#making-mods-general

1 messages · Page 500 of 1

gentle rose
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or you could try to actually listen to the people trying to help you for more than five seconds, because otherwise next time you have questions I'm not interested in helping

terse spruce
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im listening

gentle rose
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right. can you show me a screenshot of what's in the C:/Users/cherv/AppData/Local/Temp/Rar$DIa23524.12669.rartemp/ folder please?

terse spruce
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i dont see that folder

gentle rose
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is there anything called Rar something in the Temp folder?

terse spruce
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ya

gentle rose
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that one then

terse spruce
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ther are like 5

gentle rose
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is there one with the number 12669 at the end

terse spruce
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no

gentle rose
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can you screenshot those five folders please?

terse spruce
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sure

gentle rose
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hmm

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are you trying to use tilesheets from downtown zuzu?

terse spruce
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no but i could test the map with that

gentle rose
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oh wait, do you have Nexus Mods App

terse spruce
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and if that works we know the problum is the map

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ya

gentle rose
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oh my god

oh I don't know how to fix this, I'm sorry, this is their fault

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don't uninstall it unless you back up your mods first

terse spruce
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whos fault

gentle rose
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Nexus Mods App

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it does some weird stuff

terse spruce
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well not the app but i go on the website

gentle rose
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so you don't have the mod manager?

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if you don't then that's not the issue

terse spruce
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oh no nevermind i dont have the app

gentle rose
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ah, I see. We're back to square one then

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what do you use to install mods?

terse spruce
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nothing i just drag them out of the mods folder

gentle rose
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that's good SDVpufferthinkblob

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you're on windows, right?

terse spruce
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idk what im doing wronf

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ya

gentle rose
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we'll figure it out

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can you make sure that if you type "Nexus Mods App" in your start menu search bar nothing comes up?

terse spruce
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nothing there

gentle rose
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well we ruled that out at least

autumn tide
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-# I'm sadly not experienced enough to help you out but you can do it! SDVpufferheart

terse spruce
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ya

gentle rose
terse spruce
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sure

gentle rose
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if we can't figure it out after that then we'll try a different approach

terse spruce
gentle rose
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when you made your map, how did you add the tilesheets to it?

terse spruce
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by clicking tha add tilesheet button

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i can send my content json

gentle rose
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no that's fine

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do you add them from the content unpacked folder?

terse spruce
#

ya

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i used an image

gentle rose
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can I see a screenshot of that folder? one last screenshot I promise

terse spruce
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wixh part

gentle rose
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the content unpacked folder

terse spruce
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k

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idk what im doing wrong

gentle rose
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me either tbh

terse spruce
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should we change our aproach

gentle rose
terse spruce
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not working weird

gentle rose
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new log please?

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did you make sure to rename it to Map.tmx btw

terse spruce
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ya

urban patrol
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are those other tilesheets (like charlie's pizza place) tilesheets that you created yourself?

terse spruce
#

huh

ocean sailBOT
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Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 3 C# mods and 1 content packs.

gentle rose
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hmm, does the map look okay in tiled?

terse spruce
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idk how to tell

gentle rose
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when you open it in tiled, are there any errors and can you see everything fine?

terse spruce
gentle rose
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can you try getting m y tiled extension and seeig what it looks like after you set it up and hit Ctrl+.?

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!tilesheetinator

ocean sailBOT
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You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.

See the mod page for full installation and use instructions.

terse spruce
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no i did

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thats byour map

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your

gentle rose
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please read what the command says, we're talking about an extension here

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but having read back, I'm not sure I'm going to be able to help you tbh

autumn tide
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helloooo i have returned with yet more questions-
is it possible to make a non-flower item that has varying colors, like flowers do?
ALSO is it possible to re-activate and de-activate a convo topic? krobus has a habit of disappearing after stressful times, and I wanna make sure that their shop (which is now only openable via a tile in a map) remains closed during those periods

urban patrol
autumn tide
urban patrol
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in that case look at ColorOverlayFromNextIndex

brittle pasture
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anywhere that supports item spawn fields you can use the ObjectColor field

autumn tide
brittle pasture
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though for artifacts every color variants will just be considered one item

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(and yeah ColorOverlayFromNextIndex in object data too)

autumn tide
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wanna make my players cry by adding a chance for shadow monsters in the mines to drop shattered ghost pendants SDVkrobusnaughty

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and to vary the color bc pretty

brittle pasture
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unfortunately monster drops is not one of those instances that support item spawn fields

autumn tide
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ohhh okay

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so ColorOverlayFromNextIndex then?

calm nebula
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(Until 1.6.17, rigjht????l

brittle pasture
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setting that field makes it so the color of an item comes from the sprite next to the main sprite instead of tinting the entire main sprite

autumn tide
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okayyy

brittle pasture
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you still have to spawn the colored instances somehow, which as mentioned is not a thing for monster drops

autumn tide
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could i just randomize the texture?

brittle pasture
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non

autumn tide
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aw

urban patrol
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CP token random only evaluates once a day

autumn tide
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ohhh yeah and that would change alll the textures everyday

brittle pasture
calm nebula
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I thought monster data used item spawn mumble in 1.6.that one

autumn tide
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what's up with the new user atra 😭

brittle pasture
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ah yeah 1.7 migrates monster data to a data model, with item spawn fields for drops

autumn tide
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ohhh nice!

brittle pasture
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you can make em drop colorful artifacts then

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but right now monster drops is still the fugly string delimited format

autumn tide
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no color variety works too! it was just an idea and not crucial to the overall goal of making players cry

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hmm how much would you cry at that? wanna maximize the sad

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OH and also are convo topic re-activate-able?

calm nebula
autumn tide
patent lanceBOT
autumn tide
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hmm, any ideas as to how I might make the 'krobus disappearing and their shop (which is now only openable via a tile in a map) being closed' thing works?

ornate trellis
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hey, so i wanna do a retex of the watermill building that dropped a bit ago but i have issues doing the skins as seasonal changing because the mod author does the textures in a weird way or something. I thought I could do it like i did the retex for the HxW buildings but those use just one sheet with all seasons so idk...

brittle pasture
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they use tokens and just all load into Buildings/{{ModId}}Watermill

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so that's what you should do as well

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make sure your mod has a false dep on theirs

ornate trellis
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like, how tho im bad in doing things different from what i usually do

urban patrol
brittle pasture
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if spring, load spring texture, if summer, load summer texture, etc.

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use the Season token

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in your When condition or as part of the file name, dealer's choice

autumn tide
brittle pasture
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(have you also just opened the mod and see how the author did it)

ornate trellis
urban patrol
autumn tide
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ohhh okay

ornate trellis
brittle pasture
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hmm, so you're using the skin feature

urban patrol
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and whenever you have krobus come back just unset the mail flag

ornate trellis
autumn tide
brittle pasture
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does the skin show up when you use the AT tool or at Robin's?

ornate trellis
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it does show up but its stuck in spring, no matter what season i go to

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i do have it on jsut one sheet tho so idk if i need to splice my seasons?

brittle pasture
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yeah the base building isn't set up to use seasons offsets

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so you have to follow what the author does and load the texture based on the season

ornate trellis
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i was planning to do more of the mod authors buildings but if i cant get it to work idk

autumn tide
brittle pasture
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so you have to separate your texture into 4 images, and choose what to load using the Season token

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when in Rome, drink olive oil and sip garum etc. etc.

ornate trellis
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is it possible to have as a skin tho or do i have to completely throw that out of the window

urban patrol
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why use a CT at all if you're using a mail flag

brittle pasture
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no, your skin approach is fine I should clarify

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it's only the texture load you have to change

autumn tide
ornate trellis
autumn tide
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so i thought a CT would work

urban patrol
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there's an action to remove mail let me see

autumn tide
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instead

ornate trellis
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so no tokens then so i can do the when field for each season?

autumn tide
brittle pasture
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you can use tokens in the file name

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"FromFile": "assets/{{L@Source}}_{{L@Seq}}_{{Season}}.png"

ornate trellis
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uh

brittle pasture
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then make sure to name your files so that they end with _Spring, _Summer, etc.

urban patrol
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well i suggested RemoveMail because it sounds like you want to manually control the state of the "variable"

autumn tide
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....i am very confused

ornate trellis
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ok ill try

autumn tide
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...would a CT still work? sorry i am exhausted rn-

urban patrol
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you want to set a "variable" (quotes because we're in CP land and those don't exist) of "is krobus available rn" and set it to either true or false depending on certain things happening. the best way i know of to store data is by checking mail flags, since you can't exactly store it anywhere else

autumn tide
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mhm

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oh turns out CTs are mail flags

urban patrol
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CTs are good for counting down a timer, which is their strength over sending/unsending mail, but the drawback is that they can only be used once, which isn't good for something that'll be flipping back and forth

autumn tide
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yeahhhh, ig i'll just make a new one each time cause i am controlling each disappearing individually anyways

urban patrol
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so you're going to check "if CT1 || CT 2 || CT3..." then close shop?

autumn tide
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yep SDVpufferthumbsup

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i wish there was a sad face thumbs up puffer-

urban patrol
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seems messy to me but it's your mod so gl!

autumn tide
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it is but so am i- and ty!

ornate trellis
uncut viper
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seeing someones CT dialogue does set a different mail flag that you can then actually remove in order to reuse the same CT for the same person

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however i would agree with nic that just using mail flags directly is better. like, far better

terse spruce
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does anyone have a mod where it adds one location into the game

hard fern
fresh lintel
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Hi, I just released an update for my first mod. If anyone can announce it, I would appreciate it. I'm close to releasing the final version with everything I've planned.
https://www.nexusmods.com/stardewvalley/mods/26447

Nexus Mods :: Stardew Valley

A Large New Farm Type, huge Farm with Forest Farm benefits and two optional extensions.

vernal crest
autumn tide
autumn tide
latent mauve
urban patrol
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specifically, making sure that:

  1. every tilesheet you use is vanilla OR
    2a) every custom tilesheet that you didn’t create is installed properly
    2b) every custom tilesheet you did create is EITHER being loaded OR in the same folder as your map
fresh lintel
autumn tide
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ofc!

hard fern
lethal raptor
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Howdy yall, I was wondering if anyones tried to make a mod that makes furniture have a cost when purchased from the catalog rather than it being free. Ive been mucking around debugging the ShopMenu code but cant seem to figure it out, just wondering if anyones tried anything similar

autumn tide
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hmmm i haven't but catalogs ARE considered shops in game code afaik! at least they have entries in data/shops

lethal raptor
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likely ive got overriding mod dlls or its not a perfect decompilation but my debugger isnt able to pin point stuff either - i wonder if anyones made a custom catalog where stuffs priced

brittle pasture
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you can see that the Catalogue shops has entries with price 0

lethal raptor
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oh i see codes the wrong place to look its in the data files? sorry im new to modding is it like straight up json or xml data files

autumn tide
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no worries! have you unpacked the game yet?

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!unpack

ocean sailBOT
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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!

lethal raptor
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ah will do this - thank you friends! makes a lot more sense SDVemoteheart

brittle pasture
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then you can edit the shop data with just a content patcher pack if needed

inner harbor
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why would schedules just sometimes not work? I've done a patch export - it says the schedule exists and there is a "rain" entry, but Lookup Anything just says "No Schedule Loaded". Is it a broken schedule, I wonder?

inner harbor
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Loaded another day that it was raining on and that worked fine, so goodness only knows

rough lake
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Can someone help me? My code for renaming weapons and locations isn't working, and I don't know how to write it correctly.

hard fern
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!json

vernal crest
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If you share it (using the json website) and your log, then people can help you without having to ask for those things first.

ocean sailBOT
#

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

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

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

rough lake
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I already deleted it :,v

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Smapi was telling me it didn't recognize the translation, let me try to redo it as I had it.

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As far as I know, the JSON was formatted this way; the code is at the end.

brave fable
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for the SamsOldGuitar Name patch, you're using Target: Data/Weapons when you should be using Target: Strings/Weapons SDVpufferthumbsup other than that it looks fine

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i'm not entirely sure what's up with your {{i18n:samev.733330/f Sam 750/w sunny/t 700 1500/z winter/y 1}} strings but if it works it works hahah

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i don't see your location name change patches, though

rough lake
brave fable
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here's a hint - you can find sam's house in Strings/StringsFromCSFiles as MapPage.cs.11072

rough lake
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But I thought it was the same thing, just using "Target": "Data/Notes
Data/locations

brittle pasture
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have you looked at the unpacked files you're editing

rough lake
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And so for the other things to which I want to change a word

brave fable
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surprisingly Data/SecretNotes does actually have strings inside, but generally you'll find strings in the Strings folder rather than Data (with Data/Events and Data/mail being the other notable exceptions)

rough lake
brittle pasture
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then you can see Data/Locations is not a string-string dictionary, but a string-object dictionary that doesn't contain the string you're trying to modify

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and the location data for sam's house is instead fetching a string from Strings/StringsFromCSFiles

rough lake
brittle pasture
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your i18n file pls

brittle pasture
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the key matches. can you post your fixed content file

rough lake
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yay

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I think it's working now, I made a mistake and put 'data' instead of 'strings'

ivory plume
#

Quick little script: decompile every assembly.

It decompiles every C# mod in your Mods folder into a combined Visual Studio solution, so you can easily find which mod is doing a particular thing or search for certain code patterns.

hard fern
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Spenny reality warp....

rough lake
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Does anyone know where the heck Sam's picture is? I've searched through all the folders and I can't find it.

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I just realized I also have to edit that object, hahaha

woeful lintel
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the painting sold by the travelling merchant? in one of the furniture tilesheets, the last one to be added I think

latent mauve
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Spouse portraits are in the junimo furniture tilesheet

rough lake
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oooo

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thanks

opaque field
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If one is thinking (dangerously) of making an expansion - how important is C#? I have this idea to add my story world of Mako Point but it looks like most expansions like that include some amount of C#. Is it at all potentially helpful to look at the code other expansions use?

hallow prism
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it really depends of your goals

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you can do an expansion without C#, it's about if you really need this special thing or not

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VMV was without C# during a great part of the developement and has C# only because some friends were offering it. I would have found some workaround if i had no C#, or adjusted things

sleek aurora
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Is it possible to somehow get bee houses to work with custom bushes?

opaque field
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That's kinda what I thought, and I don't really have much besides 'oh that would be a neat thing to add' as far as my goals haha mostly I've been focusing on making the tiles/sprites for the world since that tends to be easier

sleek aurora
#

Or at the moment this is not possible without DLL?

proud wyvern
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Would definitely need C# code, yes

sleek aurora
#

And there are no existing framework with such a function?

hallow prism
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not to our knowledge, or it would have been our first answer

opaque field
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DynamicToken question: I've gained permission from the mod authors of two NPCS to add jealousy dialogue for Shane (early hearts only, boy ain't gonna be insecure it's not fun to write lol) how do I set up the tokens to make that work?

hallow prism
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what are you trying to do with dynamic tokens, just because i'm not sure what the use is

opaque field
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Maybe it's not a dynamic token question then haha I thought maybe I needed to make like, a 'rival' token to use. I guess maybe what I'm really looking for is how to recognize that the player has hit '2-4' hearts with the 'rival' NPC to then trigger the ConversationTopic lines( the jealousy dialogue)

hallow prism
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i would do a trigger action checking for the number of heart with this npc, and a when condition for the mod

opaque field
sleek aurora
#

Should custom bushes bear fruit indoors, outside of the specified season?

lucid iron
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are you asking if custom bush the mod works that way?

sleek aurora
#

yes

lucid iron
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Yeah I believe indoor = greenhouse

sleek aurora
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What if it's a pot in the house?

lucid iron
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yea that's considered greenhouse

sleek aurora
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I tried different options - the result is the same.

lucid iron
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your ConditionsToProduce block is missing commas between each "string" ah wait no it's behind the comment blobcatgooglyblep

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can you try having just 1 condition "DAY_OF_MONTH 21 22 23 24 25 26 27 28" ?

sleek aurora
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This is the first thing I did. But it didn't work in the house. Then I added other conditions.

scarlet warren
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Hello everyone. Im back at modding SV and Im trying to update/redsign my old map mods, and Im struggling learning to use Tiled again. xD

Quick question, is there a way to be able to choose map varients (EX regular, Expanded, No clutter, etc) from the mod manager while still only needing SMAPI and Content Patcher?

lucid iron
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and cornucopia bushes r basically that

scarlet warren
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I found a content file written like this, and Im curious just how they got it to work?:

scarlet warren
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Ive only ever done single map edits to inject. Ive never had varients be chosen In-Game

hallow prism
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you don't need extra mods to make config, althought GMCM is very convenient

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what you posted is a dynamic token, which is another way of achieving the same goal

lucid iron
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inkubus it might help to be more specific about what you want to do

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so that we can give specific answers too

hallow prism
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i suggest looking at CP doc for config and dynamic token, and return with questions (also answer chu's one can help)

scarlet warren
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Trying to chance my Modest Map Farm to have varient options of where to place a pond in it

lucid iron
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is the pond a separate tmx already?

scarlet warren
#

I can do that???

lucid iron
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yea

scarlet warren
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I just have 5 map varients for the farm itself

lucid iron
#

terror

scarlet warren
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xD

lucid iron
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but well if you got 5 tmxes made already that's fine

hallow prism
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(this reminds me of 2019 discovering content patcher overlay feature)

sleek aurora
#

Initially, I did cornucopies using the example. I recently updated all the fashions, maybe that's the point?

scarlet warren
lucid iron
lucid iron
#

FarmType is a config token, and by default the value is "No Lake"

sleek aurora
#

mods

scarlet warren
lucid iron
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when used in Assets/{{FarmType}} Farm.tmx, this resolves to Assets/No Lake Farm.tmx

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content patcher has built-in integration with GMCM

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so with what u have it should show a dropdown

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!gmcm

ocean sailBOT
#

Generic Mod Config Menu (or GMCM https://www.nexusmods.com/stardewvalley/mods/5098) adds the option to edit some, but not all, mod configs from either the title screen or the options page in a save. It also has a special screen to edit keybinds for all mods with GMCM integration.

The presence of the gear it adds to the title screen is not a method for checking whether mods are installed, only whether GMCM is installed.

scarlet warren
#

So people should be able to see it in GMCM if they download it?

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But can still change it without?

lucid iron
#

the remaining thing you should do is make i18n descriptions Bolb

hallow prism
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and if they don't have it, they can edit the config.json

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it's how we did it back in my time

lucid iron
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yea without gmcm just means edit config.json by hand

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theres info on how u can add a description in i18n, which will appear as a tooltip

scarlet warren
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awesome

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Hrmm, now that I think about it tho, changing maps like this tho, if they go from one to the other, clutter will stay on top of where the new pond is....

lucid iron
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yea ppl usually solve this by RTF or with that one trigger action in BETAS

scarlet warren
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Not familiar with BETAS in this context

lucid iron
#

for a farm map tho i wouldn't worry too much

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farm maps r usually installed n configured one time for new save so

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doing nothing is fine to me sleep

scarlet warren
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Im trying to recall, but wasent there a mod that clears all clutter in a map with a button?

lucid iron
#

that's RTF yea

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!rtf

ocean sailBOT
#

Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).

scarlet warren
#

ty now thats why that sounded familiar

lucid iron
#

this one's player side as in the mod user go use the thing

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BETAS is mod side

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if u r update farm in general you could consider making it additional farm instead of replace

scarlet warren
#

You can add farms now?

gaunt orbit
#

damn, you can't change the return type on reverse patches

scarlet warren
#

Like... ones you can choose seperately???

gaunt orbit
scarlet warren
#

damn Ive been gone TOO long

lucid iron
#

what is ur frame of reference blobcatgooglyblep

scarlet warren
#

Okay so testing the first bit, and I dont see my mod showing up in MCM

lucid iron
#

last version u played/modded?

scarlet warren
lucid iron
#

well the file u showed is named content - Copy.json did you fix that first

scarlet warren
#

yes

lucid iron
#

that is back in 1.5.6 then

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so u could have done it back then too it was just hella niche

ivory plume
#

(I think we created the doc page much later though; it was only mentioned in the migration guide for a long while.)

lucid iron
#

yea i think ppl assumed it is 1.6 feature, esp cus meadowlands is first vanilla farm to use it

lucid iron
ivory plume
#

@lucid mulch For your SMAPI pull request:

I extended your fix, since I don't think we needed the previous asset language handling at all. When you have a chance, could you retest the scenario you mentioned with Profiler to make sure it's still fixed with the new changes?

scarlet warren
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11:59:59 ERROR Content Patcher Patch error: Modest Maps Farm > Load Maps/Farm has a FromFile which matches non-existent file 'Assets\Standard Farm.tmx'.

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Interesting....

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Not sure why its acting this way

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 40 C# mods and 36 content packs.

scarlet warren
#

Aslo, RTF isnt actually clearing anything....

lucid iron
#

for RTF you need to turn off the farm protection

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here is the actual problem for your configs

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Ignored Modest Maps Farm > ConfigSchema field 'FarmType': can't use FarmType as a config field, because it's a reserved condition key.

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you should rename the config something else, since FarmType is a standard content patcher token

scarlet warren
#

ah

ivory plume
#

Yep, that seems fine.

Minor suggestions:

  • Make the assets folder name lowercase by convention. (Content Patcher file paths are case-insensitive, but it's more efficient to avoid needing to map them to the real path on case-sensitive systems.)
  • Use the latest "Format": "2.8.0" to improve startup time (since otherwise Content Patcher needs to apply all the newer version migrations to your content pack).
scarlet warren
#

Sigh, now its acting like the tilesets are invalid but I swear I was using exported vanillia tilesheets

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26200.0, with 40 C# mods and 36 content packs.

scarlet warren
#

Do people just place all tilesheets used into assets nowadays?

ivory plume
scarlet warren
#

ty

scarlet warren
ivory plume
#

Yep. The latest Format version is always the last Content Patcher version (ignoring the patch number). So Content Patcher 2.8.1 = "Format": "2.8.0".

scarlet warren
#

awesome. thanks for letting me know that. Gonna change all my mods to that then

lucid iron
#

!vscjsonc

ocean sailBOT
#
How to make VSCode not scream at json comments

In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add

"$schema": "https://smapi.io/schemas/content-patcher.json"

at the start of your content.json file.

ivory plume
#

It's essentially the version of Content Patcher your content pack was designed for. Newer versions of Content Patcher will apply automatic migrations so older content packs continue working with any newer changes.

lucid iron
#

If u put the schema thingy it'll remind u if number changes

scarlet warren
#

When say designed for.... Is there anything I actually need to do?

lucid iron
#

It's more of an eventuality

#

If cp goes to 3.0 it'll know to apply whatever breaking change migrations

uncut viper
#

eventually either content patcher or the game will have new things added to it that you wouldnt have been able to account for when making your mod in the past

#

so content patcher needs to know that you didnt know about em, is all

ivory plume
#

Breaking changes are pretty rare, but they're documented in the mod migration guide. There's one change in format version 2.1.0.

lucid iron
#

There r also useful features added in various 2.x versions

#

its this thingy

stark spindle
ivory plume
stark spindle
ivory plume
#

(The patch number is ignored entirely. You can put "Format": "2.8.999" if you want, and Content Patcher 2.8.1 will still load it fine since it knows there's no breaking changes in a patch version.)

scarlet warren
#

Okay sorry to be slow on this, as Im following the guide, but getting stuck on step 4, as clicking tileset properies does nothing

stark spindle
ivory plume
scarlet warren
#

wait

#

1sec

#

okay I got it but its still missing tiles?

#

Does it not account for flipped or inverted tiles?

ivory plume
#

Which tilesheet are those broken tiles from? Is it possible you still have a broken tilesheet path, or those were custom tiles added to a vanilla tilesheet?

lucid iron
#

Those r prob from another sheet

scarlet warren
#

No but wait, its acting like its pulling incorrect locations from the tilesheets

#

They're all froim the outdoor spring tilesheet. Top left are the cliff walls, bottom right is just lake water and edges....Top right are just cobblestone paths...

#

And for some reason its replacing a grass edge with wood panels?

ivory plume
# scarlet warren

Not sure what caused that; maybe the current tilesheet doesn't match the version you originally used? The easiest fix might be to just reapply the right tiles there. I suggest making sure you have the latest tilesheets unpacked from the game files though.

uncut viper
#

does the vanilla game store localized/user-facing versions of the weather type names anywhere (e.g. "Sun", "Rain, "Green Rain" etc) and if so, where would those be stored?

scarlet warren
#

Alright, I just grabbed a backup, re chose the paths of the tilesheets, and its working now.

#

I probably messed something up the first time

#

Lets gooooooo

lucid iron
hallow prism
uncut viper
#

ooh i forgot it showed the weather on there, im not sure, lemme check

lucid iron
#

The weather report obviously mentioned them but idk if they are nice and atomic

royal stump
#

I don't think there are translated standalone strings like "rain" or "green rain" anywhere, though the terms are translated in some lines or phrases

uncut viper
#

i think it just shows the weather icon SDVpufferpensive

ivory plume
uncut viper
#

sad for Button

#

ah well

sleek aurora
#

I attached a link to a screenshot - the bush does not work indoors. 😢

royal stump
#

you could copy them out to some asset/entry for the official languages, but fan t/ns would get weird SDVpufferdizzy

lucid iron
#

What if u use cmct to steal uiis2 translations (legally this is a joke)

scarlet warren
#

Friggin greenhouse was off one friggin tile dangit....

#

The curse of making sure its not covering anything that isnt basic dirt so you dont have to change the greenhouse replacement overlay

lucid iron
#

Greenhouses aren't part of map now

sleek aurora
#

Yes, but in this case there must be a notification when the harvest is.

scarlet warren
royal stump
#

Custom Bush has no way to describe your custom conditions in words, as far as I know

scarlet warren
#

So if I set a different greenhouse location, it needs to match that

#

....right?

#

Same with the farmhouse

sleek aurora
#

The Tea Sapling bears fruit in any season at home. But a custom bush doesn’t work that way. Although I should.

royal stump
#

Custom Bush's documentation doesn't mention any automatic indoor behavior, so you probably need to add that with ConditionsToProduce
(and also remove the ItemsProduced -> Condition, which would prevent items appearing anyway)

brittle pasture
#

your code is correct it's just that it's spring

royal stump
#

does that apply to ConditionsToProduce? Seasons is deprecated in favor of that, apparently

#

(they had issues using that version earlier)

brittle pasture
#

hmm ConditionsToProduce might work

royal stump
#

I was going to suggest something like this, but I've never tried the mod myself, and I'm not 100% sure what behavior they want

"ConditionsToProduce": [
        "LOCATION_IS_INDOORS Target", /* any day (indoors) */
        "DAY_OF_MONTH 21 22 23 24 25 26 27 28" /* the last week of any season (outdoors) */
]```
sleek aurora
#

Is there any way to correct this mistake of the season?

royal stump
#

oh, ig it's meant to be summer-only outdoors, one sec

#
"ConditionsToProduce": [
        "LOCATION_IS_INDOORS Target, DAY_OF_MONTH 21 22 23 24 25 26 27 28", /* any season indoors */
        "LOCATION_SEASON Target summer, DAY_OF_MONTH 21 22 23 24 25 26 27 28" /* summer outdoors */
]```
scarlet warren
#

Ahhhh Im so happy I got it all working and it looks good!! Cant wait to upload this to nexus as a brand new update! Thank you @lucid iron and @ivory plume

brittle pasture
#

(we should probably use LOCATION_SEASON)

royal stump
#

true, I think that's the right format for it?

#

(and lower-case summer, since the wiki says it might be picky)

brittle pasture
#

(also looking at the source Custom Bush is passing SeasonQueryKeys into ignoreQueryKeys for indoors/greenhouses so we don't even need the indoors condition, just LOCATION_SEASON is probably fine)

sleek aurora
#

I tried doing it this way, but it didn't work. It looks like you will have to do work in all seasons and set conditions for working outside.

brittle pasture
#

(still, I wonder if I can bug Matt into releasing a minor CB update that just fixes the issue with the Season field since it seems like CB 2.0 isn't coming out any time soon)

flat breach
#

Oh boy, thought doing a retile would be a simple affaire… I honestly never realised how many tiles don’t match up on the vanilla maps when playing before 😭

lucid iron
#

If u use lookup anything u can find where the tiles be from

#

These r very fancy btw DokkanStare

brittle pasture
gray bear
#

tiles are located in strange, strange places

flat breach
#

It’s more that I’m having issues with where mr ape has used tiles that don’t actually match quite a lot! The fact that they are all very dithered hides is nicely tho

gray bear
#

u can get the file locations from tiled iirc

lucid iron
#

I would be wary of over fitting in general cus mods use them in wild ways

flat breach
#

Aye reality is I’m going to have to make this a standalone pack I think!

#

Which kind of sucks

brittle pasture
#

as mentioned, the Seasons field doesn't work properly indoors

#

have you tried applying the fixes Esca mentioned

harsh vector
#

quick question: is there any simple way to exit the game out to the title screen? i'm sure i just missed it somewhere in the list of commands

harsh vector
#

my ultimate goal would be to have it kick you out to the title screen at the end of each day to help avoid binge playing...

lucid iron
#

!unpack

ocean sailBOT
#

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!

brittle pasture
#

SDVpufferlurk did you mean !decompile

harsh vector
#

i mean. whatever works

lucid iron
#

!decompile

ocean sailBOT
sleek aurora
#

"ConditionsToProduce": [
"LOCATION_IS_INDOORS Target, DAY_OF_MONTH 21 22 23 24 25 26 27 28", /* any season indoors /
"LOCATION_SEASON Target summer, DAY_OF_MONTH 21 22 23 24 25 26 27 28" /
summer outdoors */
]
It doesn't work that way either

brittle pasture
#

and did you remove the Seasons field

#

you should post your full code again every time you make changes

brittle pasture
#

is your current date between 21 and 28

#

asking because the screenshot you posted above shows the date as 15

gentle rose
sleek aurora
#

I checked both on the 15th day and on the 22nd. Doesn't work.

brittle pasture
#

and this is after going to sleep?

#

I have to go in a moment but everything looks right to me; worse comes to worst you can just revert to the old condition and tell people that the bush not working indoors is a known CB bug

sleek aurora
#

Yes, I checked after sleep. I already wrote about the error on the fashion page.

harsh vector
#

the waterfall is very well done

autumn tide
flat breach
#

Tyty, can’t take full credit as it’s a reworked asset pack I got a while back!

rocky copper
#

Does anyone know if there's a way to get an item onto the Shipping Collection when it's categorized as a Seed? I'm working on a little crop where the harvest item is its own seed so it can propagate quickly, this requires it to be category -74 which is fine, but it is preventing it from being on the Shipping Collection. I can change the Type to Basic, but that doesn't add it. But Coffee Bean, which does the same thing, is in the Shipping Collection. Is there a way or does Coffee Bean have a code exception?

harsh vector
autumn tide
#

helloooo making a sewer repalcement, would it be more compat-friendly if I replaced the sewer map directly, OR changed the town/forest warps to lead to my custom sewer maps while leaving the OG maps untouched?

urban patrol
idle lantern
#

I feel stupid. I lost all of my master copies of the mods I've made (which is fine, I guess. I can download them and start from the previous version). But I was halfway through a mod that added Jurassic Park to Stardew Valley. I've lost all the maps, the coding, the monsters. Bah.

urban patrol
#

not sure if that would override it

uncut viper
#

the best time to get into version control for your mods was 20 years ago. The second best time is right now

rocky copper
uncut viper
#

a lot of people have such stories, nothing to feel stupid over

royal stump
rocky copper
#

Kinda figured, thank you

lucid iron
#

oh u dont have to make it a seed

royal stump
#

(and yeah, in that method at least, the exclusion field only matters if it's true)

        default:
        {
            if (Game1.objectData.TryGetValue(itemId, out var data) && data.ExcludeFromShippingCollection)
            {
                return false;
            }
            return true;
        }```
#

has to get past all the type/cat stuff to reach that code

gray bear
autumn tide
#

got it, so replacing the sewers then?

#

just simpler that way

lucid iron
#

i think its possible to just make a vegetable that has a Data/Crops entry right

uncut viper
#

is it supposed to be the same exact sewer?

lucid iron
#

then u can plant it seed or not

autumn tide
#

I kept the base of the map the same so it shouldn't screw up maps too bad

uncut viper
#

like, in the world, lore-wise

autumn tide
#

mhm!

lucid iron
#

you can do a non exclusive Load to Maps/Sewers

uncut viper
#

just replace the sewer then

autumn tide
#

-# this is it btw:

lucid iron
#

i would be extra wary and make sure all collision stuff is the same

uncut viper
#

I was also gonna suggest what chu said but that train has sailed it seems

lucid iron
autumn tide
#

ohhh okay

lucid iron
#

not a "better non replacing way"

#

cus it doesnt really exist blobcatgooglyblep

autumn tide
#

alright, uhhh how would that work?

lucid iron
#

Load action, Priority Medium

gray bear
#

at the end of the day, maps that replace the sewer will not work with each other

uncut viper
#

it's just a load action with a different priority

uncut viper
#

which is what I assume chu meant

autumn tide
#

mhm! and how might that help with potentional config issues? my concern is more with other ppl's events

lucid iron
#

the advantage of non exclusive load is just that game doesnt explode too hard if another sewer mod is installed

uncut viper
#

You can get away with a lot of replacing if you still leave just enough that pathfinding and existing hardcoded placements still work

autumn tide
#

gotchaaa

lucid iron
#

other mod should win

gray bear
lucid iron
#

yea down and right is ok

rocky copper
uncut viper
#

yeah, unless another mod also did that

#

don't get me wrong you can't be perfectly compatible guaranteed
But it's also not guaranteed to be NOT compatible

lucid iron
#

well one more option is do it like sunflower seeds blobcatgooglyblep

#

u drop a veg and a seed that can be planted

#

need spacecore for this

uncut viper
#

if you expand down and another mod expands right then you're both probably fine

autumn tide
#

oh, i do want my area to 'win' anyways, but i'm assuming giving it a high but non-exclusive priority will make smapi less pissy in case of conflict?

lucid iron
#

if u want it to win then you should do EditMap

autumn tide
#

huhhh okay

lucid iron
#

its pizza logic u see

#

first u pick a dough (Load)

autumn tide
#

would i still have to load it orrr? map-making confuses me

autumn tide
lucid iron
#

then u add topings (EditMap)

#

can have many toping but only 1 dough

autumn tide
#

huhhhh okay

uncut viper
#

there is no way to guarantee you "win" with a Load

#

because if another person also wants to win then it doesn't pick one

#

You both lose

autumn tide
#

huhhhh

lucid iron
#

however i still think u shouldnt want to win here

autumn tide
#

oh?

royal stump
# rocky copper I tried making it a vegetable, and that's preventing me from placing it, even wi...

I wonder if the "placeable" tag would work for Data/Crops magic SDVpufferthinkblob

public override bool isPlaceable()
{
    if (base.HasContextTag("placeable"))
        return true;
    if (base.HasContextTag("not_placeable"))
        return false;
    if (this.type.Value != null && (base.Category == -8 || base.Category == -9 || this.Type == "Crafting" || this.isSapling() || base.QualifiedItemId == "(O)710" || base.Category == -74 || base.Category == -19) && (this.edibility.Value < 0 || this.IsWildTreeSapling()))
        return true;
    return false;
}```
lucid iron
#

lets say i got some mod that changes some small thing

autumn tide
#

okay

lucid iron
#

a 1x2 tile edit

#

if u do late EditMap then i am gone

royal stump
#

(probably more reasonable to use spacecore than trick the game, but I'm not really familiar with 1.6 object logic)

lucid iron
#

if u do Load i'd be ok and successfully add my sewer chimkins

uncut viper
#

It looks like Claude expanded left here though chu

autumn tide
#

hmm okay.. late being high priority right?

lucid iron
uncut viper
#

So I don't know if EditMap applies

gray bear
#

yeah. i have late priority for my sushi stall

#

sorry anyone else there

lucid iron
#

even with a load u should not expand left claude

#

so thats a separate thing u should fix

autumn tide
#

awww :) i am actually giving krobus a pet chicken lol

#

uhhh nope!

#

just right and down i think

#

..i think

uncut viper
#

Nevermind me then, it just looked like there was a lot more space to the left than vanilla

autumn tide
#

..like 90% sure...

uncut viper
#

But I could be misremembering

lucid iron
#

yea i think the predicate here is

#

the geometry of original map is not changed

autumn tide
#

OH yeah i moved the path to the forest and the shrine area

lucid iron
#

oh banned

#

1000 years jail :)

autumn tide
#

okay!

#

i have a pfp for that already one sec..

uncut viper
#

well if you moved them to the left past the original left edge, then that is expanding left

lucid iron
# lucid iron

i was told that even this 1 tile conflicts with a SVE event

#

i just been too lazy to do anything about it

autumn tide
#

uhhhhh I moved the occupy-able space but not the map borders... does that make a difference? sorry maps are one of my numerous mortal nemesis(es)

lucid iron
#

something u might consider is to just rework ur sewers into lower sewers and add a warp from normal sewers to it blobcatgooglyblep

#

you dont have to worry as much if u just do that

autumn tide
#

my brain just blue-screened one sec

uncut viper
#

i think the key question is how much do you care about being compatible with things in general

autumn tide
#

medium

uncut viper
#

including the vanilla game

#

because there is hardcoded stuff in the vanilla sewers

autumn tide
#

oh shit there is?

uncut viper
#

for example, have you tested the entrance to the bug swamp

#

including when it's locked

autumn tide
#

...i have yet to test or implement anything-

#

but yeah it seems to just be a tile action

uncut viper
#

not the blue lasers that stop you

#

those aren't a tile action

autumn tide
#

oh..

lucid iron
#

i went and grabbed vanilla sewer just for ref

autumn tide
uncut viper
#

those are hardcoded coordinates, as I recall from my time in the mirror dimension

autumn tide
#

fuckkkk okay

lucid iron
#

one concern of your map is that it's clearly adding stuff above

autumn tide
#

uhhhhhhhhhhhhhhhhh

lucid iron
#

and removing some water NotteThink

uncut viper
#

it's either adding stuff above or moving everything else way down, both of which are very bad for compat

autumn tide
#

yeah i wanted to make it look more realistic lol

latent mauve
#

When extending a map, you want to go down and right

lucid iron
#

i also dont know where the dog statue went

autumn tide
#

welp, ig I'll just make the sewer change config-able and slap a warning on it

lucid iron
#

i think making it new location is prob best tbh

autumn tide
latent mauve
#

You'd be better off making it a new location and adding a warp to it from the normal sewer

autumn tide
uncut viper
#

i mean your current sewer breaks vanilla things not just modded things

autumn tide
#

...yayyyyy

lucid iron
#

when u dont know then the best way is avoiding the problem entirely Dokkan

#

if u want the sewer smog effect in this new location, u can use mmap for it

autumn tide
#

...the problem being map-making for me ngl SDVpufferchickcry

latent mauve
#

The map being changed at the top will also mess up all of the Krobus coordinates and the event coordinates, as well as the other interactions that are hardcoded to a specific tile location

autumn tide
#

fuckkk

#

god i'm stupid

lucid iron
#

its ok and hopefully u will know for next time

uncut viper
#

its not stupid to be learning

autumn tide
#

i mean my mod is a krobus/dwarf overhaul but still..

uncut viper
#

to be clear i think you'd be well within your right to not care about compatibility with other mods if you didnt want to bc of that

#

but breaking vanilla things is kind of a different deal

lucid iron
#

i been looking at this map and kind of assumed it was gonna be new map since it looks so different blobcatgooglyblep

autumn tide
uncut viper
#

and not breaking in the overwriting sense but visibly broken

autumn tide
#

....so- what can i do to fix it violating vanilla's hardcoding?

lucid iron
#

dont move any warps and keep the passable areas roughly the same

uncut viper
#

i mean the most sure-fire way if i had to guess would be to redo the map, but start from the vanilla map again and make damn sure you don't add anything if its to the left or up

#

like, super sure

autumn tide
#

okay

uncut viper
#

then you check the vanilla events that happen in the sewer and make sur you know where they spawn actors or have them move and avoid changing those areas too

autumn tide
#

...yk this is literally my 4th time messing with the sewer map- 5th times the charm ig SDVpetcatsad

lucid iron
#

Also helps to incrementally make map and have it loaded in

autumn tide
#

mhm, like testing as I go?

lucid iron
#

Yeah

#

Catch errors early

#

Patch reload is friend

uncut viper
#

also helps to know the hardcoded things, like the aforementioned swamp lasers and also, are you aware that the tiles at 31,17 and 31,16 are hardcoded to look like what they look like depending on if krobus is married/roommated or not

autumn tide
#

nope! how can i look at what's hardcoded?

uncut viper
#

the decompile

lucid iron
#

Tbh new area is just the better answer most of the time

uncut viper
autumn tide
#

true... but i like being stupid and ambitious

uncut viper
#
if (Game1.getCharacterFromName("Krobus").isMarried())
        {
            base.setMapTile(31, 17, 84, "Buildings", "st");
            base.setMapTile(31, 16, 1, "Front", "st");
        }
        else
        {
            base.removeMapTile(31, 17, "Buildings");
            base.removeMapTile(31, 16, "Front");
        }
lucid iron
#

(It is the chest yep)

autumn tide
#

hmmm okay

lucid iron
#

The thing that replaces krobo and provides shop

autumn tide
#

i have acess to the decompile, uhhhhh where are you finding this?

lucid iron
#

Krobus himself has some hardcoding related to whether he'll show shop

autumn tide
#

shit

uncut viper
#

the sewers also still use tile index based actions, so no matter where you put the ladder to town or the shop chest, they will function

autumn tide
#

i do wanna make krobus's shop a tile for like, always but

uncut viper
#

this is in the Sewers.cs file

autumn tide
#

...tryna find the repo one sec

uncut viper
#

sorry, Sewer.cs, singular

#

you dont need the repo to look at the decompile

#

if thats a concern

autumn tide
#

....okay

#

uhhh how can one get the decompile SDVpufferchickcry

#

wait a sec

#

!decompile

ocean sailBOT
autumn tide
#

yayyyy

#

ffs apple...

#

omfg it literally won't let me override- AAAAAH

#

okay tried 3 times and it's still not showing the override option

#

..would anyone mind sending me the decompile😭

uncut viper
#

if you dont have access to it on github then the only people who can give you that access are Pathos and I think (not 100% sure) Casey

autumn tide
#

i should have the github..

uncut viper
#

if you didnt re-accept the access invite when the github org was restructured or w/e semi recently then you dont have access anymore

autumn tide
#

..not sure how to use it but

#

this guy, right?

uncut viper
#

i dont know. i dont have access.

autumn tide
#

OH YEAH you're not cheeto!

uncut viper
#

id assume so.

autumn tide
#

it prolly is, tysm for all your help buttons SDVpufferheart

#

..okay time to try and read C# (i cannot code)

#

...soooo hypothetically speaking how hard is it to make a tiny C# edit to make my map vanilla compatible-

lucid iron
#

i think it's harder than making the map compatible

autumn tide
#

well shit

lucid iron
#

and worse for compat with other mods

autumn tide
#

shit^2

lucid iron
#

your problem isn't a hard one to begin with, just tedious and possibly against the artistic vision

#

and you were informed of options

autumn tide
#

yeah, i am just very very very stubborn- but yeah a map edit is prolly the better idea SDVpufferthumbsup

uncut viper
#

starting from absolutely zero knowledge of how to write C# or set up a C# project or use Harmony will also of course make things much more difficult

autumn tide
#

i'll do the map edit then lol

lucid iron
#

new map is the right choice if you really want full control over shape of map PecoWant

autumn tide
#

true... but how to implement hmm

lucid iron
#

"the sewers have basement where krobus sleeps" is pretty easy sell to me

autumn tide
#

hmmm

lucid iron
#

or ig it'd be like B2 cus sewers r B1 Dokkan

autumn tide
#

I'll go for the map edit anyways I think

autumn tide
#

ooooh ty now i can find out why my other custom location doesn't work-

lucid iron
#

you do still have to fight other mods a little bit in where put the warp but thats like 1 tile for a ladder not the whole thing

autumn tide
#

just cheking, I SHOULD be able to extend this bit of the wall up?

uncut viper
#

if you move the ladder then you will need to edit warps pointing to the ladder

autumn tide
#

...also still planning on cutting out most of the water but I don't think what should interfere..

uncut viper
#

you know where that is in vanilla (the warp in Town) but do not know where it is in modded circumstances

ornate locust
#

A nonzero number of mod events have the farmer or someone start at the ladder as if they just entered the sewer

autumn tide
#

mhm, but I'm not necesarily aiming for perfect compat

#

yeah.. maybe I'll add an area behind it while keeping the ladder at the same place?

ornate trellis
#

you could just extend the right part like a corridor to the back and leave the left side with the ladder alone

autumn tide
#

oh yeah!

#

i'm just gonna yoink most of my old edits and make them fit the vanilla map structure

#

hmm can you import multiple images for tilesheets simultaneously in tiled?

ornate trellis
#

ive no clue, i always rather fully redid my maps than risking it

autumn tide
#

...i hate mapmaking why am i doing this-

#

oh yeah, AuDHD-

ornate trellis
#

its getting fun once you do it more often lol

autumn tide
#

i pray that it shall

lucid iron
#

u might be the type to benefit from a trello Bolb

ornate trellis
#

looks at my 28 maps

lucid iron
#

so u can keep track of shit

ornate trellis
#

oh yeah trellos are fun!

#

i love checking off my shit and then adding more

autumn tide
#

a.. whta?

#

what

lucid iron
#

i am anti-planner cus i just do whatever comes to mind immediately but it does help for bigger projects

autumn tide
#

I can't even type-

lucid iron
#

trello boards are a way to plan projects

ornate trellis
#

here, this is what i got for my fishmonger one https://trello.com/b/4UBF0UES/fishmonger-expansion

autumn tide
#

ohhhh okay

#

ohhh nice

ornate trellis
#

its a bit less organized rn cuz i got a lot done but yea

autumn tide
#

i use moday

#

FUCK

#

monday*

hard fern
#

I use Tuesday

ornate trellis
#

btw i still dont know why UI info suite 2 doesnt register my wild trees but does register my fruit trees lol

autumn tide
#

godammit it's 4pm i'm not supposed to be this dumb till it's night

ornate trellis
#

still put it in my done pile cuz its beyond me xD

lucid iron
#

maybe ask abs0rbed once it's close to shipping

#

idk if that change to add wild tree display name happened

ornate trellis
#

no clue either, i thought it would all happen together but its not really that urgent tbh, im just clueless. i did add them like abs0rbed told me so I'd assume one day it gonna work lol

autumn tide
#

it should be safe to trash this water pool thing right?

gaunt orbit
#

yeah

autumn tide
#

wanna make sure i don't commit any more compat crimes SDVpufferwaaah

gaunt orbit
#

raaaaaahh why doesn't itemqueryresolver just return an ienumarable instead of an array

#

it uses enumerables internally!! and then just calls ToArray at the end!

lucid iron
#

What r ur new crimes wren DokkanStare

gaunt orbit
#

as a result I have to copypaste the entire thing to get lazy eval

autumn tide
#

arrghhh my ✨vision✨ of the sewers is sooo different form the game's..

gaunt orbit
lucid iron
#

Oh one idea i have for that is to optimize ALL_ITEMS specifically

gaunt orbit
#

how so?

lucid iron
#

Make it stop making new items

spring gull
lucid iron
#

I did a lot of these things in mcp out of necessity

spring gull
#

Yeah, but I was also asking about it to help work on stardew mod wikis because a lot of them are lacking

gaunt orbit
ocean sailBOT
gaunt orbit
#

!unpack for xnbs

ocean sailBOT
#

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!

lucid iron
#

While i didn't replace ALL_ITEMS bc that was overstepping a lil I did optimize away how context tag gsq is checked by my own mod

#

And I cache the item query results cus it's not too important to be 100% accurate

gaunt orbit
lucid iron
#

Since I mainly care about a list of sample items to render on a gui not actual items

#

I think u can intercept the shop data right

#

Before it's formed

gaunt orbit
#

you can

#

that's what I'm doing

lucid iron
#

Then u can put whatever u want Dokkan

#

Still i think it's probably fair for HHD to include an optional optimization for ALL_ITEMS (F)

gaunt orbit
#

I mean yeah I can change the vanilla stuff, but the point is to have parity for modded catalogues

lucid iron
#

You can even just register over the vanilla query

gaunt orbit
#

true, but the heart of the issue is that it's eagerly loaded

lucid iron
#

Most modded catalog also use ALL_ITEMS i thought?

gaunt orbit
#

yes, but with a PerItemCondition, which requires instantiating the item

lucid iron
#

Yeah I dodge it by ContextTagLookupCache and extracting that specific gsq

#

It was just really bad without doing that (dehydrator used to take 3s to load)

gaunt orbit
#

lol

lucid iron
#

I'm not sure how you'd be able to make it not eager while maintaining the category feature of hhd

#

Like how would u know if there's a lamp in this catalogue if you don't know the entire inventory of the shop

gaunt orbit
#

for a variety of reasons, what I'm doing now is feeding it through a copy-pasted lazyfied version of TryResolve , chunking it, storing the enumerator, and then bumping the enumerator each game tick

lucid iron
#

(this is like aside from the technical problems how2 change to IEnumerable)

#

Oh i see it's a homemade coroutine

gaunt orbit
#

it still has to do the same amount of work, but it removes the lag spike and opens the menu immediately, then just adds more stuff while it's open

#

yeah, it seemed like the simplest way to do what I wanted

#

I mean threads would be better, but stardew isn't thread-safe

lucid iron
#

Yeah esp cus gsq is involved zero guarantees

#

I sorta just went for optimizing the single load as much as I could, and then caching this stuff so that reopen is instant

#

When I write the json for other ppl's furniture I tend to use item_id_prefix instead of context tag PecoWant

gaunt orbit
#

it's a good way to do it

#

anyways I might pester pathos about changing the return type if 1.7 ever happens

lucid iron
#

It should be viable for 1.6.16

#

Assuming smapi can cecil that

#

There wouldn't be any content side changes either

gaunt orbit
#

oh, yeah, it wouldn't be that hard to adapt existing code I guess

#

you would just append a ToArray call

lucid iron
#

Or maybe if u just ask for a resolve iterator method

#

And the original calls that

gaunt orbit
#

hmmm

lucid iron
#

Either way no content changes so i think there is hope

#

Should ask in the thread once pathos gets back to vanilla game

lucid iron
#

You can sorta change return type if u insert a stfld or call setter near the end and then actually just return empty list

#

It's your reverse patch so u fully control where it's being called

marsh beacon
#

Just a question are there tutorials online for adding locations to the game like in expanded??

autumn tide
#

mhm!

#

one sec..

marsh beacon
#

Thank you so much!!

autumn tide
#

ofc! happy modding :)

broken egret
#

Hi friends, I took a long hiatus from Stardew modding and I probably won’t return long enough to finish the expansion mod I started as I have gotten tangled up in solo dev stuff and decompilation/documentation projects for other video games. However, my mod What’s Left of Malha (underwater mermaid city expansion) has remained at 90% completion for the past two years and if anyone is interested in taking over as lead developer feel free to shoot me a DM

gentle rose
#

do you want help open sourcing it so people can take over if interested?

broken egret
lucid iron
#

is it post 1.6 or at least 1.6 alpha bolbthinking

broken egret
#

might need some edits for the full 1.6 release

gentle rose
broken egret
#

I don’t really care about getting credit for the mod atp I just think it would be a shame for it to be lost to the sands of time which is why I’m offering it up for adoption

lucid iron
#

i guess it kinda depends on what outcome you want

  1. someone polish it up and make it playable at least, maybe do bug fix
  2. someone fully take over and builds on your work
gentle rose
#

is there any c# in it? my friend says you had some kind of custom cg maker at some point?

urban patrol
#

what all needs to be done?

broken egret
lucid iron
#

if it is option 1 then i think properly licensing it as some flavor of open source is best even if you don't publish source

#

the main thing here is permissions for other to modify and distribute Bolb

broken egret
gentle rose
#

tbh it really depends how much work there is left, is all the creative stuff done?

lucid iron
#

if you want option 2 then i'd be very careful on selecting someone to pick it up and it might be hard/impossible to find the right person SDVpufferpensive

gentle rose
broken egret
#

I’ll just dump what I have and link it here

#

If anyone thinks it looks cool they can offer to adopt it and publish it on their Nexus or open a PR to fix a minor issue or whatever really

#

I also need to ask Harv if he’d be okay with making a separate nexus page for the scalable CG dependency because it would be a huge help for a ton of mods

lucid iron
#

i have been unsuccessful in my attempts to bully other ppl to make a event command like that Dokkan

broken egret
#

I forked up commission dollars for it but it has been incredibly helpful

hard fern
#

Scalable cg? 👀

lucid iron
#

if i had a event things mod i'd make it myself i just have weird hang ups about what feature goes where

broken egret
#

I also have learned C# since two years ago so I can build on it to add features

iron ridge
#

-# what is cg?

broken egret
lucid iron
#

like a big illustration as part of event

iron ridge
#

Ohhh

gentle rose
#

I considered folding a similar thing into my portraits framework but cgs are not portraits so they have been banned from the scope

lucid iron
#

vanilla has a couple

#

for example seb bike

gentle rose
#

clara iirc

hard fern
#

( Short for character graphics in non stardew terms )

lucid iron
#

clara is a TAS i thought (alex mom right)

gentle rose
#

she isn’t animated and she’s pretty big so I thought she was a cg? could be wrong though

lucid iron
#

so not a cg in the vn sense

broken egret
#

Every new location in my mod is underwater, so I commissioned Harv to develop a dependency that overlays a png onto the game that can scale to almost every window size to make a “wave” overlay

#

but I quickly realized that it’s even more useful for CGs

#

There’s almost no case it can’t scale to unless someone is playing on one of those monitors that’s like 4 feet wide

gentle rose
#

oh interesting

lucid iron
#

hm i did actually want to add that for mmap one time

#

as companion to the fog effects i yoinked from game

hard fern
#

I would cry (tears of joy) to be able to draw proper HD scenes haha

gentle rose
#

ig for the overlay it could have been done via translucent tiles on an AlwaysFront layer? but it sounds much better to do it this way

broken egret
lucid iron
#

rn the conventional cg approach is a temp map whose tiles form the graphics

lucid iron
#

ill go pester one of them with this PR trust

broken egret
hard fern
#

🤔 uhh dependencies for my mod?

lucid iron
#

yea

hard fern
#

Sure we can put HD cgs in unlockable bundles

whole raptor
#

Underwater expansion..? Framework for CGs..? I see something interesting is happening 👀

lucid iron
#

@ lix heyyy

#

i guess i can put it in mmap tho, it has been vague ass todo item for a while now

broken egret
urban patrol
#

underwater maps is something i felt god rays would be perfect for

broken egret
#

holy peak

lucid iron
#

naw thats button

urban patrol
#

ye not me lol

lucid iron
#

it's not a framework but easy to just recommend

#

the framework side godrays is me yoinking some spaget from islandwest one time kyuuchan_run

urban patrol
lucid iron
#

but button's is fancier

broken egret
#

That looks awesome

hallow prism
#

is god rays the usual name of those?

uncut viper
#

(this is a much better demo pic than the joke rtx pic)

ornate locust
#

Yeah that's godrays

whole raptor
uncut viper
#

God Rays is a usual name yeah

#

also light rays and sun beams

whole raptor
#

RTX pic is perfect tho SDVpuffersquee

hallow prism
#

thanks!

gaunt orbit
hard fern
#

Hm we can't have a crop produce 2 things at once can we?

gaunt orbit
#

(I also considered abusing harmony's internals to basically do a manual reverse-patch but that seemed even worse)

gaunt orbit
brittle pasture
#

or Machine Terrain Framework

hard fern
#

I know bananas are trees but i can deal with that easily

brittle pasture
#

which I recommend for maximum compat (transpiler instead of skipping prefix) and no other ulterior motives

hard fern
#

Ulterior motives...

gaunt orbit
#

Oh I didn't know mtf had it. Yeah, use that, myc is old and has quirks

west thunder
#

May I quickly interrupt?

#

Anyone here know a thing or two about Monster Variety?

#

For whatever ungodly reason, my blue squid textures aren't loading in.

brittle pasture
#

chue is just around and I have a feeling they know a thing or two

west thunder
#

I just get the boring, Vanilla ones.

#

Oh, sweet.

#

@lucid iron erm can u help me prty pls

#

I do apologise for any disturbances.

hallow prism
#

if you want help with a mod issue you need to provide the files and info

#

because right now if Chu answer then the question will be :
"what is the issue?" and "can i see your json/log"

#

if you provide that immediately you gain one step

west thunder
#

Oh, I just got those validated and parsed.

stray hemlock
#

Can you send the link to the validated JSON?

hallow prism
#

!json

ocean sailBOT
#

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

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

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

hallow prism
#

!log for the log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.26100.0, with 109 C# mods and 192 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

west thunder
#

Ignore the mods.

#

The governor is decieving you.

stray hemlock
#

The Blue Squids are a variety you have added, right?

west thunder
#

Five variants.

stray hemlock
#

I have no idea whether that's the issue, but spaces are never a good idea.

#

I think Content Patcher handles that, but I can't handle it.

broken egret
#

knock yourselves out

#

I'll probably tackle some of the things that only I can do in TODO.md but no promises

#

and if this project speaks to anyone and they want to adopt it shoot me a DM SDVpufferthumbsup

#

I will keep the repository under my github but if someone fully takes over they can upload it to Nexus themselves and get the sweet sweet download cred

stray hemlock
ornate trellis
broken egret
ornate trellis
#

oh i assumed you werent continueing and letting someone else take over by what you jsut said O:

broken egret
#

Ah yea. I will probs contribute some but I just don't have the time or interest to finish it all myself and be lead developer

ornate trellis
#

ohhh, i see

broken egret
#

The hardest stuff is complete at least, character sprites/events/music is done

gaunt orbit
#

What kind of mod is it?

broken egret
#

due to the nature of the mod it also has room for modular additions like new areas and NPCs so if someone adopts it they can do whatever

gaunt orbit
#

Oooooo

broken egret
#

I have some future project notes, music, and character sprites I'd be willing to offload as well

#

(those are on my local repo only)

gentle rose
broken egret
gentle rose
#

so we know we can definitely use it even if you aren't reachable

ornate trellis
#

i should probs add a license to mine too at some point....if I just knew how those worked

broken egret
#

cc by nc sa is the standard for mods right?

west thunder
#

In said squid folder, there are the followint .png files.

#

Blue Squid, texture_0, texture_1, texture_2, texture_3 and texture_4.

#

Other variant-having monsters have a similar structure.

gentle rose
west thunder
#

I've no clue what it could be.

broken egret
#

People will still have to fork+PR to make any changes but I can add full perm collaborators at discretion

lucid iron
uncut viper
#

perfect for livestock bazaar

broken egret
#

Honk honk

gentle rose
#

is that a heron or a goose

lucid iron
#

iro banned from canada

#

dont u guys have those in uk too

gentle rose
#

no it's okay I accept the goose

lucid iron
#

canada geese

gentle rose
#

we have both, yes

lucid iron
#

changing this to a heron image just for you

west thunder
#

hi chue

#

can u help me

ornate trellis
west thunder
ornate trellis
#

goose

west thunder
#

Stardew, but there's a one-in-a-million chance of getting jumpscared by a Canadian goose every second?

soft lance
lucid iron
#

i am the least riced archbtw user ever

#

the answer is no this is whatver kde plasma stock is

lucid iron
west thunder
#

You'll find links to some files just a few posts later.

#

Much obliged.

lucid iron
#

Try ApplyMonsterVariety on 'Blue Squid' (StardewValley.Monsters : BlueSquid 'Characters\Monsters\Blue Squid' HardMode:True)

#

u need DangerousVarieties

broken egret