#making-mods-general
1 messages · Page 512 of 1
but apparently google picked 遮罩 https://support.google.com/webdesigner/answer/9368201?hl=zh-Hans while krita picked 蒙版 https://docs.krita.org/zh_CN/reference_manual/layers_and_masks/transparency_masks.html
so it's like a CSS vs art ppl problem perhaps 
Do you know if they're still online? There's one translation which might need a little change before it's merged:
they didnt respond so my guess is sleep
Well, I guess the translation is fine as-is; we can always improve it later.
yea i dont think the 遮罩 vs 蒙版 thing is critical to understanding
good enough for google
Q is finr!
when i tried with y it didn't like me trying to have an action in it
Unfortunately I'm not at home and wont get home before you go to sleep
So I nominate someone else
Ahhhh action hmm
(Maybe we can backport the new choose/goto/etc event commands to 1.6.16.)
it's ok, for now i'll simplify my plan
and yeah i can wait for a future update
(i still wonder if 1.6.16 will happen or if we may jump directly to 1.7, since i suppose CA may want to have it happening this year as a celebration, but anyway, i will try to have my update ready before any of those, so i can keep improvement in an update)
a bit less complexity may not hurt for now
(1.6.16 and 1.7 will most likely be separate.)
curious if any1 knows this before i go test it. What happens to an NPC when they're scheduled to go to Jojamart but you've finished the CC. Like do you have to make a conditional schedule that changes them to not go there,. Do they try to walk to the collapsed building, or do they just do nothing at all?
you may see if the wiki has something for that, i know that you can have alternate schedule for community center if not completed
joja may have something similar but for the reverse
Interesting... the vanilla NPCs that go to Joja all have a JojaMart_Replacement schedule key, but I can't find it referenced anywhere on the wiki.
It's a hardcoded workaround for those locations being inaccessible:
private bool changeScheduleForLocationAccessibility(ref string locationName, ref int tileX, ref int tileY, ref int facingDirection)
{
switch (locationName)
{
case "JojaMart":
case "Railroad":
if (!Game1.isLocationAccessible(locationName))
{
if (hasMasterScheduleEntry(locationName + "_Replacement"))
{
string[] split = ArgUtility.SplitBySpace(getMasterScheduleEntry(locationName + "_Replacement"));
locationName = split[0];
tileX = Convert.ToInt32(split[1]);
tileY = Convert.ToInt32(split[2]);
facingDirection = Convert.ToInt32(split[3]);
}
else
return true;
}
break;
case "CommunityCenter":
return !Game1.isLocationAccessible(locationName);
}
return false;
}
I was beaten to it by a second. I was just about to post this. 
Cool, so i can just add a jojamart_replacement schedule key, and they'll just do that anytime they would normally go to jojamart?
(Looks like it is documented on the schedule docs page; you can search for _Replacement to find it.)
Yeah, my mistake was assuming Joja was the only case of this.
Hey I just need anyone else to explain because I know nothing about C#, so my dad kinda got into bit of an argument ( just a friendly one) about this
Is there a reason that mods use Gender neutrality tokens or dynamic tokens for pronouns and all of those variables instead of just using a switch statement
He made the argument that it’s basically a if else statement and a switch statement would reduce lag and went into a whole discussion on switch statements
Is it a stardew limitation or can mods just use switch statements (asking bc I’m genuinely curious)
(also I probably worded this wrong, so correct me bc I’m just tired thinking about this)
the reason is so that the pronouns are completely customizable by the player
I think it's more for backwards compat reasons right
Ah okay, thanks for answering
He had a whole rant about it lol so I was just nodding along
For most players there's not really any visible difference between you writing a ${he^she^{{gntpronoun}}} vs just {{gntpronoun}}
(You also can't use a C# switch statement directly in translation text data. You can run the switch statement in C# and pass the result into the translation... which is a token.)
I dunno which one's better for perf but this kinda text manipulation is small potatoes compared to editimage crimes 
Ohhh thank you so much, I’ll pass this to him
So yeah i think it's fine for gnt to keep doing what it's doing
But if your dad is interested in making mods, new modders are always welcome!
(Join us.
)
Maybe we should make a list of violently hardcoded bits on vanilla to dehardcode...
The stuff that's like if male else
Or if female else
I think it'd be nice if the Undefined enum gets more use
YES enby-ify stardew
editing the gender system would be great but afaik it is REALLY hard-coded

im not an expert on weird hardcoding nonsense but i thought that secret third gender was still limited by the male/female hardcoding
yeah, and secret third gender is only for NPCs
Yeah that's true
..i think
The game code should fully support non-binary in 1.6+ (including for players), but it's not supported in the character customization UI and translations currently.
Hence why i think it'd be nice to standardize some of these at some point
oooh we even summoned pathos with out talk of enby-ing stardew
Hehe he prob wont, but ill let him know, he is a senior developer so i decided to ask him on variables and it went into this long discussion and i had to show him how the content patcher framework works
Like instead of male ? LoadString(malekey) : LoadString(femalekey)
It'd be nice to just LoadString($"{gender}key')
(Pls pretend i wrote valid C#)
oh yeah i can see how that would be less confusing
Omg teach me how to write C# 1!1!1!
I'm trying to wrap my head around how the transparency masks will work when the new Content Patcher update happens, would anyone mind confirming if this is correct? (mask is shown in blue for visibility)
the third gender icon in the ui should be a question mark XD the "surprise me" option
Yep u got it
Not sure if I should ask there or not, but does anyone know what black magic Stardew Valley Expanded used to make new wild tree types naturally spawn in the overworld? It appears that all the wiki tells me is that you can tell CP to place a specific wild tree on a specific tile, but you can't tell it to just spawn anywhere on x map
That's just normal CP tho
Farm Type Manager, innit
You write a lot of specific tile?
hmm where's the wiki page for Tree?
You can double check whether the trees you are thinking of came from CP portion or FTM portion of SVE but i don't think it's custom C#
It's worth noting that the purpose of Content Patcher isn't efficiency (since you can write more performant C# code if you're careful about optimizations and caching and such).
The main goals are...
- Let modders edit content easily without writing complex code or replacing game files directly.
- Ensure forward-compatibility, since Content Patcher handles figuring out how to apply your changes to the game (including migrating older content formats for newer game versions).
Though Content Patcher does have performance benefits too. Since all the changes are handled by a single framework, it can do a lot more optimizations and caching than individual mods would likely do.
nahhh we should pull a fallen london and do:
anyone know how to start making mods? i want to make a simple one that changed a portrait and sprite of a character
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
So, I found them on the CP folder of SVE, but I could not for the life of me figure out how they spawn and where that info would have been provided
Was this in response to my question? (sorry, I am very sleepy)
Yeah u have a textbook answer there
Thanks chu ❤️
I suppose it's also less important than asking what you actually want to do
are you sure they aren't just map stuff however?
The reason why I thought they may be forced to show up on specific tiles it because that’s how Cornucopia does it. Sappodilla can spread, but their initial spawn is on specific tiles
because it's the classic, easiest way to spawn them
and all wild trees can spread if they are in a map that allows it
Like what is your goal here? What kind of tree spawning do you want
Oh, there’s a mod that got updated yesterday that has new wild trees, but you have to plant one from Pierre’s first before they start spreading. I was curious and now I’m in this rabbit hole figuring out how tf you get them to spawn with every other wild tree 😂
i still think it's a combo of ftm and cp especially because i think that ftm is one of sve's dependencies?
when i am told to download "Install SMAPI and Content Patcher" does that mean to download them onto my computer directly? or is having them both in the Nexus Mod Manager count?
I'm not familiar enough with Nexus Mod Manager to be sure how they handle the SMAPI installer, but you definitely want SMAPI installed as the mod loader and not a mod.
so far its been working fine? i think. i downloaded it onto my computer first than a mod wanted it directly in the mod loader so i did that out of panic....now im not too sure
(also, this is the channel for making your own mods, not installing/playing with mods, so if you need more help, #1272025932932055121 might be a better place to ask!)
i know. the first step i am hearing when making mods is to download SMAPI and Content Patcher...i dont even know why i just know that is the first step both in a youtube mod making tutorial and in the Wiki
SMAPI is the mod loader that allows mods to run at all. Content Patcher is a framework mod, and is not always required but is very common and often necessary if you intend to use ContentPack type mods.
so i shount manually download both to my computer and not to the mod manager. if i want to make mods that is
Content Patcher is a normal mod, so you can install it through Nexus Mod Manager if you're using it.
For SMAPI, you should download it to your computer and run its installer; see the SMAPI install guide for more info.
odd i did all that. but it is showing up in the mod loader, and disabling it makes it so the game doesn't run
Okay, so I looked into it and no, there's a comment on Nexus confirming that FTM doesn't deal with trees since theyre categorized differently. Strange.
Do you mean you ran the SMAPI installer directly, and then it appeared in Nexus Mod Manager automatically? I'm not familiar with the mod manager since I don't use it, but maybe it just auto-detects the installed SMAPI version.
i think if your goal is just "i want some of these trees on me map" then adding the tile props and doing rtf to get them to spawn is not so bad
Doesn't that one path layer thingies spawn them always
i did just uninstall it from the mod manager, and tried reinstalling it on my computer and it is saying error missing exicutable.
If you'll be making your own mods anyway, I suggest just not using Nexus Mod Manager since it tends to cause issues (particularly when you're also adding your own mods manually). Installing a mod just involves unzipping it into your Mods folder, and SMAPI has update alerts built-in.
Manual mod management (which you'll inherently be doing making your own mods) + a more opinionated mod manager is a combination sure to end in issues, yeah.
Yeah, I guess you're right. So I suppose I should run around different maps with debug activated, write a bunch of coordinates down, and just code them to spawn in those tiles
if you didn't yet, look at tiled too
i find it more convenient for coordinates, but it's a matter of what works for you
I just started modding, could you enlighten me perhaps?
!tiled
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
thank you!
...now you tell me. i have a TON of mods downloaded i added yestderday to a new save file and everything
least i got SMAPI working and off the mod manager now
I think Nexus Mod Manager still symlinks all the mods to an internal folder? So you can probably just move the real mods from its 'staging' folder into your Mods folder to install them normally.
You can also use Stardrop if you want a mod manager without the issues caused by the Nexus ones. It's created specifically for Stardew Valley and doesn't try to do unnecessary things like symlinking, managing SMAPI itself, replacing game files, etc.
Just be very careful with "unmanaging" Stardew if you keep the original version of your mod in the mods directory.
i did try doing that with a mod once...SMAPI legit just said "there is a mod in the mod folder...im skipping over it" and loaded the game but not the mod.
When a mod is skipped, the error should say why which may help with fixing it.
SMAPI has detailed instructions on how to download it on their nexus page & website. Nexus' mod loader isn't recommended for any situation really. You'll be able to work on mods easier without Nexus anyways. If SMAPI didn't load a mod, that's either because it was coded wrong (unlikely if it's popular) or because you missed a requirement.
what do you mean?
okay. thanks for letting me know. but if the mod loader isnt reccomended. why is it so popular?
Because most mods are hosted on Nexus, which heavily pushes its own mod manager (regardless of whether it works well with Stardew Valley).
If you see this message: #1244072693054308362 message
You can see the app apparently is designed to delete everything in your Stardew folder that isn't vanilla if you "unmanage" it (i.e., if you tell it to stop managing Stardew Valley).
Meaning if you kept the original copies of your mod files in the Stardew mods directory and then unmanaged it, they would more than likely be deleted.
(Which is why the SMAPI mod page on Nexus still has the 'Install with Mod Manager' option, even though we say not to use it. When I turned it off, Nexus turned it back on.)
oh that's....horrifying
There's other games it isn't recommended for too, btw
It's just the Nexus site, so it pushes its own thing
Stardrop tends to be the suggested mod manager for Stardew Valley because it is actually meant for Stardew Valley. Nexus Mods Manager (and its predecessor, Vortex) try to be a universal mod manager but that means it's not optimized well for games that handle their modding systems differently.
And you get bugs like that.
...i only use it for skyrim and stardew currently... but stardew is immediately being taken off the list
well i came here learning how to make mods and now i am learnign about how to manage my own mods. groovy
Yeah, basically just pay attention to the community vibe re: NMM if you mod other games.
Stardrop? Wait i thought smapi was the mod manager?
Fortunately, Stardew is probably the easiest game to manually manage mods with!
If not the, definitely one of the easiest.
SMAPI is a mod loader. Stardrop is a mod manager.
Ah i see
Yeah, Stardew's pretty easy, so NMM not working great with it doesn't matter so much
Thankfully manually modding Stardew is so easy that most people don't even need a mod manager like Stardrop unless they want to have separate profiles.
(To clarify the difference: SMAPI will load all the mods you put in the Mods folder. A mod manager puts them there for you.)
its why i wanted to mod it. both in downloading mods, and making them. seems like a decent stepping stone towards makign mods for other games like skyrim and fallout, just by getting my feet wet. and maybe even eventually coding itselft
not really, no. it's strange, they use some kind of weird archive
wait so what if the mods are on nexus still, like i see "manual" mod and mod manager. i dont see a third "stardrop" button so far
stardrop is a mod manager
Okay, so I ended yesterday on a problem I couldn't solve, but now that I checked today it's no longer an issue? How?
The button you use for Nexus works for Stardrop, if you set it to handle that kind of link
You won't see a specific "download for Stardrop" because it's a) covered by the "mod manager" button and b) NexusMods will promote their own mod manager, not third-party mod managers (meaning they likely won't use the name of other mod managers).
hmm, i have currently in an event :
`advancedMove farmer false 0 6 1000 2/``
Which should according to wiki make the farmer face down. But it isn't working. And if i omit 1000 2, the farmer just continue the walking animation (but without moving further)
any clue?
oh no movement
wait for real? well i am doanlaoding stardrop right now. so i will see what you mean soon...hopfully if not i will ask for further help
Are you sure it shouldn't be 2 1000?
is it worth just putting a FaceDirection after your advancedMove?
hey at least the wiki is correct (i hope)
thanks, i will test again
This might be a dumb question, but is a content pack for Content Patcher the one I'm aiming for?
depends on what ur doing
making an event for right now, but I want to make my own map eventually with custom NPCs
That's doable with a Content Patcher mod/content pack, yes.
content patcher is for u
thank you
(I wonder if I should just mark CP as a strict requirement for ease.
)
ease of?
what mod is this
In reality, nobody's going to be downloading MEEP without also having CP, but...
dealing with report?
there's always the edge case of a C# modder but hopefully they know how to comment stuff
ah, meep
Part of me likes being strictly correct in my requirements, but another part of me realises that every single person modding Stardew has CP. 
I am always strictly correct on my requirements
Gotta prepare for the day Content Patcher breaks in sdv 2.0 and everyone's using Data Parcher or something
data parcher, when you are so thirsty for a fix?
data parcher...

chu already thinking ahead to a mod apocalypse
I doubt that will happen lol
This is mostly a joke but I was influenced by the fact that while i did my first frameworks casey was working on an alternative content editor thing (spacecore content engine)
If in reality nobody is going to be downloading MEEP without also having CP, I feel that's actually a point against listing it as a strict requirement.
So i do think it's not impossible that a 2nd cake to CP appears
I had someone get confused and annoyed because I didn't, even though I had files labeled for content patcher and for Fashion Sense. Users gonna user
Because you wouldn't need to tell people "you must have this" if people already have it anyway.
see that's like having smapi as a req for a C# mod
The adoption of sc content engine is -2 mainly because i cant find docs about it
(they'll also not read the notes at all and assume every file Nexus pops up when they hit download is required, even if it says "optional" if you look at the list)
well no 1:1 since without smapi no mod will ever run
I do actually include SMAPI on every C# mod i make tho
yeah but nexus does actually have a checkmark for requiring smapi for some reason so thats a whole other layer i feel like
Well yes because it's a direct requirement
Cus there is a class of non SMAPI mods aka xnb 
optional requirements are a whole other issue which honestly i'd rec people putting in the description instead of req tab
You can in theory also have a non smapi c# mod
gasp, LORE
The problem with this is that it can be useful to look at a mod and see what other mods support it, which requires having it as a requirement. It's a matter of cross-referencing
at the end of the day we all know thought that mod users do not actually read the mod description so we can write what we want in there they wouldn't notice
and there still could be another one in the future too
Pathos had a post on that somewhere on patreon circa 2018
button is this a hint
if only users realized this 
Do u remember what kinda fun things Storm did
I wasn't even here until 1.5!
Okay, so I've got that far, how do I trigger an event? This is the farthest I've gotten so I'm just a little lost on what to do next
is there even a release date/estimated release date for HC?
The fuck is storm lol
Users gonna user. It's just why I'd recommend putting it as an actual requirement instead of just sticking it in the description.
That we are... and I'm going to cheat a little bit by making a Stardew mod without SMAPI just to get the basics in place. 
I just uncheck Inform downloaders of this mod's requirements before they attempt to download this file.
i dont remember storm but i was just what feels like 5 seconds in this server back in 2016
well, when do you want the event to trigger?
i include all dependencies including SMAPI and CP because what if my mod is a user’s first ever mod they’ve downloaded
i mean i got smapi listed too but i also tag all my mods with "smapi"
although that's not accurate is it
Oh yeah i don't list SMAPI on a content patcher mod bc transitive dependency
This is all I have right now for the EventData https://smapi.io/json/content-patcher/187fb9be0a1b4989a5b00982d8715111
do this show up anywhere
I'm just like "but CP already list SMAPI as dependency so they can get to that when they download CP".
I believe that applies tags
also still love the "Requires the Content Patcher"
So assuming your event preconditions are all correct and matches current state, you just go to the location
Requirements:
- Content Patcher
- Stardew Valley
- A PC/Mac/Steam Deck.
- Electricity.
i mean all mods require SMAPI
Right, thank you
Modded is exactly the same as vanilla events un this regard
i think i listed smapi on my first few mods because i was still new to things but now...as long as i don't learn c# and code a whole mod myself i dont put it in req anymore
Alll I got is a pile of sand mate
Except the XNB mods...
Can I run your mod
Just trick it into thinking, and you're golden!
Instructions under my game's running on headless server
i remove smapi from my tags ig
IIRC Storm aimed to be super ambitious and expose an API that allows you to hook into every part of the game without Harmony
I substituted a phone for my computer and Fortnite for Stardew and the mod didn't run, 0/10
Were they gonna cecil the shit out of the game 
i wonder who was behind Storm O: someone thats since then left the community or is still active(kinda)? not that it matters but im jsut curious
Sometimes i feel like there's hints of a great Harmony vs No Harmony war back in the olden days
And the only evidence i have of this is SAAT's mod description so i am probably just being tinfoil here
the harmony war does sound like something that has happened
i guess technically i have no need to say "my mod requires smapi" if i already have "my mod requires content patcher"
but i like being thorough 😅
It's not working, I'm afraid.
seems like it
I dunno if that's any better tbh
looking at the source now, it has stuff like crafting event hooks 
Wow ok let's migrate to Storm today
alright time to check the wiki for event code again
right, okay. I'll do that. thank you
I wonder why it didn't get off the ground
oh i meant im checking the wiki to help u
oh, thank you. sorry
Smh
nw
to be taken with a grain of salt, but some old forum threads back then said that Storm took forever to develop and never produced a stable build
https://www.nexusmods.com/stardewvalley/mods/39519?tab=description
...fuck it, maybe this will spawn trees?
- the author was difficult to work with
It's got 0 mods from anyone but the author but fuck it
Too ambitious for own good i suppose
stares at modding event wiki
Was smapi under pathos by then or still the original dev?
uhhhhhhh
I know right
ok so your precondition is NPCVisibleHere Vincent
and sense he doesn't go there I need to take it out?
on it. thank you
only pam ever goes to the bus stop, right
i think abby hangs out around there
the bus stop??
"fall": "900 SeedShop 39 5 0/1030 SeedShop 2 20 3/1300 BusStop 22 5 2/1700 SeedShop 3 6 0 abigail_videogames/1930 SeedShop 1 9 3 abigail_sleep", yuh
Yeah Abigail checks the mine cart sometimes.
oh wow, i never knew this. thank u for info
storm seems like an attempt at what Minecraft modding is like
also I don't put any requirements at all on my mods if they just use SMAPI or content patcher simply because I get mildly annoyed (not at the author) any time I click a download button on a mod and it doesn't start immediately because of the requirements popup telling me to use em. no other reason
sorry it didn't work
You can unclick a button and that pop up goes away
I'm looking at the wiki and I'm confused about what the "50s" means
I want the popup on mods that have other requirements
Is it the third event command? That's a music track name
I kinda wish it check ur download history for whether to show the popup
Anyways
... why would I set it on a mod before I know what the requirements are by looking at the pop up
But then maybe u uninstalled idk
You know what would be nice? If that pop up understood "optional"
And also includes the comment
You as author can set it on a mod by mod basis
You as player....I dont know how players work
They are fully alien to me
i don't want to do that. I'm not downloading my own mods
It's a do unto others thing
that is ALL I WANT
All I want for Christmas....this yearrrrrrr
Required on a file by file basis would also be nice
(I'll go get more coffee)
You could ask the Nexus discord or Picky about it
Hi DH!
Like I have a pants mod that's either content patcher or Fashion Sense, having just the Fashion Sense file require Fashion Sense would be great
(Ooh, coffee, good idea. Getting some too!)
Hello my second favorite Brit
7:20pm, good time for coffee.
7:20 pm.....good time for caffeine pills
waow... ppl speaking from the future
I've looked and I'm still lost. Do I need to start a new throwaway farm to check it?
if you want to worry about the precondition later, you can debug your event immediately
debug ebi putyoureventidhere
Right, I'll try that, thank you
and the storm mods
Found the problem. Apparently, the game isn't registering the event itself so win for finding that out! Now I just need to get to the bottom of that
!patchsummary
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.
thank you
are animations hardcoded or are they in files somehow?
like in a json or something
for the farmer for example
they are pretty hardcoded yea
alright
but the texture is editable
yeah i figured that
look at farmerrenderer
anyone know why protected void drawDialogueBox() might end up with a null dialogue
I'm definitely looking way too much into a dead horse but after some more research this statement is a massive, massive understatement lol
makes me glad that the (current) modding community is so supportive by comparison
i am manually pushing dialogue onto a speaker NPC (your spouse)
interesting, I can recall someone else having the same question some time ago
im pretty sure it is valid
but somehow i get throw empty stack 
it'd be a lot easier if i could reproduce but so far i only gotten logs
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 99 C# mods and 216 content packs.
radical had same problem yesterday but it somehow went away (??)
Is there something wrong with my content.json?
https://smapi.io/json/content-patcher/0823f68d0b4f479eb1849b61b81ed000
yall, how do I go about converting my East Scarp mod to the new tilesheets?
I'm completely stuck as I literally don't know where to start
towninterior_2 has some pretty light beams, i wonder if they're used anywhere.
we'd also need the StoryEvents.json in order to help you troubleshoot-- an Include like that just tells Content Patcher to drop the code inside the Included file into that spot in content.json
hm. hosptal?
Ok this person is another if I 👁️ the problem long enough it goes away for some reason case
The bug is shy
(New in the upcoming Lookup Anything 1.54.0: look up achievements on the collections tab, including those you haven't unlocked yet. It'll show a checklist of unlock requirements in later versions.
It parses shop data to support custom hats, and it'll parse the new achievement conditions added in 1.6.16 when that's released.)
https://smapi.io/json/content-patcher/912d68a9afa944ad9202e06c69a735a0
Sorry, forgot to reply
I'm going to suggest adding an actual event command after skippable just in case there's something weird there, but some more likely causes/steps to check:
- Have you confirmed that your mod has loaded?
- Have you checked the console / error log for any issues loading your mod or your changes?
- Have you used
patch reloador otherwise restarted Stardew Valley (completely closed and reopened, not just moving to title screen) since making the changes to your code? - Have you confirmed that you are editing the correct set of files (this happens a LOT if you aren't working directly inside the Mods folder, people forget to copy their changed code over all the time)
I don't see anything immediately wrong with your event code, other than the fact that there are no event commands after /skippable, which is not necessarily wrong, but unusual in an actual event.
Jente eu sou brasileiro e vim aqui saber uma coisa vcs são mods certo ou pelo amenos sabem programar né
Hey guys, I'm Brazilian and I came here to ask you something: you're modders, right? Or at least you know how to program, right?
You have found where the mod authors/modders hang out, yes.
Right. SMAPI is saying that it has been loaded. The only different looking text is yellow saying that the mod QuickSave "change the save serializer. They may corrupt your save files or make them unusable if I uninstall it". I have exited it and reopened it. And I've only worked inside of the Stardrop mods folder. Should I copy everything over in the mod folders?
I'll try adding command after skippable.
Thank you
(I'm not convinced I know how to program, but I assume you have a question)
(that's why I didn't answer the 'you know how to program' part) 
(I've picked up a bit of programming over time.)
how long did it take you to learn how to program?
if there's no change after adding an event command after skippable, would you mind sending the link to your log?
Hi, i have a short (and surely stupid) question: smapi says my mod can't be loaded cause it contains files, but none of them are manifest.json. Buuut all of them are JSON (and i have a manifest). And yeah, that's my first try at modding ... also i'm from austria so my englisch may or may not sound a bit weird sometims sry ^^"
What does your mod's folder look like? Sometimes if you don't have the subfolders properly contained SMAPI will stop looking for the manifest.json
what's broken exactly? I'm assuming you're talking about PolyCarts
if you mean the tilesheet thing then I assume the solution is updating all your ES map patches to use the HxW tilesheet instead of DaisyNiko's
verify you don't have a manifest.json.txt
a common issue with windows hidding extension
Oooh, good call Lumina
Well, i have the main folder then the first subfolder with Assets and in there another subfolder with Dialogue
nope looks like the other ones
If your manifest.json is properly coded, is a JSON, and is in the main folder, you should be good
!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.
You can verify your manifest.json code there by switching the JSON format to SMAPI: manifest
Thanks! I will try if that helps solving my problem ^,^
JSON validator says no errors but my mod ist still not loading 'cause of the same reason like before ...
will try
mine looks like this, so it's fine if it's not identical in appearance.
there a way to get portraits and sprites from another mod to use? i am asking because there is a mod that changes the sprites and portrait for an NPC. i want to use for my own personal mod but i don't it just downloading straight to the game as it doesnt seem to work and hasnt been updated in over a decade. the description says I can use it if i want as they kinda...abandoned it but still i dont know exactly how to "use" these files.
oh and i just finished getting stardrop set up. so its time for me to see how exactly easy it truly is to use.
Looks like yours ...
you can try to either update the existing mod for personal use or you can yoink the assets and implement them in your own personal use mod. either way will require downloading that mod
!fileextensions
Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.
To show file extensions on your computer:
On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.
On Windows 11, open File Explorer and click on View > Show > File Name Extensions.
On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.
(Also I'm headed out so ...
do i just mod it manually than? i just dont want it a part of the game. just wanna extract the sprites is all
hang on, is gov dead for everyone else?
most likely it will be for personal use anyway. i doubt anyone will want my particular mod as it is just gonna give Penny a new look
assuming the permissions do indeed say it's okay to reuse the assets for other purposes, then you would download the mod to get those assets, as they'll be packaged in the mod files. You don't need to install the mod to get to the art assets.
(personal use is always okay though)
yep, just can't redistribute/reupload the assets without permission.
but yeah there’s no way to get them in the game without using something like content patcher to implement them.
do u want to tell us what mod it is
so as long as i don't post the mod as my own than it should be fine?
Governor is fine for me
is there a good way to do that? I'm not sure which tiles to replace with which or how to find out
i see governor fine
it's all good here
try patch export whatevermapthatsborked first
if ur patches are small enough maybe u can just remake the map patchs n call it a day
Are you gonna available this evening? (ie. from like 2 to 6 hours from now for me) (ping on reply please, this channel is still muted)
yes! that would be great, thank you
Someone know a site where i could get help with my mod? I seriously want to lern modding.
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
the wiki, the content patcher documentation, and the modding wiki are all great places to start
Remind me in 2 hours to poke nic about poking me about spacecore set pieces
always, kittycatcasey <3 (#7027321) (2h | <t:1768174175>)
I'll probably do this then, they're 11x6 with 4 layers at most
thank ^^
yep as long as u start again from new map u should be good
i cant find the png of it anywhere so asking here- where would i find the png of in the cc, where the stars go?
probably maps/townInterior
found it
Do you guys make your own mods, like the pixel art, the dialogue, everything?
mhm!
and if i just want to etexture that part, do i have to copy EVERYTHING over?
depends of everyone, i do nearly everything except C# and music
n wheres the one with all the stars?
to do a retexture you should use EditImage on that tilesheet
most inside buildings would be in Maps
i couldnt find the one with the stars filled it
People with C# knowledge seem to jump into making SMAPI mods using C# pretty easily (though you do have to decompile the game for the methods any such), those who don't know C# can get a lot done with some basic JSON knowledge and a framework mod (like Content Patcher) that does some of the heavy lifting in C# for you, as well as the unpacker to unpack the base game assets.
i wanted it to be whe everything done to say "your did it"
where is cc interior
the stars filled in may be hardcoded
NOOOOO
Any mod author can use the unpacker (and should) to get the base game assets and see the data structure the game uses.
day ruijned
r the stars hardcoded

I think the stars are a separate image asset and are applied via C# when needed.
That asset SHOULD also be editable, though
but not entirely controled (like size or positioning)
if only i could find it
Lemme check our old friend Cursors.png
damn cant make it say your did it
public override void draw(SpriteBatch b)
{
base.draw(b);
for (int i = 0; i < this.numberOfStarsOnPlaque.Value; i++)
{
switch (i)
{
case 0:
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(Game1.viewport, new Vector2(2136f, 324f)), new Microsoft.Xna.Framework.Rectangle(354, 401, 7, 7)
break;
case 1:
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(Game1.viewport, new Vector2(2136f, 364f)), new Microsoft.Xna.Framework.Rectangle(354, 401, 7, 7)
break;
case 2:
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(Game1.viewport, new Vector2(2096f, 384f)), new Microsoft.Xna.Framework.Rectangle(354, 401, 7, 7)
break;
case 3:
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(Game1.viewport, new Vector2(2056f, 364f)), new Microsoft.Xna.Framework.Rectangle(354, 401, 7, 7)
break;
case 4:
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(Game1.viewport, new Vector2(2056f, 324f)), new Microsoft.Xna.Framework.Rectangle(354, 401, 7, 7)
break;
case 5:
b.Draw(Game1.mouseCursors, Game1.GlobalToLocal(Game1.viewport, new Vector2(2096f, 308f)), new Microsoft.Xna.Framework.Rectangle(354, 401, 7, 7)
break;
}
100% hardcoded!
i am inside cursors i forgot what they looked like
For at least the positions.

wait does that use an image
It's in cursors at least it looks like. Lemme...
banger pfp btws
i cannot see
its not these it is
these??
That looks right, kind of
that doesn't look right either
who wants to help me redo that n just have one thing sayig your did it
oh lol
game scales em
LOL lemme open my game
so not a lot of room to work with
the coordinates in the code DH posted tell you the location on cursors
yeah, that should be the correct star, game scales it (and most things) up to about 4x
i don't read good™
hes a babby
well u can't, edit that much
u can try but like, that's not many pixels
that's not even the item 16x16 it's 7 pixels
Are those also the ones in the pause menu?
oh yea theres no use
the achivments?
okay ty
what were you trying to do with changing them, spirit?
https://www.nexusmods.com/stardewvalley/mods/41131?tab=description i made my first mod yesterday, and i changed the stars for when they hold it, so wamted to have that show up
the one with the grey background should be specific to the fireplace, because it has the same grey
uses assets from cursors_1_6
I am so hyped for cursors_1_7
sums the mod up i love it
thats not the right star i think
okay, yeah, you won't be able to do a BIGGER star, like your new sprite. you might still be able to imply the shape change though
I'm excited for cursors_hc_1_0.png
this one was the star atra meant i think
would spacecore texture overrides allow a bigger star?
I'm not familiar with how it works
My approach to ui elements is to preen over cursors until i find something
Not rn nope
i mean it'd make sense for CA to use the same naming conventions
What do texture overrides work on then, I thought they could do hd things
I think it should but alsp I have no idea how to
The current way it works is that the target draw rect is invariant
I'm lazy
mood
So u can certainly make the 64x64 actually use a 64x64 texture instead of 16x16
theres no way to change hadcode, right?
i mean i think thats what we want for the stars
i don't get why
I have some thoughts about how to do it tho
oh wait now I get why. I think
C# can change hardcoded things quite often.
I think it makes more sense when you consider that the original feature is merely animation
maybe? IDK I don't get anything
but with just CP, probably not, no.
base texture is 7x7 and if u wanna edit it it should be bigger
But atm it doesn't have a place for you to say "actually draw this texture across a bigger bound"
stardew assets make me feel weird bc some of them are used as in and than u have the star
which gets stretched
size in game would be the same.
The star doesn't get stretched on the fireplace, it is 7x7
It just gets scaled by 4x with every other asset when you are playing.
smol
im trying to explain what i want
so like each room done adds a part a ug star, and the last one would say "your did it"
It's the SourceSizeOverride
Going by that draw code, it's not even scaled
oh u wanna like, make it custom
This definitely sounds like it's gonna draw over the bounds
so like puzzle pieces?
YEA
I guess u might be able to hack it together with tileset edits though?
u would need a C#
It just won't update immediately on bundle
shivers and explodes
C# would be required, you can't even reliably conditionally patch the CC interiors until it's completed.
i mean, how do you make the game use different shaped and sized star bits
Just use texture overrides for each individual star
Then when the CC is complete, make the star texture completely transparent
Then apply a map edit
With a fireplace that has what you want drawn on it
Do the individual stars have bounds that connect with each other rn?
no
(There's a reason Useable Community Center only works when you've finished the CC, the game just keeps redrawing the base rooms without the patch eternally until the map base switches)
Yeah I don't think spacecore overrides will work for this hm
u can do what button said to make it appear as a big star at the end but like if u want it to show up like ur filling a puzzle i don't think there's a framework to do this
Maybe u can use mmap to spawn a TAS there
i keep forgetting about mmap
Might need the traction version
big words
Yeah spirit tldr ur idea is complicated and needs additional toys
You could potentially split the difference to do an event once the CC is completed that 'changes' the layout of the stars when they are all done by fusing them together as a TemporaryAnimatedSprite and then patching the map
Do you want to pursue this
no. the programmers must change their naming convention with every new project. this time it'll be perfect
oh well, ty guys
That's ok sometimes things that seem simple do end up being harder than it looks
define perfect
The current convention is always perfect. As soon as it's replaced, the previous one is legacy and was terrible.
The iteratio-
how is the color scheme looking? i'm not entirely sure about it
Pathos, are you connected to my brain cells today? 
beautiful! it's so vibrant
i eat
so.... new cursors?
New quote added by atravita as #6970 (https://discordapp.com/channels/137344473976799233/156109690059751424/1460035139861090387)
He looks like he's got an arm cast or maybe a cape but i can definitely tell apart all his body parts either way
HC will have winterobjects

(Is my bet)
the forbidden winter objects
I like to think the internal names for things in HC will be named after types of chocolate instead
milkchocolate_interiors.png, whitechocolate_interiors.png, darkchocolate_interiors.png...
im so sad now but ohwell

there's a furniture mod that does this. good idea
i fear the answer
craving some spicy hot chocolate
I used to get those Mexican spicy chocolates

cayenne hot chocolate is good, though
didn't know people liked PAIN with their hot chocolate /hj /lh
Taza
I like my hot chocolate with caramel syrup in it
Anyways y'all go back to modding, I go back to diy house wiring
we're modding? news to me
Atra, that sounds like house modding to me.
DH you're too far down the rabbit hole
A lot of things that aren't labeled yet
Kids on the farm https://github.com/StardewModders/mod-ideas/issues/672
But idk who's got perms to close the issue
we have a(n old) thread for the repo: https://discord.com/channels/137344473976799233/1328236467180539985
I think iro/tia has perms?
@gentle rose hi can i get clerical helps
I'm gonna be honest, I checked the repo not long ago and saw that most of the unfulfilled requests for Content Patcher mods were entire NPCs and went "nope"
what
Right now the various mines floors are pseudo hard coded, with any adjustments to the fish options applying it to all floors - there's some workarounds for floors 20 and 60, and floor 100 is ba...
I feel like you can do this with EMP
It's got that tile prop based fish right
compat is pein though assuming only one mod can have a zone at a time
[googles pein] oh, oh no
i mean painful theoretical compatibility is certainly better than literally no one doing it yet bc of the thought of painful theoretical compatibility
i was going to make a joke but now i just go
Yeah but it exists so someone might as well be the first to eat the mushroom or whatever
who is willing to take poison damage
@ashen thunder this is a FF feature pretty sure
everything has potential for impossible incompatibilities depending on your definition of compatibility
And also that one erinthe mod let me find
I feel the level 100 fish issue can be a candidate for dehardcoding in 1.6.16
is the fish issue never hooking a lava eel
it's totally doable with location fish data
the issue is that the fish table for level 100 is completely hardcoded and not in Data/Locations
are you feeling particularly listless chu and thats why you're going thru the repo
Yes
oh thats cool!! thanks
,,,, why
discord is being a meanie
the same reason the raccoon bundles are the way they are
||idk||
But also cus i remembered that lemurkat said hmk closed a mod ideas issue and decided to check
maybe CA span a wheel everytime he did something like this
where is the floor 100 hardcoding bc i dont see it
selph said feesh? where the feesh
I think it's more like the entire underground mines uses the same fish table?
But hm the new gsq for mine floors should solve this too right
Mine.getFish
if mine level is 80 it never delegates to the base getFish function and fallback to the default table
i see various extra chances for an early return on floors 0, 10, 40, and 80, and then a hardcoded return for 80, but nothin for 100
MineShaft.getMineArea
it was always possible to check the specific mine floor with a GSQ since the internal name of their locations is precalculable
don't ask me why
ah, i see now
so not 100 specifically then
... you could fix that with BETAS harmony
just change the result of getMineArea depending on a GSQ checking which specific floor you're on
you can even make it dependent on the player holding a fishing rod
Seems like a reasonable use 
to be fair it is a long list. good if you have a deficiency
im good
@lapis creek hey you are fionadanger github too right? We discussed your issue for funs and you can probably do what you want with either Esca Modding Plugins (fish tile props) or BETAS harmony crimes
Yeah that is me too haha. Thanks I'll check those out!
failing that it honestly seems like a really easy framework to make for a C#er
i dont like how C#er looks im gonna start calling the people who can do C# stuff sharpies
But esca is around perhaps not hard to ask for help on covering the weird usecase
One of the big things for me would be removing the existing trash pool to swap with new mines trash. Would that be possible here too?
Well i think emp lets u block that whole area?
Oh sick
you'd have to reimplement the entire table in Mine.getFish right
But yeah i am not 100% sure and u can find out if theory is sound 
is this in response to a theoretical framework bc if the framework lets people define whole tables and not just add fish then you can just fallback to Mine.getFish if theres no table for that floor, or skip prefix it if it should be overwritten by a custom table anyway
I mean the EMP solution
since it seems like it's fully overwriting
the framework can just fallback yeh
same thing i think assuming you want a full overwrite
if you're just editing certain floors i think its fine to not worry about the original fishies too much
as long as you're not editing away all possibilities of em
Since emp says it's redirecting the fish to use a different Data/Locations table
I guess ppl who need compat with fionamod could just edit fionaspecialminetrashzone
It's not perfectly clean alas
well if fionamod didnt exist then this hypothetical other mod would just be doing this same thing anyway
they would become the fionamod in lieu of it
and the alternative is no mine fishes at all
Yeah so dw about compat basically be the first one claim floor 100 fishies
so id call this method an infinity percent improvement 
yeah thats the problem isnt it too, which is why making a conpatch option would be the prefered option if it was at all possible - because compat
this would already be done via content patcher
the content patcher-ness of such a thing is irrelevant
yeah but if content patcher had the mineslevel100fish table, then we all patch that instead.
content patcher doesnt "have" anything is what im saying
I’m supposed to be sleeping but I’m writing jas dialogue at 1 am
content patcher is not the reason that fish tables are editable for other locations
And I have to pretend I’m her character so it feels lore accurate and like it’s a 6 year old saying it, at least there will be an adopt jas mod 🥹✌️
ah so we would just need it dehardcoded then, or yeah a central "fionasmod" that everyone makes compat for?
the ideal solution is dehardcoding it in the game itself, the second ideal solution is a framework that does it perfectly that everyone agrees to use in every case, which is impossible to guarantee, so aside from the first thing there is no perfect solution
all im saying is that content patcher is irrelevant here whether its EMP or a Fish Table Framework
content patcher is just a vessel to edit things in the content pipeline, a framework nowadays would almost certainly choose to use it
or rely on it rather
You should always get your mod to work by itself/with your mod list first then care about the additional compatible when people actually ask
absolutely but it's nice to want to go in making sure its easy for everyone when the asks come
unless you're the one writing the framework, thats unfortunately not really up to you
itd be up to EMP, in this case
so basically dw about it
Ah, here's the 'Pathoswave of updates', as Lumina called it earlier.
Tomorrow is rewriting time, which I both love and hate, but such is the coding life, I suppose, even for those like me who just use frameworks. 😂
Unfortunately Nexus's API servers are choking hard
Uh, really, it's working for me right now, maybe it's being fixed.
The world is not ready for patch mode mask obviously
It's specifically the API bits. So the actual site works fine, but Stardrop's connection to it is choking
They had a notification on their status about problems with it
Ah that, yeah I could imagine. I just download things manually so I never notice, ahah. Hopefully it'll be fixed soon.
Ohmygosh there's AN EXAMPLE in the highlights post link for CP! I LOVE IT so much easier to test the code if I know how to write it...
I have a question for modded Npcs
Looking at the CP highlight's mask example again, and I think I was only confused before because grey was used for the mask in the example and it looked too much like the transparent grey/white checkboard when you have no background. xD
(i also got confused by that at first tbh)
(so it looked visually to me like the change was adding white to the sides instead)
!ask
Ask your question or describe your issue here, and someone will help if they can!
Does asking have to be that complicated?
which is why I needed to make this one to confirm how it worked, LOL
well there needs to be a question lol
Just saying you have a question doesn't help as much as asking the question. We'll help, but we need to know WHAT you need help with. 🙂
i think you have it reversed? unless you already tried it and it works like that in which case ignore me
I haven't tried it yet, but I intend to now that the update's happened. Chu said it looked right though.
i thought you wanted to have a fully white image and then erase the parts you want to make transparent in the original
but i havent tried it yet either
and didnt look at the PR
(RIP Nexus.)
I was going to be stubborn mule but fair enough. I am not used how discord works and the bots
The docs have a better example
looking at the code i think i am the one with it reversed actually
so yeah ignore me
With pufferchick
When you apply a transparency mask, pixel opacity from the mask is subtracted. For example:
- An opaque pixel on the mask = transparent ('erased') pixel on the final image.
- A transparent pixel on the mask has no effect (i.e. you're subtracting zero from the final image's opacity).
Yep, that's how I interpreted it.
solid color on mask = erase what's here on the original.
(what was the original usecase for Mask when it was requested?)
Pathos, the mask layer doesn't care what the hue/saturation of the color used is, just the opacity/alpha, right?
i thought the described optimization was the usecase
The way I manage it was to set the mask layer then put opacity to 0% (aka invisible), otherwise it showed the things that aren't supposed to be seen
No someone wanted to change npc hairstyle
In fact im pretty that someone is the person who did the PR
yeah and they didnt want a ton of targetareas
I mean, I asked for the example use case I showed, which was changing a bunch of things on Cursors in different spots when the sprite I was adding was smaller than the original.
thats what i meant by optimization
reducing the number of targetareas and thus image edits you must make
So i think they wanted ability to mask out the hair in 1 and put a differently shaped hair in 2
@next plaza: poke nic about poking me about spacecore set pieces (2h ago)
And that's what this does indeed
(There's several ways you can use transparency masks, though 'knockout' patching was the main use case I considered when accepting the PR.)
Yep, color is ignored. So you can use different colors to annotate if you want (e.g. have a black block, with white "This area is deleted from the image" text on top of it).
(Thank you for enabling my ability to change the pig to Beedle's beetle friend AND change Joja to Yiga without needing a bunch of extra steps)
The new change is saving me from having all of these be individual EditImages in Replace mode:
So just do ask command and that's it?
the ask command is just a lighthearted way of telling people to please just ask their question
Nope, the ask command was just a cheeky way to tell you to go ahead and ask your question in the chat
instead of asking to ask a question
Thank you from me as well Pathos, this is a great update!

no need to wait for permission or an opening or gap in the convo or anything, just chime in 👍

yeah interupting convos is a sacred rite here 🙂↕️
sup do you still need help
chu thinks you're slacking in the mod ideas repo
we tagged a lot 
totally chu's words not mine
(/lh)
i on the other hand think you're slacking because the tilesheetinator isnt updated yet (also /lh)
chu mainly wanted to get two of the requests they'd filled closed out, I think
Yep that's all i wanted thx, scroll up a little from where i pinged
*close 2 issues
updated for new SMAPI?
yes!
ah will close in a minute, ty
but I just capitalised your name properly!
"just" i see the last updated timestamp, iro, i see it
technically you should keep ATA in it for mods that are still using ATA and dont wanna switch. wouldnt want a breaking change in your extension, would you
a breaking change right after 1.0.0.... how shameful that would be
or I could switch them over automatically /j (for anyone reading this, I wouldn't do that I promise)
i mean i think if you gave them the option to do that and didnt do it silently, i think that would actually be the better thing to do
the ATA dependency removinator
my extension makes no silent changes to maps (for the most part it doesn't change anything at all) but that's very doable, especially if you're okay with a "ATA's main feature has now been integrated into SMAPI. Update the syntax to the SMAPI version?" (and if you click yes, a new popup with "Syntax updated, you can now remove ATA from your mod's dependencies." will show up once done)
I do need to add a tiled version checker but I have no idea what's the oldest safe version
feels like you were yapper less than 3 weeks ago
Indeed it's a lost cause
Chue is a helpful chue
i appreciate the asking of if im okay with that but im literally the one that PR'd it into SMAPI 
And therefore gets trans cotten candy colors often
from my pov you're just askin "are you okay with me updating your format to your newer format"
oh I'm more saying "considering I know you wouldn't have an issue with it" 
for a low low price of 70 billion DP im okay with it
I'll do 7, take it or leave it
ill take it
last time was on december 8th, but chu has been slitherlegs 6!! times, even with the cooldown 😌
A chue is a helpful chue
chu actually talks in other channels so it makes sense
aaah okay
awww we're both shiny!
back with more questions btw- how can i delete the default * movie reaction from an NPC?
I don't talk enough to ever betray the cheeto way of life
ah, i never shut up
I'm fully happy betraying the way of the cheeto
I'm close to the first purple rank that I'll never see and marks the 25% mark for the interesting rank
Have managed to (gasp) touch grass
doesn't look like it? the Data/MovieReactions entry matches his wiki opinions
okayyy
if you're adding any, his last entry is a universal dislike, so you'd probably need to move them above that
tryna test my custom reactions but that 'krobus seems to be dozing off' one is ADDED to my custom reaction
gotcha gotcha, this one is particular is a dislike, uhh lemme send my code
"{{ModId}}.MovieReaction.Krobus.Sprout": {
"Tag": "spring_movie_0",
"Response": "dislike",
"Whitelist": [],
"SpecialResponses": {
"BeforeMovie": {
"ResponsePoint": null,
"Script": "",
"Text": "{{i18n: i18n_Dialog.Krobus.Special.BeforeMovie.Generic.{{Random: 1, 2, 3}}}}"
},
"DuringMovie": {
"ResponsePoint": "sprout_leave",
"Script": "/pause 1000/shake Krobus 4000",
"Text": "{{i18n: i18n_Dialog.Krobus.Special.DuringMovie.Sprout}}"
},
"AfterMovie": {
"ResponsePoint": null,
"Script": null,
"Text": "{{i18n: i18n_Dialog.Krobus.Special.AfterMovie.Sprout}}"
}
},
"Id": "{{ModId}}.MovieReaction.Krobus.Sprout"
},
@urban patrol I'm ready in <2 minutes if you want to remind me what you've tried and stuff
sure thing let me get my computer up and running
I'm not very familiar with how the asset's actually used, but are you using a MovieEntries to put that above Krobus's "reaction_1" one?
the example here's for the same asset, incidentally
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#moving-list-entries
it's probably getting inserted at the bottom then, below the dislike that applies to everything
it should just use the first applicable thing, but maybe some of the segments can be pulled from elsewhere, I've never messed with it myself
gotcha! and tysm Esca! you're always super helpful
https://smapi.io/json/content-patcher/fc6b24d69c78471fb6bec3553d5e22b7 here's the consolidated version of all my relevant dungeon and spawn stuff. the error i'm getting is here: https://smapi.io/log/2b2b24268d18461fbc69adf5ae0c6815
and for visual reference, the blank map and the 16 20x20 setpieces i'm trying to fit onto it
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 20 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
off topic but that looks fun
hehe i hope it will be when it works

Okay, so according to Modding:Movie_theater_data, if multiple entries are valid & the first one is missing a block, it'll use the next valid one or the default text. Krobus's generic dislike doesn't have a "DuringMovie", so I imagine it was using your custom one. 
If multiple response blocks are applicable to the movie, the game uses the first non-null Response, BeforeMovie, DuringMovie, and AfterMovie fields it can find. Said data does not necessarily have to come from the same response block. If the game cannot find applicable DuringMovie dialogue, it will use default text from Strings\Characters.xnb. If the game cannot find applicable BeforeMovie or AfterMovie dialogue, the NPC will show as being able to be spoken to, but interacting with them will have no effect.
Ohi t's a dungeon too, not just set pieces
but anyway, if you get yours above the generic & have all the relevant responses, it should work fine
yep! i'm hoping to have three "floors" with a randomized big map each time
huhhh that's fascinating!
@urban patrol Can you send me the tmx for the base location
OOOH that is so cool nic!
so skull caverns but better in every possible way? i'm excited to see it!
also uh i hope you're not scared of blood/spiderwebs/dolls lol
i am, 10/10 perfection
of note is that the dungeon itself works (kinda); when i enter it, i get spawned onto the blank version of the map, no setpieces. however i'm out of bounds. may or may not be related, not sure
ooh and i can send over some of my tilesheet if you want! it's got horror-y stuffs like manacles, spiderwebs, etc
Well I don't have the tilesheets so even if I was I'd be fine 😛 (I don't need anything else, I just wanted to double check something)
thank you for the offer but i'm done making the maps!
oh true lol
Good to know, since the only way this error happens is if there is no map
(in the game's location instance, not what you've done)
Can you show me your Data/Locations entry that matches the one specified in the dungeon data?
I might see the issue
You have "LocationDataEntry": "{{ModId}}_DollHouseBlank", but no Locations entry for it. You have two locations using a similar name for MapPath, which are "{{ModId}}_DollHouse" and "{{ModId}}_BlankMaze", but none that match the Dungeon name
So it never populates the data, and so never loaded a map, hence the error
wowwww so it was a stupid mistake all along 🤦
wait hang on i really hope i didn't send you an outdated version of my json
because in my file in my mod folder i'm seeing "LocationDataEntry": "{{ModId}}_DollHouse",
Yeah that's not what I see in the link you sent
Can you just send me the whole zip to double check?
sure thing
Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 9 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
sorry i didnt realise you were still going
relevant code should be in dungeon.json, locations.json and spawning.json; dungeontest.json was me copy-pasting and isn't Included in content.json
-# 10/10 naming
anyone know whats up with mutant carp no2 here?
Well, unless you do it so much you get a dedicated off topic channel for it, like we did for #programmers-off-topic
they're so mutant they have a lil mutant twin
That's how evolution works - the ones that work survive, the ones that don't don't. /s
oooh i gotta complain enough to warrant a #making-mods-complain-about-modding /lh
i think that'd be too much negative vibes
that's just me 🙂↕️
One person is not enough of a critical mass to do it (if I had to guess)
(i take this as a challenge) /j
I'm trying to add some more secret notes but when I go to read note 4 with an image it says it can't be found and closes the note instantly, if i hover over it in the collection menu the console gets flooded with warnings and stuff. (I've tried with and without the load action.) https://smapi.io/log/1a00213e2c954e01a9755a2a5747d92d
https://smapi.io/json/content-patcher/38aa01c4ef2944e6bf484c7c68788966
(Using the SecretNoteFramework by IchorTower)
https://github.com/ichortower/SecretNoteFramework/blob/prod/docs/author-guide.md#image-notes
Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 9 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
that was a bigger message than i thought
@urban patrol Have you tested it with what you just sent me, and gotten a new log? If it's still erroring I'm wondering if it's a different error
i'll run it right now
https://smapi.io/log/160a28b836164e1bb3dc54d0eba40475 looks to me like the same error
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 21 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
It's trying to call on a "MinecartHatNoteImage.png.xnb", I thiink it's that you need to remove the .png in ""NoteImageTexture": "assets/MinecartHatNoteImage.png","
(curse you pathos update wave, i know i'm out of date now)
Oh and remember to load your png asset ^^ If you haven't already in some otehr file
I say but I just put in my own but I think that's it lol
yeah, CP frameworks will almost never know where your actual files are, it needs to be loaded to a target and then have the target in that texture field*
hi! jonson and esca have it right: this is a case of putting a file path in place of an asset name
(like, they can know about files, it's just more confusing & harder to do compat)
the humble framework riddled with code crimes:
Ohh alright, tysm!
ooh pretty
/j
|| ||
...why is the map being loaded afterwards? 
whaaaa well that seems like it would be the issue then i think?
i'm guessing patch priority wouldn't help with this. i thought maps were loaded on game load
This same code should be failing for any spawning, not just set pieces though
So how did the S&S dungeons ever work
@urban patrol try this?
(the super complex change that was made)
this does raise an interesting possibility 
different error now, progress!
which may very well be my own fault, please hold
damn okay that didn't fix it
log: https://smapi.io/log/be852842646449b58e7ceb71540f4e42
new spawning.json: https://smapi.io/json/content-patcher/0ee7bbbf9115444194fbf1b8c9fce877
Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.22631.0, with 21 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it
i'm seeing no error now, but i'm still entering a blank map
(and spawning at 0,0 for some reason)
forgot to @next plaza
you don't have a SpawningGroups entry that is {{ModId}}_DollHouseSpawn
you have {{ModId}}_DollHouseSpawns.Gluttony and {{ModId}}_DollHouseSpawns.Setpieces
i can try restarting the game if a patch reload wasn't enough to fix that though
yeah no dice
In regards to patch reload, I'm not sure if spacecore dungeons would correctly get asset propagation.
Looking at the smapi code, it seems to only use Game1.locations and SaveGame.loaded.locations, which I don't think any of the generated levels (including vanilla mineshaft/volcano) would be in
sorry, I'm pretty majorly distracted because of something that came up, might have trouble helping much further tonight but I'll still try
oh no, i hope everything is okay! take care of yourself, real life comes first
hmm okay i'll be sure to restart the game + new save each time with this then
I mean technically nothing has happened, just something jostled my mental/emotional health a bit
that sucks i'm sorry :(
(mental health is health too)
take time for yourself, alr?
(yeah I was just saying nothing actually happened at all, life is the same as it was an hour ago, I just need some space suddenly I think)
(not at all saying mental health wasn't health, only that there's nothing to worry about)
still, you deserve a break, and space :) see ya later casey!
helloooo is there a token or something to have a numerical value display as though it were written out? wanna make a custom stat for how old dwarf is but they say the numbers spelled out
Remind me in 22 hours to help @urban patrol again
oh kittycatcasey you sweet summer child. trusting me with such a task? all right ;) (#7027633) (22h | <t:1768264586>)
(Also nic are there any dependencies for the mod besides whatever may be listed in the manifest?)
not that I'm aware of in SDV/CP/any framework
that kind of conversion requires enough hardcoding that it's similar to writing a dynamic token yourself, and completely different in each language 
short of including a third-party dll/script for the specific feature
(ack, keyboard's dying, middle sentence broke)
nope, it's just CP/BETAS/MMAP/spacecore. everything else is a false dependency
gotchaaa okay that sounds like hell so simple numbers it is! could also do some insane token madness.. but not yet i deserve to have sanity
Wdym numbers spelled out
Like u want one
mhm!
presumably "three" instead of "3"
Oh yeah i guess that is just a stupid long DT section 
simply patch the dwarf translation function to support numbers ez /j
Does anyone have some advice about using queries and tokens in a character disposition? I have a custom character that I'm currently making and I'm trying to find a way to change her home location in the disposition when another character marries the farmer.
hm, I think you'd only be able to use tokens and 'when' things in that area
you're referring to the data/character stuff, right?
you don't need tokens to do that
take a look at Leo who's the canon example for this feature
Home is a list so u can have multiple homes listed
though hrm, im not sure if there's any easy way to check for marriage to anyone in a GSQ 
a when thing could!
"Condition": "{{Spouse:anyPlayer|contains=OtherNpcName}}"
just shove the token into the gsq slot, just make sure it returns either true or false
(When statements are a bit tricky to use in Data/Characters b/c
also I swear there was a gsq?
i mean theres PLAYER_NPC_RELATIONSHIP
scary
