom schedule keys
everyone needs {{ModID}} prefixes. my cats have some too now
not those ones lol
AS. THEY. SHOULD.
{{ModID}}_claude
i am using button's CSK mod though! but i meant the dialog ones lol
think i got it mixed up
okay actually, i came here, wanted to ask something, said something stupid instead and then forgot my question
i can do that?
You can use schedule strings if you want to but it seems like a hassle to me
No I'm lying to make you waste time doing something impossible
it is! regular dialog then lol, uhhhh how might i do that?
fair fair
Yes you can do that lol
You just put the key into their regular dialogue file and then call that instead
it's okay you'll remember it π
gotchaaa okay
Characters\\Dialogue\\Dwarf:{{ModId}}_ClaudesFinalRevenge etc
well i just spent all that time doing schedule keys for nothing okay-
..'all that time' is like 10 mins but every second counts when you're ON THE GRINDDD
i say that having spent multiple hours of modding time just idling-
You can just copy and paste the actual entries
Would crops planted in the ground be Items still for the migrate IDs?
And then use find and replace to swap the schedule strings path
Is there a minimum size for area maps?
-# i am intrigued?
No, I don't think so, but since they're tied to a seed item they might switch if you migrate the seed.
Hmmm. Not sure if its worth it to try and migrate everything if the planted crops still bug out
I recommend you do a test of one item to check the crop
Whyyyyy did I not write my changelog as I went
while we're at the topic of schedules: do roommates use the regular marriage schedule?
uhh, no roommates currently have schedules in BG, but afaik yes
poor krobus isnt allowed to have hobbies
I want to make an edit of IF2R for multiplayer that leads to separate mini farms for each farmhand so the big map can be for capitalist min max purposes and the small ones can be personal aesthetics. There would be a little nexus west of grandpaβs shrine that has the entrances to each mini farm. I want that nexus to be small but also cover the whole screen so there arenβt gaps of Void Space on any edges 
i've been wondering, since roommate dialogue needs roommate as a suffix for its keys
oh that's really cool!
you have no idea for how hyped i am for your mod
GET SCOPE CREEPED
tis my achilles heel
It is my first time ever touching maps though so Iβm struggling a bit and might be totally over my head
if achilles had like 25+ heels-
AAA
maps are evil. havent checked custom farm maps though
yeahh that's just how maps work so you're doing it right 
i cant map..
if it makes you question your sanity and why you are even doing this to yourself, you're doing maps right
omg once i accidentally set the tile size to 32 by 32 and no one knew how
I learned how to make Tiled work so I got it in theory but in practiceβ¦
source: my npc has three different map options available. i am normal
one sec..
π
LMAO I REMEMBER
in theory it makes sense. and then you learn about tilesheets doing fuckall
32x32 is the default on Tiled so you gotta manually change it
Source: I also ended up w a 32x32 abomination
?!?!?!
But first thing is figuring out what the minimum map size is
one of my favorite "this doesn't actually do anything" is the hopper. it's just a weird chest and doesn't actually load machines. the machines are programmed to check for a hopper above them and pull ingredients from it
yayyy i'm not the only one!!
found ittt
#making-mods-general message
HUH
i am just so glad for button's tilesheet climbing fixer
claude did you make 13 copies of the zip. claude blink twice if you need help
me when im trying to fix a map
..no i used map fixer 13 times w/o cleaning up my download π
at this point i'm not gonna clean it up i just wanna see what streak i can hit
..think i'll make it to triple digits? i am remaking the sewers now-

Probably 1 tile as far as technical minimum goes. In terms of what you find acceptable, try opening vanilla maps and seeing what size you like.
Also if you haven't already, GET YOUR MAP IN GAME.
Do NOT make the mistake of creating an entire map before ever trying to get it working in game, unless you enjoy lots of pointless rework.
There are many ways a map can go wrong and those ways tend to get compounded if you spend an entire map making mistakes instead of getting them figured out early.
aba it's like 4am for you now
Yes I took forever to do my update release things. I ended up having to close discord to stop getting distracted lol
But it's done now! Bog's Witchy Tools 2.0.0 is out and I'm going to bed!
night!!
i'm looking for the smallest area that won't have void spaces on the sides
My advice about checking vanilla maps still stands for that
almost impossible to guarantee due to varying screen sizes, but note that BusStop was made wider in 1.6 specifically to address this problem, so i would not go any narrower than that map
Okay, I think a 1080 screen is valid to support
1080/64 *4/3 = 22.5 tiles wide
If you want 4k support, go do the math π
you can tell atra is a dinosaur like me due to multiplying by 4/3 to get a screen width given a height
i have a Cursed TM question. why has nobody ever solved the βBackwoods impassibleβ problem for NPCs via splitting it into two locations that use the same map? so you could have Farm and Mountain lead to {{ModId}}_Backwoods, whose map has had the road warps taken out, and BusStop can lead to vanilla Backwoods, whose warps to Farm and Mountain have been taken out
i thought the problem was inaccessible warps
The simple version is make the comm shortcuts always there
So that every warp can reach every other warp in backwoods
smort
i think this could help allay pelican townβs growing real estate problem lol but idk how interested mod authors would be in adding a dependency just to have their NPC be able to walk back there
Yeah it's a struggle
But also downhill is there and does serve as a bus stop to mountain route i believe
I don't think I've ever been bothered by no npc in backwoods cus why would they come here it's my driveway
i thought downhill was its own expansion, is it for other NPC creators to use?
Well if the location exists
Then the route will be there 
It does say u can have ppl move there iirc
Dunno the process though
yeah i just checked the mod page and they do seem excited for others to move in 
That's...was actually for 75% ui zoom 
ah, well. nevertheless,
anyway, the smallest intentionally-supported screen size for the game is 1280x720, although i'm pretty sure you can bypass the restriction and go smaller (but please don't)
i would like to go smaller
no
how much smaller
I thought u can just shrink the window
somewhere around 360px wide would be nice
That's a phone
that's smaller than some phones
1080*2400 is very high for a screen only 6.5 inches big
horrible, I love it
i like it
1:1 stardew is so cursed
cant u guys shrink window on windows
there is a limit on windows, it was annoying
year of linux desktop trust
why has discord given that such a large amount of padding
honestly if you just shrunk the UI enough there I think you'd have a decent vibe going on
Cus i enabled window shadows
Ahhhh
The image is just that big
This Will Be Stardew Valley In 2006
KDE Plasma 6.5
Smartwatch SMAPI trust
i trust
Yeah I think KDE Plasma has them enabled by default, and they are nice : )
I tried Gnome, not my thing
its consistant, but not my thing
we putting stardew on the gameboy now? 
Ram, not possible, but it is possible if we can render this at 480p, but for ram (16kb ram combined), this may be a struggle)
Isn't the gameboy even smaller and no colors
the game would have to go from 1gb to 8mb, i dont know if that is even possible
some gameboys had no color, the originals
the gameboy color did come out, same as gameboy color advance
I thought those r separate consoles 
they are
but they are all in the lineup of the gameboy
c-c-an it run doom?
160x144, 2 bits per pixel
that's the DMG. there were some more advanced game boys after that
we can make stardew valley - the dream
its just a pixelated version that is slimmed down
at that screen size its hard

even at the time i think people struggled with the screen resolution
How viable is gba sdv
non existant
not
if ur saying for a 1990s pc, its 100% viable
doubt I was mostly joking about the small square screen
i think you could make a credible stripped-down version of stardew on the gba, but not the stardew we currently have
or some modernized gameboy look-alike device
I'd say ram is the largest factor, which is 8kb for the gb, and i think for the gba its 32kb + 32kb of vram
who wants to rewrite the entire game to make it happen (not i)
ive seen al ot of those pop up, those are fun, im sure it can run on those
same shape just different OS
ram is obviously a huge problem. just the music alone is the majority of sdv's file size and it's all wavs loaded fully into memory in advance
you simply cannot do that on a handheld from 2001 or whatever it was
its...possible
for the audio
but its...taking the soul out of stardew
we can play it in the worst audio quality known to mankind
and shorten the tracks by 70%
to be more repetitive
you can't load a wav like that into memory on the gba. enoent
your gonna have to lazy load it into memory
and its going to be compressed to heck, lose 90% of its original audio clarity
and be shortened by 70%
so that would need a custom audio system for the game to figure out how to loop tracks while maintaing space
its viable, but not desirable
after thinking, may need to just convert this into your own audio track that uses 1-2 notes, unlike todays audio tracks, will save space even further
the people yearns for MIDI
What if u only rewrite enough to have the first event and 15 parsnip seeds
Selph midi mod shen
It's just like my bootleg pokemon games that only made like 2 towns
Tbh I would rather gut the gba and put a raspi in there
100%
32gb ddr5 ram 6000mhz
(costs life savings)
I'm a modder and have a really confusing problem. Any modders out there that can look at a simple mod for me? Please ping if you reply.
better to just describe your issue than ask if someone can look at your issue
I have a new artisan good. I put 3 items into 3 machines, one pops up in 20 mins (my test time) the others don't pop up at all
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
I know that, and frequently tell others that, but I'm embarrassed by my poor modding skills so I panicked
no need to be embarrassed here
everyone is supportive and everyone had poor modding skills at one point in time
putting your relevant json(s) into the validator per the governor command and sendin the link here is the first step
Frog, Crayfish, Mutant Carp. All I had on hand
and can you clarify what you meant by "don't pop up at all"
Double check the machines arent somehow connected to automate
(If unsure, hit U and screenshot for us)
Lemme test it again with the machines not touching. If that's the problem, I'll have to make sure it'll work with automate somehow.
Automate will just grab the item to chest you don't need special compat
public IDictionary<string, WinterStarModel> WinterStarGifts { get; set; } I'm trying to find the best way to get my winterstar gifts done properly...
Okay, did some tests with nothing touching. Conclusion: Of the three, only the crayfish outputs, the other two just continue processing for an unknown duration
I'm gonna try lookup everything and see what that says
sorry if there is already something posted about this but i think that some of the channels/links on here are hidden for me for some reason
but does anyone have any good resources for learning to code a mod that expands npc dialogue and adds heart events to them as well?
aha.. found it
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
nvm
see first option. there's also wiki pages for both dialogue & events
https://stardewvalleywiki.com/Modding:Dialogue
https://stardewvalleywiki.com/Modding:Event_data
It's good to look at similar mods for a start too
start with just reading the content patcher docs introduction, and then you can either use wiki examples or what chu said
thank you so much!
okay.. I can't seem to get this to work: ```cs
private void WSGiftAdd_Click(object sender, EventArgs e)
{
foreach (KeyValuePair<string, string> item in StaticData.ItemList)
{
if (item.Key == ItemList.Text)
{
GiftList.Items.Add(item.Value);
WinterStarGiftArray = new WinterStarModel[]
{
Id = item.Key,
ItemId = item.Value,
};
}
}
}
This is what the Array is: `WinterStarModel[] WinterStarGiftArray;`
I get 2 errors :```
'Id' is inaccessible due to its protection level```
The name 'ItemId' does not exist in the current context```
Which they should
Dialogue is overall pretty simple, and events...their syntax may seem scary but there's a lot of examples and helpful people
llll
Idk if u have collection syntax but it would be like [ new Model() { field=whatever }, new Model { field=whatever },]
fair enough, thank you c:
i don't think i get that
oooh good to know! thank you
where'd you get the 64 & 4/3
This is what you have atm, in multiple lines
var WSArray = new WinterStarModel[];
WSArray.Id = item.Key:
WSArray.ItemId = item.Value;
woah that's so pretty! is that elle's flowery grass or a different mod?
Yep and array won't have field ItemId
It's elle's cuter grass yes!
64 = width of tile in pixels
4/3 = 75% zoom
Plus void urple grass

i love elle's grass 
honestly i love all of elle's stuff though the bedroom eyes on the ostrich make me a tiny bit uncomfortable lmao
the what
i said what i said
it wants a definite number for the array?
ahhh gotcha ty
Array creation must have array size or array initializer```
does elle have have a ostrich retexture
Yeah u gotta put like 1 cus array fixed size
or use List if you can't know the size in the first place
You might be wanting a list instead
oh its not in the screenshots, i mean. its got funky eyeliner
but this array can be any size D:
he's giving bedroom eyes and ostriches do in fact find humans more attractive than other ostriches fairly often in zoos so i do not trust this ratite
its eyeliner!!!
(see above)
Yeah just do a List<Model>
lol didn't see that Selph
tbf elle does these animals very nicely. real life ostriches are, uh
Where is this type even from i thought winter star gifts is just generic item spawn field
it is
why is he doing his face up to walk around in my farm???? still sus
/j
https://www.worldanimalprotection.org/contentassets/b4befd3f321543d6beefc69ce4f5cf57/1037907.jpg
you can see what she was going for
It's just realism
with the large black eyes
don't look at me like that or i will make more ostrich recipes 
elle's just look friendlier
so how to add the data as a list?
i can and i'm not saying it's bad, i just personally have to go and paint over the eyelashes when i use those sprites 
ostrich recipes?? like for AHM????
nah wiz has his own mod
i make meat
grow your meat!
what mod is it?
its technically vegan, if you think about it
Isn't this your types 
You can change it to
List<WinterStarModel> WSList;
WSList.Add(new() { Id = key };
yea it's kinda like tofu when you think about it
I'm typing on a phone dont mind typos
var WSGData = new WinterStarModel();
WSGData.Id = item.Key;
WSGData.ItemId = item.Value;
WSGList.Add(WSGData);
``` This too much then?
It's the same just whether u did syntax sugar
I got no strong opinions about this
Let IDE have opinions instead
okay.. i mean it came to me but if the other is easier I'd rather do that
only two ostrich recipes exist so far
Syntatic sugar is about what comes to you easier
I like that x3
That's why im sitting in my harmonyannotations r sinful hole :)
do people eat ostrich a lot? picking a fight with it seems spooky
pry my annotations and automagic out of my cold, dead hands, chu
as soon as we get Cecil access im rewriting your mods to use annotations
now i got to get that into the json
How would that work...
is this some sort of C# war
Do you have to scan my whole dll for Harmony.Patch
i would yes
an aesthetic C# war I think?
like a SMAPI rewriter but targeted just at you
What if there's actual reasons like terrible patch targetting every overload of draw
wdym, you can also do that with annotations
Or every ctor of DialogueBox
you can specify overloads in annotations chu
should i be worried right now
WinterStarGifts = new WinterStarModel[] { }``` How to shove that in here
But can u iterate through
what, are you worried about the number of overloads changing from one week to the next?
I slacc
eh, it's only crimes against each other, the only worry would be for how long they are at war for XD
if im rewriting your mod to use annotations with my mod anyway i can just iterate to add the annotations
just two people debating opinions where one opinion is clearly more correct than the other
But i also fully moved on from "why would you" to "could you do all that without breakage"
which one is it
i like to think ive gotten pretty good at pushing things to just before the point where things break
would satisfy me to see it done
maybe get you a few extra bug reports if i do it wrong
then i will name my mod AAA.AAA and put it in afolder named AAA and rewrite SMAPI to blacklist your deannotator
that wouldnt be fair anyway i think deannotating would be much easier
Yes it's true the deanonated behavior is basically what's done by harmony already
im also just like. assuming Cecil would give me some sort of access to annotations in the first place. i actually have no clue what Cecil's limits are, if any
Ooooh!! That's so cool I love it! is it compatible with AHM???
Also, is there perchance a list of current meats available? is there chevon? 
Found the problem. Mod conflict and me being a dumbash
(guessing the Cecil you're talking about it Mono.Cecil?)
yep
I will avoid stating it outright because I wisheth not to join the battle, only to enunciate that if you know my heart you shalt know my stance on the matter at hand
SMAPI uses it, we cannot* use it
*we can but no point
mooooods button and chu are fighting and throwing things 
(theres no point to us using it bc its meant to modify assemblies before they are loaded or as they are being loaded, as SMAPI does, but obviously by the time our mods run... they are all loaded)
I guess smapi might need like a 3rd class of mod things to enable Cecil
Selph doesnt like annotations
EntryCecilDll or something
(ty, that's much clearer to me that the docs are XD)
That promises to loaf ahead of EntryDll mods
loaf ahead...
Mm loaf 
I could go for a good loaf rn
if the content modders yearn for the foreach, the C# modders yearn for the cecil
things that can never be...
I agree with selph and chu that annotations are crime btw
I want Cecil mainly to add fields to game dll
if y'all didnt write mods with bugs the annotations wouldnt make a difference / lh
i also want this and im like 75% sure this is why we cannot have it

