#making-mods-general

1 messages · Page 520 of 1

winged finch
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100% spikes and my while sytem just freezes with artifacts in game

brittle pasture
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looks like you need a new computer

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is this just with a minimal modlist

winged finch
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Okayy... it will be one of the mods

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Vanilla works fine

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It will be 100% my mod lol

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no

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hmm

urban patrol
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i think i'm overthinking this, but SawEvent <event ID>+ doesn't need said event's preconditions, does it?

calm nebula
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No

urban patrol
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great thanks

winged finch
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Yeah so I installed the 4.4.0 SMAPI doesn't matter which one, and my whole system just on the verge of dying

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when I open the game

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Doesn't happen when I do it with Vanilla

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Yeah same with 4.3.2

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I'm really not sure what's up

brittle pasture
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!log

ocean sailBOT
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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.

old edge
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Hello I’m working on my mod again after a long time

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Anyone want to help ?

autumn tide
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hey there! what're you working on?

winged finch
ocean sailBOT
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Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 2 C# mods and 0 content packs.

old edge
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I’m working on cape stardew but there were some issues lately with lag and map patching priority inconsistencies

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Currently fixing that

finite sequoia
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If I want to add custom, respawning, large ore nodes to a map I'd need to use Farm Type Manager and Item Extensions, correct?

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I'm using Mount Vapius as an example to add respawning large coal ores, and that seems to be the only way to do that

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I'n just curious if there's a CP only way of doing so

urban patrol
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the other option is spacecore

uncut viper
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there is no CP only way of doing so

finite sequoia
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Would I need to use C with spacecore though?

urban patrol
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no, it would be JSON either way afaik

finite sequoia
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Truth be told I haven't looked too deeply at Spacecore documentation for this yet, but always thought that was needed for C mods

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Oh!

urban patrol
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that's the purpose of frameworks

finite sequoia
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That's pretty great

uncut viper
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(its C# not C btw)

ornate locust
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Spacecore lets you do stuff without C#

uncut viper
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(not to be nitpicky i just couldnt tell if you meant C# or CP)

finite sequoia
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Yeah, for some reason in my mind I had imagined Spacecore as the C# mod SDVpuffereyes

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No, it's good to know! I get all the C's mixed up and was unsure if it was C# or C++

urban patrol
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you can register things through spacecore's API with C# but that's for advanced stuff, most of it is through CP

uncut viper
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Spacecore itself is a C# mod that makes certain features available to CP mods

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(or other C# mods that want to use the content pipeline via C# i guess)

finite sequoia
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Yeah, now that I know it's also a framework for CP I can place it in my mind with the other frameworks

urban patrol
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i actually don't know that there are any C# mods whose purpose is to be used by other C# mods? now that i think about it

ornate locust
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Generally a C# mod seems to just do what it needs to do

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it's got The Power

urban patrol
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wish i had that power irl

finite sequoia
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I wish I had the power to just C# anything I want into the game

uncut viper
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a lot of core mods are just intended to be used by their main C# mod

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like poohcore, atracore, birb core, etc

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poohcore maybe less so since it does CP stuff too

finite sequoia
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Wait I'm looking at Spacecore, this is perfect!

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And 1 more mod to add as a requirement instead of 2 😉

ornate locust
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That's the "looking at Spacecore" experience in my experience

finite sequoia
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I had no clue it did mineables too

ornate locust
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A+ framework, made the stuff I needed it for a breeze

uncut viper
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and also the opposite experience with me looking at the spacecore docs where most of my thoughts are "this should be a separate mod"
(no shade to casey at all though)

finite sequoia
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Yeah, I think it's the most popular of the three too

uncut viper
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its definitely not more popular than FTM

finite sequoia
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So adding it as a requirement is a little less painful (Even if FTM and IE are pretty commonplace too)

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I think it has the most downloads, actually

uncut viper
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FTM is higher in nexus's top files

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and it has way more dependents

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FTM: 456 dependents
Spacecore: 354

finite sequoia
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It's pretty close, SC has like .1mil more downloads. I think it just depends on what criteria we're using, haha

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But with FTM I'd need item extensions too anyway, and that one's less popular

uncut viper
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i mean my criteria for popularity is its popularity ranking SDVpuffersquee

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IE is smaller for sure

finite sequoia
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Yeah, and I might need it anyway, I need to look into how SC handles spawn areas because FTM seemed pretty straightforward on spawning in certain locations

urban patrol
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you define rectangles in which to spawn with an optional arg for rectangles to exclude

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the rectangles can be as small as 1 1 or as large as the whole map

finite sequoia
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I'm looking through documentation rn, yeah- I'm sure it'll come up soon!

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I literally just started looking at it lol

urban patrol
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yeah it took me a hot minute to understand everything lol

proven spindle
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Just a thought, SVE probably makes up for a big part of that download popularity closeness between FTM and spacecore - it requires the former but not the latter

finite sequoia
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The only frameworks I'm confidently familiar with are CP and MEEP since I've pretty used what I needed for NPC mods

uncut viper
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FTM has a bigger bubble on the dependencies graph so therefore it is clearly better

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(/lh)

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see? obvious

calm nebula
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Modern art

lucid iron
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i think spacecore's popularity comes mainly from JA actually

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as for spawning stuff spacecore didnt have that feature until last year

brave fable
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i forget if the save serialiser changes were to be separated from spacecore in the rewrite/split. i suppose it'd make my projects an absolutely minute amount nicer knowing i'm only using what i need

uncut viper
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i thought there was something with the base game itself re: serializer

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or maybe it was SMAPI itself?

brave fable
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i'm not sure what you mean

lucid iron
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Casey talked about the save serializer maybe getting promoted to smapi and or base game

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Most likely smapi with base game hook support i think

brave fable
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oh that's cool. big fan

lucid iron
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I have one (1) mod that needs the save serializer and I'm thinking of yeeting it

uncut viper
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you can always write your own 😌

lucid iron
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Perish

brave fable
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most of mine do lol. custom type objects everywhere

uncut viper
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spacecore is MIT, just yank out the serializer bits

brave fable
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i did do a simple de/serialiser once or twice, definitely for giftwrapper

uncut viper
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i was at one point considering doing something similar to just make a drop-in serializer for whenever i needed it but then casey talked about those somewhat tentative serializer plans and i gave up before i started

brave fable
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giftwrapper, raisedgardenbeds, probably love of cooking, probably a dozen custom serialised types in endless mod

lucid iron
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I think I just don't have that much need for custom types for some reason NotteThink

uncut viper
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is it that you dont have the need for it, or that you subconsciously avoid wanting it in the first place because you know you'd need the serializer

lucid iron
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Usually I just yoink stuff out of mod data into a cwt

brave fable
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a cwt

uncut viper
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is blueberry unfamiliar with CWTs

lucid iron
brave fable
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the hundredweight (abbreviation: cwt), formerly also known as the centum weight or quintal

uncut viper
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wouldnt it be great if you could make the object inherently special though on account of being a SpecialObject

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conditional weak table

brave fable
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oh. never seen it abbreviated lol

lucid iron
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Yeah but sometimes I also want to unspecial it whenever needed?

uncut viper
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thats weird

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and rude

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how do you think the object feels to be unspecialed

brave fable
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happens to us all

lucid iron
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I dunno it just makes more sense to me cus custom asset invalidation handling

uncut viper
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not me

lucid iron
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Button is special, in fact I'd say Button is 1.2x more special than Torch

brave fable
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the S in SButton stands for special

uncut viper
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and dont you dare confuse me with a blasphemous Key instead

brave fable
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thank you microsoft.xna.framework.input.button

uncut viper
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i have to use Keys right now for what im working on and i miss my SButtons because then i cant type my name

lucid iron
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The thing I used serializer for is scythe enchantments and that's about to become data asset (soon™)

brave fable
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custom types for serialisers just call my name. like item data definition types

uncut viper
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do you hve a custom item data definition type

brave fable
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i have so many.

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i have literally never seen or heard of anyone else using them

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i have so many

uncut viper
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hmm

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maybe ill make one for this mod im working on

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i could justify it i think

brave fable
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dont. ill be 1.2x less special

lucid iron
uncut viper
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what does 1.2x less mean

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for me itd make even less sense bc there wont be an underlying data asset

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but that just makes me wanna do it more

brave fable
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the same as 0.8333x more special

brittle pasture
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make sure to put your mod id in the qualifier to avoid collision with other people

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(selph.SmallCraftables_SC)selph.SmallCraftables_SmallScarecrow this is a totally sane and valid item id

calm nebula
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But what if I want to collide with other people

brittle pasture
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if only the modding scene has the same mindset, then we wouldn't be stuck with 4 butters /s

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(Factorio mods have the concept of an anti-dependency, aka this mod must not be installed, and while it makes sense in the context of a game where total overhauls are commonplace I can't imagine that sort of thing in SDV lol)

tiny zealot
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only one example of that that i know of so far (the mod that would deliberately crash your game if you loaded any of a list of mods the author didn't like)

autumn tide
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wait what

brittle pasture
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ah yeah i rember that

autumn tide
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how in the fuck

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tell me i must know

brittle pasture
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actually there's at least a couple cases

autumn tide
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multiple-

tiny zealot
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it's actually really easy to do! any mod can check the list of loaded mods. then just do something that crashes the game. but it does get your mod classified as malware by pathos lol

autumn tide
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which ones I- WHY

tiny zealot
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(justified!)

autumn tide
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imo that's only not-evil if it's like one of those bigoted mods you sometimes see floating around

brittle pasture
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so one case was an old (very opinionated) expansion mod from way back, and there was a period of time where it would deliberately crash if SVE was installed
one other case is a debt/difficulty mod that would silently boot you back to the title screen if it detects a "cheat" mod (CJB, LA, etc.)

autumn tide
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huh

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ngl the second one is a little funny-

brittle pasture
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(it is listed in the description as a selling point)

autumn tide
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pff-

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wait, of which one?

brittle pasture
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(it did cause pathos some headache when he tested loading every C# mod at once)

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(cant find the link and idk if it's still up$

autumn tide
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gotcha gotcha

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idk if that's evil, or fun, or both

urban patrol
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i swear i saw the list of blacklisted mods somewhere recently but i can't find it again

uncut viper
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its built into SMAPI itself

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you can find it in your smapi-internal folder

autumn tide
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huhhhhhh

uncut viper
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theres only 2 mods in it right now for being actual malware

tiny zealot
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yeah you have to do seriously bad stuff to get on there, not just mild misbehavior

urban patrol
#
    "Id": "OpUlarenous.PortableCommunityCenter", // 'Even Better Portable Community Center' (Nexus:35601, dfd9e53ee3e6fb997c04a2b0c7f49a50)
    "Message": "It downloads malicious code from a remote server and runs it on your computer. SMAPI refused to load the mod, but you should delete this mod and run a complete anti-malware scan of your computer now to be safe."
},
{
    "Id": "BrEvoiultion.GiveSpeedInMorning", // 'Give Speed In Morning' (Nexus:35650, 97860c755192a27cdb6c16ec32327774)
    "Message": "It downloads malicious code from a remote server and runs it on your computer. SMAPI refused to load the mod, but you should delete this mod and run a complete anti-malware scan of your computer now to be safe."
}```
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yeah big yikes

autumn tide
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shitttt

brittle pasture
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and to clarify, Portable Community Center and Give Speed In Morning are legit mods that are still up rn

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those two malware mods are reuploads that masquerades as them

autumn tide
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damn

lucid egret
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damn thats scary

autumn tide
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gross that ppl would do that

calm nebula
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Hugs are collisions!

lucid egret
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ensuring SVE compat will be the death of me (no hate)

pale river
uncut viper
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pathos checks every single mod the 3 major modding websites will allow him to download in order to check which ones work and which ones dont and why they might not work

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he does this every month

finite sequoia
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Has anyone used Spacecore to spawn mineables/foragables/something else using spacechase0.SpaceCore_TriggerSpawnGroup?

urban patrol
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🙋

finite sequoia
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I get no errors with my code, but nothing spawns in, so I'm trying to find an example since the one listed on github has the preperation for the trigger, but not the actual trigger

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Wait awesome!

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What's it called on Nexus? I can snoop through on my own

ocean wave
urban patrol
finite sequoia
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If it's easy then yeah! I really don't mind snooping on my own though, just providing the file name is service enough for me 😸

urban patrol
finite sequoia
# ocean wave

I've been going into mods that add sometihng similar and using their loot tables and hoping it's standardized with the rest of the game

urban patrol
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you can download the mod to see the map too

finite sequoia
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Mostly Visit Mount Vapius or other Lumisteria mods

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The lighhouse is gorgeous! I do love the art for DBD

urban patrol
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thank you! that was one of the first buildings i made haha

finite sequoia
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And I have a soft spot for lighthouses

devout otter
autumn tide
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damn

ocean wave
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arruu how do i find loot tables of things ?

urban patrol
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if nobody present has answered, nobody here at the moment knows. it's not very helpful for us to spam you with "sorry idk"

finite sequoia
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Again, Lumisteria's mods are pretty great for this

ocean wave
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oh that was sen LATE - the delay on that im sorry TheVoices

urban patrol
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i just wanted to make sure you didn't think we were ignoring you on purpose

ocean wave
finite sequoia
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Yeah, I don't know about base game. But using other mods for reference can be helpful, because maybe they used basegame

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Plus I find Lumisteria's stuff to be pretty balanced

ocean wave
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im not using lumisfstera srtuff?

pale river
# urban patrol thank you! that was one of the first buildings i made haha

SDVpufferheart a lot of what I managed to achieve in my mod was inspired by DBD, because if you were able to do it, I could do it too mindset. I saw the earlier discussion about spacecore and FTM, and it was good because I was originally planning on using FTM to spawn enemies, but I already have spacecore as a dependency

urban patrol
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blobCute omg

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i'm always happy to provide examples haha

ocean wave
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_me ?..,

finite sequoia
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Since her stuff is pretty great at having various comprable loot tables

pale river
# urban patrol <:blobCute:944065365237989407> omg

the lighthouse is what inspired me to create my first map SDVpuffersquee and you recommended DBD when I talked about my 2 npcs that follow each other in their schedules. I love the way your characters interact with each other so much SDVpufferthumbsup

finite sequoia
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What's your mod, boxosoup?

urban patrol
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that's the greatest compliment i could ever receive

finite sequoia
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I've been pretty away from modding the past year and a half, but DBD always looked pretty great!

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I haven't played with it sincem modders never play... but again, the art and maps look gorgeous!

mellow laurel
urban patrol
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haha yeah mood so many great mods have come out lately that i've barely or never played with

pale river
# finite sequoia What's your mod, boxosoup?

I haven't finished it yet, it was a npc mod that scope creeped into an expansion inspired by DBD, there's no similarities other than 2 characters that follow each other, and the fact it's from another popular media 😭

finite sequoia
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Ah! I guess I'm more curious as to what the concept is, exactly then

ocean wave
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TheVoices ce_cap_i jufdy _want _to peepoLook ce_at _it_its

urban patrol
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if you want to look at something hardcoded, you'll have to look in the decompile

finite sequoia
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Why do you want the loot tables? In case there's an alternative

mellow laurel
ornate locust
urban patrol
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!decompile

ocean sailBOT
brittle pasture
ocean wave
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AINTNOWAY thank_you VV_Forgor _that esidsft

lucid egret
ornate locust
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that is 100% a fetish mod

finite sequoia
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I have to say though, the dialogue is frying me

hard fern
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yeah, probably lol

ornate locust
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I haven't even clicked it, I know it is with zero doubt

finite sequoia
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It's just so in your face about it

pale river
# finite sequoia Ah! I guess I'm more curious as to what the concept is, exactly then

you know the carpenter menu where you build buildings? I want to make it so you can build an airship

  • you explore floating islands like they're dungeons to get loot: meet NPCs and bring them to live in the ship; bring back animals for your farm.
  • Only problem is idk what the gameplay loop is going to be since galaxy sword can basically 1 shot, and puzzles are hard to code
  • there's going to be a story, I just don't know what it's going to be yet; because I'm also considering the limitations
  • Initially it was a mod where 2 police officer adjacent robots move into stardew (+1 more after year 3), one of them is a shapeshifter, and sometimes transforms into other npcs
    here is a cutscene I made using icortower's framework
    so yeah, there's just a lot of brainstorming I need to do, and decisions I haven't made yet
ornate locust
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alright, fine clicks, reads yeah that is 100% standard for that kind of thing

urban patrol
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i'm having immense troubles spawning things on the setpieces though so make them small unlike me lol

pale river
finite sequoia
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I was writing a nice compliment, then my laptop died. But I think I’ve seen bits and pieces in the ES server, and it looks pretty great!

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Perhaps that’s my message to go to bed for the night…

pale river
lucid egret
pale river
lucid egret
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off topic but omg crusader kings mention

urban patrol
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puzzles is a strong word haha i've got a maze and that's about it

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i guess i also have a monty hall problem in there too, but only in theory; see previously mentioned spawning problems

pale river
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yeahh haha my idea was like "put move a rock into this circle of rocks" but dunno if thats feasible without going into make ur own code territory

urban patrol
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hmmm it might be possible with MMAP map override shenanigans? it wouldn't be pretty though

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you could also just do a "interact with this tile while holding x item"

pale river
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forsake your apple to this statue puzzle will have to do I guess 😔

urban patrol
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lol

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to be fair that's on par with stardew puzzles like the galaxy sword and old man cannoli

pale river
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sweet berry puzzle hahah, I guess I could just make a bunch of riddles

vocal knoll
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@uncut viper Hey I am testing some custom triggers with BETAS. I got a basic dialog opened trigger to work, now I am trying to add some conditions. How can I check if I am speaking to a certain NPC name? I see in the docs for DialogueOpened that the Target item should include an ItemId matching the NPC name. I tried "Condition": "ITEM_ID Target Rosalie" (Rosalie is the new NPC I added) for the condition, but that didn't seem to work. Any docs on working with the Target item returned from DialogueOpened? Thanks a ton! Docs I'm reading over here: https://stardew.button.gay/docs/betas/triggers#DialogueOpened

autumn tide
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hey, not buttons nor will I really be able to help much here, but afaik ITEM_ID would ONLY apply to items, not NPCs

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what are you trying to do?

uncut viper
autumn tide
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hey, uhh afaik this is against the rules if you haven't asked for approval from staff beforehand

full ivy
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Oh, I'm sorry. I'll ask their approval first.

vocal knoll
uncut viper
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SDVpufferthumbsup when doing modding stuff more often than not you'll always want to use an internal name and not a display name unless specified othewise

vocal knoll
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Will keep that in mind, tytyty

urban patrol
#

<@&239770080378880001>

autumn tide
#

oh should we ping junimos for that or just use apps/report?

urban patrol
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in the past they've said we can do either but idk what the overall preference is

uncut viper
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last time i saw someone ask which was preferred, the response was "if its urgent then juni for sure"

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(juni as in pinging junimos)

autumn tide
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i haven't seen that kinda scam here yet, usually just the typical mr beast coupon lottery bs

grizzled stag
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thanks

autumn tide
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thank you arcane!

lucid iron
#

@ivory plume hello pathos i made a proof of concept for dynamic token includes
https://github.com/Pathoschild/StardewMods/pull/1172
Things I am not sure about:

  • What is the syntax to use? Atm I just added a new field called IncludeFromFile to DynamicTokenConfig
  • Currently I chose to make tokens inside the include possibly invalid if the condition is an always false HasMod, this is different behavior than dynamic tokens, but it seems better for performance and gives a stricter warning to content modders.
vapid oak
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Pinging us is what we’ve been preferring for scams that slip through the filters since it’s pretty urgent to stop others from getting compromised

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Reporting through apps doesn’t ping all of us so it wouldn’t get handled as quickly if no one’s actively moderating

uncut viper
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honestly it gets asked so much i feel like itd be worth putting in the rules itself these ping vs report vs msg bouncer preferences

ivory plume
# lucid iron <@226803198218731520> hello pathos i made a proof of concept for dynamic token i...

Thanks! I'm mostly focusing on the mod build workflow stuff, and then I'll be working on 1.6.16 alpha stuff. That will be on my list for the next major Content Patcher update though.

  • Re syntax: what you have seems tentatively fine. Having the includes be in the DynamicTokens field (instead of under Changes) solves the main lifecycle issues with having dynamic tokens inside patch includes. If there's any minor changes (e.g. field naming), I can handle that before merging the PR.
  • Re handling of tokens inside immutably false includes: I'll need to look into that one when I review the PR. Even if the condition is immutably false for the current player, we'd need to make sure any logged errors aren't confusing.
lucid iron
#

I added a skipped because mods aren't loaded debug log (should prob be trace actually) and user would get the normal token not valid warning

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the reason why it's separated is that it seems reasonable to define the token outside of include, then do some mod compat stuff inside an include that only loads if hasmod. in that scenario the token would just be valid still

umbral edge
#

Get small errors when joining but it works now!

lucid mulch
# lucid iron <@226803198218731520> hello pathos i made a proof of concept for dynamic token i...

If the When section on an include contains a HasMod condition that will never be true (i.e. mod not installed), the tokens inside will not be added.
My leaning would be to have the includes always happen but implicitly AND the conditions together

//content.json
{
  "DynamicTokens": [
    {
      "IncludeFromFile": "dt_include/cmct.json",
      "When": { "HasMod": "Spiderbuttons.CMCT" }
    },
  ]
}
//dt_include/cmct.json
{
  "DynamicTokens": [
    {
      "Name": "MyTok",
      "Value": "Token Value Goes Here",
      "When": { "Season": "Spring" }
    },
  ]
}

would always make the MyTok token and it'll be ready and have a value when CMCT is loaded and its spring.
as I don't think tokens should have different behaviour inside an include vs in the main json file

#

That and author facing documentation doesn't define what is immutable/deterministic and what isn't, so having author facing behavioural differences on immutable vs mutable tokens would likely be confusing

formal crown
umbral edge
lucid egret
#

can a very kind windows user unzip my mod and let me know if there are still those annoying hidden mac files in there...edit: nvm all good now

lucid iron
#

Except a lot of mods seem to rely on the unready behavior atm hence hesitation

lucid mulch
#

I do remember when deterministic tokens got added it in turn exposed more startup errors due to being immutable and thus optimised for the stricter error management that pathos had to quiet down to reduce bug reports

lucid iron
#

AND on When is indeed what happens outside of the special case HasMod false include I put in

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I made a new dt contextual no value thing that participated in update context and also tracked parent in each dt contextual

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If parent not null then must match all conds on parent and self

lucid iron
#

Parent always updates first bc of the contextual list ordering

lucid iron
#

We can do the same thing for single token i think

lucid mulch
lucid iron
#

Wow ancient history

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But yeah I only did any of this on HasMod cus it's immutable and always ready at load

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Didn't do it for other immutables

lucid mulch
#

tbh it would be nice to have general support for immutable dynamic tokens and that if the 'last' version is unconditionally ready to never check the earlier variants, and if its value is immutable to bake it in and no longer update as a token

#

I don't think being part of an include should be a requirement for that optimisation

lucid iron
#

That would make me feel better about people doing {{NPCName}} = {{ModId}}_NPCName

lucid mulch
#

I dont have the data for it as profiler struggles with thousands of fast operations, but token update can get very slow when you have enough mods despite only a handful of tokens being picked up by profiler

lucid iron
#

I don't think I understand how "bake the value in" works exactly but i can see how to check if last version of a token is immutabley ready

lucid mulch
#

when a token is immutable during load rather than being a fancy JToken that updates its context, it just replaces {{MyToken}} with the value in place and is no different than if you unwinded the token by hand

#

so ModId for example would never actually call any update logic because no patch has a reference to the token as it gets baked into the patches

lucid iron
#

I shall make an attempt at this Sleepden

lucid mulch
#

its already a thing

#

its just that dynamic tokens are currently forbidden from being immutable

#

and I think currently initialize too late iirc

dawn ore
#

Hi folks, first post here so apologies if I get anything wrong.

I'm working on a mod that mostly uses Content Patcher, but as a quest reward I want to make the bus to the desert free, and my research has led me to believe that I'lll have to do that via a C# mod. My programming skills are unfortunately very rusty. I've been struggling through but have been having no luck. If possible, I'd like to:

  • tweak the text box pop up to say (0g) instead of (500g) after completing a custom special order quest (added via Content Patcher, that as a standalone quest is working and has a mail flag)
  • use the vanilla bus riding animation, not a warp.
  • not break compatibility with other mods that add locations to the bus like Central Station.
  • have no price requirements, ie not cost 500 but then refund it, but actually cost 0g.
  • obey normal bus requirements (CC unlocked, Pam present, etc)

Is anyone able to help me?

lucid iron
lucid iron
#

Essentially it's a C# problem but someone's done it already for you

#

Another one is that book in button extra books which let you drive yourself to the desert (also C#)

brave fable
lucid mulch
dawn ore
#

I tried reading the documentation for Central Station but didn't know if I could modify a vanilla location, not just add new ones

lucid mulch
#

central station with its default content pack already takes over the bus route to the desert so it would just be a case of overriding the stock entry when your conditions match

#

would be the location entry Pathoschild.CentralStation_Desert

dawn ore
lucid mulch
#

yeah

#
{
    "Action": "EditData",
    "Target": "Mods/Pathoschild.CentralStation/Stops",
    "Fields": {
        "Pathoschild.CentralStation_Desert": {
            "Cost": 0
        }
    },
    "When": {
        "HasFlag": "{{ModId}}_MyMailFlag"
    }
}
#

think that'll do it

dawn ore
#

And then just have central station as a dependency? Don't mind that

lucid mulch
#

Another option is to have it be an optional dependency and just reword or remove the quest when central stations not loaded

dawn ore
#

Yeah ok. And sorry if this is a basic question, how would I check that and have that fork for present or not present?

lucid mulch
#
// has central station
"When": {
    "HasMod": "Pathoschild.CentralStation"
},
// does not have central station
"When": {
    "HasMod |contains=Pathoschild.CentralStation": "false"
}
dawn ore
#

Thanks for the helpful nudges folks, I'll try that tomorrow and see how I go!

maiden citrus
#

Hey, do functions using the helper have to return void or am I missing a change that should be here?

lucid iron
#

Even if you could return there where would the value go

maiden citrus
#

thanks

brave fable
#

it does describe the issue in the header for that message, you'd be matching void ReturnStones(object sender, UpdateTickedEventArgs e), so yes, return void

plucky mirage
#

evening folks! continuing to make yesterday's Content Patcher mod menially, and i am done with one ingredient

#

did i understand correctly that if i separate all of these entries with a comma, the action will happen if the player has ANY of these cooking recipes?

#

and if none, then not at all?

hard fern
plucky mirage
#

i am looking at this

hard fern
#

🤔 oh

#

ok then

plucky mirage
#

on the github

hard fern
#

yeah it'll be any of them

plucky mirage
#

i am just making sure in case this is wrong

hard fern
#

i am stupid and just woke up XD

plucky mirage
#

it's alright soup, good to see you

hard fern
plucky mirage
#

if i want an action to happen when the player doesn't have ANY of these i just do the same as above, except append a : "false", yeah? like in the following example?

hard fern
plucky mirage
#

understood, thanks

#

will this formatting work? as in, inserting a linebreak in the middle of the same one Value

#

so far i have only used linebreaks in the Delimiter

plucky mirage
#

what am i missing

#

am i stupid

hard fern
hard fern
#

but you don't have any of it

plucky mirage
#

do i need to have a "|contains=" in there?

lucid iron
plucky mirage
#

oh shit i forgot about it

lucid iron
plucky mirage
#

hi chu

#

so i need to add "|contains=" to the value and then list all of that stuff?

lucid iron
#

Yeah the When thing only takes a key: value whereas you tried to do key: value: value

#

contains lets you encode more stuff in the key

plucky mirage
#

i got it, thank you

#

my shit not formatted correctly as usual lmao

midnight sand
#

Hi!

How can I use GameStateQuery to check if a certain query will be true in a certain day? The query only consists of SEASON and DAY_OF_MONTH

lucid iron
#

Like you want to mock the day being checked?

midnight sand
#

Basically

#

If is possible to check in a more general way with other things it would be great, but in this case I just need to change the day being checked (today + n days or a specific day)

lucid iron
#

Hm the way I'd do it is probably

  1. make a new gsq CHECK_FUTURE <days> [GSQ]+
  2. in the CHECK_FUTURE I determine the day and season of this future day (SDate has helpers) and directly set Game1.season Game1.dayOfMonth Game1.year
  3. Check the GSQs given
  4. Restore those statics after checks are done
#

This assumes you care to let content packs decide how to check ofc, if u dont then u can do this except not register it as any kinda GSQ handler

visual whale
#

Hello, I play Farm Frontier and I want to move my house to the other side, but since it's not the main farm, it seems impossible. I had hoped this mod would work, but apparently it can't do it natively. However, the creator provided this solution but hasn't released the modded version. Do you think this might work, and would anyone be able to do it? Thank you very much. Sorry, I'm terrible at coding, and you're my only hope.
https://www.nexusmods.com/stardewvalley/mods/20606?tab=description

Nexus Mods :: Stardew Valley

The Relocate Buildings And Farm Animals mod allows you to relocate buildings and farm animals from one buildable location to another.

brittle pasture
#

what do you mean "this solution"?

#

anyway there's a lot of code in the game that assumes that the farmhouse is placed on the farm; with enough C# you can do anything but it's definitely not a beginner project

midnight sand
brittle pasture
#

it will, that's why you change it back (EDIT: to clarify, this won't lead to side effects or anything since it's just an int)

visual whale
#

Sorry I forgot to put the screenshot

#

In the commentary section you can see this reponse

lucid iron
#

I can't read french sorry

brittle pasture
#

the original is in English, the screenshot is translated
anyway, what they said will probably allow moving the farmhouse/cabin outside the farm (if you familiarize yourself with making a C# mod and Harmony patching), however it will not change the fact that if you exit the farmhouse it will still boot you into the main farm + gods know how many other things that might break

visual whale
visual whale
unique mountain
#

Is there a token to check Which dialogue is currently showing. When talking to npc I want to change assets specifically for that dialogue.

lucid iron
#

So token does not help here

#

You can maybe use BETAS trigger+change appearance

true coyote
#

hmm, what am I missing 🤔 I'm using simple flower meads and trying to update ebagi's fancy mead texture for it but it still comes out as the default mead texture for fancy artisan goods. For whatever reason, even though the flower meads 'exist' they are not spawnable items in cjb and whenever I come across this it seems these items cant be [further] textured -- is this a fix that could be done with cp?

brittle pasture
#

CJB Item Spawner doesn't know if an item can exist due to mods (e.g. Carp Juice)

autumn tide
#

CARP JUICE

brittle pasture
#

idk what's going on with EBAGI though

#

may be better to just wait for chue to release DISCO

autumn tide
#

-# that's all i have to say i shall be leaving the conversation now SDVpuffersalute

next plaza
#

Did you end up getting a chance to test it?

Remind me in 6 hours to see if I can reproduce the dungeons not syncing properly for farmhands

patent lanceBOT
#

oh my goooooooooooood kittycatcasey fine (#7039538) (6h | <t:1769042897>)

next plaza
#

Remind me in 6 hours to check chu's PR, too

patent lanceBOT
#

all right kittycatcasey but next time you better bring me 20 nirnroot or i ain't doin it (#7039539) (6h | <t:1769042911>)

dire kestrel
#

@iron ridge hi, can i ask what mod discovery tool you were referring to in m:p server? it sounds intriguing

lucid iron
#

(what is m:p)

dire kestrel
#

modpub

autumn tide
#

heh reading this whenever I open the wiki after a massive failure is such an ego boost LOL

next plaza
tame burrow
next plaza
#

.timer remove 7039539

patent lanceBOT
#

Timer removed.

tame burrow
next plaza
#

...okay but actually I should take a look at it tonight if I'm gonna be testing the farmhand dungeon thing to

#

.timer unremove 7039539

patent lanceBOT
#

Invalid time

next plaza
#

smh uber

next plaza
patent lanceBOT
#

oh kittycatcasey you sweet summer child. trusting me with such a task? all right ;) (#7039573) (330m | <t:1769042736>)

true coyote
#

guess I'll just make the sprites and have them for the future ocne I can get things figured out

next plaza
#

Discord has distracted me so much today

#

I was gonna work on code stuff but instead I've just been flailing around uselessly

pine elbow
#

Hi, I’m having an issue with the changeSprite in an event. I’ve changed it several times, but the original sprite still shows up. In the content.json I set it so that ''not original'' sprite is only used when he’s at home, but I also want to use it for events. I’m not sure if that’s what’s causing problems and why it doesn’t show up in the events.
This is an example of an event: https://smapi.io/json/content-patcher/378d43e1cb60416cb921734d000978d9

And here’s the part of the content.json related to his sprites: https://smapi.io/json/content-patcher/32f0fcc5c7f248a38ab3223483a0a18d

royal stump
# pine elbow Hi, I’m having an issue with the changeSprite in an event. I’ve changed it sever...

So from what I can tell:

  • This entry isn't doing anything, because it's always overridden by the exclusive load of "Caleb.png" above it
{
          "LogName": "Caleb Alone Sprites",
          "Action": "Load",
          "Target": "Characters/{{ModId}}_Caleb",
          "Priority": "Low",
          "FromFile": "assets/Characters/Caleb_Alone.png"
},```
* Based on [Modding:Event_data](<https://www.stardewvalleywiki.com/Modding:Event_data>), the command `changeSprite {{ModId}}_Caleb Caleb_Alone` would require you to load a sprite to this target:
`"Target": "Characters/{{ModId}}_Caleb_Caleb_Alone",`
#

so you'd probably want another Load action that puts the Alone sprite there, in addition to w/e edits you do with it for non-events

tender minnow
#

can someone help me read the bundle strings?

#

they look like "Pantry/0": "Spring Crops/O 465 20/24 1 0 188 1 0 190 1 0 192 1 0/0/1//Spring Crops", but im not sure what each number means, aside from the item code

pine elbow
tender minnow
#

didnt even know that page existed! thanks!

royal stump
pine elbow
west thunder
#

@lucid iron oh chue

#

Do you know what kind of monsters the iridium and wilderness golems are?

#

Dangerous or not?

#

After the sniper and lava bat fiasco, I can't trust anything.

autumn tide
#

i think wilderness golems spawn on the wilderness farms too?

west thunder
#

That's the only place both the wilderness and iridium golems spawn, yeah.

autumn tide
#

...checked the unpacked game and this tells me a lot-

brittle pasture
#

hmm you can just check if they have a _dangerous variant in the spritesheets right

royal stump
#

the class shared by stone golem, wilderness golem, and iridium golem is RockGolem
but yeah, _dangerous is a condition that just gets applied to stuff if it has the associated sprite, afaik

#

(also their spawn logic is "randomly replace wilderness golems based on rng and player combat level", making it obnoxious to do in C# SDVpuffersquint)

public RockGolem(Vector2 position, int difficultyMod)
            : base((difficultyMod >= 9 && Game1.random.NextDouble() < 0.5 && Game1.whichFarm == 4) ? "Iridium Golem" : "Wilderness Golem", position)```
#

...oh, right, I forgot some dangerous-mode things like Carbon Ghost have distinct names (but those golems are unrelated)

west thunder
#

And the shadow sniper isn't????

brittle pasture
#

ah yeah some monsters have hardmode set to true explicitly

royal stump
#

it's awkward to define because iirc, everything in dangerous mode has stat changes and optional _dangerous sprites applied, but some are unique classes that don't get used elsewhere

brittle pasture
#

on the bright side it seems like that's only the case for the blue squid and the leaping spooders

west thunder
#

Oh yeah?

#

That's nice.

brittle pasture
#

so i think those golems are not dangerous

royal stump
#

yep, those should both only show up on the wilderness farm (mods aside)

lucid iron
west thunder
#

Good luck to little 'ole me.

royal stump
autumn tide
#

godspeed radical 🫡

lucid iron
brittle ledge
lucid iron
#

I don't know these things off hand either

west thunder
#

Oh, that was sarcastic.

#

I don't have the right farm type for that.

#

I can give the current state of the mod to someone who can check, though.

#

Any takers?

autumn tide
#

🙂‍↔️

brittle pasture
#

you can also use the witch shrine (or just start a new save?)

west thunder
#

oh yea

#

Do it work with modded farm doe?

#

The shrine, I mean.

brittle pasture
#

yes

urban patrol
#

@next plaza while you're here and planning on looking at dungeon stuff later, would you ever consider adding support for relative coordinates? the use case being i'm trying to spawn stuff on setpieces but since the trigger action to spawn takes the coords of a location, it has Issues™. if there were any way to build spawns into a map as a tile property, or a way to give the trigger action relative coordinates, then i could stop begging poor chu to add stuff to MMAP lol

#

i can provide screenshots of what i'm seeing right now if that will help illustrate the current behavior

next plaza
next plaza
#

It only supports single-tile-large spawn regions currently, but I could fix that for the upcoming release

#

If you even need it

urban patrol
#

howww did i miss that i've been knee deep in spacecore docs for months

#

i would definitely use larger regions if you decided to implement it but i can absolutely work with single tiles for now

next plaza
#

I mean to be fair I'm not sure anybody else has ever made an actual mod using set pieces yet 😂

#

(actual mod = not counting my test stuff)

urban patrol
#

the trials and tribulations of being a trailblazer haha

next plaza
#

I had a bunch of ideas for set pieces back when I made them, hence why they persist unless specifically vanquished

#

Stuff like puzzles that change depending on the date, structures that randomly appear temporarily on otherwise normal maps (whether time-based or based on user action), etc.

urban patrol
#

ooooh that would all be cool as hell

#

@pale river come look at this it might be the answer to your puzzle woes

next plaza
#

It's also basically the only reason why SpaceCore's Spawnables feature had to add netfields

urban patrol
#

man i feel like a whole new world of possibility has opened up

next plaza
#

man this channel really isn't helping how hungry I am right now

#

(It's almost dinner time, trying to wait a bit longer before I get something)

eager tree
#

Can anyone help me? I'm using SpaceCore to edit Golden Walnuts. I used SourceSizeOverride to use a bigger texture. It works fine on map/interaction, but when you pick them up, it looks weird on this tab on the corner of the screen

urban patrol
#

mmm potato soup

autumn tide
#

(backed potatoes and boxosoup crossover?!)

next plaza
#

It's a PR that will be merged Soon™. I don't know for certain it will help without looking at the golden walnut code for that screenshot, but it seems like there's a good chance it will

eager tree
hard fern
#

Hm maybe i should have some soup for dinner

fathom hound
#

-# Eat some code for din

next plaza
verbal narwhal
#

Ahh thank you so much!! I’ll look into it tomorrow!

next plaza
stark ocean
#

hello all, i have been slaving away trying to solve a tilesheet issue for the past few hours. if anyone has ideas on how to fix, please let me know. when i boot up smapi, it gives me error messages about directory climbing, or where my tilesheets are being sourced from. currently i have them within the maps folder of my custom npc content pack, where the .tmx files for the maps i created in tiled are located. the tilesheets are vanilla ones that i copied and pasted from sdv content unpacked; i have not renamed them nor changed the file order within tiled as the wiki instructs not to do. currently, i have a symlink targeted at my custom NPC folder in my sdv mods folder, so that any edits i make to the content pack will sync and i can load it up quickly to check my adjustments. i have made sure to adjust the image sources for the tilesheets within tiled so that they are pulling from my mods map folder, but again, i am getting directory climbing errors. i am not a programmer by all means so any assistance is appreciated lolol. i had it working and loading in earlier but it's being finnicky now that i've changed some things

urban patrol
ocean sailBOT
#

When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.

If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

stark ocean
#

i will check that again in VSC in case it changed. where might i find the map fixer?

urban patrol
#

!mapfixer

ocean sailBOT
#
Stardew Valley Map Fixer

There is a map fixer tool by Spiderbuttons that can fix common map errors such as tilesheet climbing.

Upload your map file(s) as .tmx and click FIX to run. Your fixed maps will be downloaded as a .zip file and will need to be extracted in order to replace your old versions.

Feel free to let Spiderbuttons know if you run into an issue it can't fix.

stark ocean
#

thank you for the resources, imma do some troubleshooting hehe

urban patrol
#

good luck!

subtle condor
#

Damn, I was trying to avoid Harmony Patches like 5 days ago and now I am here, changing the limit of golden walnuts via literally only postfixes XD how things can change XD

stark ocean
#

i now remember why i edited the maps in the first place. i wanted to clean up a map error that smapi had to fix regarding the tilesheets i used for editing a copy of the WizardHouse.tmx. the tilesheets were not placed out of order, however they did get renamed from their og names, where paths was just 'p', townInterior was 'untitled tile sheet', and townInterior_2 was 'v16_TownInterior_2'. i also changed the image source for my copy of WizardHouse.tmx to pull from the pngs in my mod folder. i put the map through the map fixer tool just now but it said everything was fine with it. i've attached the error messages, if anyone might know what to do with it. the edited map i made still works and loads in-game just fine but i figured it'd be good to clean this up so smapi doesn't have to

rich talon
#

I really need helpSDVpufferchickcry . While updating The Farmer’s Children mod, my test kids always end up as either 1 boy + 3 girls or 1 girl + 3 boys. I already made a bug report but haven’t gotten a response yet, and I haven’t seen anyone else mention this.
Has anyone tried the Little NPCs beta and noticed the same thing?SDVpufferwaaah

lucid iron
pale river
lucid iron
#

Something i was unsure of is that the spacecore set pieces seem to get yeeted when I invalidate the map asset then do make map modifications again

inner harbor
#

how does one go about making their own mixed seeds? Can anyone think offhand of a mod that's done it? Cornucopia, maybe?

lucid iron
#

I did some stuff on my end to minimize the need to invalidate the map but i am wondering if you got any thoughts about why this happens

lucid iron
inner harbor
#

(Also hi! Chu, I have been meaning to look into HMK, but I'm runing on mod-making lite atm.)

urban patrol
#

oh chu i think i forgot to tell you, i got a double Doors room map again the other night and it behaved Weird. i'm pretty much over trying to fix that, because i finally have just one Doors room working, but in case you wanted to know i thought i'd mention it

lucid iron
#

Is the map still getting reset even after u did the removebyid properly

urban patrol
#

the first room worked great, upon trying the first door in the second room it worked, while having the side effect of resetting the first door in the first room, but then doors 2 and 3 didn't work at all

#

no, i never lose the rest of the map thankfully

lucid iron
#

So removing the first door is intended, you are only allowed to have 1 map override by a particular id active even if they have different relative coordinates

inner harbor
#

I'm thinking of making mixed seeds for the ex-Passerby crops

lucid iron
#

Idk what's up with door 2 and 3 tho they should work the same way?

urban patrol
#

yeah it made total sense to me it would reset room 1

next plaza
patent lanceBOT
#

you know what rhymes with jerkface? kittycatcasey. kittycatcasey does. but fine i'll remind you anyway... (#7039812) (3h | <t:1769045173>)

lucid iron
#

Mystery

urban patrol
#

yeah idk at all lol

#

but like i said i don't care about a 0.4% chance to fix it

lucid iron
#

If spacecore setpieces can natively support this sort of thing too that'd be good

urban patrol
#

yeah lol rather than me pipe cleanering MMAP into shapes it was never meant to be

lucid iron
#

There's no shape it's meant to be besides my garbage bin PecoSmile

urban patrol
#

it's a very useful and pretty garbage bin

lucid iron
#

Map overrides in mmap was meant to be 2nd cake of dynamic map tiles anyways

royal stump
#

I guess that's opening something for random seeds, vs planting something and getting random results, though

inner harbor
#

Looks like Item Extensions is set up for it. Now I just gotta make the sprites.

lucid iron
merry river
#

(I have been silently following the dungeon map progress even if I only understand half of what you guys are trying to do. I am very excited to see the result)

lucid iron
#

There's also a fully vanilla approach where you make a seed sorter machine

inner harbor
#

put something in and it spits out something else?

lucid iron
#

It's good for me who never plant mix seeds out of ocd lol

urban patrol
inner harbor
#

you could even do that with a seed maker, maybe?

pale river
lucid iron
#

That's perfectly doable in a cp machine

#

You can put that rule on seed maker too

#

To avoid drawing new machine

inner harbor
#

Will ponder. I also feel like I'm kinda procrastinating atm too.

pale river
inner harbor
#

(I should be writing marriage dialogue)

royal stump
#

same, I'm like 95% ready to release a thing but I keep side-tracking to random side bits SDVpufferlurk
(but tbf today was "the serializer randomly forgets things")

lucid iron
pale river
lucid iron
#

It's kind of hard to achieve random one of though

urban patrol
#

it's on fastforward lol but you can still see the setpieces and door shenanigans

lucid iron
#

Back in december someone wanted that but presents

urban patrol
#

@merry river

lucid iron
#

And then they did geodes in the end cus you get to use item spawn field on there

#

Whereas the spacecore thing needs some kind of action that would give you "random one of" behavior

urban patrol
#

(also peep trinket tinker getting an NPC to follow me)

lucid iron
#

Personally i think geodes r easiest approach here bolbsun

#

And entirely vanilla

pale river
brittle pasture
#

if you dont mind one more dep then PeliQ works

royal stump
#

(FTM will accidentally support that soon too SDVpuffersquee)
(trigger action to run an FTM custom action™ -> do 1 random action from a list)

brittle pasture
#

(AddItem that uses an item query)

pale river
#

custom geode: jar of pickles, ask clint to break open for you for pickles

inner harbor
#

What I really need to do is write Victoria's 14-heart event. Or at least script it.

merry river
# urban patrol

ohhh is this the big middle room you were trying to get the setpieces in? I also love the door shenanigans, the idea that you dont see whats inside at first is so creative SDVpufferparty

lucid iron
#

If u want to go this route then you'd combine a stored item query with the spacecore on use trigger

urban patrol
merry river
#

thank you chu SDVpufferthumbsup

pale river
# urban patrol

SDVpufferthink now I'm thinking what if I made a sky island randomly generated version of your maze if you were able to make a randomly generated indoor maze but I would probably explode 😭

pale river
urban patrol
merry river
calm nebula
#

Pathos I'm sorry I just never know what to do with the 2dp Nexus gives me sometimes so I throw them at you and I hope it doesnt bother you .....

lucid iron
#

I think that's quite possible if you plan out the cells and make sure every cell has paths that match up

pale river
# lucid iron https://github.com/Mushymato/PeliQ

SDVpufferheart thanks for giving me 2 different solutions even though 1 was enough. I really appreciate the extra step you put in helping people. I'll go with the geode one since you mentioned it's vanilla friendly

plush lantern
#

hi all!! my apologies, i don’t want to steamroll your convo — i just have a question/scenario not shown in the wiki page if anyone has experience making dialogue packs for multiplespouses when boxosoup is all done 🩷

urban patrol
#

multiple conversations happen here all the time, don't worry about it!

urban patrol
#

houndstooth setpieces...

pale river
# lucid iron Do u mean free love

there is a mod called multiple spouses, I looked at the mod page, and the dialogue pack instructions for it is in WIP ok nvm I misunderstood

plush lantern
#

LOL, yall were in a flow state i didn’t want to bust you up!!

has anyone tested/made a pack where there’s an ‘A/B’ caller and a ‘C’ not farmer respondent?

for example:

Call: You left your shoes in the way!” Response: My bad Callers: Harvey, Elliot Responders: Shane

next plaza
plush lantern
lucid iron
pale river
next plaza
patent lanceBOT
#

[blinks] what now? yeah uhhh sure thing boss (#7039824) (2h | <t:1769043054>)

pale river
urban patrol
#

yeah, if maps were simpler and just had passable/impassable you wouldn't have to make bespoke setpieces lol but unfortunately Front and Buildings and Back etc mean you gotta tailor it a little

plush lantern
lucid egret
#

how do i ensure non-social NPCs dont suddenly spawn in in the middle of town? SDVpuffersweats

#

should i give them a home thats just like leagues off the map somewhere

lucid iron
#

What are they meant for?

lucid egret
#

for events

#

and its sort of like a Gil situation? one of them shows up as map tiles and when you talk to him his portrait and display name shows up

lucid iron
#

You don't actually need a Data/Characters entry if they are event only

#

I think this is just temp actor stuff

lucid egret
#

SDVpufferthinkblob yeah now that i think about it

lucid iron
#

The general answer to your question is to set the spawn if missing field to false

lucid egret
#

Ah okay. i forgot that the default is true, thanks chu

open acorn
#

Level

gentle rose
brittle pasture
#

look at their post history, they're trying to spam to level 5 lol

gentle rose
#

yeah I got that immediately after lmao

#

seems like an easy way to speedrun a ban before level 5 but maybe that’s just me

soft lance
open acorn
#

Level

ornate locust
#

great way to make friends, spamming

opaque field
#

What's the best way to preserve color/flavor of an input item?

brittle pasture
#

CopyColor and PreserveId field

gentle rose
brittle pasture
#

[[Modding:Machines]]

opaque field
#

Awesome ty :3

ornate locust
merry river
#

Ah, so that's how it works. Time for me to spam so I can finally get rid of my peasant role

jaunty shuttle
merry river
#

here is my spam: modding community, perceive my thoughtful cat.

jaunty shuttle
#

Kitty baby!!!

opaque field
#

BABBY

merry river
#

okay, I am done. You may now proceed with the mod talk

gentle rose
#

is this onix

merry river
stark ocean
hard fern
#

Wow a cat

stark ocean
#

if anyone is familiar with tilesheets n stuff let me know^^

autumn tide
#

AAAAA cat!

devout otter
stark ocean
#

i'd like to release it at some point^

devout otter
#

Because if it's for release, I'd recommend not changing anything about the tilesets, to avoid compatibility issues.

stark ocean
#

for example, the names of the tilesets within Tiled?

i couldn't find a good link on how to edit vanilla maps w/out causing issues, haha. i found a youtube tutorial but it was pretty outdated so i had to extend my search in random corners of the internet

devout otter
#

Yeah, the names of the tilesets.

#

You are using vanilla tilesheet, right? You don't add anything to it?

#

And you use WizardHouse.tmx as base?

stark ocean
#

yes, i used vanilla tilesheets from the unpacked content. i just added a staircase to the wall beside the shop book in the wizard tower. and also yes, i used WizardHouse.tmx as a base^ i just copied & pasted the tilesheets i needed to reference into my mods folder, then directed the image source in tiled to go there.

lucid iron
#

the thing that im unsure about is whether i need to do anything to mark ManagedManualToken as immutable forever

devout otter
#

With this you wouldn't need to redirect the image source or anything. And the third step is important so that any mod that changes the tilesheet (i.e recolor mods) would also affect your map.

stark ocean
#

would it be best to redo it with the steps you provided, then? it was a pretty simple change, so i don't think it would take long

lucid mulch
#

the ManagedManualToken.Token is just a stock token which inherits its mutable status from the value provider powering it

patent lanceBOT
lucid iron
lucid mulch
#

the Value provider (ManualValueProvider) never has its Mutable set to false

lucid iron
#

if it's already immutabled bc it's a LiteralString

#

oh do i just have to add the ismutable then

#

if it is a case where there's only the last immutable token left after pruning

patent lanceBOT
lucid mulch
#

as currently that manual value provider is being externally driven by doing SetValue calls on it, but if you know you will never setvalue on it you can make it immutable

autumn tide
#

sooo do you have to load tilesheet images

#

(i am in hell)

hard fern
ornate locust
#

please do though

autumn tide
#

..would it make it more likely that CP would stfu

hard fern
#

But yes if you want other mods to be able to target them

ornate locust
#

please

autumn tide
#

okay i will i promise

ornate locust
#

dead-eyed stare in "fought with Haley's Bakery for too long because unloaded tilesheets"...

#

...We can get around that with modern smapi but still aaaaaaa

patent lanceBOT
autumn tide
#

i'll load it, i think cp would yell at me less if i did

#

..god how tho-

#

!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.

autumn tide
#

hehhh

urban patrol
#

you shouldn't be getting errors solely from not loading your tilesheets, something else should be wrong

lucid iron
#

i feel like that means i prune less things bolbsun

autumn tide
#

ikkk but it's good practice anyways

ocean sailBOT
#

Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on macOS Unix 15.5.0, with 90 C# mods and 247 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

autumn tide
#

oh yeah I'm not on my testing mod load thing-

lucid iron
#

atm i can prune starting at "thingy {{Random:1,2,3}}" while the other way means i need to prune starting at "thingy"

#

assuming there even is a "thingy"

calm nebula
lucid iron
#

yea i checked dependents

calm nebula
#

Ie

( token = value)

(If hasmod: token = $token, new value)

#

SinZ is here to explain!

lucid mulch
#

I think you still need to ensure in the ModTokenContext.UpdateContext that an immutable dynamic token doesn't get touched

#

as that logic has some "I dont know what needs to change, purge everything and start over"

lucid iron
#

oh yea i forgor to do something about this.InterdependentTokens

lucid mulch
#

but having ModTokenContext simply stop tracking a dynamic token that has ascended to Ready = true Mutable = false would potentially also work

#

now I think about it, profiler probably could have partially tracked the cost of dynamic tokens by monitoring ModTokenContext.UpdateContext and would be per-content pack but not per-token (which is fine)

iron ridge
lucid iron
#

tbh im not sure if i should do all this in the dt includes PR bolbsun

#

i guess ill commit it and pathos can kill the method if he decided it's better to revisit

devout otter
autumn tide
#

hey! looking through the wiki and saw this under the movie reactions thing, is the 'decreasing order of specificity' thing right?

#

i feel it's wrong but i gotta check in first lol

vernal crest
autumn tide
#

ohhh okay

#

okayyy how might one go about loading their tilesheets?

#

and would that change anything implementation-wise?

vernal crest
#

Are your tilesheets currently in the same folder as your map?

autumn tide
#

one subfolder inside

#

ie Assets/Maps/Tilesheets

vernal crest
#

Does your map have that subfolder in the image source for the tilesheet?

autumn tide
#

...hopefullly?

vernal crest
#

Then you will need to remove that

autumn tide
#

works in tiled

#

oh

#

unhopefully SDVpufferthumbsup

vernal crest
#

Give the tilesheets a unique-ish prefix

autumn tide
#

mhm

vernal crest
#

Then Load to a Target of Maps/<tilesheetname>

autumn tide
#

(i already am luckily lol)

#

aaaah makes sense! and the game will automatically pair it to the new tilesheet bc it's in maps!

vernal crest
#

Yep

autumn tide
#

perfectt tysm!

#

rn I'm listening to boss fight music from my favorite video game to concentrate better SDVkrobusgiggle

#

oh, will the tilesheets still need the Z_ prefix?

patent lanceBOT
lucid mulch
# lucid iron i guess ill commit it and pathos can kill the method if he decided it's better t...

Its kind of two different but related optimisations in 1

  1. Purge shadowed dynamic token values so that less work ever happens in UpdateContext to begin with
  2. Make ones that end up having a stable immutable value marked as immutable so patches can run more efficiently
    with the caveats that interdependent tokens would mean values aren't shadowed anymore and thus isn't immutable as its value would be changing
#

both don't require the include logic other than that you did refactoring in the include PR which would impact the optimisation logic if you made it a standalone PR

lucid iron
#

atm i did 1 i think bolbthinking

#

didnt do 2 yet since that was gonna touch files outside

#

ill prob just leave it as is now and look at 2 after this thing is merged

lucid mulch
#

2 is what I really want but has some dependencies in timing to ensure dynamic tokens are fully initialized and have values before a single patch has been parsed/loaded

#

and I don't think that precondition is currently met as theres hardcoded logic in places to ignore static validation if its a dynamic token as it wont be ready

lucid iron
#

i think the main bit im unsure about for 2 is DT that don't have condition but do have tokens in Value, and DT that are interdependent

lucid mulch
#

actually no I'm thinking of Query that breaks the rule

#

For the case of the token has no conditions but has tokens, that would be that the dynamic token itself needs to have the deterministic flag, as all the derministic flag means is "Immutable if all dependencies are also immutable but mutable if a dependency is mutable"

#

so {{Range 1, 3}} is immutable and will be 1,2,3 but {{Range 1, {{Hearts:Abigail}} }} is not deterministic/immutable so can't be optimised further

calm nebula
#

Why not just put in the PR as is and do optimization later

lucid iron
#

i did raise it MikuBear

#

sinz is just scope creeping me

calm nebula
#

A starving atra is telling you no

#

Separate PR

lucid mulch
#

its nice when I can get other people to write the optimisation PRs for me

#

atra trys nerdsnipe people all the time whats the harm when I do it

calm nebula
#

Two PR

patent lanceBOT
calm nebula
#

Also maybe bring me a pizza in the HEB line

lucid mulch
#

the annoying aspect of the two PR process is that due to the refactoring that includes already does, the second PR would either have to depend on the first, or cause merge conflicts when one of them merges

lucid iron
#

if i have an eureka about set theory between now and when the Pathos Phase shifts back to mod updates ill maybe do it

#

rn i am just too dum to see what im actually supposed to poke at SMCPufferjail

#

but sinz ill give u push permissions to my fork if u wish to do it tho

calm nebula
patent lanceBOT
#

私のユニコードパーサーが壊れているのを助ける (#7040020) (9d | <t:1769825307>)

calm nebula
#

Thank you!

hard fern
#

Im sorry your unicode parser broke

ocean wave
#

oh- where would i find the textures for the juminos during rebuilding cutscenes?

#

looked everywhere

#

unless im blind

hard fern
gaunt orbit
#

I was gonna say I bet you anything it's in cursors

ocean wave
#

yes

#

i have it open

#

all i found

gaunt orbit
#

That's 1.6 cursors if I'm not mistaken

ocean wave
#

yea

gaunt orbit
#

You would need og cursors

latent mauve
#

in Cursors.png

ocean wave
#

ok so i am blind

#

opend normal cursors

brave fable
#

.q 6168 or something

patent lanceBOT
#

Syntax: .quote [#|nick|add|edit|remove] [#|"quote"] [- nick] | On Discord? React to a message with 💬

brave fable
#

true true

gaunt orbit
#

Cursors is massive, easy to miss things

ocean wave
#

.q 6168

patent lanceBOT
#
#6168

there are examples out there but they may be a bit complex as they are part of mods doing lot of stuff

ocean wave
#

nope

brave fable
#

true true

latent mauve
#

It's 6218

#

.q 6218

patent lanceBOT
#
#6218

It's not in Cursors
There's no way it's in Cursors
... it was in Cursors

ocean wave
#

should be pinned

gaunt orbit
#

Should be a gov command

#

We have a gov command for springobjects

brave fable
#

i vote for cursors sticker so we can point out where things are

gaunt orbit
#

Wait we might have that

#

Nope

brave fable
#

no, we have puffer clap and joja hash brown

gaunt orbit
#

I think smc used to have a cursors emote but I don't see it

#

Oops I didn't mean to actually send that

hard fern
#

moomin?

gaunt orbit
#

Yeah, moomin with a knife

lucid iron
#

It's not in smc i just have it lol

gaunt orbit
#

And you're not sharing? So selfish /jk

lucid iron
#

Well the problem is that unlike springobjects which is the actual springobjects uploaded

#

Cursors had to be downscaled to fit filesize

#

This bothers me somewhat and idk how to fix

gaunt orbit
#

How many JojaRewards™ Benefit Points™ do you want for it

lucid iron
#

Like 11

gaunt orbit
#

Actually now that I think of it, I'm really surprised nobody has attempted a moomins mod for stardew

#

Feels like it would fit right in thematically

brave fable
#

to what end? new npcs? new tiny village? junimo replacement? knife?

lucid iron
#

Knife

gaunt orbit
#

Moomins isn't very expansive; you could fit the major characters in like one indoor and one outdoor map

pale river
#

if anyone was planning on doing it, id recommend looking at the moomin collabs/video games for inspiration

gaunt orbit
#

I unfortunately do not have the time

#

Maybe I'll put it in the ideas repo

#

I haven't seen any of the new moomin stuff, only classic moomins

pale river
gaunt orbit
#

Aw, that's cute

#

The tower is moomin's house

tender agate
#

are there guides on setting up a testing environment for mods in game

tender bloom
#

There’s some wiki pages with tips!

#

The top tip is removing all your mods though

gaunt orbit
#

Yeah I just copied my game folder and manually installed the minimum required mods to test what I'm making

#

You can make a csproj.user or a targets file to point modbuildconfig at it

ornate locust
#

I use Stardrop profiles

#

just use a profile with no mods checked and check the ones you're testing with, bam

#

Don't really need to uninstall anything, nothing loads you don't have checked when you run through Stardrop

#

Leave the cheat mods enabled in the testing profile for Testing Purposes, uncheck for my main profile

gaunt orbit
#

Yeah, but doing that is a pain in the ass when debugging c# mods

#

Much easier to just have a separate folder

ornate locust
#

oh I definitely have 0 C# experience

tender agate
tender bloom
#

It’s a wiki! You can add!

urban patrol
#

these are my essentials (minus spacecore, MMAP, BETAS, and DR which i need for my mod)

tender bloom
ornate locust
#

I keep Mailbox Menu in, but that's specifically for spotting i18n problems on received mail

tender bloom
#

I’m super lazy so I only use Lookup Anything, CJB, and GMCM

#

I don’t use noclip because I can debug warp anywhere I need

#

And honestly I feel noclip can hide problems

#

Might be useful for different types of mods than I make tho

#

I also for a while used debug fin instead of CJB item spawner

tender agate
#

yeah I think I'll only add those that give info

urban patrol
#

i only added noclip recently because i'm testing a literal maze :P i'd die without it lol

#

but i didn't use it before last week

brave fable
#

no DefaultOnCheats...

urban patrol
#

and default on cheats i just toggled it lol

upper forum
#

Hey, so small json question, probably a really basic one too- if I want to just include a condition that is a negative. Like if I want something to load when it's NOT winter, is there some term I can use to do that?

#

I seem to remember there being some syntax for negating but I can't find it anywhere

urban patrol
#

!SEASON winter for a GSQ

tender agate
#

!

brave fable
upper forum
#

Oooh, thanks for this page

#

I keep trawling the wiki but I can never find out where anything is lol

brave fable
#

the single source of truth in this cruel world

upper forum
#

yeah I just spent a decent chunk of time but couldn't find the right page haha

#

there and Content Patcher's documentation on github

#

So, like this?

brave fable
#

i see we've crossed wires

upper forum
#

Ohh, gotcha, thanks! Sorry, I was using the wrong terminology it seems

brave fable
#

you're good, i just read the replies talking about gsqs and didn't think you might be working with cp hahah

upper forum
#

yeah I should've specified haha, I'm using token with Content Patcher lol

#

ty for the help!

#

can I add multiple entries after contains= ?

#

like so:

        "Dayevent |contains=spirit's eve, dance of the moonlight jellies": "false"
brave fable
#

yep, it's described with an example in the same subheading as linked above

upper forum
#

ohh right, right lol. I'll read through next time 😅

#

ty!

quasi crow
#

I finally updated for 1.6 compatibility.
Only like... a couple months late, right?
https://www.nexusmods.com/stardewvalley/mods/9875

Nexus Mods :: Stardew Valley

Configure the time it takes for tapper outputs. Harvest your syrup, resin, and tar all on the same day! Now also supports quality, experience, and more!

#

Ah, I lost my author roll. no publishing for me i guess

latent flame
#

want me to showcase it for you? SDVpuffersquee

quasi crow
#

sure :)

latent flame
#

done! the mod looks great btw SDVpufferheart

quasi crow
#

thanks!

dawn ore
#

Hello! I'm making a mod and for one part of it I want to add a new NPC. I've seen a few NPC creation tools out there, does anyone have any recommendations to help with all the things like gift tastes, schedules, dialogue timing etc?

I saw this:
https://www.nexusmods.com/stardewvalley/mods/39818
Recommended? Something else?

Nexus Mods :: Stardew Valley

Want to add your own characters (NPCs) to Stardew Valley without any hassle? This tool lets you do it easily, visually, and directly. With Stardew Valley NPC Creator, you can design NPCs with their da

elder scarab
#

Who can send me a tutorial on how to build a new house in Stardew Valley?

gentle rose
dawn ore
gentle rose
#

let’s see if I get the right governor command first try—

#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

gentle rose
#

yes!

gentle rose
# ocean sail

@dawn ore these are our curated recommendations. I know people have had a lot of luck with Tia’s tutorial (top link)

urban crest
#

Hi everyone, Id like to ask for some help on making maps on Tiled.

On the Wiki it says that the tilesets are loaded on SMAPI based on their original IDs, and when adding a custom tileset, I should add a "z_" as to not mess with the loading order.

However I am a bit confused. I understand that tiles have IDs, which are their number on the tileset; but I havent understood where I can find or add the ID for the tileset. Is ID the image file name and it loads based on alphabetical order (like spring_outdoorsTileSheet coming after spring_beach)? or is there a specific property/config on the map that loads the tilesets in an order other than the order in which the tilesets show up on the Tiled tab?

#

Should I create a map from scratch to make sure the tilesets are loaded correctly?

tiny zealot
#

generally you want to copy a vanilla map and edit it, because a lot of stuff has to be set up just right and the vanilla maps already have those things. you can do it from scratch but it's tricky

#

if memory serves, the z_ advice is slightly out of date because tilesheets are actually referenced correctly and order is not assumed any more (and i think maybe SMAPI does some z prefixing automatically? i don't remember that clearly)

vernal crest
#

Tilesets are what tilesheets become (kind of) once you add them to a map. They hold the data about a tilesheet.

#

The z_ advice is not out of date, it's just desirable for a different reason now. Vanilla maps no longer break when new tilesets are added without the z_ prefix, but for performance reasons it's still better to do.

urban crest
vernal crest
#

However, what a lot of people don't realise is that you only need the z_ prefix if you are patching a vanilla map. Completely custom maps do not need that at all because the game has no expected tileset order for custom maps so it doesn't matter in the slightest what order their tilesets are in.

urban crest
vernal crest
#

It's just never worth starting a new map from scratch, ever.

#

Farm maps actually might be the only custom maps that do require using the z_ prefix (and I say require because you should always use it with vanilla maps for performance reasons, not because it will break without) SDVpufferthinkblob

urban crest
#

could you explain what does "tile layer format" and "tile render order" mean, please?

vernal crest
#

I might have a messy farm mod around that I can check the tileset order thing for, let me check

lucid iron
#

There's some hardcoding for the name (u should have untitled tile sheet for the greenhouse front tile)

vernal crest
#

@urban crest You do not need to stress about it. Just copy a vanilla farm map and use the z_ prefix for any new tilesheets you add to it. There's no downside to using them (in this situation) so it covers you easily without you having to think much about it.

urban crest
vernal crest
#

(Speaking of downsides though, I discovered that Katrielle's Beach map patch doesn't have the water overlay because the modmaker added a second spring_beach tilesheet but called the tileset z_spring_beach instead of just using the Beach's existing untitled tile sheet. As soon as I renamed the tileset, the overlay worked. Times like that are where you can go overboard using z_.)

lucid iron
urban crest
lucid iron
#

You can use spring town if u want and if it not work send ur code

vernal crest
#

So for a farm map if you want to be safe without experimenting, you can just add all new tilesheets (including things like spring_town) with the z_ prefix. And if you want to experiment, all you have to do is delete one of the tilesheets that comes with the standard farm map after you've copied it for your custom farm and see if SMAPI tells you it fixed your map.

urban crest
#

well, not stressing, just ... puzzled?, does it make sense to you hah? like... I have read the wiki back and forth but some questions arent answered in there, and I thought if I needed to check out about the exact thing chu mentioned, thr hardcoded names for farm maps

urban crest
#

but would water overlays show up if they're named like that? earlier you mentioned that a map had a "z_" prefix and the water property/overlay didnt render in game?

vernal crest
#

Yeah, but their problem was that it was the beach, so they already had a vanilla tilesheet right there to pull from. Instead of doing that, they mistakenly thought they needed to add that same tilesheet to their map using the z_ prefix. But they shouldn't have done that because the map already contained that tilesheet. They just needed to add it to their patch using the same name it already existed with.

urban crest
#

ohhh

vernal crest
#

I don't know the code quirk behind the water overlay not working, but that never would've happened in the first place if they hadn't incorrectly added it as a new tileset anyway instead of using what was already there.

urban crest
#

I have one more question and will probably be done with it (thanks for the patience in explaining everything to me!).

#

If I were for example to use "farm_standard" to build a new map,and add the "spring_beach" tilesheet (as you mentioned just as an example), it could come before the "spring_outdoorsTileSheet", so would that cause any issues when loading the map into the game? I mean, the standard map doesn't use that tilesheet originally, so by adding this vanilla tilesheet and adding terrain containing its tiles, is it passive of corruption?

vernal crest
#

As I mentioned, just add new sheets using the z_ prefix so you don't interfere with the order. EDIT: if you don't want to experiment to test if it will object to the order

#

The map that you use as your base won't matter for whether the game cares about the order. The important thing is whether you're editing a vanilla map in game (like if you make your custom farm map a replacer for the standard farm) or, possibly, the game might care about the tileset order for custom farms because additional farms are a vanilla feature so it's possible there's code to check their tileset order.

#

You can easily test this by making your additional farm using the standard farm map and adding a new tilesheet, then testing it in game.

#

If the game doesn't like you adding the spring_beach tilesheet in, it will tell you. If that happens, all you need to do is rename it in Tiled to z_spring_beach and the problem will be fixed.

urban crest
#

This explains a lot. Thank you so much for the advice happycry
I will be mindful of those notes in my farm creation 🙏

ocean wave
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are these used in jumino stuff i think so but just to make sure

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if so- is it 16x16

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i think it's 10x10 actually

hallow igloo
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hello I have question

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what?

ocean wave
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!mh maybe

ocean sailBOT
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For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

hallow igloo
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wait what's the difference between that and this channel??

gray bear
hallow igloo
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ah so this is the right channel

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I'm switching farmtype for debugging purposes lol

vernal crest
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You haven't got any mods that add extra farm areas or anything?

hallow igloo
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just frontierfarm

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tho the issue has disappeared now

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so

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I don't know

vernal crest
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Strange

hallow igloo
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I switched to riverland and back to frontier and then slept and restarted the game

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that fixed it

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so probably something weird in the savestate

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but I was so confused that was even possible

eager tree
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Hello
If I wanted to add light to the existing bushes, how would I go about that? Do I need to use C# for that?SDVthinking

brittle pasture
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yes

vernal crest
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No?

lucid iron
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Well map bushes r just map tiles u can regular light

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The non map bushes r fixed position so u can also just regular light

lucid iron
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I didn't add bush bc they don't have a data model so idk what to key by

vernal crest
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O dear if only the creator of MMAP was around so they could add it to bushes

lucid iron
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If only matt was around to let me scope creep 😌

vernal crest
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(I joke because chu is right all you need is some json to add the light property to map tiles)

brittle pasture
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yeah I suppose you can just add lights to the same tile the bushes are on, but technically bushes are separate entities

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that's why I said C# because on a strictest interpretation of the task you do need it

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like if someone uses a bush moving mod SDVpufferrad

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or destroyable bushes

eager tree
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thank you! I'll look into it
unfortunately anyone who decides to destroy the bushes of my mod will have random light sources on the map, bc I do not want to touch C# so soon SDVsobastian

vernal crest
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Arrrggggh I curse all people who do not use LogName CatStab

lucid iron
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I stopped using it after local tokens ...

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Mostly cus I can't put tokens inside

vernal crest
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I still use it for local tokens because I can at least explain in the logname that it is a local token patch

lucid iron
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Yeah it just that the default log name does actually indicate which include this is from

vernal crest
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So when I am looking through dozens and dozens of patches I know what to discard

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Sometimes I have several edits to the same asset inside an include

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But this, for example, is so unhelpful

eager tree
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slowly going to add lognames to my mod...

ocean wave
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Catpls testing my dumbino update before publisjing

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oh yea- is there a way to like re-

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oh.

eager tree
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lmao SDVsobastian

ocean wave
ocean sailBOT
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Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on macOS Unix 15.7.2, with 51 C# mods and 44 content packs.

vernal crest
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Eh, the game crashes sometimes

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Might be an AVE

ocean wave
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ill try again

vernal crest
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Probably an AVE

ocean wave
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ave?

vernal crest
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Access violation error

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One of your C# mods suddenly going splut for no identifiable reason

ocean wave
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ooo

vernal crest
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Usually fixed by just running the game again, restarting computer, or removing and re-adding some C# mods