#making-mods-general
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..observationally speaking, the first d-
oh
god I forgot you need to send the first one with a blank conditions
unless you did it in an event or smth
Fixes that
in your topmost traction in the linked json, yeah, DollhouseSetPieces
since thats the one thats failing
will do, i wasn't sure if you meant reworking the spawnable definition maybe
no dice š i shall go to bed and ping casey tomorrow
Anyone know what that ominous sphere in the back is?
I know I haven't experienced literally anything from the dangerous mines yet, but since I've seen so much of the royal serpent, I might as well.
My guess would be... connecting any extra joints to give off the illusion of curving?
Iirc from when I recolored that serpent last it was a connecting joint between the pieces yeah
anyone here? i've got some coding problem
i set up a gift reaction, but the npc only say } when i gave him the item
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.
sure, gimme a minute
this is for the contenthttps://smapi.io/json/content-patcher/a0e7ee4c786e4c4bbf7716290f4d7012
wait...
yeah this is the correct one, and...
this is for the default https://smapi.io/json/content-patcher/70f7efeedbb64d348a4cd00f10d94bc2
i've only wrote a few lines, since it's my first time coding something
sorry my dialogue wasn't english
Hi everyone, I checked the search bar and pinned messages with no luck, just curious about how long it takes to make a simple mod with no prior coding experience? Something simple like adding a new triggerable animation or cutscene to the game
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
As a total beginner? Making everything with bugtesting and learning, i'd say... 3 days? It's a lot to understand in the beginning but there's a lot of templates and tutorials and people here to help ^^ Once youre accustomed you can make an event in a day or maybe two if it's a long one.
it really depends on a million things. how much experience you have with computer stuff in general, what kind of āsimpleā thing you want to achieve, whether you need to make anything non-coding for it (writing, drawing assets, etc)
Mods take either 3 days or entire month
I respect ppl who work on their stuff for years plural
I would say my main NPC took about a year of consistent work, making all the sprites and animations and writing. Started working 3 years ago though but with a lot of long breaks.
working on a mod you really enjoy is like chasing better coffee or configuring your linux installation: you can spend as much time (and, for coffee, money) as you have
So true
the time taken also changes if you include fixing bugs after release as part of the "making a mod" it took a few days for one of my mods to be released, but I was fixing minor bugs for a few weeks after release
There's some amazing wikis for events and trigger actions, so it can be pretty fast if you copy/paste templates. It takes longer to fully understand the code behind it, but once you do you'll see that there's a deep (and incredible) rabbithole to dive down. The possibilities are endless, so to speak. CA wrote some really accessible code - but defintiely start with something small and take your time looking at how other modders have made things
ps I have OCD and when I jump into modding it's in obsessive bursts, for example I didn't mod for six months, and this last weekend I coded for almost 40 hours straight, writing like 10 events and an entire NPC's dialogue and drawing several art assets. And playtesting each event obsessively like 20 times to adjust pauses and movement and sounds. Last time I stopped modding because the OCD high wore off and then there was the daunting task of bug fixes and comments and compatibility patches
so you can go at your own pace always āØ
lmao sorry for being wordy folks
be as wordy as you like
@gray bear You leveled up to Desperado. That's level 1000! :open_mouth: You have been taken by the server's evil clutches and there is no escape for you. Congrats!
yeah that's fair
I am trying to spawn in multiple custom quarries using FTM and I can create two separate areas, but can I also uniquely specify what can spawn on each farm? The github page for the settings literally said "This setting is per-area" (e.g. the spawn settings), but I cannot find out how š
Nevermiiiind, JUST as I asked this, I realised that in the github page, it shows "MiningLevelRequired (Area)", so I can just specify the area in the brackets. Welllll XD
Wait, no, not nevermind XD It just replaces the code with the standard form
DAMN bea!
I definitely get you on that one 
that's just the superior way to mod āØ
who needs to pay attention to bodily and mental needs when you can hyperfixate š
Ah I found it, just missed something obvious 
I'm not sure I understand what you mean. It should be automatic when you load a save through the menu - are you needing it while not in the game's default flow?
(Ping when replying, I don't check this channel much)
Yes, I'm reading the saves to populate a drop-down during character creation.
hello! is this the right channel for asking for help with code?
If it's related to Stardew modding, absolutely!
okay
"$schema": "https://smapi.io/schemas/i18n.json",
// Trinkets
// pokeball 1
"pokeball1.DisplayName": "A Raichu Pokeball",
"pokeball1.Description": "A pokeball containing a friendly Solaris Raichu.\n\nLv.{0}: {1}",
"pokeball1.AbilityDescription.1": "Summon a Solaris Raichu; harvest nearby forage, Shake and harvests trees and bushes.",
"pokeball1.AbilityDescription.2": "Summon a Solaris Raichu; harvest nearby crops, Shake and harvests trees and bushes.",
"pokeball1.AbilityDescription.3": "Summon a Solaris Raichu; harvest nearby forage and crops, Shake and harvests trees and bushes.",
"raichu.Exclaim.1": "Raii!!",
"raichu.Exclaim.2": "Chu!?",
// pokeball 2
"pokeball2.DisplayName": "A Pikachu Pokeball",
"pokeball2.Description": "A pokeball containing a friendly Solaris Pikachu.\n\nLv.{0}: {1}",
"pokeball2.AbilityDescription.1": "Summon a Solaris Pikachu; harvest nearby forage, Shake and harvests trees and bushes.",
"pokeball2.AbilityDescription.2": "Summon a Solaris Pikachu; harvest nearby crops, Shake and harvests trees and bushes.",
"pokeball2.AbilityDescription.3": "Summon a Solaris Pikachu; harvest nearby forage and crops, Shake and harvests trees and bushes.",
"pikachu.Exclaim.1": "Pika!!",
"pikachu.Exclaim.2": "Chu!?",
// pokeball 3
"pokeball3.DisplayName": "A Pichu Pokeball",
"pokeball3.Description": "A pokeball containing a friendly Solaris Pichu.\n\nLv.{0}: {1}",
"pokeball3.AbilityDescription.1": "Summon a Solaris Pichu; harvest nearby forage, Shake and harvests trees and bushes.",
"pokeball3.AbilityDescription.2": "Summon a Solaris Pichu; harvest nearby crops, Shake and harvests trees and bushes.",
"pokeball3.AbilityDescription.3": "Summon a Solaris Pichu; harvest nearby forage and crops, Shake and harvests trees and bushes.",
"pichu.Exclaim.1": "Pii!!",
"pichu.Exclaim.2": "Chu!?",
}```
So this is my code here, i'm trying to convince this mod that i want 3 separate pokeballs, but it will only load the raichu one
the raichu works completely fine, but the other two dont exist
i didnt write this from scratch so im kind of learning as i go
are you making a content patcher mod? if so it would be helpful to see your entire code not just this snippet
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
yes, that's one entire file
your i18n? unfortunately it doesnāt give us much if any information about actual functional code
yes that one
we would need to see the json where you define these trinkets
one sec
this is the pikachu one. the other two are identical excpet pokeball# and pokemon name
can you please use the site governor linked?
oh my bad, my reading comprehension is bad today it seems
this mod is a fork of Pikachu Companion Trinket, which has completely free permissions, so i used it as an opportunity to learn how to add my custom raichu as a trinket, and then the pre-evolutions to go with them. i'm learning the code as i go
iāll be right back, i just got a work email
all good, i've got nowhere to be
hmm, that is an option but it would also make it more difficult to guarantee which one i'll get
i'm playing with a group of two other friends and we're each going to have one of all three
You can pick what variant gets spawned
oh! that's neat
i dont know enough about this code to understand how to apply it properly, unfortunately. that's why i came here, though!
But this one makes it so that every variant appears in the shop on fall 27
all three of these pokemon trinkets are identical, they just have a different sprite texture and have different talk bubbles, so that might make it easier to combine them?
Ah speech bubbles is one of those things that aren't controlled by level/variant
Anyways going back to your original query
nope, whenever they pick something off the ground they use a speech bubble
how am i supposed to know the exact hitbox for these two specific Elliott sprites? they're way wider than the ones used ingame
Yeah and i put the contents of the speech bubble on Motion instead of Ability for Reasonsā¢
oh good the trinket person themself is here!
I guess u can just change the speach bubble key tho
!decompile gotta check the source. it's hardcoded
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
The Texture field is the trinket item's icon and the sprite index is where on sheet
wide animation sprites are hard coded. if you want a custom NPC to have wide animations you can use spacecore
is this a fixed code? if so, what did you change, so that i know how to apply it to the other guy
that's what i thought, my brain is mushy i'm so sorry
okay, texture and sprite, i understand that part
Yeah anyways idk what your png looks like but if you want the item to have a different icon here's your options
- Change the texture to a different asset
- If all 3 pokeballs are on one asset, change the sprite index
- If you are using variants like the skull example earlier the field TrinketSpriteIndex will change the spriteindex depending on the variant
oh i want the icon to be the same for all three, since they're the same evolution line
the problem isnt that
the problem is that the other two physically dont exist in the game
Your posted json only shows {{ModId}}_Pikachu unless im missing something
You'd either need to create new trinkets {{ModId}}_Pichu and {{ModId}}_Raichu
oh yeah, when i posted it i explained that threre's two other files that are identical, with only pokeball# and pokemon name different
Or you need to add Variants to the pikachu trinket
Well it'd help to know about that 
Remember to Include any other jsons
And check general things for "did my data go into the game?"
do all three files have to be in just one file?
include them here and link them, or is there like a data file i should be editing (sorry for so many questions)
AHA
THAT WAS THE PROBLEM
I think sinister servants is probably a better example of trinket mod (i wrote it as example pack more or less)
There's also a pokemon trinkets mod you can reference
this is forked off of an existing pokemon trinket mod
Yes I'm aware
okay
it only had the single pikachu in it and nothing else so i had no idea what i was doing
There r multiple 
oh yeah i saw that one before!
nah not a custom npc
just a sprite replacement
oh that's very useful, i like that
It's a lot bc complicated framework feel free to ask me things
i would like a way to purchase these guys instead of waiting for a random monster drop
pierre or hat mouse or something
maybe hat mouse
Yep that's the shop json from here
This one's a custom shop but adding to vanilla is the same
Just remember u need targetfield
ill take a look at that in a moment, testing to make sure these guys exist and the sprites look okay
the icons are broken for all three but they exist xD
lil guys
and the raichu too
now i get to find out why the icons broke
oh then you should be fine just staying in that 32x32 square
oh it's 32 32?
okay so my next issue here is i have no idea why the icon broke. i didnt touch that code, i didnt rename the texture or touch it either, and the icon worked for the raichu before i added in the other things in the content file
call me a "mad lad", I fixed this on my lunch break
I'm making the forest work with every compat istfg
Bless you for wrestling with map compats
i'm pausing the icon problem because i can't make heads or tails of that problem and looking at this now. how do i figure out how to add a thing to hat mouse, and do i need a condition? i just want it available from the start. this information is telling me about a modded shop so i don't know which info i need and which info i don't if i'm honest. Let me make a new json really quick with the shop information so i have something to work off of
the wiki has a vanilla shop example
okay question, if you want to edit a festival map, how do you target it? Looks like the game considers it Temp
the location id is temp but if you want to edit the Map itself, that'll still just be found in the maps folder
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
Take a look at Data/Shops.json from unpacked
give me a few, grandpa decided he needed me and its taking a bit because neither of us know how to do the thing lol
I am once again receiving emails about new modding platforms, same parent company, more emojis 
Guess Fxmods didn't work out so well for them
hmm didnt notice they launched in september
since then they have a total of 400 mods across every game, with 2.5k unique downloads
is this the valnet one?
would someone be willing to link that festival npc location progrm? sorry I should have bookmarked it
I can't even find the site via search
they didnt even invest in SEO smh my head
"hat" and "mouse" dont exist when i search this file
hang on
you sure, it's literally "HatMouse"
my copy and paste was rude
my copy only copied one section instead of the entire file
there it is
does it matter what the trade item ID is?
alright i have a json whipped up to the best of my current knowledge, smapi is telling me there's an error on line 5 but i can't really tell what i did wrong. havent tested to see if this even works yet, but i'll drop it here
you're missing curly brackets to wrap all your fields
also you should be using TargetField to target edit HatMouse > Items and avoid overwriting every other field
okay uh. give me a few to figure that out
i thought valnet was ggmods
oh they're doing another one
oh their site is down lol
https://smapi.io/json/none/e072a2fe3b724ead8dc8c31a2cd27a95
Something like this? I can see it's telling me I'm wrong but i've tried moving commas and brackets around and can't figure out what's correct
your target should be Data/Shops, and you need to use TargetField
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#target-field
ignore the moveentries stuff
you need to do the same for SalableItemTags in a separate patch
so it should look like "TargetField": ["HatMouse", "Items"],
i want to say, i know asking a lot of beginner questions can be frustrating, but i appreciate you guys teaching me how to do this instead of just doing it for me
yes 
alright ive got the target field added, was there anything else wrong with that code or am i good to do a test run?
we appreciate it immensely when people want to learn, so right back at you
you need to change Entries to have the top level objects be only the shop entries you want to drop into Items
reference my example for what that looks like
i get confused very easily, adhd + autism and lots of other mental goodies, so i sometimes ask repeated questions because my brain becomes spaghetti soup sometimes when i look at code i haven't messed with before
so i should delete the monster loot line and only keep trinket? these guys drop as monster loot so they're applicable as both
they're very rare, i've killed a bajillion monsters in my testing and never actually dropped one
the ones im using i just spawned in lmao
wait i think i understand. just delete the salable item tags entry altogether?
hang on im looking at that link
briefly forgot i had it open
you need a separate patch (another {}-wrapped object) with TargetField HatMouse > SalableItemTags
i understand what you're saying now, i think, just have the items under entry
okay
is there an example for that patch?
I dont have anything on hand but it should look like this:
https://github.com/zombifier/My_Stardew_Mods/blob/master/TextileExpansion/[CP]TextileExpansion/Data/bigcraftables.json#L56
you need to change all the relevant fields of course
alright
before i start that, let me make sure the rest of the code is correct
https://smapi.io/json/none/9bc4163d7e444c4daf2881f08f2351b7
it says theres a problem on line 11 but again ive tried moving commas and brackets and nothing helped
hang on is it the bracket right next to entries i dont need?
objects ({}-wrapped ones) takes the form of "keys": values
you're missing the keys
that's how Entries work even if what you're editing is a list
the key is identical to the Id field in most cases
so how would i write that
see my example above again
im looking but i dont see a field named key
ooh! okay
{
"Id": "{{ModId}}_Raichu",
"TradeItemId": "(O)902",
"TradeItemAmount": 1000,
"ItemId": "{{ModId}}_Raichu",
},```
so like this
yep
does this need more information?
i want it to appear at hat mouse at the start, no unlock conditions or anything
will it pull the name from the mod information or do i need to plug in a name field
oh yeah I wasn't paying attention as to what the item was
if it's a trinket add (TR) to the start of itemid yes
had no idea that mattered!
yeah if you don't specify a Condition it will always be available
yeah it pulls from item data, you don't need the Name field unless you're doing some advanced stuff
definitely not advanced
i think down the road i want to add more animation frames
the entire trinket only has four frames
a walk sprite to the side, and then a forward facing standing still
want at least a front, side, and back, know what i mean? and messing in the code i saw there was an ability to add an idle, might do that too
that'll have to be down the road when im more comfortable with pixels though, as this form has wings and i've conveniently hidden them so i didnt have to draw them LOL
i think it doesnt even use one of the frames
alright, focusing, adhd begone
now to start the patch code
"LogName": "Add tag for loom",
"Action": "EditData",
"Target": "Data/BigCraftables",
"TargetField": ["17", "ContextTags"],
"Entries": {
"{{ModId}}_textile_xp": "{{ModId}}_textile_xp",
},```
I assume this is the thing i edit, and i assume i write three of these bc 3 trinkets
"Preserve your farm-fresh products for longer! The Canning Machine lets you seal fish and meat into durable cans, preventing waste and increasing profit margins.
Supports all fish and meat types, preserving them in long-lasting canned goods.
Canned products are primarily for shipping, not consumption.
Craftable cans ensure that the system stays balanced." uh..
- sure, cool 2) meat!?!
meat!
I linked that example for the SalableItemTags change you wanted to make to the hat mouse shop
ah-ha, modder plays with Animal Husbandry Mod
you don't need to write 3 patches for each tag if that's what you meant
they can all be in the same Entries block
okay
anyway, bacck to .. looking for the prismatic rose
i deleted the saleable item tags line, did i need that
delete it and put it in a new patch yes
and I guess I can do research on how to test if a conversation topic is active..
i think i lost the link that had that code on it
that's the code you just posted
it's an example of how to add new strings to a nested string list using TargetField
the saleableitemtags code i mean, i deleted it off my thing thinking i didnt need it, and i dont have the reference to put it back
ph wait
i understand
that goes in the target field not in the other code
in that case here: #making-mods-general message
thank you!
let me save and upload real quick
https://smapi.io/json/none/cf2761ee6244415fbd570c12348436dc still angry at line 11
What are items 900 901 902
entries needs to open with a {
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.
no idea if i'm honest, the example mod had item ids and i assumed that was the order in which they showed in the shop so i just went with a high number
It's a good idea to use a text editor that will help you with this
ive been using regular notepad, i should break out the ++
- you're forgetting the { after Entries in the first patch
- the second patch has 3 Entries block, you want just one Entries block with 3 elements
absolutely
and yeah dont use plain notepad lol
alright got ++ updated, let me swap over to it
should i delete the item ids too?
this line "TradeItemId": "(O)902",
TradeItemId = what item you have to give to the shop to buy it instead of/in addition to money
do you want that?
oh, no i dont
just money
yeet
oh this is much nicer for telling me which brackets arent' closed properly
https://smapi.io/json/none/0814c98e86f54103bbba953e1f53eb47
at last, no errors found. everything look good?
okay
gonna lower price too, since i want this to be more early game and there's three of us with a shared wallet lmao
with that edit done, im gonna do a test run
curious, is anyone experienced with making trinkets? mostly want to know if there's a way to have a slow-moving sprite set, and then a fast-moving sprite set. ie, pikachu walks on two legs when moving slowly, but if we run, pikachu switches to running on all fours
well id say the creator of trinket tinker is quite knowledgable in tinkering with trinkets
@lucid iron since you're around 
omg
log: https://smapi.io/log/2b2b24268d18461fbc69adf5ae0c6815
dungeons.json: https://smapi.io/json/content-patcher/da982e781dcf4401a456b0b24b880a62
spawning.json (including the trigger action that's erroring): https://smapi.io/json/content-patcher/f9d6ed63c9a3435a9f4985e3cd98db59
@next plaza would you be available to help me out with spawning setpieces? what i'm trying to do is spawn sixteen 20x20 setpieces in a four-by-four grid of 80x80 tiles. my trigger action to spawn them gives the above error, even though i've double and triple checked there's nothing on the Buildings layer in that empty 80x80 space of the target map
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 20 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
No I never implemented special clips for walking vs running (because my character always runs lol)
I did do differences between follow player and chasing after monster/forage so you can use that if you want
less about actually walking and running and more about detecting movespeed, ive seen some mods do that (like the movement overhaul with jump distance). increased movespeed like coffee, horse riding, cbj cheats speed increase, or some other buff would do it
oh that could work
Yeah I never added any kind of speed specific clip key
swim animation sounds cute too....
Maybe next version 
i DO have a sprite set from starbound where i did a pikachu pet, i believe swimming was one of those animations
fancy move sprites will come at a later date when i get the current version of the mod functional
okay, pokeballs are not at the hat mouse
Chu, code wise, thatās the heaviest parts of MMAP?
You can debug shop HatMouse for easier testing
in the SMAPI console type patch export Data/Shops and navigate to the file it points you to
You are asking what is heaviest right
Yes
hold on smapi is giving me a red error with the mod, let me read this
Either CPU or memory load wise, if you know
red error tells me why my pokeball isnt working, so that's solved
Before looking at specific content mods, Iām gonna try to look through āeasy winsā in all the frameworks
Most things in MMAP is "new location? Any props? No? Ok bye"
This one is not because it has to šļø every tile to cache
The impacted features are light (and lightcond), critter, and tas
Gotcha
I did my best to reduce checking to as needed which is what all the elaborate event nonsense is about
Aside from AT and JA, any legacy frameworks that may need a look over?
EMP seems quite heavy in my test case
EMP is mostly the GSQ token
I was testing my modlist with an M1 MacBook last night and itās borderline unplayable
JA you can ignore cus i think it's just a shim to vanilla data now
Especially on the farm
Thatās fair. I only have one JA mod which honestly I can just deprecate or convert to CP myself
did that, it sent me to a huge file
I'm not actually sure what AT's perf problems are beyond having to load all the textures at launch, but i been told by atra it could be better in the draw patches
Removing NITV, Ornithologist, visible fish and dynamic reflections helped (to be expected for the last two) helped
Fewer dict lookups and stuff
if fixing the red error fixed it then you can ignore my suggestion; patch export is useful for when you don't have any obvious errors
but if there are no errors in your log and it's still not in the shop, then navigate to HatMouse in the exported file to see if your patches applied
red error was related to why my trinket icons were broken, not to why its not showing up in the shop
But Iām still thinking itās GC pressure
i think i did get some gains when i turned a dict lookup to a cwt lookup
No idea why tbh 
Im sure there's CLR wizards who can explain
Oh yeah important question
Do you know if SMAPI uses Rosetta for Arm64 Macs?
Or does it have cross-ISA support for both arm64 and x86?
I believe SMAPI is x86_64 only so it must right
how can i tell if my patches applied? i'm scrolling under hat mouse and there is a ton of data here, though most of it doesn't make much sense to me. would it show the code in my patch?
oh you know what
i bet i know what it is
i didnt load the data in the content again
yep always got to Include
I wonder if a native arm64 port is possible
if your entries aren't under HatMouse that's the first thing i would check
I was having issues setting up net9 last night for M1
I may want to try compiling via an x86 mac
I think you'd have to first get the base game to run
everything appears to be working as intended now. icons are fixed, and i can buy from the hat mouse, and all three trinkets function
https://community.playstarbound.com/threads/arm-arm64-aarch64-linux-support.158840/
seems someones done it on linux
Hi,
I recently bought Stardew Valley and love it! However, I also recently got a Pinebook Pro ( https://www.pine64.org/pinebook-pro/ ), an aarch64...
2019 
Come to think of it I have no idea what arch is used by android smapi
Is that one arm64 native?
it compiled to native code via brute so im not sure mono supporting it is a massive win there?
the switch doesnt use any translation layers like rosetta or Arm emulation later
unless you count compile-time brute
rght, but that's because of the console
the important part is that it could run in native arm64 if compiled against it, just with a few changes needed
phone was gonna have AOT but it didnt
theres no "hard/firm" reason a native arm64 compilation of stardew and smapi isnt possible
not saying its convenient
next i gotta remember/figure out how to make a texture replacer
Is there something like a fishing net mod? Like one you can leave on the ocean shore or the dock.
in extra animal configs, how do i get the custom feed silo to saying amount of hay and instead say amount of the custom feed
did you change the tile action and set hay capacity of that silo to 0
tile action?
im reading the documentation and i just i guess im not understanding
do you have visual examples
second link is for a custom silo yea
can i add a custom hopper too?
yes that's in the documentation
I don't have examples on hand since you can also just reuse the vanilla hopper
add the tile action selph.ExtraAnimalConfig.CustomFeedHopper (O)ItemId1 to a building tile inside your building
can i ride in toothlees?
if you're asking about using mods, you'd be better off asking #modded-stardew . we just make them here
yeah i believe you don't need teeth to ride
New quote added by tlitookilakin as #6823 (https://discordapp.com/channels/137344473976799233/156109690059751424/1450626497613266974)
Ahh, a milestone, my first "question asked by user that is answered in the description"!
so is there anyone editing this spot in the backwoods?
haveny you seen the signs on amusement park rides? "must have this many teeth to ride"
...me
actually it's more to the left
but still
i cant find a new spot
since your patch is off to the right it should be fine
can i see your patch
I've now had my first "question asked where the answer was in the description", my first "person asking for lore compatibility with Law and Order which would require rewriting the whole mod" and my first -phobe. I think that's all my firsts out of the way.
it would take up this space. i made sure to leave room for the backwoods stairs
there is no free space in pelican town
yeah, it's just impossible to find a free spot without making a whole new area
While that's basically true, people can still try. Especially with the backwoods, since it can be made free real estate now.
where is your SVE compat question?
š it's about to be not so free real estate lol
Well, it is SVE compatible and it's in the description that it is, so I suppose I counted it in that
hiiii do you guys know about any raccoon-related convo topics in game?
"Asks about SVE compatibility without even checking" is a thing though. I haven't had that one yet
listen, if SVE can get question about SVE compat, so can you
oh no
if- WHAT

aaaaaaaaaaaaaaaaaaaaaaaaa
Just know it'll happen and prepare your brain accordingly
it was a teaser, if it helps
you cannot out-stupid the questions you will get
so not directly on the mod page
speaking of i'm making a tiny mod where the raccoons are gay, uhhhh how can i add convo topics about the raccoon progress?
I say this from decades of experience re exactly one mod this kept happening with: You cannot out-explain people asking questions like this. Nothing will ever be clear enough. DO NOT try to write your way out of it in the description
in a similar vein :
that way lies madness
..this should be a command
(https://stardewmodding.wiki.gg/wiki/Memes if you want more of funny modded meme)
i regularly got questions about SVE compat, partly because i don't have spelled SVE explicitely in my description but prefered a more generic "compatible with expansions in general"
absolutely do not try to write your way out of it, you will go crazy and the mention of that one bug will make your eye twitch for a century later
yall are scaring me-
I learned this so you don't have to, just accept that it'll happen and let it flow off you
it is not a solveable problem, it is a foolish thing that will happen, just go with it
cong...rats?
and it's not that scary, claude
i am terrified of human beings
That's why I'm jokingly celebrating this, it's a thing I knew would happen and making it amusing keeps it from bugging me
you have several options including answering some common answer, or ignoring stuff in description
You can try to write your way out with an additional condition of "any question about this will be deleted", then at least you have free license to be cathartically petty.
the fact people want Municipal to be friendly with L&O is.. a trip to me, lol
I had to tell this one guy I'd have to rewrite the whole mod... twice
I thought once would do it, but nope, had to repeat
(L&O, speaking as a player, seems unneccesarily delighting in "punishing" people for stuff that frankly, isn't worth punishing....)
it's a very standard mindset that Municipal does not share
it'd require significant tonal shifts
also I started mine before that came out damnit
I could not have possibly made mine with that in mind without ALREADY redoing stuff, so people can deal
..does it come with crimes to do 
shit
You can jail the Farmer for two-timing the cop, so I just assume it's a joke mod not to be taken seriously.
...can you guys tell i overused the extreme violence mod for the sims 4-
Those were funny though
..that's prob why i'm in jail rn
Especailly when the AI used them

I don't even know what half of them do that would be worth arresting them for it
may this be related to pierre's secret...
for pierre it's existing
for pam... drunk driving
lewis.. gotta be some fraud shit how else did he get that statue
Pam actually needs to drunk drive. Etc.
you could argue lewis is embezzling town funds but there's no real proof of that aside from the solid gold lewis.
pierre never does anything that can be said to be "illegal"
Mining gold, like you can do, since he mentions getting slime on his pants so he's been in the dungeon
hm
But it would be embarrassing to be revealed as "made gold statue out of self" vain in general
I got it working!
Lewis is more of the vain type rather than the criminal type, really. >_>
then inappropriate behavior in public cause of he and Marnie in the bushes at like 12:40
they're clothed. >_>
i still question them
I absolutely question that because they are both of the age where....uh
there's a difference between distasteful, unethical, and illegal
A bed should be preferable
If movies haven't steered me wrong, canoodling in public will get you a stern talking to from an officer who tells you to get a room
true but would the law recognize that
god yes
as long as you're trying to hide and nobody sees it
a lot of things are unethical but perfectly legal.
...look I'm asexual, I have zero experience in canoodling
this is a canoodle-free zone
But I have seen a billion movies where people canoodle in a car and they get frowned at by cops!
like Manos: The Hands of Fate
where im from it is actually not legal to be sexually active inside a car-you could get arrested for public indecency if i remember correctly
Pro Tips:
Choose context wisely. What might be tolerated outside a nightclub at midnight may not be tolerated on a playground at noon [CalāPenal Code section 647(a).
If staff or officers ask you to stop or move along, comply. Noncompliance can turn a minor encounter into trespass or disturbing the peace [Cal. Penal Code section 602; Cal. Penal Code section 415]. <- this is from the internet, but generically speaking , Lewis and Marnie would probably be at risk of "lewd or dissolute conduct" or such
... but if it's at night where no one cna really see you you're likely to get a "stop that, go home"
i love your research
fair fair
DISSOLUTE oh that's a great word, that's some Victorian-ass shit
yeah they apparently needed a term for
"two people aer making out sexually" vs "i'm gonna flash the park"
okay who else would commit a crime but has not been arrested..
i prefer my canoodling in the comfort of my own
Lax in morals, LICENTIOUS
room*
Dissipated is the only more Victorian word I could think of for that
idk i need more knowledge in victorian slang
i mean dwarf obviously but they're a cryptid so it think it doesn't count
like Dorian Grey was dissolute and dissipated
so looking at the dialogue for L&O, you have
;swe
- Pierre claiming your produce was his
(this is not illegal, lol)
(.. it is very unethical.)
š i never expected full deep dive on pierre and lewis's affair
*marnie marnie not pierre
unless you're in like a super fancy contract or some shit, but yea
..hmmmm 
at most you could maybe get him for misrepresentation.
I would say, though, I do appreciate this mod calls him on it.. >_>
on WHOSE affair now
i feel like penny would like to commit arson
maybe not would actually do, but idk it'd be good for her
i made a little typo
everyone needs a little arson from time to time ya know
but like sure pierre and lewis can make out if you really want them to.
I don't think "want" is the word
anyone remember what that thing where a message popup about fish is
?
to tell u there's a fish swarm
tbf, I do think L&O does a decent job of fanoning why Lewis should get arrested for the solid gold statue by going 'you got the money by illegal taxation!'
FRENZY
maybe in strings
fish swarm...
so the Pam Arrest event triggers right after you give her the beer from her request. >_>

... yeah, okay, so a glance through is hwat I thought it was
..anyways i'm gonna go force myself to go do some baking for the holidays now, bye all!
oh so it's not all the beers she gets at the saloon, it's your Particularly Illegal Beer
Cursed Beer of Crimedoing
Moonshine
so the player doesn't have a license to sell alcohol
Clint is arrested for stalking Emily. Amusingly, he turns himself in
the player probably doens't hvae a license to make alcohol.
that too
or for that matter, to sanitize milk..
i thought making it in small batches was fine though
š¤
so long as you're not selling it
I mean, that law depends on state for the US
You can do a good 200 gallons a year in Missouri
but that's Spirits
"Beer and wine is legal up to 200 gallons per calendar year". Anything more is illegal. (this is federal)
stardew is based on washington state isn't it? so i would assume the laws would be based on that state
That's federal, but there's definitely states where it's less legal
we love doing that in the US
making wine is legal here in WA.
as long as you don't sell it.
still would be a limit of 100gal/yearthough
so i guess the player's keg empire is illegal
(2) āBeerā means any malt beverage or malt liquor as these terms are defined in this chapter.
(17) āMalt beverageā or āmalt liquorā means any beverage such as beer, ale, lager beer, stout, and porter obtained by the alcoholic fermentation of an infusion or decoction of pure hops, or pure extract of hops and pure barley malt or other wholesome grain or cereal in pure water containing not more than eight percent of alcohol by weight, and not less than one-half of one percent of alcohol by volume. For the purposes of this title, any such beverage containing more than eight percent of alcohol by weight shall be referred to as āstrong beer.ā
66.12.010. Wine or beer manufactured for home use
Nothing in this title other than RCW 66.28.140, applies to wine or beer manufactured in any home for consumption therein, and not for sale.
RCW 66.28.140. Removing family beer or wine from home for use at wine tastings or competitions ā Conditions.
(1) An adult member of a household may remove family beer or wine from the home subject to the following conditions:
(a) The quantity removed by a producer is limited to a quantity not exceeding twenty gallons;
(b) Family beer or wine is not removed for sale; and
(c) Family beer or wine is removed from the home for private use, including use at organized affairs, exhibitions, or competitions such as homemakerās contests, tastings, or judging.
(2) As used in this section, āfamily beer or wineā means beer or wine manufactured in the home for private consumption, and not for sale.
this.. amuisingly.. means that mead might be illegal to make
....that is amusing
so clearly I should make a license mod for SDV
i feel i am hallucinating but do frenzy fish spots show fish jumping up?
make it realistic, so you have to pay 10000 yr + tax per keg per wine etc .
I believe soooo
where is the spaget
I was thinking that someone should make a mod where you get random buffs in the mines that you get to keep as long as you stay in the mines
Frenzy spots do show fuck
FISH
what the hell
alright look, someone was swearing in my hearing when I was typing
I think it shows the fish that is frenzying? But I am positive it shows fish
ok i found the spaget
.. How would you handle "thrown in jail" I wonder for a license mod
end the game, delete the save file? >_>
just update 7 days and then let u out
Probably a big fine
in my state, jail time is not mandatory for a first offense, just fines
i was about to suggest a very large fine, yeah
and confiscate maybe whatever is in your inventory? and you have to pick it up at the office i guess
Fair. I was more thinking a "you are blatantly ignoring the law!" type escalation after a while
are people who download mods able to see if you enable the rewards program on mods?
yes
it'll show under permissions and credits
ah i see thanks
i started working on my own large farm map because i don't really like what's out there but i've remembered i really hate making maps
besides the obvious like required stuff does anyone have any ideas on what to add
im biased so i will always say add water
least obvious fish person.......
i will probably add a bigger pond near the bottom
@next plaza is it okay to ping you? i'm having trouble spawning setpieces with spacecore. (i sent a message in here earlier but it may have gotten lost, apologies!)
json: https://smapi.io/json/content-patcher/215f9aa67dd14059895fc76961150ddc
log: https://smapi.io/log/2b2b24268d18461fbc69adf5ae0c6815
i'm struggling to diagnose this error message :(
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 20 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
can we append values to monster loot drop tables like we do with gift taste data?
I think so, it's a space delim field in a / delim string asset just like gift
If it doesn't work out spawning custom monsters via ftm/sc will work
helloooo is there any way to see what a StringsFromCSFiles entry actually is, or do you have to just guess?
you mean what it does in game?
it's kind of just by checking the decompile
you can open the file
let me check for you
those are marriage dialogue i'm p sure
most likely, yeah
yup! just wanna know the specifc like.. uh...
i'm too tired for this
uh
triggers/conditions
no you're good i was misunderstanding what you wanted to know
those are the generics for when your spouse hates you i think š¤
let me try to put together the full conditions haha, this is a long method
oh, uhh how might i look those up? maybe i can add a wiki (either modding wiki or normal wiki [under the modding category ofc] idk) page about it
dw! i'm just curious in general
okay so:
married to farmer
is not expecting a child
has no kids
had a bed to sleep in the night before
doesn't have specific marriage dialogue for that day
isn't on a special marriage schedule that day
isn't a non-winter non-rainy Saturday
hasn't decided to give random furniture today
and then uh. hmm
oh your spouse also has to be mad at you (which is a complicated condition but basically random based on low hearts) and their way has to be blocked
there's one last condition I need to try to figure out but those are the main ones
forget dehardcoding can we denightmare this method
Marriage just feels weirdly coded in general
(it probably makes more sense without the optimised branches from building)
Damn-
Like wym they lose all their dialogue
@next plaza Sorry, the issue wasn't actually with Spacecore. Apologies for the fuss.
oh probably big also there is just wild AMOUNTS of logic in this single method
How did you find this out š
I told you, I checked the decompile
this one requires some experience in reading code tbh
but others are simpler
Good to know lol, and judging by my behavior patterns learning to read some basic code would prob do me good for the future-
Damn nice pfp
how the map is looking now
i might be finished by next year!
that joke doesn't really apply because it's december
oh my one year anniversary in the server was two weeks ago
whoops
Hey if anyone minds, could someone send me the unpacked file of the marriage dialogue XNB, my dad wont let me run that stardew xnb unpacker and im trying to recover that adopt leo mod
(Since the mod is currently in a very broken state and doesn't have any strings for needed dialogues)
You don't need to unpack it in order to write new dialogue
You can just write it all from scratch
I know but i want to look at the dialogue there for reference
since the game calls for those strings (the 14 heart one in my experience)
Uh, im a little confused
Let me send a screen shot of what i mean
theyāre trying to see the unpack to see what they need to replace
https://lybell-art.github.io/xnb-js/
you can use this website instead I guess? but if your dad isnāt okay with the unpacker how is he okay with mods
A web application that allows you to unpack or pack xnb files.
Maybe my brain is a little fried today
Hi! So I have a question for any of the seasoned event-makers out there:
I have an event that involves putting some fire in the scene (custom npc uses fire magic to vaporise a shadow shaman). Am I on the right track by making my own sprites and adding them to the event via addtemporaryactor?
I'm a bit out of practice with coding, so I figured I'd ask before I waste time with a method that doesnt work. Thanks!
Thank you so much!, will try this
Thank for this, it works perfectly, cant thank you enough!
what category would fit for an item like a biscuit if they don't have a cooking recipe associated?
i personally just make them no category
ello
(photo in case its easier)
got a quick question
I know how to make quests that start with a letter, and cannot be triggered again
however, to make sure that my new trigger for a quest (that is not mail dependant) does not trigger again, is putting:
!PLAYER_HAS_RUN_TRIGGER_ACTION {{ModId}}_QuestWillyTearsOfTheSea_Trigger
A good idea?
No. Use MarkActionApplied instead.
Awesome, thanks!
Was reading up more on the wiki and I fixed the "Now" and "Current" when adding quests since that isnt used
and fixed some otehr stuff
I'll try the mark action applied rq
Yes.
That method should work fine, for both addTemporaryActor and temporaryAnimatedsprite, you can use either.
Do you know how this check can be possible?
"HAS_COMPLETED_QUEST {{ModId}}_QuestWillyTearsOfTheSea_Trigger"
Is there a trigger like that?
since i wanna make a part 2 of my quest but...dont see anything named quest that does that in the TriggerActions, might be under a different name
maybe its
PLAYER_HAS_RUN_TRIGGER_ACTION Current {{ModId}}_QuestWillyTearsOfTheSea_Trigger
but this seems like if it was applied, unsure how i'd be able to tell if it was completed
trigger actions by default only trigger once per save
There is no such check in the current version, it will be added in 1.6.16 though.
you don't need to do anything extra to prevent them from being triggered again
awesome
oooof, hmm okay
For dialogue entries (generic)
Is adding them like this going to keep the original dialogue for Monday and Friday + any other mods, and add mine as an extra?
Or am I directly overwriting? I just want to add extra, just making sure I was adding extra dialogue right

@outer glacier
ty
(for future reference: Pinging bouncer gives us a message but no ping)
Thanks either way!
š haha im so sorry, i was panicking, couldnt find any ban hammer person or smth
Just ping @ junimo :) That's us, the ban hammer people lol

Map map map
beautiful!!
this will overwrite yes
i'm not a dialogue person⢠but there are a few ways to make it not overwrite; you can reference other mods to see how they do it
do you know of a mod that doesnt overwrite?
i was checkign a mod and they do the same concept, so im unsure which might not overwrite
do they have when conditions or the like
the one I was looking at
(not my mod)
is this
thats their only when condition
which I assume is a toggle
Wonder if this is still relevant
this is the condition on the include patch
so it seems by default CFE will replace everything
ah
there's a random option to make it have a chance to not apply
oof, not sure how to do randomization then, like a chance Willy character says (X) dialogue
how is that do-able exactly? š
How would that be done here?
Its a very small code snippet
(sorry im still learning)
(never used a when condition in these types of patches either)
in this case you'd set the When condition to only if the Random token evaluates to some values
"When": {
"Random: a,b,c": "a"
}
1/3 chance example
Like this?
or just a,b,c etc
and out of that patch, there is a 1/3 chance that my dialogue(s) will be used?
if i understand correctly
Does anyone know what the emote that appears above a player's head when the kettle is empty is called?
can't find that on wiki
Could I let players to send this emote during the event?
events can have emotes iirc
Yeah, but I could only use it if I know the id for it

Most dialogues are fighting for the same daily keys, so they'll either overwrite or conditionally overwrite (for compat). There's no real way to have multiple daily dialogues in vanilla, you need to use something like BETAS to add additional daily lines.
You can also use locational dialogue, which will still make the daily dialogue accessible when said NPC isn't in that location. But that might not make sense for what you need (e.g., if you want a bunch of lines of Willy talking about his shop while he's at the shop, locational dialogue would be good for that.)
Realistic Writer Elliott uses locational dialogue in Saloon/Museum.
Seems like there is a simple way with randomization, which overwrites the original key based on chance, which is the closest you can get to it
{
"Changes": [
{
"Action": "EditData",
"Target": "Characters/Dialogue/Willy",
"Entries": {
"Mon": "{{i18n: {{ModId}}_WillyDialogue_Generic_Monday}}",
"Fri": "{{i18n: {{ModId}}_WillyDialogue_Generic_Friday}}"
},
"When": {
"Random: a, b, c": "c"
}
}
]
}
For additional daily lines, probably not
Like you said, likely needs BETAS
Yeah, that's what I mean by conditionally overwrite for compat 
Hopefully future stardew versions allow additional daily dialogues : ) (without frameworks)
unlikely unless vanilla needs it
1.7 does add |||
true, which is great with append, althought || is already here and can be great for that too
and underused at the moment but to be fair i didn't know it existed a few months ago, so i assume lot of authors don't either
(another way that can be convenient in some case is CT, they can be great for adding stuff occasionally, althought they are more random in what they'll impact)
hellooooo so i have access to the repo with the decompiled game but i have no clue where the link to it is.. uhhhhh anyone have it 
Basically, if you have written Pathos, you get an invitation via Mail. The repo should then be among the list of your own repositories in GitHub.
you may be able to find it in your mail
..okayyy
i think casey was the one who invited me
i have no clue how to use github so-
..okay no it's not there š
...should i ask for access again?
Is it maybe among "Organizations"? I haven't talked enough to get access, so I don't really know how exactly it works.
okayyy
Don't think so.
you aren't the owner of the one you look for so maybe try disabling that in the search? i don't know
Looks like the right place, not sure w hy its not there
That would be yours, you dont own the repository, it wont pop up here
Probably just further down there.
What happens if you click on the link in your invitation mail?
I meant your actual mail. The one you got back then when you got access.
1762 unread mail...
Then maybe you need to request access to that specific repo as well?
That's a good idea, wait until the smart people show up.
1: Where did you get the notice/message that you were invited to get access?
2: Look for where you got that notice/message, and see if it shares a link, or helpful direction for u

you don't seem to have access to it it looks like, theres 5 repos in there total, 3 public and 2 private, the 2 private ones are PC and Android versions, I can't see you in the organisation members either
Oh wait nvm you are a member, I just typed your name wrong oops
LOL, uhh, so where exactly is the code orrr?
i am very confused
You're in this one...
mhm?
And given it only has two people in it, I think it's probably an oversight.
..oh shit
It's the top one there.
Oooo you're in two of them! how fun! XD
oh shit
i have pathos-level perms by accident?!
i never figured out the repo lol i always thought it had all the game stuff including audio and code but im just really bad navigating github tbh
okay thank god i was too lazy to check it i def would've accidentally messed things up
me too-
i can't github i am simply too stupid
me has the stupid too
i am even more confused wow
atlas linked a tutorial somewhere
at least i got to fiogure out how to slap my mod on there :B
i'll get there eventually
I did?
Oh on github as a whole not the repo I remember
Short version though, you're not in the right team to see the decompile repo.
So... until Pathos gets you added, this is a manual decompile/unpack depending on what you need, yeah.
...okayyy gotcha
and pathos is on leave rn right? cause of some flooding stuffs?
found the link for general github usage: https://docs.github.com/en/get-started/start-your-journey/hello-world
thank you 
claude when did you get the invite?
when pathos redid the organizations he had to re-invite everyone who previously had access, since the repo moved
uhh casey sent it like... idk a month ago?
ok that was after
casey was the one to add me though
-# do i try the github thing now? darn u attention span
bea what are you trying to do?
see sometimes when i edit my code i break it like a vase, and have no way to get back anywhere
so trying to make a repo out of TSP so i suffer less
ah, yes, very good. i am always advocating for source control
lemme see if just my brain and tutorial can do this
man, shouldve probably helped if i selected view as member instead of public, huh

Shouldn't matter I would think? I seem to get the same things appear when viewing as public or member
do i make the sushi project a branch or just a repository 
..okay so i should just wait a while till pathos can add me then?
Yeah, while he's not going to be mad (it's Pathos, after all) if he got a ping for this right now, I would feel bad recommending we do so. 
got it, tysm 
Casey on the other hand, though...
Depends how you want to lay out your mods, whether seperate repos each (easier but a bit more messy imo) or have a mono repo will all your mods (tiny bit more confusing but a lot less messy)
I think so? Not 100% certain, but worth a try!
okay!
I summon thee, casey!
@next plaza helloooo we're summoning you to add me to the github decompile repo thingy pls
i just made a repo to keep things simple for my pea brain
commit???
ah, my pea brain is confused by the repo
github doesn't actually let randos commit directly to your repo
BEHOLD
if they do it creates a PR (pull request) and you can choose to merge it or not
maybe someone can make a pull request for my confusing and odd trigger actions to clear terrian
i had two repos because i couldnt figure out how to get my whole mod folder in there and couldnt figure out how to delete empty folders lol
i do a separate repo for every mod. i am on the other side of the fence from atlas
it does stink that github doesn't really have a way to organize them
Half of my total repos would just be stardew mods if I did seperate ones, it would be chaos XD
if anyone does know of a git system that supports tossing repos into folders, I would gladly switch from github ngl
Yeah, plus I have some files in common between all of them, and it would be a nightmare on my end.
I mean you could do submodules...
Oh.
I can read, I promise.
i'm working on a shared code library now! so far it's working out
u can read?
found how to upload. now to figure out the whole, making it save earlier versions
source control is a going-forward solution
I wish I knew of a good git 101 type thing. 
helloooo is there a way to disable a specific npc redecorating the house?
i jsut use the desktop version of github and slap my whole folder in there and then commit, found out thats the easiest for me to deal with it without feeling too silly
so you have created a starting point for your mod. whenever you commit files (changed or new), you create a changeset with an id hash, and you can check out that id at any time to get the state of the files as they were then
tbh the git instructions when you make a new repo are enough for most people's git usage once they have a pat/keys set up.. probably
yes but how
the hell are pat/keys
/ encryption keys
huh
my keys have stopped working for some reason and I have no idea why, they don't change with IP right?
its here, now to figure out the rest
i am not quite sure if i have that or what the exact ussage that would be for me ngl
also to this day idk what this means i just....let that message exist
i fear i am at the "needs hand holding to actually figure this out" step
There's changes that are on github you don't have on your computer
The button right beside that message would pull those changes down so you're in sync again
huh, how would that be possible when its the folder i have on myy computer be the one i drag into github to commit

If you created the repo with a readme or license file, that would explain that. Because that would be a separate commit that you don't have locally if you're only pushing to the repo.
(Maybe we need like... a fortnightly git tutorial livestream or something if anyone's willing to host one.
)
ohhh, yeah that would make sense. I added some lines to that some time ago.
aye
I wish I had time to really help right now. I just hope someone else comes along who does. 
appreciated!
not it. i Pretend I Do Not See most of git's capabilities and my workflows are not suitable for most people
oh it just is for the mod foldeer inside the github desktop one, guess i can pull then so it stops wiggling its finger
i'll just, leave this here
The issue I mentioned happened again in this video https://youtu.be/ni5hsXI6XNk?si=Kbbqa0Mls-R2ZctJ at 39:15. The streamer confirmed that she was using a female farmer.
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I pretty much only use the git features in VSCode and what ever other IDE I use, Can't say I have ever used the webpage or the desktop client for github
well u also do C# stuff
or sometimes I'll use the CLI for git but thats also rare
found out for myself desktop works nice, i just open in explorer, slap my new version of the folder in there and press commit
No idea what it's like, but I did a quick search for artist-friendly version control...
what the hell is this
fake email that people will see instead of your real one if they message you
That's the no reply github email adress, you can use it instead of your actual one for commits
i love random numbers
honestly that's a banger keysmash number though. love it
ok i have the app! mayhaps i can figure this out
https://docs.github.com/en/desktop/working-with-your-remote-repository-on-github-or-github-enterprise/syncing-your-branch-in-github-desktop
i think this is what im tryig to do
[reads]
Looking at the github desktop client, the one inside VSCode looks to be a very simple one
And I will say, don't feel even remotely bad about not getting it! Coming into git from absolute zero is a hell of an adjustment period. But you'll get it!
thanks. i really do think im gonna need help from someone who uh, knows what they're doing however
brain does not vibeā¢
Okay, you should be in there now!
(Thanks to Casey, not me.
)
Is there anything the decompile repo has that decompiling it yourself doesn't get you? I assume comments? Is there anything else?
I taught a bunch of people at work on git
The answer to that question is "install fork"
Just install fork
The main thing is that the decompile is tweaked/fixed up so it actually builds in case you need a functioning build.
The main thing is history tbh
You dont get comments
Okay, that's probably more main than what I said. 
(I do not believe i have access anymore and am not checking)
(Oh no, you don't.
)
someone else managing and maintaining it for you
(I'm enjoying my retirement okay.)
over here in linux land, running ILSpy is a particular kind of torture, but running git clone (or having already run it) is so easy
The ILSpy extension for VSCode is the best thing we have sadly, yeah.
i would ask if that's better than running ILSpy itself, but the bar is so low that i won't bother /lh
It is not. 
I mean, I could atleast get ILSpy to half work, the VSCode extension only worked once then never again XD
Can't even drag and drop an assembly onto it like in ILSpy. Need to browse for it.
oh wait. if i edit the files in vscode with the desktop app i can just make it change in the repo
of course if you are writing a transpiler you still need ILSpy to see the CIL. alas
now, how do i create a changeset with an id hash, like ichor said
(Rider gives me that at least.)
ty casey!!
whenever you commit, it's automatically generated. (git calls the individual thing a commit, but i habitually use commit as a verb and call the thing you commit a changeset because i come from prior VCS use and i'm an old fogey)
e.g. your most recent TSP commit is here https://github.com/s507/Stardew-Mods/commit/3f2ef2b1194496a22b78e0637f76955aa0481bc6
the 3f2ef2 part is the hash
in most use cases, you'll use your branches and/or tags to select individual commits instead
(Passing it on!)
generally i only check out raw hash ids if i'm searching for when/where a bug was introduced, although if i'm in my own sauce i usually know without having to do that level of digging
i don't know how id do that
i only know how to do it in a terminal, which is how i interact with git (this is why i have avoided giving you specific instructions)
I use arch, btw.
(hahahahaha im so funny ahhahahaha...
)





