#making-mods-general
1 messages · Page 491 of 1
So I managed to clean up the trees and bushes, but my boys are still exiting into the wrong area eventhough I have the door tiles properly set up. I believe that's because the warp itself is managed through Tiled. How could I fix that? I believe tiled does not take arguments
@vernal crest I have checked and as it stands you can enter the house just fine, but exiting is what leads to the problem of them appearing up there. But exiting the house is handled in tiled. Is there a way to simply do that in json, or is there a way to have conditions in tiled? (I assume not)
I have already told you how to do it and reminded you that I already told you. I'll go find the message where I told you how to do it the first time.
This is where I told you what you needed to do: #making-mods-general message
And this is where I told you before that I'd told you what to do: #making-mods-general message
I am incredibly sorry for being this uninformed about this and for inconveniencing you. I can totally understand that it must feel super frustrating when you have to repeat yourself multiple times, especially if you help out dozens of people with various levels of expertise in this topic. All I can do is just definitely assure you that I mean no malice when I ask a question multiple times. But I keep getting words thrown at me which I simply don't understand, and over multiple topics and it's simply not easy to keep my head straight especially with interjections (absolutely no ones fault and no bother, but it makes it harder for me). All of this just makes me feel incredibly stupid. I still appreciate your and everyone else's help
hiiiiii how might one make it so that a book with text (or custom graphic, a la inspect tortilla) shows up when you 'use' an item like a tool? wanna make the dwarf scrolls readable
There is probably smth in spacecore for that
spacecore docs here i come 
I appreciate your apology. I know you don't mean anything malicious by asking multiple times, but it is annoying to have you ask the question three times, and twice of those times act as though you never got any answer. That's different to saying "you told me X but I don't understand what you meant, can you please explain that?" And I could understand you missing seeing it once, but missing seeing it twice makes me feel like you're not reading my messages.
It also doesn't feel nice to be told that my trying to help is "throwing words at you". I understand that you won't already know all the words that I use, but I don't know in advance which ones they're going to be so I don't want to waste both of our times and make you feel talked down to by explaining every little concept. Part of asking for help means asking for clarification when new terms are introduced. Nobody knows what these words mean until someone teaches it to them or they read resources that teach them.
You're not stupid and I'm sorry if I'm making you feel that way. It's not being stupid to not already know the answer to something that's new to you.
If you need help without the risk of other conversations interrupting, any of the orange names (including me) can make a thread where we can talk outside the main channel. We can do that now if you still want help from me (I will understand if you'd rather not).
Did you look at inspect tortilla to see what it's doing?
..i will now!
Spacecore or meep are your main options
aight it's pretty simple!
..famous last words ik
okay it does need meep and i have no clue what meep is-
You can add the MapProperties field to the json patch that you're using to remove the tiles from the paths layer and add the LockedDoorWarp. MapProperties is explained on the same CP docs page as MapTiles.
Oh, no I defnintely did not meant to say that you're throwing words at me! Absolutely not, sorry for my poor wording. I meant with the Wiki and the GitHub docs and tiled and JSON and everything, there is just so many words I don't understand. That was not supposed to lead back to you at all, I am so sorry 😭
Mapping extensions something something. Hopefully it comes up on Nexus searching meep but otherwise search mapping.
Mapping extensions and extra properties iirc
Yeah that sounds right
hm, I might @ 6480 to see if I can steal their inspect tortilla code, do you know if they're okay with being @'d?
found it! god it's such a fun vocal stim-
Yeah I'm sure he'll be fine with it
@drowsy pewter hey! I'm working on a mod and I wanna make a feature where interacting with a dwarf scroll shows an image and text, is it okay if i steal the code for it from your inspect tortilla mod?
That's okay, thank you for the explanation
and I know it can be lots of new things but remember that it was new for all of us once and it doesn't mean you're doing anything wrong if you don't know what the words mean the first time you see them - none of us did. The important thing is to take it slow so you don't get overwhelmed. And also look back at how far you've come already. You didn't know anything about this when you started and now you have a working mod on Nexus! So you know you can do it :)
I just really hope I'm not making any enemies here, or bothering/ upsetting people. Because everyone here has been super helpful and super kind and I know I owe you guys so much! Which is why I'm never above crediting anyone who even helped me out just an inch to get this project forward. If I give anyone a hard time I'm always open to hear that and try and work on it more. I promise you, I do not mean to make anyone's lives harder on purpose 🥺
I don't think you are making enemies or upsetting people. I was annoyed that it felt like you were ignoring my messages but we clarified that you were just struggling to keep up with the cross-talk.
My experience here both as a new person when I joined and now as someone who gives help more often than I ask for it (though I still ask plenty ^_^) is that we're a pretty forgiving and friendly channel. People have to be pretty demanding, helpless in an entitled way, or rude before others start avoiding them. You're not like that.
(Popping in as an uninvolved party, it is nice to see a new modder trying, even if you're getting overwhelmed. Not everyone gets to the point of trying, so you're already doing well! Plud you're being polite, so you get bonus points)
I definitely did not ignore your messages! (at least not on purpose) I think I simply came with 2 issues 1. Doors and 2. House on map (and path layer issues) and I asked about both and then simple worked on the map issues first and then I completely forgot all the information I was given about the 1st issue. I read through your message a few times and tried my best to understand it. I tried to reverse engineer the locked door warp but it doesn't seem to work yet 🥺
I mean, I am not only coming into someone else's space, but I'm also "demanding" (so to speak) help and attention from people that only do so out of the kindness of their hearts. The least I can do is try to be kind, patient and understanding and hope that I'll recieve the same kindness in return
Hoping this is a simple enough question:
I'm trying to figure out the code to use to turn something into an 'on use' item that will generate a random item.
Example: Using 'Box' has a possibility to spawn a random seed bag
-# awwww y'all are so sweet :)
Some people do straight up just ignore half of a message if they're impatient or don't care, I had someone ignore half my message just earlier today so it's something that does happen a little too often 💀 But no, you both handled this situation well i think, and you both acknowledge each others feelings and if you made a mistake you apologised. Just generally a very adult way of dealing with it, very pleasant to see
(Not ignore on here just to be clear, in my comment section-)
No, you need MapProperties. It's a different field. Look at the CP page for EditMap and look at the MapProperties field. You'll need to use TextOperations to change the existing warp in the .tmx to the SVE value.
Alternatively, it might be easier if you delete the warp from your .tmx (the house interior one) entirely and have two json patches with AddWarps - one when SVE is not installed and one when it is. That way you can use AddWarps which is much easier to understand than TextOperations.
And I'm sorry, I led you astray about which patch it needs to go in. It shouldn't be the Maps/Forest one. It needs to be a new json patch that targets your house interior map because that's where the warp to outside is. Sorry for saying the wrong thing before.
Oh wow, that also must have felt like they didn't value your time at all 🙁 So far you have been super sweet here though, that's on them really
It wasn't any big deal, they said my mod has a map issue but just provided a confusing verbal explanation so i asked them to make a bug report according to my step by step bug reporting guide, and that they could try to mess with the map configs i had implemented. They just said they hadn't messed with the configs and told me which versions didn't work and which one had worked, aka they didn't file a proper bug report like asked lolol so i just told them to file a report again
It's past my bedtime here and I'm trying to get an actual 8 hours tonight so I'm going to have to head to sleep, I'm sorry. If what I've said so far isn't enough to go on (which is perfectly reasonable if that is the case) and you can't figure it out/nobody else knows what I meant/nobody else has a better idea, ping me and I'll explain more in the morning 🙂
That's all okay. You did absolutely amazing, as per usual! I'll try and work out more and if it doesn't work, then I'll hope to give it another shot tomorrow as well 🙂
I might be able to help out in a couple hours as well, im working on an essay rn so i can't be of any proper help but I've implemented my own house on both the normal vanilla map and the SVE map so hopefully could be of some assistance if you're having more issues later ^^"
...okay sorry to interupt the sweet moment but i need some mod help- SO i wanna make it so that the item you need to roommate dwarf has to be crafted by another dwarf bc only they have the fancy metalworking power to work with enchanted metal, SO you give the ingredients to the volcano dwarf for them to craft it for you (with a fee ofc), but how might i make it so that they need all of the items to craft it? i wanted to make it quest but multiple items don't work for those, and special orders expire...
I feel like stardew in general has a wide target audience and not all of them might speak english perfectly well 🥺 that being said though, you do have a right to be upset about that, it sounds frustrating :/
HMMM mayhaps if you gift all those items to them while the quest is active, then they give you the item??
but how..
I would be super, super happy about any and all help!
i could set up a custom quest requirement that i manage on my own
and use BETAS to track it..
That's a common issue on Nexus, my mod's comment section is full of people who seemingly can't read (latest case for reference: #making-mods-general message)
but that would require making the volcano dwarf into a real NPC and not a tile
i once had an issue that i just couldnt replicate so i just gave up on fixing it 
a tile..
my life motto ngl
I have a lot of understanding for people who struggle with the language and try to make my instructions simple or ask in clear words but I don't think the language was the issue here tbh lolol Just not really taking in more than half of what i said. Their englisha and language comprehension was on a level where i feel they should've understood my request to file a report ^^" But eh, it's fine and as much as i groan about it sometimes, i rarely get too annoyed
..god i can't stand that volcano dwarf is a TILE
you'd hate gil more
i kinda wonder what the dwarf looks like under the helmet
✅
ikkk i'm working (politely demanded their help) with someone on tumblr who made a bunch of drawings of them, as well as without the helm and it's a rlly cool design.. but no my mod shall not expose dwarf
Seriously. My bf said he couldn't ever release a mod cus he'd go insane from some of the comment requests. I have no issue playing customer service and putting on that persona so im not very bothered. But sometimes... sometimes i want to be a little mean but I don't, I can behave
made a fuck ton of helm lore to make removing the helm like blasphemous
and a green child?
😂
basically it would the equivalent of being completely naked, but more stigmatized
also cool seeing you back!
..okay now to my mod question bc i need help-
-# bully them
I had enough free time to start doing something again
I was also mentally prepared when i released my mod that this would 100% happen, I want to work with making games and i've worked with customers before. Rule of thumb : no one reads, no one will bug test themselves, no one will provide context and there will be entitled people. But once you're aware and mentally prepped, i don't get too bothered lol
imo going "customer service mode" is very detrimental to communication, it's based on the concept of treating customer service people as lower than human. Very much a systemic issue that I feel strongly about
..who said that???
That's also very true, I get your feelings dude. I mean I do have my limits and I refuse to be bullied or influenced to do stuff just cus my players want something. If i don't wanna make it or fix it, i won't
If you feel like you have to use a customer service persona to talk to certain people, I'm pretty sure they're the type of people that won't read/listen anyway.
I tried to go the route of adding the warps through JSON. Does anyone have the quick eye, to see if this is going in the right direction?
True true, I don't put too much effort in, just generic stuff but i'm aware they won't do anything and if they don't then well, fuck can i do bout that lolol But maybe i should allow myself to just use my regular voice as much as possible
anyone know of a framework that might enable this?
No clue how that stuff works, but I recommend testing stuff. The "trial" part of trial and error is kinda required to progress
I think it looks correct, it looks like mine so i think it should be okay
Sadly it's still not, which is weird :/ I deleted the warp out of Tiled, so they shouldn't have anywhere else to warp to
But weirdly enough as the player the warp works. Just not for the NPCs, maybe I should add something for the NPCs XD
OH i think casey mentioned something about NPC warps in the 1.6.16 thread?
..no clue what it was but
The documentation also mentions separate Warps and NPC warps, I added some, so I'll see
Ah i've had this issue! Lemme see what my code looks like now when it's fixed lol
Thanks a ton! I tried the NPC warp, sadly it doesn't work :/
Hoping someone might have an idea or direction to point me in. I'm working on a Christmas themed mod with an item that can be 'on use' to generate a random item. Trying to figure out what code I need to put in to make it an 'on use' item.
Item Extensions support shop items that need multiple item trades
SpaceCore has trigger actions on item use
AAAA tysm selph! would this still work for quests or would it have to be a shop item then?
has to be shop
if you're willing to wait til 1.6.16 it adds special orders that don't expire
or use another framework for untimed orders
Ok, I'll take a look at the documentation. Thank you
gotcha... OH i could set up an event where the player asks the volcano dwarf and then the shop item is available!
Could do an event where you bring the required amount and then use the removeItem command to do it. Send the object in mail the following day
..tbf I think my mod will take months so it might be out by then-
YES omg that's perfect!
thank you!!!
..wait, i dont think the volcano dwarf's shop has an actual location entry, would an event still be able to trigger?
couldn't you just trigger it at the volcano entrance or outside it or something
Is the entrance to the volcano a map? You could make an identical map and change to it from the volcano
i could! and i think if i can find the map it can still happen there!
This is from my custom house to the forest but it does look like we have the same code hmm. I know that in my map file i also have tiles with tile properties, lemme bring that one up too
You're right, it is the same :/
Don't mind the red stuff, but in my map i also have one of the tile property things. Have you seen these before? The TileData square by the door.
Yes, I have seen those
My warps don't have tile data, but they work still. Like taking the stairs on the left flawlessly leads into the basement and back out. The door on the right leads the player perfectly in and out
Funky
...turn it off and turn it on again?
Okay wait do you need the NPC to go inside or outside?
so far they are bugged when going outside, I haven't seen them get inside yet
Right, okay
They usually leave the house early in the morning and come back in the evening
(Oh, omg, you also said you were writing an essay, we can totally continue this later)
Well I'll just tell you what I've got going cus it's working. and dw bout it, i needed a break ;P
Anyone know if the mutant fly and grub have their own set of sprites or do they just use the sprites of their normal counterparts, but with a radioactive booger green filter all over them?
Sorry for interrupting.
On my Back layer (looking at the layers with the purple icons, known as Back layer), it has a custom property that adds a Wrap. Do you also have this?
(Don't be sorry I just take up too much space XD)
I'm asking this because I can't find any .xnb files with their names.
welp, all the files for the volcano mines are cursed-
Every other variant's got one, though.
hm, check the data entry?
how do dat
Ah yes, there was one. I was gonna try and remove that one and see if it works (I have a slight suspicion that it might not)
uhhh content upacked/data/monsters.json
Ok, I found the command 'spacechase0.SpaceCore_OnItemUsed' now how do I.... implement it...? 
Yeah, sadly, removing it didn't work :/
update: volcano mine layouts are from hell. I cannot, in fact, find the shop thing bc it's just.... this?
I can check for u later but in context of MV, the monster name is the important bit
If you lookup anything on them and they got a different name then assigning different tx will work
Failing that, assign different tx by their location instead
I'm sadly out of energy and out of time.
maybe the event can trigger at the base of the island and then the shop trade becomes a thing, and then after the trade, at least 2 days later, they give you the bracer?
But from what I do have right now alludes to the fact they are literally just that with a filter on.
And I'm at lunch hence check for u later 
Wouldn't be the first time. Smoked fish are just whatever sprite you want them to be with a dark overlay and smoke.
It probs won't fix it sadly- Okay so you ahve custom properties on the back layer, then lets try adding a DataTile and see if that helps. It also needs to be on the Back layer. Use the insert rectangle tool to make a tile, right click and press "Object properties". Then you right click on the panel where you've seen the custom properties before (it shouldn't have any yet but we're gonna add ones). Choose "Add properties", write Warp in the new window and okay. Then add the code from your AddWarp stuff (aka the "X Y forest X Y" stuff)
And place the tile where the warp is suppose to be ofc
Gods know if it'll work but I have all three things (both layer property, TileData property AND AddWarp in my json files, only the devil knows which one is the one that makes it work)
So like this?
It has to be on the map, not below it! But otherwise yes
Your character has to walk over the tile for it to trigger. Are the coordinates below the map on all of your code? Cus that might be the issue
Let me try that then, because I used the Dao house guide and there it said it just feels more natural if the warp is below (it also worked on the regular vanilla map so 🤷🏻♀️ ) let's try it on the map though 🙂
Funky, but sometimes stuff just is lolol I think i tried that too but it didn't work, and generally i don't think people think too much about how the characters exists unless its like a tile or two too early ;P
Try maps/mines
The red yellow blue pngs too
Ooh!
It's dynamic
That is true, but sadly, the boys still be stuck
hellooo can two seprate mods have dependencies of each other? idk i phrased that right-
you'll end up with a circular dependency if you do that
Damn 
uh, would that break anything?
Life sure is hard 😭
I know this is a long shot but re-upping
no clue sorry
i'm sure the coding ppl will appear eventually tho! i would say ask in programming-off-topic bc all the fancy tech ppl are there, but this is on-topic sooooo
As a hail mary, i can physically take a look at it later if you send me what you have of your mod rn ^^" Just dm me with a google drive map or something similar and I'll see if i can solve it after my essay is written, if youre comfortable with that?
That would be fine by me, I hope that it's not too much for you 🥺
Hoping this looks correct:
Nah, now im invested! Plus, i want to get better at map making and make a tutorial so knowing what the issues that appear and how to solve them is good
Anyways, i gotta write that essay before i get ahead of myself lolol
hmmm, maybe look at some other mods that use item interactions for reference? i'm a fairly new modder but this doesn't look quite right to me
good luck!
That's what I was thinking as well, but couldn't think of a mod to use as reference off the top of my head
i'm using 6480's inspect tortilla as a reference for an idea I had (actually messaged them earlier asking if i could steal their code LOL), maybe check that out?
I'll take a look at it! Hail the power of tortillas
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_PresentBox": {
"Id": "{{ModId}}_PresentBox",
"Trigger": "spacechase0.SpaceCore_OnItemUsed",
"Condition": "Spiderbuttons.BETAS_PLAYER_HELD_ITEM Current *your item id here",
"Actions": [
"AddItem {{Random: 382, 384, 348}} 1 1"
]
}
}
}```
Assuming you have the present box item
I added Betas gsq here too if you want this to fire when holding a specific item
Iirc you also need Spacecore's item extension thing
Oh, thank you! I'll try that
you won't need BETAS for that, spacecore itself should put the item used inside either the Target or Input for use in things like the vanilla ITEM_ID game State query
but you will need spacecore's object data extensions or whatever is called to make this item be usable in the first place
Could you show me an example of what you mean? I apologize as this is the first time I am diving into using Trigger Actions
im on mobile right now and don't know the format for spacecore off the top of my head so unfortunately I cannot
No problem! I'll look further into it so thank you
I think I found it: UseForTriggerAction
Could anyone who knows a thing or two about Content Patcher's EditImage thingamabobber help me check if my monster sprites work or if I made them too big for their own good?
I'd DM the sprites for you.
you can just compare them against the vanilla files you're replacing right
The actual thing we r trying to check is monster draw code
Whether they are using the whole sprite or not
I suggested editimage because that's a easy way to test but i will go look at decompile later yeah
You want the sprites just in case?
ah yeah I have no context as to what you're doing my apologies
It's not important but make a list of the ones you wanna go out of bounds for 
I've already made a folder for them.
Common, frost and lava bats;
Common and magma duggies;
Metal and hot heads;
Quite possibly lava lurks, but I think I'm just getting paranoid.
Oh, and maybe pepper rex too, but I think I'm just getting VERY paranoid.
I wasn't suspicious beforehand, because the majority of these are all divided into 16x24 sprites.
The shadow shaman being the first I've seen this occur.
And that one seems to have taken the entirety of that space.
OH, and please check the flies and grubs too.
Yep
Thank you.
I... will just pretend this never happened and continue making the sprites as is.
Will probably make it easier to change them if things go awry.
Please do ping me once you've gotten the results.
helloooo I'm back- what specifically does the format field thing do/enable?
I'm thinking of switching from normal windows to wsl for vscode dev, any pitfalls I should know of? Is this just a bad idea in general? Is vscode cooked since net 6.0 is too old?
Alright. Having trouble trying to get this item to activate the trigger action: https://smapi.io/json/content-patcher/06329d57c0fd4cc2a5ca3a1858d2fb1f
you need to condition the trigger action on the item
"Condition": "ITEM_ID Target sakialyn.merrycrops.presentbox"
non zero number of people here build with dotnet cli instead of VS
although idk what would be the point of doing that if you are WSL instead of full linux
i want to keep my pc as windows instead of switching it entirely to linux but I don't like powershell or windows paths and zsh is slow, so wsl seemed like the solution. I was using dotnet cli + vscode previously, so this would mostly just be switching to wsl I think
yea i mean, why not use VS then 
Under Data/TriggerActions ?
inside that entry yes
I think I just know vscode better and I'm too lazy to learn how to use vs...
well then there's not really that much difference on linux
Hmm. Added it in and re-generated the item, but it still doesn't seem to want to use the trigger action. SMAPI error log doesn't note anything: https://smapi.io/json/content-patcher/6ce573ac1c944d939ed17f039edb3998
u can't hot reload but i dont think windows vsc let you do that either
and i have no idea how WSL handles capitalization in paths
oh yeah you don't have MarkActionApplied set to false on the trigger, so it ran once and never again
if you don't want to start a new save to test you'll have to run a console command to mark it as not applied
hey! how do ppl do portrait overlays for config stuff?
debug action MarkActionApplied All sakialyn.merrycrops.presentbox false should do it
good news i was the paranoid one 
| Monster | Size | Source |
| ------- | ---- | ------ |
| Haunted Skull | 16x16 | Bat.cs |
| Magma Sprite | 16x16 | Bat.cs |
| Bat (all kinds) | 16x24 | Bat.cs |
| Duggy (both kinds) | 16x24 | Duggy.cs |
| Metal Head | 16x16 | MetalHead.cs |
| Hot Head | 16x16 | HotHead.cs |
| Lava Lurk | 16x16 | LavaLurk.cs |
| Pepper Rex | 32x32 | DinoMonster.cs |
| Grub | 16x24 | Grub.cs |
| Fly | 16x24 | Fly.cs |
The green grubs from mutant bug lair are indeed just grub/fly but drawn with Lime color.
the skulls are funny cus they r secretly Bats on the inside and get hardcoded to 16x16 bounds
You've no idea how relieved I am.
Thank you, you're a lifesaver.
i wonder if i can just
allow more sprite sizes 
whats the worst that could happen....
They're... bats?
i’m very very interested in this

yea
They seem a little too extreme for bats.
Thought they'd be more on the serpent side of things or something.
i haven’t done any more work on Big Spider but 
look im pretty sure mr ape just went
bats fly, these guys fly
too lazy to new class
so are the flame sprites in the volcano
mood
it's all bats all the way down
Now, I don't know how much of an expert you are on the following field, BUT.
it's bats all the way down...
it's bugsnax all the way down
Do you know if the lower fly sprites show up as intended or are they scrapped like the lower bat sprites?
I'm asking this because the flies seem to only be using a front/back-facing texture that just rotates.
As it, no matter what, flies AT you.
Unless I'm missing an instance where the fly is facing the sides.
That way I'm just screwed.
hm they do seem to animate depending on facing direction, but im not sure if their facing direction ever "update"
this is prob better to check by actually testing in game 
@thorn sorrel hey! i think i found out how to do your mod thing! look at this! it's with Item Extensions https://github.com/misty-spring/StardewMods/blob/main/ItemExtensions/docs/MenuActions.md#example:~:text=replaced).%20Default%200-,ReplaceBy,-string
I'll try that!
Tried adding that in, and also tried making a new save but the action still didn't seem to want to trigger. https://smapi.io/json/content-patcher/0e5b1e3bc6b64b3f9dbc6a23a9fbe0d8
Owie.
Thanks.
try qualifying your item IDs
hope it works 
(O)378 for example
hmm I don't think it matters
oh wait I see it
I forgot you have to edit the spacecore asset lol
your UseForTriggerAction and ConsumeForTriggerAction has to be on the custom asset SC provides
that would do it lol
spacechase0.SpaceCore/ObjectExtensionData
consider it an extension of Data/Objects
Hi everyone
I'm still very new to modding stardew and this question probably fits more a channel like "modded stardew" but i didn't get a reply and don't want to interrupt the conversation there
Is there a way to move the location of the spouse room while having both Polyamorysweet and a custom farmhouse?
hey there! this does belong here :) not a map person but one'll come eventually lol, welcome to modding!
as in, as a user or for a mod you're releasing?
As a user
then no, you were right initially
Ohhhh sorry!
people here don't tend to play much 😅 and polysweet doesn't have great compat
so we generally don't know the answer to things like this
worth asking in both just in case, you're just likelier to find your answer over there
But where can i ask for help then? In that channel it seemed no one knew either
it might just be that nobody knows
Well uh, in that case, how hard would it be to create this as a mod? For someone who doesn't know anything about modding or even programming in general
i think polysweet just has fork of this
Fork?
i wanna say u can move it since i seen custom farmhouse which do
My mind seems to be drawing a blank on how to implement this. Would you be able to show an example?
so do you see your block that edits Data/Objects to add your fields
you do the same but targeting that asset
Polysweet does have it's own custom spouse room thing i believe
basically clone the block, change the target to spacecore's custom asset and remove every field that's not the custom spacecore fields
"Action": "EditData",
"Target": "spacechase0.SpaceCore/ObjectExtensionData",
"Entries": {
"{{ModId}}_Magic8Ball": {
"UseForTriggerAction": true
},
"{{ModId}}_NikoMirror": {
"TotemWarp": {
"Location": "{{ModId}}_CrystalAndNiko",
"Position": "18, 13",
"ConsumedOnUse": false,
}
},
},
},```
that was meant to be a reply to this
Ok, I got it. Thank you both so much!
Does this mean i'm fucked?
@warped perch You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
Polysweet has a very modular mod, you could technically remove the folder in the mod with the custom room spouse stuff so only the other version affects spouse rooms?
What does this mean?
Oh and you can enable or disable the cusom spouse rooms in their configs
I really don't know what you're talking about, can't you move the spouse rooms with polysweets mod?
No
Also sorry i misread your message and thought you wrote "doesn't"
Oh wait you want to move the rooms around in the custom farmhouse? that's not super easy tbh, it'd have to be its own compatability patch. Aka you'd have to go into the code and change which tiles it places the line of spouserooms at and make sure it doesn't mess with the farmhouse mao
I see
Mapping is one of the more difficult and finnicky things i've at least personally worked with in modding, a looot of stuff can go wrong or just look off and remove other tiles
Well i don't like, understand what this means but like "it's hard, i see."
Are you keen on understanding why? I can try to give a more thorough answer?
Yeah fair lolol i just wanted to double check but yeah short answer is: it's hard
(imo)
Unless you think i could somehow manage to do it then sure i wouldn't mind a guide/explanation
Otherwise i'll just have to be satisfied with a long ass corridor of rooms
@urban patrol @brittle pasture Ok, I got the Trigger Action to work because the item was consumed on use, but it didn't spawn any of the items: https://smapi.io/json/content-patcher/134ee6ac2da94552a36603ad36f13ca1
anyways, back to essay writing, im almost done lolol
That's cool that it exists but i don't really like the layout of this farmhouse
I'd rather keep my current one with a long corridor it's fine, thanks tho
have you tested just the action using debug commands?
The fact that it exists means you can see how they moved the room
Because I don't think you need extra C# for this
also, a warning about the Random token: it's evaluated on day start, so if someone opens 5 presents in one day, they'll get the same item 5 times in a row
(i know because i tried to make my magic 8 ball give a random answer every time it's used)
I have not tried that. Still a novice at this. What would I need to put in to test it?
[[Modding:Console_commands]]
Hmm, ok, then is there a way to randomize the item spawned so it's not on day start?
however you won't be able to use {{Random}} in the debug command, because it's a CP token
i don't know 🥲 i gave up on having my item do that. maybe others will know?
I'd look into it but i have no knowledge and this kind of stuff
Unless someone volunteers to help me with this i doubt i could do anything, and i don't want ppl to go out of their way for me if it's something complicated and time consuming
Again, thx for the help tho
RIP LOL but thank you for bringing it to my attention!
I have not really tested this but you can probably achieve what you want with synced randoms and If triggers
quite advanced topic though
alternatively Chu's PeliQ adds trigger actions that can pull items from an item query, which supports randomization (also somewhat advanced)
what if u just make it a geode
it wouldnt be open on use so u need to add like a box opener machine
but it would let you have item spawn field fun times
perhaps u must put the box under the tree to open it 
New Machine: Box ripper
Why mess with ribbons and tape? The Box Ripper does all the work for you without you needing to find where you put your box cutter
How does one make Pathoschild.Stardew.ModBuildConfig take effect on net9.0? I downloaded net9.0 and when i build using that it doesn't do the zip + copy to game folder, but when I use the old net6.0 it still does. I build using the dotnet cli with dotnet build
you cannot target net9.0
My target framework is still net6.0 in csproj <TargetFramework>net6.0</TargetFramework>, or do you mean i just can't use the net9.0 sdks?
hm no u should be able to use higher dotnet just not higher targetframework
did u restore nuget and all that 
idk what that means so I guess no, I just did dotnet restore but no change tho
nvm sorry false alarm i think it is working but the terminal output looks different and i was looking at the wrong thing
if i'm making a marryable NPC, do i have to put the marriage dialogue in a separate load/json or can i use the dialogue keys in the regular dialogue json?
(a)
a?
ok, thank you
are you asking about a separate load or a separate json file?
you can have multiple loads in one file
theres nothing special to the code, its just normal meep stuff
alr! is it still okay that i yoink it so that I don't have to write it myself-
you have my full permission to steal any part of any code of any of my mods
there is nothing special about it
thanks so much!! 
..i just adore that the acronym is literally MEEP it's so fun!
hellooo double checking, $queries work in strings right?
Quick question not related no anything I'm doing atm, how difficult is to change an NPC loved/hated gifts after X heart events
? I was thinking ideas for an NPC and wanted to know this
you can just use a When with HasSeenEvent (but i'd be careful with multiplayer, set it on the host)
Nice, I had a hunch it would be like that. Thankfully I can continue with this concept 
sorry didn't see the notif
i mean item descriptions specifically
then no, it's a dialogue command
gotchaaa, anything i could use for that same effect?
object descriptions are tokenizable strings
...ig 'when' shit but..
what are you hoping to do
i want the description of the dwarf scrolls to change depending on if you know the language or not
ie have the wallet item
Can't you just edit it with a HasFlag condition
(But do note that it may not take effect until the next launch.)
oh, maybe! yeah actually, the vanilla descriptions are okay enough for pre-knowing the language
and cause i'm editing the item directly rather than chaning string, i can make that edit conditional and then change the strings too
thanks all!!
istg everyone here's so helpful it's really sweet
Hi, I’m trying to make my wild trees give two different products depending on the season, and the same with one of my fruit trees. Before, when it was just one product, it worked fine, but now it’s failing. In the case of the fruit tree, it only gives the product for one of the seasons.
hey! not a crops person but I think basic 'when' stuff should work!
hey! wanna check i wrote this right?
first time writing it out by hand lol
i can't draw hair for shit 😭 
I think I accidentally figured out what the error is. When I put it in SMAPI Validator to share the code, it showed me there’s an error. It seems i don’t need to duplicate “TapItems,” but I’m still not sure how it should be written.
without looking at a solution for your particular issue, it's simple enough to fix your json structure
https://smapi.io/json/none/c72e0f45d2d843cb85eb9f607b778dda
TapItems is a [] list of {} objects, so it's as simple as cutting out the double-definition and ensuring both objects from different lists are now in the same list
given your first entry has Chance: 1 for Season: Spring, it's worth noting that your second entry for Season: Spring, Summer, Fall, Winter will never be used in spring, in case that's not what you intended
per the wiki,
If multiple items can be produced, the first available one is selected.
yeah, hair is hard. if you're looking to copy the vanilla style, what helped me was fillbucketing all the colours in the vanilla characters' hair and using that as a silhouette reference, then after drawing in some hair shapes keeping the 3d shape in mind, gradually adding details one colour at a time
Mmm, I partially understand. I got the first part (I think haha), but I’m not very sure about the second. The wiki link is this one, right?
yep, that's the page
so when the wiki says the first available one it means the first one passing all conditions, including Season and Chance.
since in spring both of these entries will match the Season: Spring condition, which one is used depends on the Chance value being rolled, and the order they appear in the TapItems list, preferring topmost entries
per the wiki, Chance behaves like so:
The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
so all things being equal, with both entries usingSeason: SpringandChance: 1, the game will always use the first entry when choosing an item from the tapper, which in this case would beAyakashiBloom
essentially you'd get the exact same result using Season: Summer, Fall, Winter on AyakashiDrop since it'll never be used in spring. if that's what you want then that's perfect, but i thought i'd mention it in case it's not
I understand, I’ll give it a try. Thank you so much for such a detailed explanation.
so what's the behaviour you're looking for, both appearing in spring with a 50-50 chance? one always instead of another?
I want the flower (AyakashiBloom) to appear every two days and the sap every five days, both in spring. In the following seasons, only the sap (AyakashiDrop).
hm, i see why you wrote it the way you did
https://smapi.io/json/none/5e9a399f6d04426986a0c49de7d46127
Now I removed the TapItems redundancy, but still in summer it doesn’t produce sap with the tapper.
does it produce blooms in summer?
Season only accepts one value
that comma format doesn't work
you need to use the SEASON GSQ in the Condition field
No, it should produce sap (a special sap from the tree in question).
SEASON GSO?
[[Modding:Game_state_queries]]
Ok, I’ll take a look. Thanks, Selph.
This way?
"ANY \ "SEASON Summer winter fall \ "
technically you don't need Season or Condition on AyakashiDrop at all, depending on how you handle the 2-or-5-days item feature, since the idea is to have it produce blooms whenever it isn't producing drops
https://smapi.io/json/content-patcher/996bcfb5a34e401f97485545df68914d
as for scheduling the drops-every-2-days and blooms-every-5-days, i'm not quite sure how i'd write that
I had another idea, but I’ll be able to test it after my shower haha. Thank you so much, Holly, I really appreciate the thought. After I shower, I’ll try both methods and we’ll see what works. I’ll let you know if I succeed hehe.
wild tree drops has the PreviousItemId field which can achieve that (probably)
you don't need the ANY wrapper (though you may not need the season either)
what you can do is have these entries ordered as such
- bloom, spring, conditioned on previous item being sap
- sap, every season
if you wanted it to produce on a schedule like this, with D for drops, B for blooms, and - for neither:
- D - D B
then you could maybe do this:
https://smapi.io/json/content-patcher/a5c4a0734f354360b48f08c2adc5f565
but it'd still run into the issue where every 10th day it's both a multiple of 2 and 5, so with both conditions passing it'd ignore the bloom and create a drop
I forgot to tune the wandering back beyond the testing phase and so now they must dance.
I think they want the bloom/sap to take 2/5 days to produce
hm, this made me think it's a calendar schedule
but yeah my idea for alternate production during spring and just regular sap during summer should probably do it
alternatively why not make the bloom a shake drop, that seems more natural than flowers from tappers
set ShakeItems to be the bloom with a 50% chance, and keep sap as the sole tapper produce
though, hmm, you can't shake a tree with tappers (can you?)
yeah you can't
if you make it a fruit tree you can have the flowers appear on the tree as it grows 
making them fruit trees does mean you need Machine Terrain Framework (and Aquatic Crops - formerly Custom Tapper Framework) to make them tappable
all part of the plan 🙂↕️
if you have them spawn from a tapper every 4 and 7 days they'll only overlap after 28 days, by which time it'll be a new season (🙂↕️
)
@brittle pasture @brave fable hahaha So many ideas have been given to me! I made a wild Sakura tree because it’s the one that gives flowers, and I made a fruit version because I want it to give the fruit (the cherry) and the flower of that Sakura variety. While making the mod, I found out that there are several types of Sakura trees: some give flowers and others give fruits. That’s why I made them in two “flavors.” Now I’ll leave you a screenshot, while I go edit the code.
the mr beast spambots coming out in force today
Yes haha @brittle pasture here the trees
i thought that was your screenshot for a moment lol
Hahaha yes, I was just about to post it when a wild random screenshot appeared lol.
for sure, sakura is likely just a term for any blossoming stonefruit tree, but like many trees there's plenty of breeds/varieties/species with different qualities, so there's plenty of variety in what you can make
there are so many stonefruits out there
I’m going to try if it works and I’ll let you know.
The red tree is the Ceibo, the national tree of Argentina, and the yellow one is the Araguaney, the national tree of Venezuela. I made the latter by request, and that’s when I learned how to make wild tree mods. The Ceibo is from my country, and the sakuras, the white and pink ones, are the national tree of Japan. I want to keep adding more wild trees to the game.
@brave fable @brittle pasture you did it, we have sakura sap
Now I need to go back in time to see what happens in spring.
@brave fable and @brittle pasture
I also discovered, I think, that the count resets after collecting the item, so apparently there wouldn’t be any conflicts or overlaps on the same day.
I really appreciate both of you a lot. Now I have to see how I can solve the same problem with the fruiting sakura.
This is the code
https://smapi.io/json/none/28d21273c85a41e3b3a6d968d1787254
I have a question about custom farm maps. I haven't made one since 1.5, when the farmhouse location was still fixed. Do I need to worry about making it wider than the default farms still? Or can I extend the map on the right side now?
I'm currently plotting out the sections, a fancy four corners in a way, and I just remembered that detail lol
Hello!! question about dialog conditions [from a silly little noob]: i'm working on a dialog mod, i'm still mainly preparing dialog atm but I spent the past couple weeks or so digging into guides and breakdowns of how dialog (and modding it) in SV works. i just want to know, is it possible to make dialog from Character A that depends on Friendship with Character B? Think, like:
Talking to Sam with less than 5 hearts with Jodi: "Feel free to drop by for dinner. Mom might make a fuss about a surprise guest, but I'm sure she'll be fine with it. I just need to remember to tell her..."
Talking to Sam with 5+ hearts with Jodi: "Feel free to drop by for dinner. Mom would love to have you over, she likes hearing about your farmwork. I guess she's glad someone's shaking things up around here."
It's probably weirdly early for me to ask this since I don't even have the code writing started, but I want to manage my expectations and plan accordingly so I can focus on what I can do with my lacking experience vs what i cant
yup!
GSQs! one sec..
Sure! You can either do the query or just use a When condition
that feeling when you see errors starting at line 2717
the other feeling when a file that loads fine suddenly breaks for no good reason.
{
"ID": "{{ModId}}.GOF_Gallant_Grove_Raisins",
"BeforeID": "Raisins",
"When": {
"HasMod|contains=Cornucopia.MoreCrops": true
}
},
apparently you cna't have when conditions there according to the json validator
I somehow feel this is .. probably not correct
(also compats are not fun and aaaaahhh why did I start this project)
@ivory plume hey Pathos, I’ve spent the last 4 days or so pouring over the code for Content Patcher and revising it. I have gotten to a point where I think I’ve made a branch that considerably improved certain elements of performance, with minimal-to-zero downsides, and haven’t seen any problems in my personal mod list with about 500-600 mods. That said, my improvements could 1) be placebo and 2) be causing issues with certain specific mod lists or mods
I want a larger sample size for testing. For that reason I was hoping to distribute (and open source) my branch before PR-ing
For reference, in my testing total profiler-assessed time for updating tokens and patching them fell from about 45ms to 30 stretched over 2 frames
I know your code is MIT licensed, but I just want the go-ahead before I start distributing for testing
oh, afaik pathos is gonna be afk for a while due to some flooding issues
Oh shit
yeah :(
want me to attach the link to where he talked about it? i think he included a time estimate for when he'd be back but tbh i don't remember-
arshia u can just raise your PR anyways
so that there's a record of what you did
and u can show ppl
wouldnt updating things across multiple frames be bad for things that need to be updated immediately i.e. on the first frame of a new day when things like schedules and whatnot are being decided
ah, carry on then
I also decreased garbage collector pressure greatly
TokenManager.UpdateContext and PatchManager.TickDeferredPatches allocated new HashSets, Queues, and Lists every single time they ran.
I introduced reusable class-level fields (e.g., ReusableChangedTokens, ReusablePatchQueue). These are Clear()’ed and reused, eliminating some Garbage Collection during gameplay.
@ chu I did the crime you suggested
what does raisins have to do with cornucopia?
heads up you also need to be using cornucopias mailflags or cmct to check for the crop settings
Grapes of Ferngill has specific raisin recipes
for the rest god only knows, but it's in the compatiblity base from Grapes of Ferngill
you're not removing player access to raisin entirely are you?
alright
I'm really not honestly sure why Grapes does this
it's just to make it work with Preserve Quality Upgrades
but I'm trusting the original modder had a reason. =/
i don't believe layerdepth issues for Y > 150 were ever resolved, no
Ahhh that's a shame And annoying, means I gotta start over. At least I don't have too too much done, just some islands blocked out
(i missed this earlier but if you mean the validator is not correct, then no, it is entirely correct. if you mean this patch is incorrect then yeah carry on)
well there are plenty of huge farm maps
.. that is weird
im sure its a tradeoff you can choose to make
because I have yet to get acutal complaints on the pre-existing file on the patch
probably because the extra field just gets entirely ignored when newtonsoft parses it
the validator is just telling you it doesnt work, the file is.logically fine
I've just been out of the scene for a while, and I wasn't able to find ay good tutorials that were updated
just as a point of reference, Giga Farm is 'only' 155x155, quote the mod page "definitely way more space than 99.9% of users will ever need"
ah ok i thought they were just asking about bigger than vanilla
hm. Well, I guess I get to do silly things then.
the entire town being a measly 110x110
I'm making a new map for me and my friends, so I was hoping to go big so that we'd have more than enough space for all four of us lmao
seems kinda odd you wouldn't support when conditions on moving entries
i dont think so. you cant do half-patches
you either do the whole patch or you dont
if you want to When individual MoveEntries, you make separate patches
My previous map was definitely bigger than vanilla's, but it was length wise bigger, not width wise
the validator is correct because "When" is only valid on the entire patch object, on the same lvel as Action and Target
So, pointless making files longer than it needs to be, classic. :V
not inside MoveEntries
if you want to When all the moveentries at once then you can still dothat on the same patch
Riight now I'm actually trying to figure out why there's a cornucopia requirement here to b egin with
why dont you take a look at the giga farm that blueberry mentioned and imagine that as the upper limit for your farm map.see if that feels like enough space for you. Because you can for sure make maps larger than the default farm no issue
none of these are actually predicated on cornucopia being there..
sakorona i feel like you should just make your own logical decisions
sometimes the original mod is just wrong lol
yeah, I.. am going to just nuke these hasmods from existance
well as it is theyve been doing literally nothing, so. might as well
(I actually live in minor dread about an upgrade to one of these mods, because I had to reimplement it's logic, but it looks like PFM is increasingly on it's way out for people who don't need anything beyond vanilla rules.)
It's mostly fact that I know before you couldn't move the farmhouse location, but now you can, so just not sure if that's made making farms any different. But I thiiiink it should be fine as long as you don't touch that section? Just block off that upper extra portion on that top right corner, extending underneath it but essentially keeping the bus-stop exit and farmhouse location the same? But I'll definitely look at that map, see what they've done for it
im sure its fine
thanks for the advice!
Ugh, I'm so damn rusty with this lol
Soemthing about CP makes me just kinda go
"I hvae no clue what I'm doing"
and I find CP's documentation very .. not useful.
(the tutorials, on the other hand, are actually pretty useful.)
That is really unfortunate for you! I find the CP docs really excellent
mostly because cp documentation only covers the functions while you need to understand the component of the game data models to utilize it
so you cant rely on one or the other but both
the tutorials just combine both
I love that Pathos has so many examples of things so I can almost always see how to write things
The CP docs kinda, to me, lack examples of non-standard usage. I've had to open up mods multiple times to figure out things on how to use them for various fields
aedenthorn made some kind of c# crime for it iirc
you can move whatever you want anywhere, you can control the farmhouse location in the map itself as well as the entry points from the bus stop and backwoods
although, I will agree
once you have the data models understood, the CP documentation is mostly fine.
Content Patcher documentation is 100% fine after you understand the game's data models and basic .json formatting yeah
The thing that really helped me learn was patch exporting data files from the game and reading them, then practicing applying .json formatting myself without copy and pasting from elsewhere
Then it just kinda makes sense where stuff goes for the most part.
I read other people's mods a lot
But I also patch export a lot. Mostly to check for mistakes, but when I'm unsure how to format my json, I'll do it the way I think should work, then patch export the result so I can see if it's done what it was meant to. It's helpful for letting me see that I was putting things at the wrong level or using TargetField for the wrong thing, etc.
Friendship ended with manually testing simple things, patch export is my new best friend
(when I realized you could just patch export dialogue my life changed forever)
when you understand and internalize that all CP does is influence the asset pipeline to change what patch export will spit out, things get much easier
the only asset that CP has any special case logic for (excluding migrations) is Data/Achievements due to its weird nonstandard string delimatted value format.
everything else it doesn't know the difference between Data/Events/Farm and Data/Characters
Or, hell
Some/Mod/Custom/Asset
(As long as that mod sticks to lists, dictionaries, and simple models)
I will patch export anything
Can you patch export my sewing machine, thanks
I used patch export to check my logic that the GMCM buttons were in the content pipeline
I misplaced it
patch export Atra_SewingMachine
Found it, thanks!
any cache pathos will have questions regarding cache mutation and what evicts the cache
I did integrate your cache
and I was considering a texture cache or texture atlas but it was too much work tbh
would you mind testing this for me?
I just want to see if the performance is there and if others have immediate issues, and then I'll address those concerns, since I think that can be worked on
known issues: menus seem far far too fast, animations for player too slow
how could a CP mod affect that...
yea sorry CP PR i mean
those things seem beyond the asset pipeline
animation for players could have something to do with farmerrenderer and it's special content manager
it was an issue with another mod it seems actually
loading in with CJB Cheats preconfigured to higher speed values
Could not load type 'System.Runtime.CompilerServices.NullableContextAttribute' from assembly 'System.Runtime, Version=6.0.0.0...'
From a user's log, is it because I'm compiling my mods net8.0?
StardewModdingAPI.dll needs net 8.0 in mobile that's why I'm compiling on it
it's because your net 8 compilation is using features net 6 doesnt have
Stardew Valley and SMAPI (desktop) is .NET 6, so compiling above it will error at runtime
Folder: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley
The user is a desktop player. I guess I need to revise my mod description
what's the location i should use in a marriage schedule if i want bro to go to the spouse patio?
is it just "farm"?
iirc them going to the spouse patio just happens when its a saturday and not raining (and not winter or krobus)
Yeah you don't have control over that
you gave them the spouse room in the npc character data right?
Yes, I think so- loaded it in the content.json
you don't need any map properties. you might need the circle tile from the paths tilesheet for the standing spot but there might be a default/fallback for that, i don't recall
the farmhouse is kind of fucky though so make sure you left and reentered the map (in case you did debug marry)
and maybe even sleep a day
I put the circle tile on both, but the spouse patio is blank, and the room is Abigail's
and i married the regular way not the debug way
!json probably a mistake in your data then, if you got the default room (abigail's)
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.
ok
(first link is for you to share your json with us, so we can try to spot the problem)
There's no Data/SpouseRooms asset. Edit: anymore
You need to add it to their Data/Characters entry like Forsy said
Scroll down to SpouseRoom and SpousePatio: https://stardewvalleywiki.com/Modding:NPC_data#Social_features
(they were a thing, but whatever guide you're using is very outdated)
(if you can link that to see if it's something we can fix I'd appreciate it)
As in, transition from 1.4 to 1.5?
yeah
Ah yeah, things changed a lot in 1.6
Crap I forgot to load the assets aeugh
HE KEEPS. FLIPPING. EVERY TIME I TRY TO KISS BRO
I set "kiss sprite facing right" to false WHY DO HE KEEP FLIPPIN
So he's facing left on your spritesheet and you have "KissSpriteFacingRight": false but he flips when you kiss him?
No matter if it's set to false or true he just flips
Yes, he flips the wrong way
Try flipping him on your spritesheet?
:c
I will. Think that will work. Issue is with the code though- like what if I did sm wrong?
Then share it and ask someone to check
I will once I get the spouse room set up. It's showing up, I jsut made the map wrong so I have to fix that
okay, everything is fixed, i will now go flip the spritesheet
fixed the kiss ;c
thank you everyone
Now i just have to code all of bro's heart events and add like 200 more lines of dialogue and schedule dialogue and edit my previous NPCs' sprites/portrait/heart event storylines and then make a whole nother NPC and :😵💫
And convert to i18n sooner rather than later to make it easier for you and future translators! /hj
Sorry for interrupting, but is this the right way to disable my mod in different platform, cuz the mod is causing crashes in desktop
dont b sorry i was done
Don't worry, i18n seems intimidating at first but once you actually break it down it is quite simple
im breaking down right now babygir- checks bio babythey
Gee whiz I can't wait until i'm done with this mod update so i can delete every single tilesheet from my maps folder :D
I'm confused. Bug report:
InvalidOperationException: The StardewValley.Menus.CarpenterMenu object doesn't have a 'MagicalConstruction' instance field.```
Code:
if (!Helper.Reflection.GetField<bool>(e.NewMenu, "MagicalConstruction").GetValue()) return;
CarpenterMenu:
public bool MagicalConstruction => this.Data.MagicalConstruction;
I mean, looks like I can just use it now that it's public but why would the reflection get fail
If you like, I can introduce you to a wonderful invention that means you don't need a single tilesheet in your maps folder!
Maybe. Possibly someone I threatened about releasing it properly just last night so that I don't have to keep digging through DIscord messages to give it to people.
You know what, I should just make my own message with both the download and the instructions and then send people that. Cut iro out entirely 
This. Don't be me and ignore standard practice despite knowing the correct thing to do!!
(Stares at my hundreds of lines of untranslated, overly complicated event dialogue that I've already broke twice trying to put through automater scripts)
til: nexus's mod manager, if you manually import a mod
will not remmeber what library you imported it to
and will show it up in every game
and if you delete it from any library, it delets from every game
😐
completely unrelatedly: i have no idea what mods I've accidentally deleted form my game.
anyway
back to testing @.@
Have you tried my i18nifier app? I don't think it should break anything
And if it does I can just fix it
i can definitely endorse nomori's 18nifier, it saved my entire life
I have even used it even though I have a strict i18n naming system. I finally realised that for some things at least, I can use the i18nifier and then do a find and replace to replace the automatic keys with mine. It worked really well and saved me lots of work.
Don't think I tried this one, I'll give it a try! There's a couple others converters floating around. Does it get along well with intended & break-lined events?
This is what mine tend to look like https://github.com/7thAxis/Lurking-in-the-Dark/blob/main/Lurking in the Dark/[CP] Lurking in the Dark/Data/Events/Travis/4H.json
my dread when trying to write conversion mods is
"hi, yes, lookup anything cannot help you here"
Looks like it does preserve my meticulous indentation THANK YOU for this wonderful creation many hours of pain, saved 
Ooh using indentation to make the event even more readable, smart
Glad it works for you!
Yeah I prefer to write my events like I'm writing code blocks, makes them significantly less intimidating!
vscode would complain about this no?
i know it still works but why must the program yell at me
Because that's technically not correct JSON, which vscode expect since that's the file extension
We would need a specific stardew-json spelling checker for it not to complain
oh also, don't know if everyone just, knows about this, but you can add line breaks to i18n's values to do a line break
you use \r\n
before & after adding \r\n
helps a bit with formatting
this is, different for operation system types however
this only works if the place in question supports line breaks like that in the first place, which is not every place you can write text
what does \n only even do on windows?
so if I make a mod with \n in an item description, it will make a newline for me but not for windows users?
nvm \n alone also works
/r doesn't do anything, it seems

oh maybe thats cause im not on mac
I guess it makes sense since the text renderer doesn't depend on the OS since it's a C#/dotnet/xna feature
these are just i18n values so could be different for anything else
@modest spade mostly C#
I'm pretty sure CR/LF vs LF is an issue in the text of actual files, so doesn't affect manually escaped characters
so will it work for everyone if i just add \n?
uff, kinda boring language
gl to you, moders
what do you code in?
afaik, \n should work the same on any OS as far as stardew (and various other things) are concerned, yes
the only caveat is that not every text field will correctly format a line break
me? js,php,python (java a little) i´m a web developer with knowleadge of IA and Big Data
ok, you do not get to call other languages "boring" if that's your stack
i wish i18n let u do bold and italics but at this point its wishful thinking
them being i18n has nothing to do with them being rendered
them being i18n isnt whats letting you do newlines either
ah, stardew text in general them
mate, you can think that anything is bored and say it
starting at the fonts folder tho, i see the issue
stardew text doesn't let you do much in terms of formatting, huh?
there's probably some mod taking care of this
doesn't really seem like it
welp, that can go in the mod idea list
there was someone in here tinkering with fonts/languages recently, maybe they can look into it
or give advice on the feasability
sprite edits are one thing & new languages became viable in ~1.5.5, but getting the text code to do new things would be a big mess of harmony patches iirc
a couple people have worked on right-to-left fonts in the last year or two, but I'm not sure aside from that, or how that's going
that was ichor, no?
ig some language features might be viable requests for 1.7 
probably a lot of work with translator involvement though (depending on details)
adding bold/italic fonts does seem like a mess, escp when localization is concerned, all the sprites 
ichor mod for adding new fonts very cool
tis a pipe dream
would the \n thing also work for dialouge? i know there's not a reason why it shouldn't, but dialogue has its own special formatting code
I vaguely recall seeing it work there, but can't confirm, and the boxes only have a few lines to begin with 
also glancing at ichor's Font Smasher, ig you could add new glyphs that are just bold/italic? though it'd awkward to write
add a bunch of accented/etc symbols like Ā, ā, Ē, ē, Ī, ī, Ō, ō, Ū, ū, Ŷ and have them look like bold letters 
like how stardew turns a few random symbols into emoji
(disclaimer that I've only skimmed the mod docs though)
that's gonna make living hell for translators
yep, and might have issues with accessibility mods etc, I'm not sure if/how they're compatible at all
so technically possible but not something I'd recommend
i don't think the way stardew handles font/texts is meant to work with bold, italics etc. wonder how other games do it
stardew's text stuff seems pretty hand-made & draws letters like any other sprite
vs more modern games just supporting actual unicode fonts/etc and sometimes using third-party utilities
being built on XNA/monogame probably limits the built-in font stuff too, though I'm not really familiar
stardew does use a real font for some languages iirc
oh right, there're .fnt files for ru/kr/cn/jp
interesting
but sprites too, not sure how it uses them exactly
what are .fnt files
oh, like .ttf but older. my computer doesn't know what to do with em
assuming it's that format & not just another one using the extension, yeah
a specific format for installing & rendering a font, instead of stardew's bespoke font logic
I set mine up ages ago before there were SDV specific things you could DL to make it not scream for breaklines
My schedule files and event files have the squiggly visual errors jankily disabled. I should update to a Stardew json checker one of these days
where could I download these SDV specific thing?
I wanna say the schema is one? but I'm not too sure with that
search "stardew syntax" in the vscode extension tab
there's also stardew modding schema that was made last month, but Idk if it handles dialogue and events
ooh
ty
funky
this doesn't disable all the red squiggly but its really useful for events
well, me, usually. but that's very fair, lmao
@outer glacier
oooh looks cool
thanks :)
What the hell is up with the nine sprites in the middle there?
Is this another bat situation where the majority of the sprite sheet gets unused?
Yes
my guess is they were temp sprites and then CA realised hey wait i don't need to sprite this
like look at the top right three they don't have glowing eyes i don't think they're used either
Forgot about the top row, the other rows looked more brighter.
Everything's been figured out. The first collumn and final row are the only sprites used in-game.
i only recongnize like 8 of them from the game-
yayy i got it lol
so, to use the custom spouse room location, i need to put the name of the spouse, however, it seems that octavia and rasmodia, despite it being the name in game, is not the name for this
how could i find what name i need to put ? (the other are all working fine)
Yeah do a patch export Data/Characters
The key of the resulting json is what you should be writing i think
From what mod is Octavia?
Do you mean Olivia.
You put that console command into the smapi
bruhhhhh octavia is my pfp character/oc x)
And then it'll give you the data of every loaded npc mod included
won't be needed since i realised my mistake but thanks
So you can use that to find stuff
Well it's for future ref if u have more husbands/wives
still planning on marrying Sandy, and maybe Shiko or another modded npc but i'm not entirely sure yet
thank you so much x)
(did someone unofficial fix shiko again)
AFAIK the Wizard has different name internally in SVE.
what is it then ?
(Not sure, though.)
Yar, you can do the patch export thing to check.
ok lemme try to see if i understood x)
sow here exactly do i have to put that ?
i launch the game ?
and then in the thingy that appears ?
you launch the game then paste it into the thingy (terminal) that appears, hit enter, and it will say where the files are put after it's finished doing it's thing
(If it doesn't let you paste with Ctrl + V (Cmd instead of Ctrl on Mac) try using Ctrl + Shift + V instead)
I could be wrong, but the wizard is named Magnus in SVE. Some of his portraits are named so when I was last editing, and a saw a few dialogue tagged as Magnus
okay i managed to do it, and the id is still Wizard even with SVE
maybe the genderbent wizard mod overwrites that tho
probably! would make sense
only one way to be sure, if everything works fine she should have her room to the left of my farmhouse next to caroline's
Double check if there's also a Magnus entry
SVE does some shenanigans where they use special versions of the NPCs they made social
there's isn't
and it's working
well- there's a few visual oddities and stuff, but it's overall working fine
specifically that tiny bit of nothing next to haley's room is weird, and also uh you can walk into the walls like rasmodia is doing rn but that's probably a bug from the farmhouse and not the custom room location
has anyone been incorporating AI into making stardew mods yet?
I'm probably late to the party here but the potential is crazy
i just told it to make me a jump mod and it ... just made the jump mod in 0.2 seconds
is this frowned upon in the community or are people doing it?
ah, i guess it is completely not allowed on this discord
The potential has proven to be questionable because none of the models knows much about the game itself
There's a recent deluge of ai mods on nexus, and as soon as they try anything more complicated than "toggle some numbers on smapi event" it explodes 
On a personal note, I'd also prefer to use some random person's potentially shoddily coded mod rather than an AI's mod even if it does function
..okay it's schedule time prepare for a deluge of questions
AI content is not allowed on most SDV servers, but even if you decide to do your own mod with it regardless, I would recommend that you try to code it yourself first? AI is known to make very faulty codes. And Stardew has a very artist-centered community. Some people might not want to use an AI-made mod and might associate your account with AI-made content and avoid it. I'm not trying to judge you on it, despite being against AI, just giving you some sort of heads up?
honestly i haven't played stardew in a while nor downloaded any mods, i am in school for computer science and was never really able to understand C# mods, but through the use of AI I could easily make one, so i was just exploring that
I got it thank you, I don't have any mod in mind just was excited about what this could do for Stardew modding and I guess game modding overall.
I am of the opinion that it is inevitable... and exciting, we are going to see more numerous and more powerful mods for just about every game out there probably
When my kids get to the age where they start looking into this it's going to be a completely different ballgame compared to what I was doing
And I am 100% sure they are not going to know about it training on some people's code who played Stardew 10 years ago, no offense meant but unless there is some kind of law against it it's gonna happen just like piracy
And I also get why, like piracy, it's not an allowed topic, so I'll stop there lol. just making converastion and tbh excited about the future.
You don't have to justify yourself to me when I'm just telling you about something that happened recently
I also have higher than average standards on what is quality mod code cus im a nerd 
there are so many awesome modders and coders (nerds) here that i wish i could have been a part of the last few years but understanding C# never really clicked for me. i tried my best. but i'm in college for it now like i said so i'm hoping to join that crew someday.
Still your reaction illustrates how AI makes some impressive looking things to people not deep in the sauce
Doing the C# yourself is better for your learning in the long run
I am of a somewhat contrary opinion, but I understand your point
I hope you stay around the modding community though, there's lots of mods you can make even without understanding C#
I am one who doesn't understand a single thing about C# but has made quite a few mods! lmao
i have friends in the industry and they are using AI in their jobs which has become fairly common practice from what i can tell so i wasn't sure how acceptible it would be to modding
yes sir i have like 15 mods or something that all use content patcher. i am a pleb modder but proud of what i did
I use it to write docs in me job
if you're going to ask only to try and justify it when people disagree, i fail to see the point. do as you like
But the actual codebase is cursed so that's why they pay me to be in the sauce
as mentioned I have no intention of making a stardew mod with AI or otherwise at the moment, i have my hands full already
yeah that makes sense. trying to get internships has been pretty impossible as they don't need us when AI can be piloted by an experienced dev. I don't even know what the new "entry level" is going to look like. i get that it needs a pilot but it doesn't really need me as its pilot when an experienced dev can do it in 2 seconds. there is no real "grunt work" to pass around any more.
idk I could be wrong here but that's the impression I get
AI does all my markdown files lmao
But function autocomplete and linting is all you need for 99% of QoL when it comes to writing code
That and understanding basics like git
Depends on the industry and what you’re making. No low level engineer is meaningfully using AI
Unless you happen to work at Microsoft
But for the use case you’re probably describing (small scripts and content mods without much in the way of assets), I’m sure AI could help. Just gets iffy if you’re touching anything critical
SMAPI (and C# for that matter) has so many guardrails in place to where it’s honestly just better to try making stuff yourself
Sometimes what you do will work
Other times it’ll do this
Literally 1fps
Speeb
Me when the update context ends
So another updatecontext can start immediately after
😱
performans
i made a website by asking it to make stuff then if it broke like that asking it to fix it, piece by piece
sure it gives some dumb stuff sometimes but it can fix it reasonably well with prompting
a senior engineer could have developed it faster with no AI but for myself it would have probably taken me months instead of weeks
(this is probably better for #programmers-off-topic )
If you’re stubborn, have a pro subscription, use a good model, and know what to look for, and use AI best practices (clearing the context window) you can get good results
Also true
"Why isn't this working??!?" check in the morning
".. would help if I had it output a valid item"
.. is the wiki up for everyone?
up for me
Just found an amazing video: https://youtu.be/3T-_zmQwT1o
This is totally not about AI.
Substack: https://substack.com/@caseyjohnsonwv
Oh sorry, I meant to put this in off-topic.
I guess now that I've read the recent conversation, it is on topic
https://stardewvalleywiki.com/Modding:Maps#Action
i can't seem to find an action that simply drops an item, does sdv not have anything like this ?
i dont think so, need some kinda mod
if you wish to do it all in vanilla you can create a "shop" that sells 1 item for no money
limit it to stock 1
First time I've updated Better Junimos myself in like 5 years. Would appreciate testing before I publish it. https://github.com/hawkfalcon/Stardew-Mods/releases/tag/3.1.2-beta
feel free to also advertise in - nvm you also posted there lol
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
is there a way to trick the option "dialogue" to give me a item like i can do with NPC dialogues ?
I don't think this problem happened with the old version of the mod- the one that's currently published
Is there any layout for a standard farm?
if not i'll try this
yes, it's the farm.tmx file
sorry i said it in the wrong channel
hm so if you do a Action NPCMessage and put a dummy NPC close enough it might work
or ig dont put them close enough? jank™
Can someone please help me? There is an issue with my map replacements- the areas in the town map that were replaced are now just...only loading with spring tiles?
I think you left the spring_blah sheets in the same folder as your tmx
okej...thank you...
The issue is that I still have to edit the maps, so if I remove the tilesheets now, everything breaks ;c
You can remove it just for testing but there's also a tiled plugin now
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
Nope
Smh iro
does button's website thing do the same thing?
i have temporarily removed the spring tilesheets, let's see fi it works
Okay. Everything broke
!mapfixer
There is a map fixer tool by Spiderbuttons that can fix common map errors such as tilesheet climbing.
Upload your map file(s) as .tmx and click FIX to run. Your fixed maps will be downloaded as a .zip file and will need to be extracted in order to replace your old versions.
Feel free to let Spiderbuttons know if you run into an issue it can't fix.
going to bully iro for not making his plugin a command, this should also work
it's not a directory climbing issuye
what does the error say
Log Info: SMAPI 4.2.1 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 6 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
here's the log
i mean smapi can't find the tilesheets soo
(can anyone a bit more experienced with maps help out here?)
mapfixer wouldn't hurt, would it
SMAPI is loading the tilesheet directly from your folder because you have it next to the .tmx in your folder but you dont have all the seasonal variants in the folder
Did you embed the tilesheets
map fixer is irrelevant here
OHH
Okay. But there's no "winter landscape" tilesheet or whatever in content/unpacked
there very much is
u should have a Maps/winter_outdoorsTileSheet2.png
z_v16_landscape2_2 is the tileset name which is something else
its the name of the image source you are using for your tileset that matters
So I need the winter tilesheets in the folder?
is this map outside?
Yes it is
What happens when I need to publish my mod? Leaving the pngs in the mod folder overrides any recolor mods
if you are trying to edit the map without irocendar's plugin, and you are using seasonal tilesheets and testing in a season that is not spring, then yes, you need all the seasonal variants
just dont include the pngs
you do not need them if you are not editing the map
Okay, thank you so much
use the spring ones and it'll change each season
Let me see
you should test your mod before publishing without the tilesheets at all to make sure you dont have any tilesheet climbing errors
I'm pretty sure I am using the spring ones.
but while editing, you need the tilesheets, whether in the same folder or via the aforementioned plugin
ok so i need the tilesheets (not the pngs, but the type script source files?)
if you're editing the map, they should be in the same folder as it. if you're testing, yeet em
tilesheets are .png files
a .tsx is something different and does not contain the .pngs
it only contains information for your .tmx to tell it how to find the .pngs
ok so i need the pngs
Alright. So while editing and preliminary testing, keep the seasonal pngs. When publishing, get rid of them.
I'm looking throught he content/unpacked folder and there's no winter_outdoors TileSheet
there's no summer or fall either
i have all of the language variant ones
yes i'm sure, i remember seeing them before but they're gone now
no, it's not there
you can unpack game files again if u deleted em by accident
Yeah
okay
will do ;c
Thank you for your patience
I'm re-unpacking them now.
k. Unpacked, copied pngs over, launching game now.
https://stardewvalleywiki.com/Modding:Maps#Sitting_on_non-furniture_chairs How does this work ? how do i use it
oh wait i think i get it
IT WORKS. Thank you!!!
Anyone get a chance? 😊
Loads without any errors...finding a save
menu pops, junimos are on strike. Dinner bell has rung so I'll have to take a break
wait what did I do why am I being smhed
oh is it about me not uploading the extension
I was gonna do it today and then irl happened
and I had to hide under both a metaphorical and a literal blanket
How is Duke
duke is excellent, all his siblings are home so he's confused and excited
he would like a refill on the marrowbone
if tiled is gpl, does my extension need to be gpl despite not shipping a copy of tiled 
I don't think so?
hmm, looks like it's a complex question but my extension is on the more confident "probably fine" end
Given its not a derivative of tiled itself, I'd say permission is still entirely yours
gpl is complex and includes some stuff about software that can interact together
I thought that was the purpose of lgpl?
The git repo for tiled seems to have 3 licenses, BSD, GPL, and APACHE....
Oh i didn't know there was an extension repo that works XD
I am somehow stuck on naming this
SDVTilesheetUtil has too many letters
I don't like it
STUFF - stardew tilesheet util framework fotherword /lh
stuff....
Alliterations are fun and I highly recommend them
Tiled Tilesheet Toolbox to Tile your Tilesheets
TTTTT is much more appealing than STUFF
ttttt makes me a little ill
Stardew Helper for Incredible Tiles?
SHIT
how do you pronounce that

