#making-mods-general
1 messages Β· Page 497 of 1
uhhhmm let's go with files since it sounds like you've got a decent chonk :3
..okay prepare yourself cause i got a lot- is it alr if i DM you them?
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 5 C# mods and 2 content packs.
there's no error that shows with the code, but when i go to view it in game, it won't show
Can you do these steps to provide more info?
- Load your save and view the content that should be patched.
- Type
patch summarydirectly into the SMAPI window and press enter. - Upload your SMAPI log to https://smapi.io/log (see instructions on that page).
- Post the log link here.
but don't ping me because i'm leaving π
good lumina go to bed already
i know linus has a different line when you dig through trash compared to other people, is it possible to add another one of those? i'm replacing an npc
i think so! you'd need CFD though
sounds good! thank you
uh so nevermind, it sometimes works i just need to figure out why it isnt working for the flower dance
i'm looking through the content and can't seem to find what i'm looking for, where is it?
assuming CFD means Custom Fixed Dialogue, you don't need that for this (or, as far as i know, anything anymore)
every NPC's base dialogue asset (Characters/Dialogue/<Name>) supports a key called DumpsterDiveComment, which is what they will say if they catch you digging in the trash
https://stardewvalleywiki.com/Modding:Dialogue (DumpsterDiveComment)
- https://stardewvalleywiki.com/Modding:NPC_data#Dumpster_diving to modify their emote/friendship
i downloaded the wrong thing LOL
but yes to reiterate CFD is kill
Hmm, there is something special about flower dance and spouse. Maybe bzchelors too
I dont remember details
(Dont tell claude i was here. Im a reasonable person. Sometimes)
I SEE YOU
spring24 is built different and does not check for the spouse keys
it's anyone's guess as to why. it's a hardcoded exception iirc
So weird
I think it may be due to the way the game generate the dance question
But in this case the issue may be something else since sebastian isnt a spouse key
oh i misfollowed the replies and was looking at the wrong code block. my bad.
however, my point is still accurate 
sleep
hello, can I make a craftable only work in a building like the cask?
Big update just released for my Stardew Modding Schema vscode extension. I'll start a thread on this post and post the newest changes.
https://marketplace.visualstudio.com/items?itemName=BSavage81.stardew-modding-schema
you can add a "only this location" condition to the trigger
make sure to use the Target location
thank you Selph!!
you can't make it only placeable in a certain location but I think if you make it clear in the item description it's good enough
Nevermind, I can't make threads π
yayy
gotta be orange
so i can't edit his dialogue pre asking him to dance?
if you are targeting the key Sebastian_spouse or Sebastian_spouse_y2 (or any other year) at the flower dance festival (spring24), it will have no effect, since that festival ignores the keys with _spouse in them
but Sebastian, Sebastian_y2, etc. work fine
so for spring24 you would need to do conditional edits to the standard key if you want special dialogue for when the NPC is your spouse
hmm okay I'll have to troubleshoot some more because for some reason the dialogue wont show even without the _spouse key
ok, I added some information about the newest things in the schema. Big Picture, this adds item hovers, and completions based off the mod you have installed on your system
https://discord.com/channels/137344473976799233/1452126473342287923
somehow it fixed itself without me even doing anything specific
thank you!!!
π but i suspect maybe a patch reload/update issue then
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 6 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
It says "argument out of range"
can you show your json? but truthfully this is worrisome
InvalidDataException: Could not determine container type!
at NVorbis.VorbisReader..ctor(Stream stream, Boolean closeStreamOnDispose) in```
i suspect you have a weird or broken ogg that the game isn't able to process
ou no
ok one sec
i think
i think it was a bracket
Now it's saying "could not determine container type
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 6 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
this is the same error as before. the audiochanges patch looks okay
does your ogg file play normally on your computer?
ok what about right-click -> properties (or equivalent)
Opens normally
is there any chance this is not an ogg vorbis file and it just has the .ogg extension?
...What the hell is an ogg vorbis
maybe the sample rate is wrong or etc
if possible maybe you can post the file?
bogos binted??
yep
normal ogg. no vorbis
ogg is the container, vorbis is the audio format (if memory serves)
ogg is the bread, vorbis is the orientation that determines if it's a sandwich or a hotdog?
note: "StreamedVorbis" in your json, and NVorbis.VorbisReader in the SMAPI error
should i delete streamed vorbis
no
this appears to be an Opus audio file
hmm so your file is "ogg Opus" and not "ogg Vorbis"
so there's your problem, i'd bet
the game only supports the latter IIRC
you can try to reencode it
if you're on Linux you can use ffmpeg, which does everything and then some
they're on windows (see log)
is there an online converter
try this
ok, here goes nothing
yoba help me...
YIPPEE!!!!
THANK YOUU

THANK YOU SO MUCH OMY
How did you do that? How did you change the opus to the vorbis
selph is on linux and probably used ffmpeg, in accordance with his suggestion
if you google around there's probably an online converter out there
I think Audacity also works
probably havent used windows in a while lol
ffmpeg is the xkcd comic about the load-bearing software dependency, so if it doesn't work on windows i'll be shocked
I say this as if I can't just open ffmpeg and use it right now lol
It definitely works
me when singing: That's like four syncopated triplets in a row, why are they doing this to me?
me when composing: 6/4 time signature swing rhythm go brrrr
hi quick question, making my first mod do we still use .net 6.0 framework for visual studio?
any1 know how to add a temporary mannequin actor so my character can slash it
I'm not sure what exactly that means- I use JSON files for my content patcher mod and if .net is an addon, i did not install it
I'm trying to program a mod in c#, I'm using Microsoft's Visual Studio so I need Class library Framework
Appreciate the feedback though βΌοΈ
Yes you need to target 6
Got it, thank you! I installed the latest version of visual studio but it doesn't even include .net 6.0 as a framework
guess i gotta go back to vs 2022
ffmpeg absolutely works on windows, i use it all the time. my beloved. my father and son and true love
Not exactly a mod, but sound designers for mods might know, idk.. where was the water + bubble ambient sounds played in the backing track of the submarine music gotten from? Anyone know? I really like how crisp and clean it sounds compared to anything I've found.
that feels like something better asked to CA on his socials hahah
I don't know that he's ever said, you could try googling
hmm did, r i p .
he's mentioned some of the foley before on talk show/podcasts like the sound test, but i don't remember anything specific, less so the submarine music
Are the melee weapon swing effects customizable too? If so, which folder does it contained? TileSheets or LooseSprites?
they're just the weapon sprite being rotated
and the animation itself is on the farmer
Thanks
My bad, i mean the slash effects not the animation, anyways i found it in LooseSprites/Cursors. I think thats it.
So lets say i want to make a fire sword that has fire slash effect, do i EditImage or Load instead?
I think if i do EditImage here, all swords will have a fire effects too?
π
Choose whatever, then manually edit the .csproj file to make it 6.0
does anyone know how big the spouse area is supposed to be? im getting differing dimensions when i look online >.<
well if online includes "google ai" then it doesn't know anything
https://stardewvalleywiki.com/Modding:NPC_data (SpousePatio, 4x4)
it includes that and some other mods with spouse areas but they were all different tile sizes
well sounds like it's guessing to me
the wiki, and the unpacked game files, is your best friend
s/guessing/pulling shit out of its ass
Appreciate it π―
Just wanna ask, is it possible to make a separate npc to move in with us after we married another certain npc that's related with said separate npc?
not possible currently, unless you make them secretly a roaming farm animal with MEEP
chu's working on a mod for that, though I'm not sure how far it goes
Ohh alright, thank you
or use a poly mod (roommates are coded as platonic "spouses")
hello everyone, may i ask if this channel is also for questions about mods
but presumably that's not very desirable
usually ppl go to #modded-stardew
thanks β€οΈ
unless you're looking to make personal edits
hmmm do you know, where can i fix on my folders the ''serializer''...
can i show it to you, if tats alr
probably still the wrong place π
but if you're talking about the spacecore serializer warning in the console just ignore it
spacecore touches the serializer and gets yelled at by smapi so no one else has to
does any1 know how to set up a simple macro?
like an smapi debug command macro?
In my mod for Shane, when he sends the Strange Bun recipe in the mail at 3 hearts the attachment says "
New cooking recipe:
'Error Item:default'". For the life of me I cannot figure out why.
Json please :)
Which json would you like? The mail.json? Itβs not something I added itβs his vanilla mail ππ
If you don't touch the mail or the strange bun item/recipe, have you made sure you're testing with NO other content mods in case it's not actually your mod that's the problem?
Y'know, I actually hadn't thought about that since several people had commented on the bug report saying they were experiencing the same issue.
Also, do you know anything about making boots?
Not specifically but it looks straightforward
It's WAG doing the thing with the mail Shane sends the marshmallow mixer at 2 Hearts
For boots I'm just having a helluva time with the bootcolor. I can get the object to exist, but the boots are multicolored and I'm struggling to figure out how to make sure that when the boots equip they match what the boots look like on the farmer.
Always good to confirm that a bug report is for your own mod xD
I've been squinting at this for a hot minute -- might be time for a break and come back to it later. Honestly just so relieved to know that it's not me breaking Shane's mail lmfao
If you share your boots json and images I will have a look
"Action": "Load",
"Target": "{{ModId}}/Boots, {{ModId}}/BootsColor",
"FromFile": "Assets/items/{{TargetWithoutPath}}.png"
},
{
"Action": "EditData",
"Target": "Data/Boots",
"Entries": {
"{{ModId}}_SturdyBoots": "Sturdy Boots/Sturdy pair of boots./10000/4/4/8/Sturdy Boots/{{ModId}}\\BootsColor/0/{{ModId}}\\Boots"
}
} ```
π im so sorry i thought that was like. a bug
Why is your boots colour index 8 when there's only 4 pixels on your BootsColor.png file?
Because I copied it from the example on the wiki and only just now realized that I didn't change it
I'm also not sure if you're supposed to have 4 pixels in a row like vanilla does or if it works with just one pixel
I'm so tired I've been making myself nuts over this for wayyyy too long haha I'll fiddle with the pixel placement after a Catnap and maybe some coffee.
(Also a reminder to i18n your description and non-English display name)
opinion question to c# authors: do you guys i18n console output/custom errors
are there any gsq or other ways to access with a smapi mod whether your spouse is jealous on this day, whether the spouse has been gifted (and if they liked it)/talked to today or if they have their birthday or wedding anniversary today?
by smapi mod you mean c# mod, right?
yes!
anything is possible in c#, you just may have to dig into the decompile to check how jealousy is handled
mhm i dont understand how to access the "is this condition true for NPC today"
but I will look more into it
Look at the vanilla GSQ code maybe so you can see how it's done
Ty, will do that!!!
I haven't & don't think I've seen anyone do so, since a) 99% of the logs would still be english, and b) english-fluent players rarely read or understand them anyway 
though I did recently make an i18n-compatible helper class for commands
I don't bc it's for me to read
When void had some os exceptions in german it was actually harder to find wtf was up
Tbh if they were for me to read my error messages would be like
oh right, if a translation isn't bundled with your mod it'd be trickier to ID errors (short of adding error codes)
I also trust that ppl can put things through translator if they really want to know
But I'm already annoyed with ppl who translate mod names by changing manifest and make it hard to find shit
i18n mod name when...
yeah, my instinct was also no but I wanted to make sure 
Hi, I have a question about modding in events. I've done it a ton of itme sbut never at a custom map. The custom map is loaded into the game but the event does not trigger. I have a feeling as the command is edit data, but there will be no data to edit for a custom location. Do I need to add it to the event data first somehow?
you need to load a blank file then edit it
the file needs to exist before being edited
there is nothing making it exist by default just by creating a location
That is what I am asking. How do I add it to the event data?
you need to load a blank file targetting the location
same target but a load
then edit it like you do
Check, I think I worked it out, thnx!
I thought I did but it does not seem to work yet
the Load target needs to be the same as the EditData target
Ah okay, my bad, thnx!
one action loads a blank asset so that it exists, then the edit actually fills it
Yes I figured out as much but wasn't aware I already had to add the full path in the load action, thnx!
(I just popped in and hadn't noticed Lumina mentioned that too, but yeah, np)
It says the json is invalid now, even though its blank
it may need to contain {} to be valid? I've never needed to do it myself
I got no errors now but nothing happens either haha
the target shouldn't say ".json", so it's probably not checking the events right now
just "Target": "Data/Events/Custom_VerstaveHouse" assuming that's your map name
Yes I edited it, both targets and added {} in the blank file
[Content Patcher] Can't apply patch Verstave > Load Data/Events/Custom_VerstaveHouse to Data/Events/Custom_VerstaveHouse:
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Failed loading asset 'Maps/Custom_VerstaveHouse.json' from SMAPI\erevendi.verstave: the JSON file is invalid.
Sad trombone haha
Oh it works now
I changed nothing lmao
Thank you for your help!
Is it possible to add ginger island parrot walnut repair things with content patcher? or do I need to use C#?
DMTE now lets you add and remove quests
https://www.nexusmods.com/stardewvalley/mods/33900
Kind of hardcoded. If you want the speech bubble stuff then yeah must C# that. If you want people to just buy stuff with golden walnut then you can just do normal shop stuff
Oh ok. Thanks 
Before I spend time making the sprites; I know how to add NPCs to festivals but is it possible to give them a custom sprite instead of their regular ones?
If I want to add a temporary object in a heart event, will it still work if said object id is a mannequin
i hate marriage schedules why are they the way they are
spacecore can disable marrige schedules!
and you can use CSK to override it
i know, but somehow, it's not applying!
csk was one of button's frameworks, right? let me check
mhm!
Looking at that rn actually lmfao
oh my god this might actually be the solution to my problem. i owe you and button my life
no, but you can use temporary animated sprites instead
I want to add them to the Luau but in swimwear which would be sprite 17 instead of the default
Hm there's a few ways I think
In the additional character setup bit u should be able to animate the actor much like in normal event
You can also make the swimsuit a separate appearance (which you might want to do regardless for island resort)
I just did this, it's very useful for switching outfits during events
Do you know where I can find how to do this? π 
I can't remember besides the wiki tutorials, but here's an example of how it looks in her NPCData
Ah okay, thank you! That is helpful, gonna search the wiki as well
and then in events you can write: "changeSprite {{NPCName}} Beach/changePortrait {{NPCname}} Beach" and they'll change outfits
Ah thanks, so that would also work for the luau? Would I put it in the setup additional character bit?
Luau is a festival tho
ohh yeah not an event
You can put IS_EVENT gsq instead
Luau should be like festival_summer14 or something idrm the day 
summer 11 yes haha
speaking of schedules, does anyone see why this input is giving me errors? smapi says the input string if the wrong format
"Tue": "610 Koda_Sub 26 9 inke_bob/740 Koda_Sub 26 9 inke_wake/800 Koda_Sub 25 7 0/910 Koda_Cove 25 26 3/1010 Koda_Cove 15 18 2/1040 Koda_Cove 30 18 2/1210 Beach 13 31 3/1310 Beach 27 28 2/1410 Beach 57 19 inke_stand/1510 Beach 9 17 inke_stand/1710 Koda Cove 25 26 3/1810 Koda_Sub 26 7 2/1910 Koda_Sub 26 7 inke_work/2010 Koda_Sub 26 9 inke_bob/2110 Koda_Sub 26 9 inke_sleep",
moments like these i wonder if i am doing it wrong or just happen to know a diff way of doing things because i just do "Condition": "EVENT_ID festival_summer11", 
the first two seems to miss facing direction?
i'm not sure if having an anim is replacing the direction or comes after
I'll give it a try!
ahh, the golden rule, I've been trying to reference it a lot more
okay, here goes!
EVENT_ID is an alias for IS_EVENT so u r doing it right
sweet
So. question.
I have two marryable characters in my mod, they're brother and sister. How do I set up an event to trigger if you've seen both of their cutscenes and you're dating both of them at the same time ?
There's a precondition for when the player is dating an NPC
And a precondition for having seen an event. So you'd just have it set up to have seen both events and dating both
https://stardewvalleywiki.com/Modding:Event_data check under Event Preconditions

fallspice..?
when making a map do i have to open a map with an animated fountain to make animated water or is it just grabbing the tilesheet i forgot and wanted to check before i devoted too much time to a map just to need to redo it
Uh, could you clarify pls?
ok so if i wanted an animated fountain like we have in town
do i need to open the town map.tmx file and use that as a base to make my map
or do i just need to open the tilesheet in the map editor
are u using the vanilla fountain or your own asset?
..not entirely sure how to phrase what i wanna say so here's what the wiki has: https://stardewvalleywiki.com/Modding:Maps#Tile_animation
vanilla fountain
preferringly what you'd do is open an existing map then so you have the whole tilesheet with its animations and tiledata already in there, jsut delete the map itself and start away
alright thank you!
alrenatively if you already used the tilesheet from a diff source you could export the tsx from town and then swap that with the tilesheet you already got that has no tile data, i think. or be caveman like me when i didnt know any of this, look at how milliseconds the animation is in town map and redo the animation by hand xD
you can also just set up the animation yourself from scratch, though thats usually more annoying than the other alternatives
oh i misread void's last sentence and didnt realize thats what they meant oops
@outer glacier
damn, they even had the expensive arcane pfp frame
prolly hacked or something
ye
i gotta watch arcane eventually..
its nice, do like the artstyle
wow these are new photos from new camera angles, revolutionary
gosh the town map is so big
im gonna see if theres a way to either make the map size smaller or find a way to fill the space
.>
found the resize option

I posted an update to my vscode extension last night, but wanted to post again now for people who may have missed it. This update adds hover and completion support to items. it also adds hover support for i18n strings. Feel free to let me know if there are any issues in the thread. Also, if you can think of anything you would like to see added, or a framework that needs schema support, let me know.
https://discord.com/channels/137344473976799233/1452126473342287923
wip map
gonna add in more details now that i ahve the base layout
this is just to place all the buildings where i want
now the real fun begins
trailer park 
Would anyone happen to know what code I need to put into a crop mod that would allow harvesting 2 different items at the same time?
like wheat/sunflower?
you need spacecore or machine terrain framework i recommend the latter for biased reasons
(while i like spacecore it has some display issues that are annoying to deal with because players report them to me)
Thank you! I'll look at the documentation 
spacecore https://github.com/spacechase0/StardewValleyMods/tree/develop/framework/SpaceCore/docs for completeness
ctrl-F crop there
https://smapi.io/log/ceb4ec7072124529b4a97c76ddd917b1 does anyone know how to fix the error with darcys coffee shop here? multiple people report the same error but im not getting it in my log
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 80 C# mods and 83 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
hmm can you post your portrait loading code
"Action": "EditData",
"When": { "Darcy": "Human" },
"Target": "Data/Characters",
"TargetField": [ "{{ModId}}_Darcy", "Appearance" ],
"Entries": {
"{{ModId}}_Darcy_Winter": {
"Id": "{{ModId}}_Darcy_Winter",
"Season": "winter",
"Portrait": "Mods/{{ModId}}/Darcy_Winter",
"Sprite": "Mods/{{ModId}}/Darcy_Sprites_Winter"
},
"{{ModId}}_Darcy_Fall": {
"Id": "{{ModId}}_Darcy_Fall",
"Season": "fall",
"Portrait": "Mods/{{ModId}}/Darcy_Winter",
"Sprite": "Mods/{{ModId}}/Darcy_Sprites_Winter"
},
"{{ModId}}_Darcy": {
"Id": "{{ModId}}_Darcy",
"Portrait": "Mods/{{ModId}}/Darcy",
"Season": "spring",
"Sprite": "Mods/{{ModId}}/Darcy_Sprites"
},
"{{ModId}}_Darcy": {
"Id": "{{ModId}}_Darcy",
"Portrait": "Mods/{{ModId}}/Darcy",
"Season": "summer",
"Sprite": "Mods/{{ModId}}/Darcy_Sprites"
},
}
},```
pls use smapi.io/json and also post the full code for context
Your spring and summer have the same id
so the issue is that your Appearances section has two entries with the same key, causing it to be invalid
and the game falls back to Portraits/{{ModId}}_Darcy if there is no valid Appearances/the portrait texture field is not set
which you didn't load
ah ok thanks!
you should load it even if you don't expect it to be used
there might be cases where the base portrait is pulled, if not in the vanilla game then in other mods
ok thanks ill make sure to do that!
okay, so if I want one version of an event to play if an NPC and player are dating, and one to play if they're not dating, the precondition would be Dating NPC, and !Dating NPC? that simple?
oop nope it did not like that
that should be it but post your code if it's not working
I think u can use the gsq right 
yeah there is the gsq but we do have a precond for it
Can also just use cp tokens to do conditional edit if you only need to change a few things
Especially if it's just few lines of dialogue cus u can just use datingness to point to a different i18n key
yeah it's just to adjust whether the NPC acknowledges you're dating for one sentence of a small event
might be easier that way
Yeah I'd do the i18n then, it'll be less hassle cus you end up with same event id that way
ya'll the best
Is there a text token thing you can do?
Not in events (yet)
You can use tokenized text in events
wdym text token
like LocalizedText? yeah you can do that
you can put entire commands inside a LocalizedText since the entire event string is parsed for tokenizable strings before commands are parsed/evaluated
i.e. before it splits by splashes
Oh rly i thought the change to speak accepting translation keys was only next version 
speak doesnt matter
its the entire event script that gets parsed
all at once
and accepting translation keys is a different thing to accepting tokenizable strings
Yeah i understand what u mean for current version and was thinking of something else
Mail accept tokenizeable strings when
When u do it chue
NoU
probably never
uynless vanilla plans on using it
otherwise why go thru the effort of reworking it to handle the mail commands
the [letterbg] and such which use the same [] syntax
Tbh ill settle for mail being split into unlocalized mail with translation keys
thats the same thing
Translation key would just be the thing inside tho
No [ ]
It would make handling edits to mail body easier and I'll feel happy about the separation of logic and content 
In other words basically nothing
the thing about this event, is that in the previous version of FIASA, it's when the player would hike around with Koda while she sang Talking Heads "This Must Be The Place" lyrics... this time it's going to be a much shorter bus stop scene, but I'm still tempted... to have her quote Talking Heads lyrics... "Once in a Lifetime" for example. How niche is that? Too niche?
"there's water at the bottom of the ocean!" "where does that highway go to!" "That's not my beautiful wife!"
lmao
I love a good Talking Heads reference so I say go for it.
okay i wanna make a command about critiquing ppl's work, uhh is this good? #making-mods-art message
this seems like something you should run over with the junimos
This kind of thing seems highly subjective too
true..
imo itβs up to the individual to specify what feedback they want, as the default is none
i'll ask bouncer then 
π
do you need help or something?

yeah, three days now

Tbh that's borderline spam in my book, so if you don't have something to say don't just send an emoji
And if you're looking for a conversation, you'd better go into #town-square rather than stay here
-# they wonβt respond tbh, they never do, people have ping replied them a bunch of times already
Anyways mod making amrite 
I just hope they see, even if they don't answer
yup
whatcha working on rn chu
Every day I work on this animal behavior mod I understand much more deeply why nobody does detailed animal behavior mods. I hate this so much ππππππ
how do animal event behave
You must defeat the path finder
It is a valiant crusade indeed
I also want to defeat the path finder but for NPCs
using the library mod whose name I canβt remember or manual?
Yeah this one is stardewui
I wish it was even a shred of consistent on what values it seems to use or cling to, or even just when it decides to hardcode random things
Stardewui makes some things easier and some things harder 
On the plus side, Bessie needs an exorcism while I work on collission nonsense
But it is very nice for making forms quickly
?? SHE'S IN THE WALLS
I don't think I'm gonna benefit from the controller integration tho
She came out for hay and then floated along the trough in protest. I honestly kind of want to preserve that logic sometimes for the hilarity
cow really wants to get away from you
why not just use pathfindcontroller tbh
or if you are already then ignore me
I've dabbled and the mod is such that I could possibly, but NPC and animal logic don't seem to play nicely at all
if you guys donβt have volume on when watching this youβre missing out
also that βreally?β is me for 90% of modding
Look I tried to integrate gentle handler pressure and it got away from me π
imagine ur outside a barn and you hear this
I'm honestly shocked it doesn't often interfere with milking attempts.
wdym it's just a pathfinder right
you do need a massive amount of statekeeping to keep track of what the animal was doing previous tick and what it will do next tick but it seems a lot headache prone than patching everywhere the vanilla animal does it random wandering stuff and looks a lot more natural too
Giving me war flashbacks to the hours of WTF I do with these movement overrides π
I guess u can always be evil and restore the pathfinder at every tick
Your custom one i mean
this is what i do and nobody complained yet
the chicken craves violence
Exhibit one, evil
Cuccoo mode is honestly one of the planned features
cuz im the only one who does it but still
oh wait didn't one of u make a mod where void chickens attacked
yeah i wonder who
caught
some weirdo called zombifier. probably a fan of specifically the mobile version of pvz
(/lh)
slander
THE TERROR THAT FLAPS IN THE NIGHT
Selph knows it well
it was my plants vs zombies era
oh!
Hi! Is there a fixed sleeping position for any NPC's sprite?
now who's ready for a lecture on why pvz replanted is a stain on the franchise
The sleep is an animation yeah, I don't remember if it's hardcoded to a particular frame though
Oh, thank you
Can the franchise even be stained? As far as I know, the first one is a clean spot in a sea of dirt hides
oh yeah pvz1 pc is the only good one
it all went downhill
though i heard the original console version is also pretty good
anyway we should go to #programmers-off-topic , and I can forward my rant some time ago there

I wonβt lie to you, the only reason I know the mobile version isnβt the original is because of one of the times selph mentioned it
selph is ur pvz insider
Well, well, well, if it isn't the consequences of fighting with collision logic once again
it's the same cow too
i don't see a cow, therefore I don't see a problem, which means it must all be fine 
in one of my mods i built a list of pathable points (i.e. positions one can reach from the warp in)
it might be easier to do that than to dynamically calculate collision
downside is just update rate ofc
i didnt bother accounting for furniture getting moved since the main goal is just keeping kids in bounds
Yeah it's one thing I've been back and forth on for a bit. So many of the NPC wiki pages are robust and the farm animal pages (aside from purchase data) are just...blank
oh what do u mean 
do you have a decompile, mare?
(itβs easier to check that than the wiki, the wiki isnβt really complete for c# stuff)
As far as what pathfinding logic they use. I reference the farmanimal logic in the public 1.6 decompile a lot, though there's way more random hardcodes than there seems to be in NPC pathfinding
there is no actually allowed public decompile
I donβt recommend using the public github decompiles, the ones Iβve seen always miss things and theyβre all illegal
the decompile you're looking at is just someone elses techically-illegally uploaded repo lol
unless it was uploaded to a pathoschild repo, it is not in fact legit
ilspy or dnspy yea
the wiki pages arent really meant to explain the decompile in great detail anyway
no obsfucation so it's simple
and this is way more just looking at logic that's not frequently modded
Iβm confused about why that would matter for the decompile
More that there are more tutorials that exist for NPCs that are more frequently modded
Not that it would matter for the decompile
there arenβt really any good c# modding tutorials that Iβm aware of
other than the very very basics of how to do a hello world mod
Tbh I don't think NPCs are more frequently modded from C#
It just has more knobs by default
With farm animal you gotta make a lot of stuff yourself bc they don't have concept of schedule
No they do not
π
..why
they're a spammer just ignore
yeah prolly best but like.. WHY
Can we ban them?
that would be up to the junimos
spammer seems like a stretch
eh...
They did that for the past three days every 12 hours.
again, stretch
wait is it at a specific time? may be a bot
this, doesn't break the rules really
huh
Awwww.
well, it might be annoying but it's not malicious ig, so makes sense
to me it just seems like a spam account trying to fudge their server rep in some way, but c'est la vie
yeahhh it takes a WHILE to level up and ppl here notice the spam
But why would anyone want to level up? I mean, I do so I can use hyperlinks, but...
I'll think about that tomorrow. Goodnight.
...bragging rights..
I don't suppose there's a way to get these to appear lower on the tree?
damnnn that looks cool!
no, though there's a wip framework for some fruit tree stuff
You can make it a wild tree
or a bush!
Darn, but oh well. Thank you for everyone's suggestions!
About to upload the finished file and this was the last thing on the list
nani the hell is this
where do i find the seasonal tilesheet for THIS monstrositt
i have the seasonal tilesheets for "outdoors" abd "town" which is where this tree is
Also, another map issue: I gave tile properties to a custom tilesheet so the game SHOULD treat them as grass or dirt tiles...but it doesnt
what alt girls do to their hair when something goes even slightly wrong

HAH
The tile property issue was fixed
but the split dye bush remains
if i set a custom map's location context to "island," will that affect anything other than the weather?
ngl i have split rainbow and purple hair rn so
This is almost certainly a seasonal tilesheet problem
You need to make sure ur sheets came from content
slay
They did, and I have the seasonal tilesheets in the sheets folder as well so idk what is going on
Well u can lookup anything the tile to see what sheet they r from
Town
Both the tree and the bush are from Town, and I have the seasonal town versions too
No like
If u do lookup anything in game
You can check if they r from the sheets expected
Wdym?
Use lookup anything on the tree
is that a mod??
Yeah
ok ;c
downloading it now ;c
launching...
It's not working on the tree
It doesn't seem to work on plain tiles
Did u turn on tile lookup
It's not doing anything because it's just a tile/painted on, not a bush or shakeable tree
Hi everyone, I wanted to know something: is there a way to disable an event in my content.json file?
THATS AN OPTION?
What is the context here?
Tbh im surprised u r mod testing without these things 
So, I'm making a mod that replaces some NPCs with others, and I'm creating heart events, and I wanted to disable it so I could add another one.
Data layer is another useful one
- Did people already warn you about replacements vs new add?
- You can edit over vanilla events if you target the right asset + event id yep
...friggin z_springtown....
1- Well, nope. Actually, the mod is just for me and my friend, I'm not going to do anything else anyway, if that's your concern.
2- Oh, sure.
Yeah the warning is just compat problems
Ok. It looks like the map is, for some reason, pulling from a tileset called "z_springtown" that i don't even have loaded??
Oh yes. But nobody warned me, sorry.
If I. Delete this tilesheet. Will my map break?
What if I replace the tilesheet in Tiled
i dont think tiled has any easy migrate id kinda thing
best to delete and repaint the bits u lost
I'm just gonna
Back my project up
Because this map is the town map. I can't exactly repaint that
I hope u aren't loading over Town.tmx 
i am not! i am doing an edit map thing
IT WORKED
THANK YOBA
AND CHU!E
Now to load up Stardew and see if the bush got over its breakup yet
YIPPEE
THANK YOU
@lucid iron hye chu i was wondering something, how hard would it be to make a machine that places something onto like a 'plate' automatically
im making a machine thats works like a hopper and its gunna grind up bug meat and spit it out on plates for my raptors to eat
i guess it works like a auto feeder but for meat
A plate like a trough?
I think automate does work with silos so maybe that's sufficient
But u should probably be scope creeping selph here 
this seems something extremely specific that's only mildly different than the vanilla silo/troughs/autofeeding mechanic
But selph what if there's like
Chicken feed mill
That's both a mill and a silo
Does vanilla let u do that 
you can have two actions on different tiles
though nothing to automatically dump the output into the silo yet yes
(automate doesnt work with custom feed yet)
Maybe u can make the building with a little inset for the machine at least
the interior could have a meat grinder and a meat hopper idk there's like 10 ways to implement this, none of which i'm 100% happy with
Ok, finally stopped nitpicking on it and posted it. Thank you again everyone who helped and gave suggestions! https://www.nexusmods.com/stardewvalley/mods/40229
Congrats!!!

Someday you won't need a step ladder to get to the presents on the Christmas tree, but that's a problem for another day
sighhh
i go to nexus, i find a cool willy seasonal shop mod
its a russian translation, oki thats cool
ai thumbnails, and ai generated translation
i make a comment about it being ai, and mildly upset if they can change it
he reports me, gets me an "informal" warning (its nothing really)
he blocks me from viewing his mod
and deletes my comment
very sketchy...sad that these people are still on Nexus
yup, just sucks

ADORABLEEE
the downside of allowing images so beginners can ask for help
Reason I wanted to put it in my mod id cause auto ste wasn't working
yeah it wasn't working because automate doesn't support it yet, and the best route is probably for me to make a PR to automate
or an adapter mod to teach automate what you want
actually does automate even support troughs
I know it doesn't support silos/hoppers with EAC modded feed
but yeah mayhaps I can add something, would be somewhat low on my prio list and also it's the holidays
Billboard Beautifier, went from a Proof of Concept to a completely rewritten, dynamically rendered calendar. Goes from bland to an explosion of colors and seasonal flair. Multiple beautiful combinations make it a joy to check for birthdays and events. More flair coming soon. Works for any language installed (v 1.0 was English only). Also adds an icon to Winter 14 as Valentine's Day if you have the Be My Valentine MOD installed. This is a lightweight, must have MOD! Enjoy!
Very cute!!!
Is it easy for a mod to enable or disable user game settings?
I want to make a mod that enables and disables vsync during certains activities
(in C#) yes, pretty much all the stuff in the game options menu is public on Options.cs. but i gently recommend against doing this
Thank you. That is just an example., It randomly selects flair based on season, so who knows what you will get! There are some really nice combos. Give it a try. Merry Christmas.
oh, it's just for you? go nuts then
well, in general i consider it rude to override a player's game settings
especially for stuff like rendering preferences (e.g. vsync), since people may have any of a variety of issues or conditions that make certain game behaviors more or less tolerable (cf. settings in assorted games for things like colorblind modes, contrast settings, reducing motion effects, and so on)
I see.
What do you mean by "is public on Options.cs?"
i think if ur mod is named "disable vsync except when fishing" then it's 100% fine to disable vsync except when fishing
if it's named "better things" then i'd have issues 
"better things" it is.
chu's point is fairly taken
truly the mod name of all time
public as in the access modifier
public bool somefield; etc
How do I make code to edit the game options?
!startmodding figure out how to determine that the fishing minigame is active (change monitoring on updateticked, i expect, since i don't know if there's a good smapi event for it) and set the correct field on the Options class accordingly
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
^ use the C# link
have you programmed before? (follow-up question: in C#?)
Not really.
I just haven't seen anyone's mod toggle settings before, so idk where to start
well, if you wish to make an apple pie from scratch, you must first invent the universe
(meaning: follow that link to getting started with C# mods, and follow the basic tutorial on there first to get your first mod working. then you'll be better equipped to understand the answer)
i see
if u have the decompile to go look at Options.cs
When writing transpiler patches is it better to use codematcher or to iterate through the list manually
i use codematcher these days. afaik there's no difference in result, so use whatever you like better and/or can maintain more easily
Sounds good thanks
how does one match stloc_s? the number is supposed to be 7 but the operand is a local builder? and idk how to create a local builder instance?
I just do if (a.IsStloc() && b.IsStloc()) return true; and it's enough for my use cases
last I checked you need to cast the operand to some type which I can't remember for my life
so yeah I just match the opcode
hmm either sbyte or byte?
I ended up doing the casting, and it seems to work? but now I have trouble creating a code instruction to use the thing that got saved
Eh problem for tomorrow thanks y'all
Hey guys, is it possible to make a total conversion mod for Stardew Valley? I'm thinking of making a mod with a darker story and game mechanics.
with enough code you can do anything
Maybe like Fallout London? And I was thinking about game mechanics like Players having sanity when they're in a cave or something.
keyword being enough
https://www.nexusmods.com/stardewvalley/mods/13614 is probably an example of something that really remakes the gameplay loop, though be warned it's out of date and does not work on latest SDV
I mean, a mod with a new story and new game mechanics, but with a darker approach to the story and gameplay mechanics like sanity in caves or something like that.
we have thirst/hunger mods so sanity would be similar to that
selph is being very literal with that "with enough code you can do anything"

you can do literally whatever you want if you know C# and put the time and effort into it
any mod you desire
however something like that would require C# and programming experience
and than watch another person do it in 10 lines or less
!startmodding if you need pointers on how to start the entire thing here are instructions
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
I suggest you start small, do one thing at a time, like work to get a sanity meter into the game
please do watch your for your own sanity meter
story and content-wise, depending on how much of an overhaul you want the work could either be as simple as an expansion that just adds a town with new NPCs into Pelican Town
if you're actually looking to remake the entire world map/every character that'd be very annoying because much of the game code assumes they exist in one way or another
Yeah, at that point I wonder if just making a game from scratch wouldn't be easier
it's a bit of a trick, see here: #making-mods-general message
i think others have matched by byte, but this is more explicit (for better or worse)
incidentally i think it's better to use CodeMatcher, it's simply more readable + maintainable. all my projects match by index and it's far from beautiful, so i'm putting in the effort to get used to codematcher from here
merge into pardeike/harmony? 
i've kinda lost interest in supporting Harmony, but feel free to submit my utilities
i do still use it every day, but i'm just not really interested in its development
whenever i write any transpilers, i do so with my Shrike lib, and so do all of my users
I Canβt seem to find it anywhere, so I am thinking of developing a mod that removes the need of the mine for progression.
My girlfriend Really wants to get into Stardew Valley, but Really dislikes the mine as a progression system, and as a fun side project, I thought, why not code it myself!
My question is probably more general - would Reading the guide on C# based mods be enough to get a grasp of what is needed, or do any of you already know of some pitfalls I need to know of from the description of my idea?
the main reason the mine is necessary for progression is the community center, right? it may actually be possible for you to add alternative sources for anything the bundles need even with just content patcher
What's her issue with the mines precisely?
- Does she find mining in itself tedious? There is a mod that adds machines that can generate ores
- Is it the combat? I remember seeing a mod disabling monster damages, or you could look into player invincibility
- Is it just the fact you need to go deep but only have a checkpoint every 5 floors? Maybe you can look into unlocking the elevator from day 1
Very late but a localbuilder is just a tiny three member class that has the index, the type, and whether or not it is pinned.
LocalBuilder Class (System.Reflection.Emit) | Microsoft Learn https://share.google/zy6cbRHojqv5B3G6h
You don't need to do any casting, whatever
how do i apply this mod?
i can't zoom out much on mac so
i wanna try this mod to zooom out more
!mh but same as Aby other mod
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
its my first mod
!gs and if you run into any issues -modded help
(also more proper place for those kind of questions is #modded-stardew , this channel is for making mods)
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
oh alright
thanks
Oh, the ore generation machine might actually be a solve. To my understanding, it is the progression loop of going deeper and deeper, and the combat. Using the machines might solve that problem. I Will have a look into it before starting any large project, thanks π
@brittle pasture https://smapi.io/log/f218f4d6caf24d109c7b685caabe6e54
im getting a error from animal config and im not sure what to make of it
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 43 C# mods and 17 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Hey everyone, can someone help me please 
I am trying to make it possible to add a question BEFORE a channel plays in my Channel Framework. But no matter what I do, it never works. I have tried everything I could think of (except one) and every time the question plays, but the channel doesn't run. When I check the log it seems that the callback never works, and it never really knows when the player has answered, and because I tried too many things it most likely is because of a core game logic running. Anyway, I don't know what to do, I could be doing something stupid or that might not be possible, and I was wasting my time (doubt it).
Can you show us what you have
One second I am gonna open my laptop
If u got a link to repo that'd be best
Not only do I not have a link to a repo, but I think I deleted everything I did today π₯Ή
Luckily, I had backups from yesterday. But, although I can't show you exactly what I had. I can show you what I have rn plus what I basically did.
is that ok?
Well sure but u should probably keep your work committed lol
i fixed my error
also hey chu
I was just curious if maybe, after the holidays if youve got time if you could like, help me with this c# thing for my auto feeder feature for my mod. Its not really related to automate it sort of would only have one function. and thats to hold the food if no plate is down and then to place it when the plate is placed in the building onto the plate
i have all the assets, i was thinking making it a machine would be best so ppl could have the satification of placing food into the machine
i could trade skill for the help? like if you need portraits done or sprites
Hm the thing sounds more like a EAC feature tho, if I do it it'd just be a pull request to selph
I also still don't understand if this is particularly different than just silo+hopper
kk so riddle me this, if there's an event that plays in the bus stop, and there's a version that plays when the Community Center is NOT complete, and a version that plays when it is - and the player sees the "not complete" version - later when they complete the CC, will the game try to show them the "complete" version at the bus stop? example attached below (ignore the un-i18n-ifiedness)
how do you tell the game "ignore this if player has seen x?"
!!! oh!
true!
I'll take a look, thanks for guidance
forks.... forks and switchEvents here we come
Helllo
For Characters/Dialogue/Willy
How can I make it so this fishCaught thing works?
All my other dialogue works, however, I wanted to see if Willy would react to when the player caught a Marlin from my mod
I saw this in the vanilla games patch export
so I tried to make it for my mod, but when I spoke to Willy on two separate days after catching it, he never acknowledged it
you may not need the (o)
hmm i'll try that rq 
WOW that worked, tysm!!! 
sure! some dialogues format expect only one specific kind of id (here, object)
like, i don't believe it would be possible to have a npc react to fishing a furniture
(not directly i mean)
loll that would be interesting
"Wow! You bought that furniture? From JoJaMart? Scammers, I tell ya.."
tricky tricky
[13:34:04 WARN Content Patcher] Can't apply data patch "CtrlAltZero > EditData Data/LocationContexts" to Data/LocationContexts: there's no record matching key 'FallSpice.CtrlAltZero_Feywild' under Fields.
help. How add location context key
!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.
β¬οΈ, but that said, it sounds like you're trying to add a new entry but you're using "Fields" instead of "Entries"
ok
There is probably an easier way to implement that with an ActionOnPurchase in the shop entry creating a conversation topic, if all you need is a reaction to it having been bought. π
chat
wtf are these krobus sprites supposed to be
I know the very first one, that's when you're hugging 'um.
But what are the gormless chirpy ones?
you should add a joke fish that's a Marlon. make it the rarest, hardest fish in the entire game.
his what in the who-now
Like, the little profiles each NPC has when you click on them there?
I didn't know they had any animations.
Is it unique for each person, or do they just play pre-existing ones?
it's defined in the character data. i forget what the field is
little update to my map now that the paths are done im going to add some texture to the grass (i.e other plants)
(it used to be hardcoded! we got a field for it in 1.6)
it's unique!!
so cool
ty ty
π
Why do you keep just sending that emoji, it's been days now
I sure hope they aren't doing it just to get level 5 and drop the hardest mr beast scam edit this server's ever seen
Help. I changed "fields" to "entries" and now all of my locations are gone??
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 8 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 8 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
New log
And here is the json. I didn't change anything about data locations, only the location context
your block on line 2144 overwrote everything added by the block on line 500
just merge the latter into the former
Yep, editing the entry in that way on line 2144 effectively nuked those locations so that the map path was lost.
and just in case restart the game after you do so
a ok
Here goes
ok so it worked but also one of my chara sprites is now messed up. it's showing part of his face next to him while he walks, it's really weird
fixed that too smh
Honestly I was thinking of that Le Chocolate meme and was thinking of a Le Chocolate fish but im too busy to maek anything : (
HEY yk i was the one who gave you the idea ya plagiarizer /j
yeah, i know who thought of that odd idea
thats how i learned it even existed
π
PLAGIARISM I SAY /s
Evil Claude is gonna plagiarize me 
BEGONE! 


anyways i'm gonna go bake pls yell at me if i yap here in the next hour i have to do baking
what u making
...idk yet cookies prolly
someone should make a mod where you can say extremely aggressive responses to the townsfolk
example; Demetrius tells you how he got into an argument with his wife for calling tomatoes fruits or vegetables, you reply βEeehhh acskuashlly tomates are fruiitss!! No one cares, nerd, no one in this town cares, I donβt. You think this matters, like having elementary school knowledge makes you an intellectual? Youβre pathetic, I hope she leaves you, I hope Maru and Sebastian donβt remember you.β
Every single interaction in the game should have an option like this
I think itβd be funny
if you want to learn how to make that mod, we'd be happy to help you learn
if you just want to suggest an idea there's a repo on github you can throw it in
Considering how there's already vanilla events/dialogue that let you say wildly inappropriate things already XD sure, why not go the whole way
Guys, I did something
I'm super proud of myself
(i don't know how to upload videos yet)
Mkv...
you can upload to youtube and then post a link
If u turn it into mp4 it should become uploadable
that's cool! i like how it flies away at the end
Yay! :DDD It took me few hours, because I didn't know that letter in cloud are two separate sprites
But it works now :DD
https://smapi.io/json/content-patcher/7320f7e3f2b44d1fa297ee5cd4876d3e#code.187
im looking at this and it has this error about how i already have the ID path under MoveEntries. what is the right way to re-write this section so it works properly?
"MoveEntries": [
{
"ID": "{{ModId}}_{{LT_ChickenId}}Mayonnaise",
"ToPosition": "Top",
"ID": "{{ModId}}_{{LT_ChickenId}}MayonnaiseLarge",
"ToPosition": "Top"
}],
basically its only working for the MayonnaiseLarge entry, not the regular Mayonnaise entry. i know this is a dumb question im just derping on how to make it right lol.
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#moving-list-entries each one needs to be in its own set of {}
thank you ill try that!
there's an example right at where i linked if you need it
i knew it was something dumb i was doing lol.
who among us hasn't made dumb mistakes before lol
also, that wasn't dumb, you just didn't know
π
β¦
oh ffs
Thin crust pizza is good but also what are you here for?
I don't think we'll ever know
tis a mystery for the ages
gfhjjjgds
hi blueberry I agree
these are all send several days at a specific time....is this via some sorta bot or w/e...this is so weird π€¨
bot i think
or just a reallllly dedicated troller
which
like respect ngl if they're that dedicated
it's funny
discord username of keyboardmash_number leans troll over bot
and the times arenβt that consistent either
I don't understand people who like thin crust pizza. Only neapolitan pizza is good pizza.
you think its an insider? one of us doing some silly or just a rando
It's not me.
hm
consider: you aren't chewing forever on the crust
I mean consistent enough that for me it reads several days midnight, several days 8pm etc
the 'rust' in the username leads me to think it's atra
not me but ngl it would be funny
But crust is best if it's a good dough.
I want my pizza to have structural integrity when im eating it
..atra π
i mean yeah i do eat the crust handle thing of the pizza
A good pizza needs leopard spots. Every Italian can tell you that.
Iβm not sure I get the funny tbh, itβs just kinda nothing
italians don't know how to make pizza though as they think its a savory dish
the dedication to log on every day
so, i prefer thin crust pizza but i am NOT that person
sinz what kind of pizza are you eating
tbf chocolate pizza has always intrigued me
what is it then in your opinion
New quote added by atravita as #6858 (https://discordapp.com/channels/137344473976799233/156109690059751424/1452802674750652527)
our store recently got tiramisu pizza
everyone is suspect for loving thin crust pizza π
Whichbif y'all is making a pizza mod
sounds awful
guilty until proved innocent
you should do it
i know better than to spend my money on it but the image on the carton already looks rather unappealing
Iβm still in portrait jail
Wait, is there no pizza in the game? It's been ages since I've played.
i mean i have one but
there is one iirc
we clearly need more
Okay, time to make a pizza mod. Make a dedicated building and then have it be a side job.
id number 206
'nondescript cheese pizza' sounds like what we're dubbing this new troller LOL
I never understood those things when people say something is a pizza but itβs just a flat bread with a non-tomato sauce and no cheese
what even is food when you think about it
damn
is this not savoury?
truly the modern human addiction to categorising is hitting food discussion hard
it is fun
would you like to see my βliquid based foodsβ diagram
You even have to ask?
i've always wanted to get into a brawl about the definition of a sandwhich
all the meats, good amount of bbq sauce, good cheese foundation and the crust is thick enough for structural stability
life goal of mine
i highly enjoyed the what counts as a sandwich talk we once had
they also do this in #stardew-spoilers, do what you want with this information (pretty much same time as here)
what an odd punnet square
A sandwitch is any female sorcerer that lives in the desert.
okay do we wanna debate?
The only correct way to categorize food is the cube rule
where does water go
Cereal isn't necessarily sweet though.
cause what about sodas like coke π
I wonder if hot/cold is recessive
soda and water are drinks, overruled
HEHE
burrito
if its got no backing on one side then yes, otherwise its a bread bowl
what about the options not included
What about non-euclidean geometry?
hi i wanna make a mod is this the right channel
what about the sushi that is just rice with something on top with no rolling
I would argue a pitta bread is like a bread bowl but without the front face
no sorry this is making food channel
This is clearly mod ideation for LoC expansions its totally on-topic
i would like the enum result of Cube.2 ~ Cube.1 as valid food thanks
i will not format this expression correctly
isnβt that just Cube.1 rotated
toast. hope that helps
I assumed we are equivalent under rotation
thank you, this is enlightening
i specifically only want upper bread.
upside down toast is still toast
Even then, what about two adjacent sides?
Anyways
it jsut abides by murphys law
if upper bread and lower bread are different foods that opens a whole new host of problems
I used to live next to a pizza place
upper bread....
Where i never saw anyone get pixza
ah, that kinda pizza place
so a front? XD
Consider French onion soup
What happens if you actually order pizza there?
I've probably ordered more bolognese pasta from pizza shops than pizza at this point
toast
New quote added by atravita as #6859 (https://discordapp.com/channels/137344473976799233/156109690059751424/1452804575273680950)
this is giving None Pizza with Left Beef mood


