#making-mods-general

1 messages · Page 491 of 1

elfin kindle
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Sometimes you can have a totally working file but it'll complain just cus it decided it didn't want to do it's job honestly, so yeah just checking with the json validator is the best choice lolol I have multiple files that it was angry at but they work totally fine in the game

junior tiger
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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

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@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)

vernal crest
junior tiger
# vernal crest I have already told you how to do it *and* reminded you that I already told you....

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

autumn tide
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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

calm nebula
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There is probably smth in spacecore for that

autumn tide
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spacecore docs here i come SDVpufferwoke

vernal crest
# junior tiger I am incredibly sorry for being this uninformed about this and for inconvenienci...

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).

vernal crest
autumn tide
vernal crest
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Spacecore or meep are your main options

autumn tide
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aight it's pretty simple!

autumn tide
#

okay it does need meep and i have no clue what meep is-

vernal crest
junior tiger
vernal crest
dusky sail
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Mapping extensions and extra properties iirc

vernal crest
#

Yeah that sounds right

autumn tide
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hm, I might @ 6480 to see if I can steal their inspect tortilla code, do you know if they're okay with being @'d?

autumn tide
vernal crest
autumn tide
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@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?

vernal crest
# junior tiger Oh, no I defnintely did not meant to say that you're throwing words at me! Absol...

That's okay, thank you for the explanation SDVpufferheart 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 :)

junior tiger
# vernal crest That's okay, thank you for the explanation <:SDVpufferheart:544718683486814228> ...

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 🥺

vernal crest
# junior tiger I just really hope I'm not making any enemies here, or bothering/ upsetting peop...

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.

fading walrus
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(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)

junior tiger
# vernal crest I don't think you are making enemies or upsetting people. I was annoyed that it ...

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 🥺

junior tiger
thorn sorrel
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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

autumn tide
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-# awwww y'all are so sweet :)

elfin kindle
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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

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(Not ignore on here just to be clear, in my comment section-)

vernal crest
# junior tiger I definitely did not ignore your messages! (at least not on purpose) I think I s...

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.

junior tiger
elfin kindle
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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

vernal crest
junior tiger
elfin kindle
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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 ^^"

autumn tide
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...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...

junior tiger
autumn tide
#

HMMM mayhaps if you gift all those items to them while the quest is active, then they give you the item??

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but how..

junior tiger
autumn tide
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i could set up a custom quest requirement that i manage on my own

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and use BETAS to track it..

woeful lintel
autumn tide
#

but that would require making the volcano dwarf into a real NPC and not a tile

hard fern
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i once had an issue that i just couldnt replicate so i just gave up on fixing it SDVpuffersweats

autumn tide
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a tile..

elfin kindle
# junior tiger I feel like stardew in general has a wide target audience and not all of them mi...

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

autumn tide
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..god i can't stand that volcano dwarf is a TILE

hard fern
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you'd hate gil more

autumn tide
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that bitch is 4 tiles-

hard fern
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i kinda wonder what the dwarf looks like under the helmet

hard fern
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XD

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i have summoning powers apparently

autumn tide
elfin kindle
autumn tide
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made a fuck ton of helm lore to make removing the helm like blasphemous

worthy ermine
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😂

autumn tide
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basically it would the equivalent of being completely naked, but more stigmatized

autumn tide
autumn tide
worthy ermine
elfin kindle
#

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

woeful lintel
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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

autumn tide
elfin kindle
woeful lintel
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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.

junior tiger
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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?

elfin kindle
autumn tide
woeful lintel
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No clue how that stuff works, but I recommend testing stuff. The "trial" part of trial and error is kinda required to progress

elfin kindle
junior tiger
elfin kindle
#

Hm.

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Okay lemme open my own map file in a sec and see what it could be

junior tiger
autumn tide
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..no clue what it was but

junior tiger
elfin kindle
junior tiger
thorn sorrel
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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.

brittle pasture
brittle pasture
autumn tide
brittle pasture
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has to be shop

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if you're willing to wait til 1.6.16 it adds special orders that don't expire

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or use another framework for untimed orders

thorn sorrel
autumn tide
karmic gust
autumn tide
autumn tide
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thank you!!!

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..wait, i dont think the volcano dwarf's shop has an actual location entry, would an event still be able to trigger?

modest dagger
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couldn't you just trigger it at the volcano entrance or outside it or something

karmic gust
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Is the entrance to the volcano a map? You could make an identical map and change to it from the volcano

autumn tide
elfin kindle
junior tiger
elfin kindle
junior tiger
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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

elfin kindle
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Funky

autumn tide
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...turn it off and turn it on again?

elfin kindle
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Okay wait do you need the NPC to go inside or outside?

junior tiger
elfin kindle
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Right, okay

junior tiger
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They usually leave the house early in the morning and come back in the evening

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(Oh, omg, you also said you were writing an essay, we can totally continue this later)

elfin kindle
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Well I'll just tell you what I've got going cus it's working. and dw bout it, i needed a break ;P

west thunder
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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?

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Sorry for interrupting.

elfin kindle
junior tiger
west thunder
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I'm asking this because I can't find any .xnb files with their names.

autumn tide
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welp, all the files for the volcano mines are cursed-

west thunder
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Every other variant's got one, though.

autumn tide
west thunder
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how do dat

junior tiger
autumn tide
thorn sorrel
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Ok, I found the command 'spacechase0.SpaceCore_OnItemUsed' now how do I.... implement it...? sweat_plead

junior tiger
autumn tide
lucid iron
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If you lookup anything on them and they got a different name then assigning different tx will work

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Failing that, assign different tx by their location instead

west thunder
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I'm sadly out of energy and out of time.

autumn tide
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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?

west thunder
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But from what I do have right now alludes to the fact they are literally just that with a filter on.

lucid iron
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And I'm at lunch hence check for u later Dokkan

west thunder
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Wouldn't be the first time. Smoked fish are just whatever sprite you want them to be with a dark overlay and smoke.

elfin kindle
# junior tiger Ah yes, there was one. I was gonna try and remove that one and see if it works (...

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)

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And place the tile where the warp is suppose to be ofc

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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)

elfin kindle
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It has to be on the map, not below it! But otherwise yes

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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

junior tiger
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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 🙂

elfin kindle
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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

calm nebula
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The red yellow blue pngs too

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Ooh!

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It's dynamic

junior tiger
autumn tide
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hellooo can two seprate mods have dependencies of each other? idk i phrased that right-

hard fern
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you'll end up with a circular dependency if you do that

autumn tide
junior tiger
vagrant grove
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I know this is a long shot but re-upping

autumn tide
elfin kindle
# junior tiger Life sure is hard 😭

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?

junior tiger
thorn sorrel
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Hoping this looks correct:

elfin kindle
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Anyways, i gotta write that essay before i get ahead of myself lolol

autumn tide
thorn sorrel
autumn tide
thorn sorrel
heavy pewter
# thorn sorrel Hoping this looks correct:
  "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
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I added Betas gsq here too if you want this to fire when holding a specific item

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Iirc you also need Spacecore's item extension thing

thorn sorrel
uncut viper
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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

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but you will need spacecore's object data extensions or whatever is called to make this item be usable in the first place

thorn sorrel
uncut viper
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im on mobile right now and don't know the format for spacecore off the top of my head so unfortunately I cannot

thorn sorrel
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I think I found it: UseForTriggerAction

west thunder
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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?

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I'd DM the sprites for you.

brittle pasture
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you can just compare them against the vanilla files you're replacing right

lucid iron
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The actual thing we r trying to check is monster draw code

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Whether they are using the whole sprite or not

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I suggested editimage because that's a easy way to test but i will go look at decompile later yeah

west thunder
brittle pasture
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ah yeah I have no context as to what you're doing my apologies

lucid iron
west thunder
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I've already made a folder for them.

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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.

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Oh, and maybe pepper rex too, but I think I'm just getting VERY paranoid.

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I wasn't suspicious beforehand, because the majority of these are all divided into 16x24 sprites.

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The shadow shaman being the first I've seen this occur.

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And that one seems to have taken the entirety of that space.

west thunder
lucid iron
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Yep

west thunder
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I... will just pretend this never happened and continue making the sprites as is.

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Will probably make it easier to change them if things go awry.

west thunder
autumn tide
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helloooo I'm back- what specifically does the format field thing do/enable?

brisk wedge
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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?

thorn sorrel
brittle pasture
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you need to condition the trigger action on the item

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"Condition": "ITEM_ID Target sakialyn.merrycrops.presentbox"

lucid iron
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although idk what would be the point of doing that if you are WSL instead of full linux

brisk wedge
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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

lucid iron
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yea i mean, why not use VS then bolbthinking

thorn sorrel
brittle pasture
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inside that entry yes

brisk wedge
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I think I just know vscode better and I'm too lazy to learn how to use vs...

lucid iron
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well then there's not really that much difference on linux

thorn sorrel
lucid iron
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u can't hot reload but i dont think windows vsc let you do that either

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and i have no idea how WSL handles capitalization in paths

brittle pasture
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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

autumn tide
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hey! how do ppl do portrait overlays for config stuff?

brittle pasture
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debug action MarkActionApplied All sakialyn.merrycrops.presentbox false should do it

lucid iron
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| 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.
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the skulls are funny cus they r secretly Bats on the inside and get hardcoded to 16x16 bounds

lucid iron
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i wonder if i can just

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allow more sprite sizes yggy

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whats the worst that could happen....

urban patrol
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i’m very very interested in this lasereyes lasereyes lasereyes

lucid iron
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yea

west thunder
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They seem a little too extreme for bats.

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Thought they'd be more on the serpent side of things or something.

urban patrol
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i haven’t done any more work on Big Spider but lasereyes

lucid iron
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look im pretty sure mr ape just went

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bats fly, these guys fly

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too lazy to new class

brittle pasture
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so are the flame sprites in the volcano

lucid iron
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mood

brittle pasture
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it's all bats all the way down

west thunder
hard fern
west thunder
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it's bugsnax all the way down

west thunder
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I'm asking this because the flies seem to only be using a front/back-facing texture that just rotates.

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As it, no matter what, flies AT you.

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Unless I'm missing an instance where the fly is facing the sides.

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That way I'm just screwed.

lucid iron
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hm they do seem to animate depending on facing direction, but im not sure if their facing direction ever "update"

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this is prob better to check by actually testing in game blobcatgooglyblep

autumn tide
thorn sorrel
autumn tide
urban patrol
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(O)378 for example

brittle pasture
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hmm I don't think it matters

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oh wait I see it

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I forgot you have to edit the spacecore asset lol

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your UseForTriggerAction and ConsumeForTriggerAction has to be on the custom asset SC provides

urban patrol
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that would do it lol

brittle pasture
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spacechase0.SpaceCore/ObjectExtensionData

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consider it an extension of Data/Objects

warped perch
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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?

autumn tide
gentle rose
warped perch
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As a user

gentle rose
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then no, you were right initially

autumn tide
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Ohhhh sorry!

gentle rose
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people here don't tend to play much 😅 and polysweet doesn't have great compat

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so we generally don't know the answer to things like this

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worth asking in both just in case, you're just likelier to find your answer over there

warped perch
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But where can i ask for help then? In that channel it seemed no one knew either

gentle rose
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it might just be that nobody knows

warped perch
lucid iron
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i think polysweet just has fork of this

warped perch
lucid iron
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i wanna say u can move it since i seen custom farmhouse which do

thorn sorrel
brittle pasture
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so do you see your block that edits Data/Objects to add your fields

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you do the same but targeting that asset

hard fern
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Polysweet does have it's own custom spouse room thing i believe

brittle pasture
urban patrol
#
        "Action": "EditData",
        "Target": "spacechase0.SpaceCore/ObjectExtensionData",
        "Entries": {
            "{{ModId}}_Magic8Ball": {
                "UseForTriggerAction": true
            },
            
            "{{ModId}}_NikoMirror": {
                "TotemWarp": {
                    "Location": "{{ModId}}_CrystalAndNiko",
                    "Position": "18, 13",
                    "ConsumedOnUse": false,
                }
            },
        },
    },```
urban patrol
thorn sorrel
#

Ok, I got it. Thank you both so much!

warped perch
ocean sailBOT
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@warped perch You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

elfin kindle
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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?

warped perch
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What does this mean?

elfin kindle
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Oh and you can enable or disable the cusom spouse rooms in their configs

hard fern
warped perch
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Also sorry i misread your message and thought you wrote "doesn't"

elfin kindle
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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

warped perch
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I see

elfin kindle
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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

warped perch
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Well i don't like, understand what this means but like "it's hard, i see."

elfin kindle
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Are you keen on understanding why? I can try to give a more thorough answer?

warped perch
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Not really

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Like

elfin kindle
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Yeah fair lolol i just wanted to double check but yeah short answer is: it's hard

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(imo)

warped perch
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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

lucid iron
elfin kindle
#

whoa!

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Impressive honestly

thorn sorrel
elfin kindle
#

anyways, back to essay writing, im almost done lolol

warped perch
urban patrol
lucid iron
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Because I don't think you need extra C# for this

urban patrol
#

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)

thorn sorrel
urban patrol
#

[[Modding:Console_commands]]

urban patrol
#

this page is very useful for testing

#

look at debug action

thorn sorrel
urban patrol
#

however you won't be able to use {{Random}} in the debug command, because it's a CP token

urban patrol
warped perch
thorn sorrel
#

RIP LOL but thank you for bringing it to my attention!

brittle pasture
#

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)

lucid iron
#

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 Dokkan

thorn sorrel
#

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

brisk wedge
#

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

lucid iron
#

you cannot target net9.0

brisk wedge
#

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?

lucid iron
#

hm no u should be able to use higher dotnet just not higher targetframework

#

did u restore nuget and all that NotteThink

brisk wedge
#

idk what that means so I guess no, I just did dotnet restore but no change tho

brisk wedge
#

nvm sorry false alarm i think it is working but the terminal output looks different and i was looking at the wrong thing

balmy valve
#

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?

calm nebula
#

(a)

balmy valve
#

a?

calm nebula
#

The first of your two choices

#

Separate, it's a different target

balmy valve
#

ok, thank you

gentle rose
#

are you asking about a separate load or a separate json file?

#

you can have multiple loads in one file

drowsy pewter
autumn tide
drowsy pewter
#

you have my full permission to steal any part of any code of any of my mods

#

there is nothing special about it

autumn tide
#

..i just adore that the acronym is literally MEEP it's so fun!

autumn tide
#

hellooo double checking, $queries work in strings right?

urban patrol
#

what do you mean by strings

#

99% of things in CP are strings

safe kraken
#

Quick question not related no anything I'm doing atm, how difficult is to change an NPC loved/hated gifts after X heart events SDVpufferthinkblob ? I was thinking ideas for an NPC and wanted to know this

urban patrol
#

you can just use a When with HasSeenEvent (but i'd be careful with multiplayer, set it on the host)

hard fern
#

i dont think it's that difficult

#

and yeah what nic said

safe kraken
#

Nice, I had a hunch it would be like that. Thankfully I can continue with this concept SDVpuffersquee

autumn tide
brittle pasture
#

then no, it's a dialogue command

autumn tide
#

gotchaaa, anything i could use for that same effect?

urban patrol
autumn tide
#

...ig 'when' shit but..

urban patrol
#

what are you hoping to do

autumn tide
#

i want the description of the dwarf scrolls to change depending on if you know the language or not

#

ie have the wallet item

calm nebula
#

Can't you just edit it with a HasFlag condition

#

(But do note that it may not take effect until the next launch.)

autumn tide
#

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!! SDVpufferheart istg everyone here's so helpful it's really sweet

valid folio
#

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.

autumn tide
#

hey! wanna check i wrote this right?

#

first time writing it out by hand lol

worthy ermine
#

i can't draw hair for shit 😭 SDVpufferwaaah

valid folio
#

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.

brave fable
#

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.

brave fable
valid folio
brave fable
#

yep, that's the page SDVpufferthumbsup 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 using Season: Spring and Chance: 1 , the game will always use the first entry when choosing an item from the tapper, which in this case would be AyakashiBloom

#

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

valid folio
brave fable
#

so what's the behaviour you're looking for, both appearing in spring with a 50-50 chance? one always instead of another?

valid folio
brave fable
#

hm, i see why you wrote it the way you did

valid folio
brave fable
#

does it produce blooms in summer?

brittle pasture
#

Season only accepts one value

#

that comma format doesn't work

#

you need to use the SEASON GSQ in the Condition field

valid folio
valid folio
brittle pasture
#

[[Modding:Game_state_queries]]

valid folio
valid folio
brave fable
#

as for scheduling the drops-every-2-days and blooms-every-5-days, i'm not quite sure how i'd write that

valid folio
brittle pasture
#

wild tree drops has the PreviousItemId field which can achieve that (probably)

brittle pasture
#

what you can do is have these entries ordered as such

  • bloom, spring, conditioned on previous item being sap
  • sap, every season
brave fable
#

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

rain matrix
#

I forgot to tune the wandering back beyond the testing phase and so now they must dance.

brittle pasture
#

I think they want the bloom/sap to take 2/5 days to produce

brave fable
brittle pasture
#

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

brave fable
#

if you make it a fruit tree you can have the flowers appear on the tree as it grows SDVdemetriums

brittle pasture
#

making them fruit trees does mean you need Machine Terrain Framework (and Aquatic Crops - formerly Custom Tapper Framework) to make them tappable

brave fable
#

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 (🙂‍↕️SDVdemetriums )

valid folio
#

@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.

brittle pasture
#

the mr beast spambots coming out in force today

valid folio
brave fable
#

i thought that was your screenshot for a moment lol

valid folio
brave fable
#

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

hard fern
#

there are so many stonefruits out there

valid folio
valid folio
# hard fern there are so many stonefruits out there

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.

regal pollen
#

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

weak mesa
#

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

calm nebula
tight rivet
#

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)

mild furnace
#

@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

autumn tide
mild furnace
#

Oh shit

autumn tide
#

yeah :(

mild furnace
#

In that case I’ll probably just reserve it for modmakers

#

Until pathos is back

autumn tide
#

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-

lucid iron
#

arshia u can just raise your PR anyways

#

so that there's a record of what you did

#

and u can show ppl

uncut viper
#

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

mild furnace
#

Only images are updated next frame

#

Data is updated immediately

uncut viper
#

ah, carry on then

mild furnace
#

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.

gentle rose
#

@ chu I did the crime you suggested

drowsy pewter
#

heads up you also need to be using cornucopias mailflags or cmct to check for the crop settings

tight rivet
#

Grapes of Ferngill has specific raisin recipes

#

for the rest god only knows, but it's in the compatiblity base from Grapes of Ferngill

drowsy pewter
#

you're not removing player access to raisin entirely are you?

tight rivet
#

nope

#

this only triggers on specific GOF grapes

drowsy pewter
#

alright

tight rivet
#

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. =/

brave fable
regal pollen
#

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

uncut viper
drowsy pewter
tight rivet
#

.. that is weird

drowsy pewter
#

im sure its a tradeoff you can choose to make

tight rivet
#

because I have yet to get acutal complaints on the pre-existing file on the patch

uncut viper
#

probably because the extra field just gets entirely ignored when newtonsoft parses it

drowsy pewter
regal pollen
#

I've just been out of the scene for a while, and I wasn't able to find ay good tutorials that were updated

brave fable
drowsy pewter
#

ah ok i thought they were just asking about bigger than vanilla

tight rivet
#

hm. Well, I guess I get to do silly things then.

brave fable
#

the entire town being a measly 110x110

regal pollen
#

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

tight rivet
#

seems kinda odd you wouldn't support when conditions on moving entries

uncut viper
#

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

tight rivet
#

Ah.

#

I see.

regal pollen
#

My previous map was definitely bigger than vanilla's, but it was length wise bigger, not width wise

uncut viper
#

the validator is correct because "When" is only valid on the entire patch object, on the same lvel as Action and Target

tight rivet
#

So, pointless making files longer than it needs to be, classic. :V

uncut viper
#

not inside MoveEntries

#

if you want to When all the moveentries at once then you can still dothat on the same patch

tight rivet
#

Riight now I'm actually trying to figure out why there's a cornucopia requirement here to b egin with

drowsy pewter
tight rivet
#

none of these are actually predicated on cornucopia being there..

drowsy pewter
#

sakorona i feel like you should just make your own logical decisions

#

sometimes the original mod is just wrong lol

tight rivet
#

yeah, I.. am going to just nuke these hasmods from existance

uncut viper
#

well as it is theyve been doing literally nothing, so. might as well

tight rivet
#

(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.)

regal pollen
# drowsy pewter why dont you take a look at the giga farm that blueberry mentioned and imagine t...

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

drowsy pewter
#

im sure its fine

tight rivet
#

thanks for the advice!

regal pollen
#

Ugh, I'm so damn rusty with this lol

tight rivet
#

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.)

vernal crest
#

That is really unfortunate for you! I find the CP docs really excellent

drowsy pewter
#

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

vernal crest
#

I love that Pathos has so many examples of things so I can almost always see how to write things

tight rivet
#

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

gentle rose
uncut viper
tight rivet
#

although, I will agree

#

once you have the data models understood, the CP documentation is mostly fine.

tame burrow
#

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.

vernal crest
#

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.

tame burrow
#

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)

lucid mulch
#

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

calm nebula
#

Or, hell

#

Some/Mod/Custom/Asset

#

(As long as that mod sticks to lists, dictionaries, and simple models)

vernal crest
#

I will patch export anything

calm nebula
#

Can you patch export my sewing machine, thanks

vernal crest
#

I used patch export to check my logic that the GMCM buttons were in the content pipeline

calm nebula
#

I misplaced it

vernal crest
#

patch export Atra_SewingMachine

calm nebula
#

Found it, thanks!

mild furnace
#

sanity check

#

does someone wanna look over this

#

wait wrong version

lucid mulch
#

any cache pathos will have questions regarding cache mutation and what evicts the cache

mild furnace
#

I did integrate your cache
and I was considering a texture cache or texture atlas but it was too much work tbh

lucid mulch
#

There is a reason I ended up releasing it as SpeedySolutions

mild furnace
#

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

lucid iron
#

how could a CP mod affect that...

mild furnace
#

its not a CP mod

#

it's CP itself

lucid iron
#

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

mild furnace
#

it was an issue with another mod it seems actually

#

loading in with CJB Cheats preconfigured to higher speed values

heavy pewter
#

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

mild furnace
#

it's because your net 8 compilation is using features net 6 doesnt have

lucid mulch
#

Stardew Valley and SMAPI (desktop) is .NET 6, so compiling above it will error at runtime

heavy pewter
#

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

balmy valve
#

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"?

lucid mulch
#

iirc them going to the spouse patio just happens when its a saturday and not raining (and not winter or krobus)

vernal crest
#

Yeah you don't have control over that

balmy valve
#

ok

#

why custom spouse room no load? are there specific map properties i need?

hard fern
balmy valve
#

Yes, I think so- loaded it in the content.json

tiny zealot
#

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

balmy valve
#

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

tiny zealot
#

!json probably a mistake in your data then, if you got the default room (abigail's)

ocean sailBOT
#

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

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

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

balmy valve
#

ok

tiny zealot
#

(first link is for you to share your json with us, so we can try to spot the problem)

balmy valve
#

Nothing wrong, again...I'm just gonna save and quit, might be a createOnLoad thing

vernal crest
#

There's no Data/SpouseRooms asset. Edit: anymore

#

You need to add it to their Data/Characters entry like Forsy said

brittle pasture
#

(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)

balmy valve
#

I see

#

I'm pretty sure the code i used was for SDV 1.5 transition

vernal crest
#

As in, transition from 1.4 to 1.5?

balmy valve
#

yeah

vernal crest
#

Ah yeah, things changed a lot in 1.6

balmy valve
#

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

vernal crest
#

So he's facing left on your spritesheet and you have "KissSpriteFacingRight": false but he flips when you kiss him?

balmy valve
#

No matter if it's set to false or true he just flips

vernal crest
#

Try flipping him on your spritesheet?

balmy valve
#

:c

#

I will. Think that will work. Issue is with the code though- like what if I did sm wrong?

vernal crest
#

Then share it and ask someone to check

balmy valve
#

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 :😵‍💫

vernal crest
#

And convert to i18n sooner rather than later to make it easier for you and future translators! /hj

balmy valve
#

NOOOOOOOOO

#

Ok

#

Lock in Rohan

#

I can do this

heavy pewter
#

Sorry for interrupting, but is this the right way to disable my mod in different platform, cuz the mod is causing crashes in desktop

balmy valve
#

dont b sorry i was done

vernal crest
#

Don't worry, i18n seems intimidating at first but once you actually break it down it is quite simple

balmy valve
#

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

vagrant grove
#

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
calm nebula
#

That's a property

#

Not a field

vagrant grove
#

Ah, must have changed

#

Since 2018

vernal crest
hard fern
#

i wonder who made it

#

maybe it's someone we know

vernal crest
#

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 SDVkrobusnaughty

tame burrow
tight rivet
#

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 @.@

whole raptor
urban patrol
#

i can definitely endorse nomori's 18nifier, it saved my entire life

vernal crest
#

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.

tame burrow
tight rivet
#

my dread when trying to write conversion mods is

#

"hi, yes, lookup anything cannot help you here"

tame burrow
vernal crest
#

Ooh using indentation to make the event even more readable, smart

whole raptor
#

Glad it works for you!

tame burrow
gray bear
#

vscode would complain about this no?

#

i know it still works but why must the program yell at me

fossil osprey
gray bear
#

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

uncut viper
#

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

woeful lintel
#

what does \n only even do on windows?

gray bear
#

nothing (i think?)

woeful lintel
#

so if I make a mod with \n in an item description, it will make a newline for me but not for windows users?

gray bear
#

nvm \n alone also works

#

/r doesn't do anything, it seems

#

oh maybe thats cause im not on mac

woeful lintel
#

I guess it makes sense since the text renderer doesn't depend on the OS since it's a C#/dotnet/xna feature

gray bear
#

these are just i18n values so could be different for anything else

mild furnace
#

@modest spade mostly C#

woeful lintel
#

I'm pretty sure CR/LF vs LF is an issue in the text of actual files, so doesn't affect manually escaped characters

gray bear
#

so will it work for everyone if i just add \n?

modest spade
#

gl to you, moders

woeful lintel
#

what do you code in?

royal stump
gray bear
#

thank you!

modest spade
woeful lintel
#

ok, you do not get to call other languages "boring" if that's your stack

gray bear
#

i wish i18n let u do bold and italics but at this point its wishful thinking

uncut viper
#

them being i18n has nothing to do with them being rendered

#

them being i18n isnt whats letting you do newlines either

gray bear
#

ah, stardew text in general them

modest spade
gray bear
#

starting at the fonts folder tho, i see the issue

#

stardew text doesn't let you do much in terms of formatting, huh?

woeful lintel
#

there's probably some mod taking care of this

gray bear
#

doesn't really seem like it

woeful lintel
#

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

royal stump
#

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

royal stump
#

ig some language features might be viable requests for 1.7 SDVpufferthinkblob
probably a lot of work with translator involvement though (depending on details)

gray bear
#

adding bold/italic fonts does seem like a mess, escp when localization is concerned, all the sprites wormsweat

#

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

royal stump
#

I vaguely recall seeing it work there, but can't confirm, and the boxes only have a few lines to begin with SDVkrobusgiggle

#

also glancing at ichor's Font Smasher, ig you could add new glyphs that are just bold/italic? though it'd awkward to write

gray bear
#

even if you do add them, how would you use em

royal stump
#

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 SDVpufferdizzy

#

like how stardew turns a few random symbols into emoji

#

(disclaimer that I've only skimmed the mod docs though)

gray bear
#

that's gonna make living hell for translators

royal stump
#

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

gray bear
#

i don't think the way stardew handles font/texts is meant to work with bold, italics etc. wonder how other games do it

royal stump
#

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

lucid mulch
#

stardew does use a real font for some languages iirc

royal stump
#

oh right, there're .fnt files for ru/kr/cn/jp

gray bear
#

interesting

royal stump
#

but sprites too, not sure how it uses them exactly

gray bear
#

what are .fnt files

#

oh, like .ttf but older. my computer doesn't know what to do with em

royal stump
#

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

tame burrow
# gray bear vscode would complain about this no?

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

gray bear
obtuse wigeon
#

I wanna say the schema is one? but I'm not too sure with that

woeful lintel
#

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

gray bear
#

ooh

#

ty

#

funky

#

this doesn't disable all the red squiggly but its really useful for events

vernal crest
#

I use jsonl

#

Because who needs error checking

gray bear
#

well, me, usually. but that's very fair, lmao

round dock
#

@outer glacier

autumn tide
#

thanks :)

west thunder
#

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?

calm nebula
#

Yes

modest dagger
#

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

west thunder
west thunder
# autumn tide huh

Everything's been figured out. The first collumn and final row are the only sprites used in-game.

autumn tide
#

i only recongnize like 8 of them from the game-

west thunder
#

Stellar.

#

These should be ESPECIALLY easy to make.

warped perch
#

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)

lucid iron
#

Rasmodia is the wizard right

#

As in still internal id Wizard

warped perch
#

genderbent wizard yea

#

so wizard would be the name i put ok

lucid iron
#

Yeah do a patch export Data/Characters

#

The key of the resulting json is what you should be writing i think

warped perch
#

?

#

what does that mean ? (sorry i don't know much about this type of stuff)

devout otter
#

From what mod is Octavia?

warped perch
#

SVE

#

OH GOD

#

i'm dumb

#

Olivia x)

devout otter
#

Do you mean Olivia.

lucid iron
#

You put that console command into the smapi

warped perch
#

bruhhhhh octavia is my pfp character/oc x)

lucid iron
#

And then it'll give you the data of every loaded npc mod included

warped perch
lucid iron
#

So you can use that to find stuff

#

Well it's for future ref if u have more husbands/wives

warped perch
warped perch
lucid iron
#

(did someone unofficial fix shiko again)

devout otter
warped perch
devout otter
#

(Not sure, though.)

devout otter
warped perch
#

ok lemme try to see if i understood x)

warped perch
#

i launch the game ?

#

and then in the thingy that appears ?

obtuse wigeon
#

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)

eager tree
#

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

warped perch
#

okay i managed to do it, and the id is still Wizard even with SVE

warped perch
eager tree
#

probably! would make sense

warped perch
#

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

lucid iron
#

SVE does some shenanigans where they use special versions of the NPCs they made social

warped perch
#

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

mortal stag
#

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

lucid iron
mortal stag
#

is this frowned upon in the community or are people doing it?

#

ah, i guess it is completely not allowed on this discord

lucid iron
#

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 blobcatgooglyblep

finite ginkgo
#

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

autumn tide
#

..okay it's schedule time prepare for a deluge of questions

eager tree
# mortal stag i just told it to make me a jump mod and it ... just made the jump mod in 0.2 se...

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?

mortal stag
mortal stag
# eager tree AI content is not allowed on most SDV servers, but even if you decide to do your...

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.

lucid iron
#

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 sleep

mortal stag
#

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.

lucid iron
#

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

eager tree
mortal stag
#

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

lucid iron
#

I use it to write docs in me job

gray bear
#

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

lucid iron
#

But the actual codebase is cursed so that's why they pay me to be in the sauce

mortal stag
mortal stag
# lucid iron But the actual codebase is cursed so that's why they pay me to be in the sauce

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

mild furnace
#

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

mild furnace
#

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

lucid iron
#

Speeb

mild furnace
#

Me when the update context ends

#

So another updatecontext can start immediately after

#

😱

#

performans

mortal stag
#

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

lucid iron
mild furnace
#

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

tight rivet
#

"Why isn't this working??!?" check in the morning

#

".. would help if I had it output a valid item"

tight rivet
#

.. is the wiki up for everyone?

brittle pasture
#

up for me

tight rivet
#

hm

#

must be me or my ISP. Thanks!

woeful lintel
#

Oh sorry, I meant to put this in off-topic.

#

I guess now that I've read the recent conversation, it is on topic

rose sequoia
lucid iron
#

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

vagrant grove
brittle pasture
#

feel free to also advertise in - nvm you also posted there lol

balmy valve
#

Problem with my map replacements

ocean sailBOT
#

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

rose sequoia
balmy valve
#

I don't think this problem happened with the old version of the mod- the one that's currently published

somber monolith
#

Is there any layout for a standard farm?

rose sequoia
#

if not i'll try this

balmy valve
somber monolith
#

sorry i said it in the wrong channel

lucid iron
#

or ig dont put them close enough? jank™

balmy valve
lucid iron
balmy valve
#

okej...thank you...

#

The issue is that I still have to edit the maps, so if I remove the tilesheets now, everything breaks ;c

lucid iron
#

You can remove it just for testing but there's also a tiled plugin now

balmy valve
#

?

#

Wdym tiled plugin?

gray bear
#

does it got a command

#

!tilesheetclimbing

ocean sailBOT
#

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"/>.

hard fern
#

Nope

lucid iron
#

Smh iro

gray bear
#

does button's website thing do the same thing?

balmy valve
#

i have temporarily removed the spring tilesheets, let's see fi it works

#

Okay. Everything broke

gray bear
#

!mapfixer

ocean sailBOT
#
Stardew Valley Map Fixer

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.

gray bear
#

going to bully iro for not making his plugin a command, this should also work

balmy valve
#

it's not a directory climbing issuye

gray bear
#

what does the error say

ocean sailBOT
#

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

balmy valve
#

here's the log

gray bear
#

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

uncut viper
#

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

hard fern
#

Did you embed the tilesheets

uncut viper
#

map fixer is irrelevant here

gray bear
#

OHH

balmy valve
#

Okay. But there's no "winter landscape" tilesheet or whatever in content/unpacked

uncut viper
#

there very much is

lucid iron
#

u should have a Maps/winter_outdoorsTileSheet2.png

uncut viper
#

winter_outdoorsTileSheet

#

the name of your tile_set_ in Tiled is irrelevant

lucid iron
#

z_v16_landscape2_2 is the tileset name which is something else

uncut viper
#

its the name of the image source you are using for your tileset that matters

balmy valve
#

So I need the winter tilesheets in the folder?

gray bear
#

is this map outside?

balmy valve
#

Yes it is

#

What happens when I need to publish my mod? Leaving the pngs in the mod folder overrides any recolor mods

uncut viper
#

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

balmy valve
#

Okay, thank you so much

gray bear
#

use the spring ones and it'll change each season

balmy valve
#

Let me see

uncut viper
#

you should test your mod before publishing without the tilesheets at all to make sure you dont have any tilesheet climbing errors

balmy valve
uncut viper
#

but while editing, you need the tilesheets, whether in the same folder or via the aforementioned plugin

gray bear
#

where's that plugin,,,

balmy valve
#

ok so i need the tilesheets (not the pngs, but the type script source files?)

gray bear
#

if you're editing the map, they should be in the same folder as it. if you're testing, yeet em

uncut viper
#

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

balmy valve
#

ok so i need the pngs

uncut viper
#

yes, when editing

#

not when publishing

balmy valve
#

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

hard fern
#

they exist

#

are you sure you unpacked all of the images?

balmy valve
#

i have all of the language variant ones

#

yes i'm sure, i remember seeing them before but they're gone now

hard fern
#

you might also be overlooking them? 🤔

#

it should be between kr and pt-br

balmy valve
#

no, it's not there

gray bear
#

you can unpack game files again if u deleted em by accident

hard fern
#

Yeah

balmy valve
#

okay

#

will do ;c

#

Thank you for your patience

#

I'm re-unpacking them now.

#

k. Unpacked, copied pngs over, launching game now.

rose sequoia
#

oh wait i think i get it

balmy valve
#

IT WORKS. Thank you!!!

torn beacon
#

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

gentle rose
hard fern
#

command for ur tileg blugpn

#

wow..

#

*tiled plugin

gentle rose
#

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

calm nebula
#

How is Duke

gentle rose
#

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 SDVpufferthinkblob

obtuse wigeon
#

I don't think so?

gentle rose
#

hmm, looks like it's a complex question but my extension is on the more confident "probably fine" end

obtuse wigeon
#

Given its not a derivative of tiled itself, I'd say permission is still entirely yours

gentle rose
#

gpl is complex and includes some stuff about software that can interact together

obtuse wigeon
#

I thought that was the purpose of lgpl?

lucid iron
#

does tiled have the linking exception flavored gpl

#

or the pure one

gentle rose
#

no clue

#

oh the official tiled extensions repo is MIT

#

that answers that lmao

obtuse wigeon
#

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

gentle rose
#

I am somehow stuck on naming this

SDVTilesheetUtil has too many letters SDVpufferwaaah I don't like it

#

STUFF - stardew tilesheet util framework fotherword /lh

merry river
#

friend

#

for the last word

#

it's your friend

hard fern
#

stuff....

lucid mulch
#

Alliterations are fun and I highly recommend them

gentle rose
#

Tilesheet Toolbox?

#

Tiled Tilesheet Toolbox for stardew

hard fern
#

Tiled Tilesheet Toolbox to Tile your Tilesheets

lucid mulch
#

TTTTT is much more appealing than STUFF

brave fable
#

ttttt makes me a little ill

stray hemlock
#

Stardew Helper for Incredible Tiles?

hard fern
#

SHIT

brave fable
#

how do you pronounce that