#making-mods-general

1 messages · Page 523 of 1

vernal crest
#

(Yes they are famous)

near imp
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.. im gonna be a public nuisance in here when i get starstruck figuring out the discord usernames of all my beloved modders SDVpufferfingerguns

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constantly.

vernal crest
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Pssht nobody knows who I am chu

lucid iron
#

They will if u gib hiria 😌

lucid iron
vernal crest
#

I refer again to the heat death of the universe xD

lucid iron
near imp
#

oh shit good tip, thanks SDVpufferheart ill try not to embarass everybody by saying how much i love the mods and so on every time i bump into a new creator... unleeeesss?

lucid iron
#

The table has their chosen 3 mods + discord username

lucid iron
#

It is validating to know that things I thought would be qol are qol for more than 5 ppl out there

near imp
lucid iron
#

Though i suppose the thought of making something literally 5 ppl will use wouldn't stop me bc I'd be 1 of those 5 as well

near imp
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honestly 90% motivation right there

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another 5% is the ADHD novelty of seeing something you think you can fix and dropping everything in your hands to do it

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so thats 95% of the way there bay-beee

vernal crest
#

I use chu's mods copiously, they are excellent and chu is great at providing support for them

opaque field
#

Agreed

near imp
#

one of the bigger challenges is not getting distracted by another issue before the first one gets finished, or perhaps thats mostly me SDVpufferthumbsup

opaque field
#

Nono, I do that too

vernal crest
#

Why do you think I keep saying my mods will never be released lol

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I was working on one of mine tonight and have just volunteered to collab on another one (another Clint one, even though I have done nothing on my own Clint mod yet except have an idea lol)

near imp
#

Starting a new project >>> finishing any of the old projects

opaque field
#

I'll release my cream cheese mod, and fishstick mod..... eventually

calm nebula
#

You have an orange name so you've released at least one mod

stable crater
#

What do you call it when you don't even want to make your own mods but would like to fix a little thing in a mod someone else made, that you 99% love but it just has this little issue. 😄

lucid iron
#

Sending in a pull request

near imp
#

I have released 3 (tiny ones) but only have the green name SDVpetcatsad

vernal crest
gray bear
#

release a mod? no, only hoard

stable crater
#

I have a Sebastian girl mod, which turns him in the a she/her Sabrina and it works like majority of the time but bugs out in a few dialogs showing the vanilla name and/or pronouns, and has a broken portrait in one situation 😄

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I just thought I'd dip my toes in the modding waters by trying to figure if I can fix those. 🙂

vernal crest
#

A good place to start and welcome to the server :)

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I started editing others' mods back in 2021

gray bear
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👋

vernal crest
#

Now I make my own (very slowly) and aggressively edit others' mods lol

fading walrus
#

I got my start by making personal edits too!

gray bear
#

personal edits are part of the pipeline

vernal crest
#

I redraw things, edit maps, rewrite dialogue, fix errors, convert from old formats, the works

autumn tide
#

oooh, tysm!!

gray bear
#

personal edit -> maybe (1) mod -> expansion,,, ✨

vernal crest
#

Can't even be bothered getting perms to release anything I fix lol

lucid iron
gray bear
#

most of my fixes are so minor and hyper specific i just keep em

vernal crest
#

Morning claude bcaWaveAhoy

gray bear
#

but also possible yes

autumn tide
#

Night aba LMAO SDVkrobusgiggle

gray bear
#

and a good timezone to you all

stable crater
vernal crest
#

Yes I am going lol

lucid iron
autumn tide
#

yayyy sleep schedules!

gray bear
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oh? goodnight Aba

autumn tide
#

...wait what time is it for you-

autumn tide
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(EST for me, it's 11:53am)

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ooooh but making a genderfluid character would be fun...

gray bear
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its almost noon

autumn tide
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gotcha, same time zone then!

gray bear
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oh no meant for u

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it's almost 7pm over here

autumn tide
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OH

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gotchaaaa okay

gray bear
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mind u i use military time so be aware i get easily confused by am/pm

autumn tide
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aaah okay

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so you'd be 7 hours ahead of me then hmmm

gray bear
#

in the future: colmd

sleek flint
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I asked this before, but there weren't many people online, so I am asking again before I officially mark my mod as complete.

Should I make the name of my shopping channel something like:
The Belmond's Exchange
or
The Zuzu Shopping Network

autumn tide
#

hmmm zuzu shopping network

sleek flint
#

anyone else want to give me their opinion?

sudden frost
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how do you even mod this game

gray bear
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second one is simpler and thus i like it more

near imp
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Another vote for the shopping network

opaque field
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I like Zuzu Shopping Network

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Sounds snappy :3

gray bear
tender agate
#

what is the relevance of belmond to your mod?

sleek flint
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Ok, the previous group also voted for zuzu so it wins.

autumn tide
sleek flint
#

thanks SDVpufferheart

sleek flint
near imp
#

maybe youre thinking too much / more than the rest of us xD I just thought the Zuzu Shopping network immediately sounded more familiar to the game and therefore more plausible

tender agate
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i think belmond's exchange sounds more interesting
the popular choice The Zuzu Shopping Network has the pro and con of being more descriptive but kinda generic

near imp
#

Another factor would be the mod name having the word Shopping in it vs Exchange. Shopping might be more descriptive of what the mod does?

autumn tide
#

aight i have returned with modding questions- any way to make text in a message/dialog box italic?

zealous lodge
#

Hey guys, quick question: I added a custom house with interior map. I'm now making my NPC's schedule, but how do I like, tell her how she can leave the house lol? Like if she needs to be in town at 1200 and I have her in a certain spot in the custom interior, will she know how to leave the interior map?

gray bear
#

claude i will make a jailed image for u (again) /j

stable crater
autumn tide
sleek flint
#

Ok, sorry to bother you, but I also want names for my Monster Channel. Basically, what the channel does is that it tells you which floors in the mines today are special floors (eg. slime infestation, quarry floor).

sleek flint
vernal crest
sleek flint
#

The name I have for it rn is terrible, I didn't even spend a lot of time thinking of it. It's The Miner’s Hour.

latent mauve
sleek flint
vernal crest
autumn tide
#

aba what happened to going to bed

vernal crest
sleek flint
#

Does anyone have anything that can beat that? SDVpufferthinkblob

vernal crest
ocean sailBOT
opaque field
vernal crest
autumn tide
vernal crest
lucid iron
sleek flint
tender agate
zealous lodge
near imp
vernal crest
#

I am old but I'm not that old

stable crater
#

Monster Channel could be something adventurers related... Adventurers Guild Association Network 🤔

sudden frost
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sorry

sleek flint
lucid iron
#

another irl event inspiration

novel steeple
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@sudden frost dont be rude to people trying to help

lucid iron
#

last year japan has bears all over the place

lucid iron
#

i wonder what their alert system is called

near imp
#

Bear-ware.. sorry ill see myself out

vernal crest
stable crater
sleek flint
#

I vaguely remember seeing your pfp with your image in it when I first started modding.

vernal crest
#

I had a jazzybee portrait maker pfp before this one

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I hope I didn't join this server with my real face at any point lol

autumn tide
#

ahhh

sleek flint
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I don't know we are getting a bit off-channel, but I do remember it, I think you had blue-dyed hair then. But whatever, let's not drag this anymore,so the junimos don't get annoyed.

zealous lodge
vernal crest
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I like miners beware

sleek flint
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ok I am going with it, thanks chu SDVpufferheart

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and thanks to everyone for giving me their opinion.

latent mauve
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Monster Channel could also be something like The Scout's Report but that's less fun

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MineSweeper Daily

opaque field
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I like MineSweeper Daily

autumn tide
#

aight back with modding stuff- tips for making up stardew-y book titles? giving kroby a bookcase and I wanna make a token with a ton of random titles to choose from

latent mauve
#

(I am late to the party but I just woke up ten minutes ago, LOL)

tender agate
autumn tide
#

..how

tender agate
#

steal from irl titles maybe

autumn tide
#

hmm okay

tender agate
#

seems to be what most people do

zealous lodge
autumn tide
#

ooooh that's good!

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gotchaaa, I'll search up some real titles and try and stardew-ify them!

zealous lodge
#

Does anyone have any idea for an idle animation for my kidOC inside? Outside she'll be looking for bugs, but I'm not sure for inside...Just letting her read like Jas feels a bit lifeless

near imp
#

im thinking about topics Krobus might be interested in.. hes a shadow person, right? so maybe something about dealing with light sources and casting shadows, something silly like "how to deal with multi-point lighting -a self help book" or something along those lines

eager tree
# autumn tide ooooh that's good!

there's a few old websites ppl who write fanfic used to generate npcs/maps/items names and titles, you can config them to generate book titles

autumn tide
#

ooooh!

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thats awesome omg

tender agate
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there are a few book mods you could look for inspiration maybe. wren the plumber also has manga titles

latent mauve
autumn tide
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oooooh tysm-

near imp
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Humans 101

autumn tide
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pasting all this in my thread SDVpuffersalute

zealous lodge
autumn tide
#

AAA yes! maybe some notebooks with stuff written by the wizard/linus

zealous lodge
#

Also would you like some like literal suggestions?

latent mauve
#

Ngl, it would be potentially amusing to have Krobus have a shelf with 'how to human' books that are things along like the lines of the "Everybody poops" kids book or "What to expect when you're expecting" SDVkrobusgiggle

tender agate
#

notebooks is a cool idea, personal dairies, artbooks, cookbooks too

near imp
#

Cooking with Void Mayo

autumn tide
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yes please! mostly non-fiction, krobus has special interests in culture/linguistics/communications/etc

zealous lodge
autumn tide
#

yes!

near imp
#

"When humans say one thing but mean another, a guide to sarcasm" (aight i gotta stop now)

stable crater
#

"Everything you wanted to ask about laying eggs but never dared to ask"

autumn tide
#

HAH

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noo don't stop this so fun-

zealous lodge
autumn tide
#

yay! tysm omg-

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i cannot names

tender agate
#

Shadow History, some history title about shadow people mingling with the outside world yearX - yearY

eager tree
#

I have a doubt, could anyone help me? (sorry to interrupt claude i promise is a quick question)
I would like to add new trinkets that have the same effect as the parrot trinket. but to what I understand, for the new trinket to have the same trinket effect as the parrot, it needs to have the parrot trinket ID? (ParrotEgg). Wouldn't that be a problem, two trinkets having the same ID? or is there something I'm misunderstanding?

autumn tide
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(nah go ahead interupting is a sacred rite here)

opaque field
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(Trinket Tinker could maybe help with that?)

stable crater
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"How to avoid humans and not influence people"

eager tree
latent mauve
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"Culture Shock: Bridging the Gap", "a series of unmarked notebooks scribbled in an untidy hand, peeking inside it appears to be notes on human culture?"

near imp
autumn tide
opaque field
lucid iron
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do u need it to be a new trinket ConfusedAnime

eager tree
#

yes

lucid iron
#

then you can't do it with just content patcher

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the reason is cus the Id is literally the key in Data/Trinkets

eager tree
stable crater
#

I listened to the original Dale Carnegie book "How to Win Friends and Influence People" and it was just horrible, like, this is a psychopaths guide to manipulating people, I want to do the opposite. 😄

vernal crest
#

Claude please use these excellent suggestions for book titles

lucid iron
#

you can only have one of those SMCPufferjail

latent mauve
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Trinket behavior is C# territory, you will need to lean on a framework to code it with CP

vernal crest
near imp
lucid iron
#

u can indeed do it with trinket tinker but i feel like you'd have to elaborate on the vision

autumn tide
#

i shall SDVpuffersalute

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(they may be extra rare but goddamit they're fun)

tender bloom
tender agate
tender bloom
#

But I didn’t read the book, I just had a project management teacher who used snippets

vernal crest
zealous lodge
# autumn tide yes!

An Ode to Yoba
Junimo's: Legend or True?
A brief history of Pelican Town
Of Dwarfs and men
Shadow magic for dummy's
How to Win Friends
A picture of Doris Hay
Legends of the Island
Peace and war
A tale of two towns
A study in purple

tender bloom
#

Phonemes of Dwarvish: A Complete Guide

zealous lodge
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Omg I didn't even think of studybooks

tender agate
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add in a book about kerning

autumn tide
#

HEH

stable crater
#

Of Dwarfs and men -> Of Dwarves and men. It's more posh that way

near imp
#

if hes also into history maybe something on the old Elemental Wars and the conflict with the Dwarves?

#

ref that heart event

zealous lodge
#

Maybe something on squatters right since he's living in the sewers?

zealous lodge
autumn tide
tender agate
#

it would be so funny if krobus becomes an expert on highly specific things in language like kerning

stable crater
#

Yeah both are okay, but dwarves just feels more sophisticated. 😄

autumn tide
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dwarvees

opaque field
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Of Dwarvi but it's the latin i with a line over it

near imp
#

is that what a baby dwarf is called

opaque field
#

or would it be Dwarvae

zealous lodge
#

Maybe some out of character books with signs hinting it was thrown away by a townie and Krobus just scooped it out of the sewers

opaque field
#

tries to recollect ancient Latin classes from HS

tender agate
#

oooo krobus needs a book on body language

opaque field
#

Dwarvamos?

#

no wrong conjugation

zealous lodge
autumn tide
tender bloom
#

Nonverbal Communication Across Species

autumn tide
opaque field
#

"How to communicate using only your eyebrows"

near imp
autumn tide
#

yeah you can steal all my lore heh SDVpufferthumbsup

opaque field
#

"How to signal distress in 50 languages"

autumn tide
#

HAH

tender agate
near imp
stable crater
#

"How to sustain business with only one customer"

autumn tide
#

PPF

zealous lodge
#

Guide to making potpourri/perfume? To battle yk... the smells

opaque field
#

I shaved my brows into these cute lil nubs (my friends called them doberman brows bc the way doberman dogs have little nubs) and they are INCREDIBLY fun and expressive

near imp
#

yall need to stop im supposed to be making fence sprites and im just shitposting here and laughing at all the titles instead 😭

autumn tide
#

wait.. what are those books of letters called-

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uhhh

opaque field
#

Also, learn how to make the AngryVideoGameNerd Frown

autumn tide
#

episto..

stable crater
vernal crest
zealous lodge
opaque field
#

I've been staring at my own machine animation blankly oops

autumn tide
#

epistolary novel!!!

opaque field
#

I'm supposed to be making White Algae cream cheese

zealous lodge
#

Ohh those are fun, I wrote one of those once

tender agate
#

don't limit language/communication books to people. add a couple that's like how to talk to bears, how to sing with birds, friendship with raccoons etc

autumn tide
#

i'm not even coding im just saving these omg this is so fun

stable crater
#

101 ways to cook quartz

zealous lodge
#

The art of feng shui: how to make your house a home

autumn tide
#

obvi like 39,492 dictionaries

vernal crest
#

"Unionise Now! Explanatory booklet written by Jorts and Jean"

autumn tide
#

okay!

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ykw I'll make a 1/~20 chance for a pool of these weird suggestions

vernal crest
#

(You'll need Tia's permission but I suspect they'll give it)

autumn tide
#

ohh okay I will!

near imp
autumn tide
#

hmm are they okay with being summoned?

autumn tide
autumn tide
round dock
#

Sounds like a message Tia would approve of /lh SBVLmaoDog

autumn tide
tender agate
#

we should never not endorse union propaganda

autumn tide
vernal crest
#

(Tia if I spoke too much for you please feel free to scold me about it)

autumn tide
#

yayyy

opaque field
#

"Caracal's Cream Cheese Abominations"

autumn tide
#

'Aba's guide to not going to bed at a reasonable hour' SDVkrobusgiggle /lh

stable crater
#

"Void is the new black"

opaque field
#

Ooh I forgot to make Regular Algae Cream Cheese, and Seaweed Cream Cheese

near imp
#

Sewer Filter Maintenance, a Handyman's Guide

zealous lodge
#

Caring for Carps

opaque field
#

"I don't Give a Carp - The Casual Fishing Guide"

latent mauve
#

"Dungeon Keeper's Guide to Creating Shops" and it's actually Sebastian's old book that got lost but Krobus thought it was something else.

opaque field
#

AWWWHHH yes

zealous lodge
opaque field
#

"Code for Dummies" - old programming book that Krobus thinks is a secret code guide of some ancient civilization

near imp
#

Amazing SDVpufferwow

round dock
#

The Picture of Dorian Gray...water

latent mauve
#

An assortment of Haley's old fashion magazines with a trench coat and sunglasses highlighted/circled

tender bloom
#

Cause she’s right near the sewer!!

stable crater
#

"Still Water – A guide for those who are keen to learn"

round dock
#

Elizabeth, why are you now LowTirePressureLight SBVLmaoDog

opaque field
#

"Every light on your dash and why it's blinking"

autumn tide
#

i love this omg

patent lanceBOT
autumn tide
#

yayyy this is my first quote i think LOL

visual nymph
#

We should throw a party

autumn tide
#

i have finally refined my one-liners yayyy

autumn tide
#

..this confuses me

visual nymph
#

I enjoy confusing others with my behavior

autumn tide
#

heh I am a very easy target-

tender agate
#

give krobus a notebook filled with pictures of sights and places he wants to see if he ever got out of the sewer

visual nymph
#

That’s such a good idea

autumn tide
#

awww :)

tender agate
#

some could be grand, but a couple could just be like gus's saloon, museum, rsv's cable car

autumn tide
#

@uncut viper hello! asking for permission to include this in my mod as a rare message to show up when you click on krobus's bookcase SDVkrobusgiggle

near imp
#

but at least 10 more people will download the mod just to see the books in action so, worth it?

autumn tide
#

aww yay!

autumn tide
visual nymph
#

I would be honored

autumn tide
#

yay!

#

aww :)

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if anyone wants to plug themselves in weird book titles just write one and @ me and I shall include it 🙂‍↕️

opaque field
#

Guess who got MEGA distracted and started making a game in PICO-8 instead of cream cheese logic? Me whoops

autumn tide
#

you- wow okay

opaque field
#

It started with the cream cehese machine logic I promise

visual nymph
tender agate
#

how do you make a game with cream cheese logic?

autumn tide
#

anything LOL

autumn tide
visual nymph
opaque field
#

Well okay so I was thinking about the logic of how the machine works, and then it started me thinking about Sourdough Inclusions, and then I remembered I wanted to make a game where you're a bunny apprenticing at a Sourdough Bakery

tender agate
#

I think you like sourdough

autumn tide
#

aww :) I am going for more non-fiction but yeah that does sound cute SDVpufferheart

opaque field
#

Yeah, also I like Sourdough

visual nymph
#

Spirits cookbook for salt lovers

opaque field
#

(Claude if you don't use that title I'd like to politely ask to use it in my Alex expansion)

autumn tide
#

go ahead use everything :)

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okay! might make it a lil weirder hehe

visual nymph
autumn tide
#

i got 40 slots for joke names heh

tender agate
#

Ninja's guide to living in the sewers

autumn tide
#

heh yes

tender agate
#

Why Do People War? A Study Through the Lens of Ferngill and Gotoro

autumn tide
near imp
#

is scope creep infectious? these fence variations are getting out of hand and i need someone to blame other than the consequences of my own actions 😭

pale river
autumn tide
#

oooh!

tender agate
#

blame the fences for not being able to morph on their own

autumn tide
near imp
autumn tide
#

as the offical mascot of scope creep

autumn tide
#

yay! ty buttons :)

tender agate
#

Krobus's memoir: A Life's Journey from Dungeon to Sewer and Beyond
it is unfinished

autumn tide
#

oooh...

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it would be cool for them to start writing about thier experiences at high hearts hmmmm

subtle condor
#

Does anyone know where I can edit the perfection tracker info in C#?

#

I was looking through NetWorldState and a bunch of other stuff and I just can't find it :/

brittle pasture
#

what specific info you want to edit

#

it's a collage of various scattered bits (recipes, friendships, etc)

subtle condor
#

Oh yeah, I am basically trying to change the cap from 130 Golden Walnuts to 140 and I already implemented all, but it seems like the 130 is a general cap. I thought maybe in the perfection tracker, the cap is being set

brittle pasture
#

Utility.percentGameComplete

subtle condor
#

Ahh, that's where it is located. How did you find it so fast? Is there like a method to look through it more quickly or do you generally just know where to look?

royal stump
#

that's the method that controls the perfection counter specifically, it's come up elsewhere
though keep in mind that won't change the other game logic that assumes 130 = max walnuts, just the perfection screen & related events

brittle pasture
#

also you'd need to edit the tracker screen in GameLocation.showQiCat

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and yeah what esca says

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definitely a bunch of other places too

royal stump
#

(oh right, I forgot the qi cat menu has its own numbers too SDVpufferdizzy)

subtle condor
#

Okay, so that'll definitely be useful for later. But if it doesn't affect the limit cap, do you guys have an idea where the limit cap might be? So far, when I collect more than 130 walnuts, it just doesn't play the sound effect and doesn't count the walnut. NetWorldState.GoldenWalnutsFound also stays at 130 max

royal stump
#

there isn't a centralized place where "130" is set to a field, it's a constant that gets compiled into multiple classes, like this

#

incidentally, notepad++ or other "search multiple files" tools can help search for things like this
ctrl+shift+F brings this up in that, which is what I use

brittle pasture
#

I would not enjoy transpiling all of those code paths

subtle condor
ornate drift
#

where are the underwear sprites used

regal leaf
#

Having ideas for a seal village, which would be a sub-area, while I should be working on the main areas of my mod is definitely not an hindrance- But I love seals, so I gotta fully commit to that idea now... 😔 ✊

regal leaf
# pale river that sounds really cute

Actually that would be a good thing to incentivize players to search for the new fishes I will be adding. Like, needing them for bundles to make little houses for the seals 🥺

opaque field
#

ahhhh yes so cute

ornate drift
#

Like every character has a beach variant except for him

pale river
regal leaf
opaque field
#

What is this 'playing the game' you speak of?

regal leaf
opaque field
#

I love a good bork bork ouuugh

ornate locust
#

someone did a video with my mod in it and TLDR now I have figured out how to use BETAS to automatically remove terrain features from an area. That video MAY have had a tree from SVE lodged in my building SDVpufferchickcry

#

heckin non-tilesheet tree

urban patrol
ornate locust
#

Oh, I need to regen the paths layer? I got the stuff cleared fine. Can I see the example?

last plume
#

Hey everyone. I am back after going MIA for months. I wanted to apologize for that. I became really busy and was also experiencing modding burnout. Then I went through a crushing breakup recently but after several days post that, I feel like I want to come back and mod again.

improved Shops will be getting new content and what not.

i hope to get updated pushed out by the end of next week.

Thank you for making me a Verified Mod Author on Nexus Mods. This is a major milestone!!

ornate locust
#

Don't worry about going MIA, we're all amateur hobbyists here

last plume
#

im glad to be back tho

urban patrol
# ornate locust Oh, I need to regen the paths layer? I got the stuff cleared fine. Can I see the...
{
    "Action": "EditData",
    "Target": "Data/TriggerActions",
    "Entries": {
        "{{ModId}}_TerrainReset_TNTCliff": {
            "Id": "{{ModId}}_TerrainReset_TNT",
            "Trigger": "DayStarted",
            "Condition": true,
            "MarkActionApplied": false,
            "Actions": [
                "Spiderbuttons.BETAS_ClearTerrainFeatures Town All 9 62 19 72",
                "Spiderbuttons.BETAS_RegeneratePathsLayer Town 9 62 11 11",
            ]
        },
    }
},```

very important to note that CTF takes X Y X' Y' and RPL takes X Y width height
ornate locust
#

excellent, thank you. Though is making it happen every day necessary?

urban patrol
#

i do it every day in case someone adds or removes the mod mid-save

#

well i guess not removes

#

changes the config mid-save perhaps

ornate locust
#

Aha, gotcha

#

wipes out the weeds too

urban patrol
#

i have two different places my building can go so i covered both options

#

oh nice

ornate locust
#

In my case, I just need people with SVE installing things mid-save to not have a tree and grass and bush in the building

#

because SVE replaces the tilesheet tree and bush with ones on the path layer and adds grass

#

I WAS fine with people needing to use RTF to fix it until someone reviewing the mod did a video and that dang tree and bush were staring at me the whole time on it. :V But heck, I'm using BETAS for something else anyway, may as well

urban patrol
#

yeah if it's already there!

uncut viper
#

BETAS™® can solve all your problems.

pine elbow
#

Hi! How can I make a warp room so a character disappears? Do I need to do anything else besides adding the map in content.json and putting it in their schedule?

ornate locust
#

Especially if your problems are stray path layer trees

urban patrol
urban patrol
vernal crest
opaque field
#

For all your dependency needs, depend on BETAS

vernal crest
#

Hello everyone I did not sleep

urban patrol
#

noooo 😭

last plume
#

I can no longer find VS22 Community. does anyone know if VS26 will work for SMAPI?

pine elbow
pine elbow
vernal crest
urban patrol
#

(i linked your "hiria goes to the dentist" snippet last night lol)

pine elbow
#

Thanks to both of you!

last plume
#

or is VS26 a dealbreaker?

pine elbow
blissful panther
#

VS2026 should work fine!

patent lanceBOT
urban patrol
#

this is how i have one character "turn into a bird" in the evening:

{
    "Action": "EditData",
    "Target": "Data/Locations",
    "Entries": {
        "{{ModId}}_TantrumHole": {
            "CreateOnLoad": {
                "MapPath": "Maps/Coop"
            },
            "DisplayName": "Birdcage"
        }
    }
},

// schedule entry:
"Mon": "a0900 ArchaeologyHouse 22 4 2 monty_read1/1200 Town 14 73 2 monty_sitbench/a1910 {{ModId}}_TantrumHole 3 7 0",

combined with a map edit to put a bird in the birdcage at that time

ornate locust
#

Tantrum Hole LOL

#

actually while I'm doing this, I should figure out how to make the wizard do his little teleport animation when he teleports...

urban patrol
#

that comic with the skull lives in my head rent free

ornate locust
#

utterly pointless, nobody's gonna see it, but if they DO

#

specificTemporarySprite wizardWarp
so how do I find what this is?

#

Wiki says they're hardcoded, but I want to know what the image it calls is

vernal crest
#

Put it in an event

#

Fastest way I can think of lol

urban patrol
#

off the top of my head it's cursors

#

i can check though

ornate locust
#

you know what, why am I even surprised, CURSORS shakes fist

#

It's what happens when the wizard teleports, I'm just not sure what part of it that it is or where the image is

urban patrol
#

here's where he turns white/purple

ornate locust
#

AHA YES Thank you, that's perfect

hallow prism
#

hmm

#

question, i have currently a situation when several of my maps are spawning debris including wood branches

#

but i can't control the spawn

#

is there a mod that would allow removal of those debris on a large scale?

#

(apparently this is a side effect of allowing debris to spawn on maps that aren't allowing them naturally, so i can't really avoiding them)

zealous lodge
#

Hey guys Im following the making a custom NPC tutorial and I'm at the gifttastes section which is really clear about how to define loved/liked/neutral/hated gifts and the response, but is there any way to add extra specific responses for specific gifts? Like the default response for a hated gift would be "I don't like this", but the response to alcohol as a hated gift would be "I don't drink"?

hallow prism
#

you would do that in dialogues

#

wiki page about dialogue has examples and details about how to have specific answers and generic ones

#

(using a context tag for ex)

zealous lodge
#

Oh oops, I must've missed that! So adding that to the dialogue would overwrite the "default" responses added in gifttastes.json?

hallow prism
#

yes

zealous lodge
#

Thank you!

royal stump
bold cairn
#

OK I've forgotten enough things that I have a strange question:

Currently my mod listens to GameLoop_UpdateTicked() only sparingly out of fear of performance concerns. It only Hook()s into that when the appropriate menu is opened and then soon UnHook()s from GameLoop_UpdateTicked() when the menu is closed (only when the player is opening Geodes)

I'm now considering adding functionality to my mod to detect anytime the player ever gains Farming XP, but to do that I believe I would need to have GameLoop_UpdateTicked() running constantly to detect when their XP amount changes.

Is it possible to somehow allow the "XP checking" to constantly listen to GameLoop_UpdateTicked() but compartmentalize off the "Geode checking" to only hook in to listen to GameLoop_UpdateTicked() during the relevant MenuChange event?

It feels like if I made 2 separate mods I could do this, but right now if I put everything under GameLoop_UpdateTicked() it would all be running all the time, which I worry could be a performance issue?

Although again, I'm a few years rusty so my question may not even really make sense if I'm misremembering how things are supposed to work.

hallow prism
#

thanks, Esca! so no good solution for now, but maybe later then

#

maybe base game will also handle that better at some point

#

(maybe i should raise the question again, i don't remember if there was an answer about it)

royal stump
# bold cairn OK I've forgotten enough things that I have a strange question: Currently my mo...

I wouldn't expect running a simple UpdateTicked to be a noticeable issue by itself, if the more intensive work is only done as needed

if (current menu is the geode one)
  doGeodeThings();
doExpThings();```
But also if you're not aware, you *can* attach multiple methods to the same event in a single mod
```cs
helper.Events.GameLoop.UpdateTicked += OnUpdateTicked_GeodeThings;
helper.Events.GameLoop.UpdateTicked += OnUpdateTicked_ExpThings;```
#

I haven't messed with unhooking them much, but afaik you can -= a particular method to remove it in the same way
(though they can also be added/called multiple times, so careful about the logic)

near imp
#

heck yeah. the modular fence is modular-ing real gud

zealous lodge
#

It do be looking modular

dire kestrel
#

cute!!!!!!!!!

near imp
#

now i repeat the part where i try to assemble fence bits in a "fun new creative" way that doesnt have a custom sprite adapted to it

#

ooh should the gate have chickenwire panels too? (ughh that'd be a mess to try to implement)

#

on a very related note what the heck is going on with where some of the sprite boxes for the gate animations are drawn

zealous lodge
#

Question: does anyone know of a fast-forward mod that's compatible with the current version of SV? I'm about to go test my NPC's schedule but I don't feel like walking after them at a snail's pace SDVconcernedCA

bold cairn
#

It also lets you change your player walk speed to be incredibly fast, or let you teleport to different locations

bold cairn
# royal stump I wouldn't expect running a simple UpdateTicked to be a noticeable issue by itse...

Ah OK thank you!

I wasn't sure if even doing the check for being in the right menu would be too much load to be adding each tick.

However I may do the attaching multiple methods instead just to be safe. I already use a method for unhooking when I need to by doing this, just as you say:
this.Helper.Events.GameLoop.UpdateTicked -= this.GameLoop_UpdateTicked;

But for some reason was assuming I needed a single method named GameLoop_UpdateTicked() specifically instead of just naming it arbitrarily. I guess I can just rename my current GameLoop_UpdateTicked() to OnUpdateTicked_GeodeThings() and then make a new one for XP things?

royal stump
gaunt orbit
#

One of the things I tend to do is break features into separate classes, and then have each class register its own handlers. That way it's all encapsulated nicely and I don't need a prefix/suffix to describe what it's for

zealous lodge
#

Hey guys, another question (sorry). Basically I've patched in a new house at the busstop. The house has a warp at the door to the interior (which at least for the player works), My NPC starts in the house and has to walk to the town, but SMAPI is giving me an error loading their schedule saying basically "There needs to be a warp from the interior to the busstop" (I thought the door would count?) and I have no clue how to go about fixing that... Anyone know what I need to change?

gaunt orbit
#

You need a reverse warp, from the interior to the bus stop

neon fern
#

Hi guys! i have a question: is there a way to disable the cask behavior of maxing output quality in a content patcher custom rule? I basically added a simple rule to convert item A into item B in a cask, but it always outputs iridium quality produce, i tried with CopyQuality and PreserveQuality but i had no luck. Thanks in advance 🙏

gaunt orbit
zealous lodge
gaunt orbit
gaunt orbit
zealous lodge
gaunt orbit
gaunt orbit
#

!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.

gaunt orbit
#

That will be much easier to read

zealous lodge
#

Oops, sorry! I'll go do that

ocean sailBOT
#

Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 3 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

neon fern
zealous lodge
gaunt orbit
ornate locust
#

alright, time to speedrun a Rival Hearts test save so I can see if this teleport animation works/looks good enough to even keep

#

It's simple, he's gonna do the starting pose and then flash purple and step onto a warp.

#

and it makes the sound

#

And then on the other end, he steps out of the warp purple and then does the starting pose and then goes about his business

zealous lodge
gaunt orbit
zealous lodge
#

Ah... I'll go put the warps in my map, I'll see if that fixes it!

#

Omg wait actually, I think I may know what the problem could be... I added the warp via CP, but my map was based on an existing map, I don't think I removed the original warp... maybe they're conflicting and causing issues...

#

Nope 🙁 The warp being on the map works (as player), but I'm getting the same error of needing a warp from the house to the busstop...

soft lance
#

Help with Adding Custom Fish to SVE’s Fable Reef:

Hi everyone! Sorry if this has been asked before, I’ve been stuck on this for a while
I’m trying to add compatibility between my mod and Stardew Valley Expanded (SVE) by including my mod’s custom fish in SVE’s Fable Reef map

However, no matter how I try to add them, it doesn’t seem to work. Here’s a link for reference:
https://smapi.io/json/none/1dc4b4657f174c3db6b4d19cd9a35a41

The target field is set to Custom_FableReef. It seems to recognize this (if I just set it to FableReef, it throws an error saying the map isn’t valid, so no error here makes me think the map does in fact exist)

Do you know what might be going wrong? Could it be a load-order issue or a priority problem? I’ve tested similar setups on other mods with custom maps, and they also run without errors, but still nothing happens and I can’t figure out why

Any guidance would be super appreciated!

urban patrol
#

when you patch export Data/Locations do you see your changes?

soft lance
#

All my other entries in the same file work except custom maps for other mods

sleek flint
#

Is there a way to check when the player has completed a quest in JSON?

hallow prism
#

not currently, unless you are making the quest yourself, in which case you may have some workaround

#

in 1.6.16 or 1.7 there will be a GSQ for that

sleek flint
#

Oh well I can just do it in C# then.

pine elbow
#

Does anyone know why these warp issues show up? I added several mods to test compatibility and that’s when the problems started. On top of that, the characters don’t follow their schedule anymore, they just stand at one spot on the map:
https://smapi.io/log/c2f012129d4440c79b29a5e466ad4041

ocean sailBOT
#

Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 42 C# mods and 31 content packs.

sleek flint
#

Thanks Lumina SDVpufferheart

pine elbow
hallow prism
#

are you sure your warps aren't missing a prefix?

#

Sivarior.BeachApartments_KiaraApartment references FirstFloor
Like maybe this should be Sivarior.BeachApartments_FirstFloor ?

pine elbow
zealous lodge
#

Update: Still no clue why the schedule is saying there's no warp, but appearently the dialogue also doesn't work. SMAPI doesn't give any errors about it, but I also can't actually talk to my NPCSDVpetbearsad

hallow prism
#

(i prefer no ping)
If tiled has the wrong name this will indeed explains the wrong name being used

urban patrol
# zealous lodge Update: Still no clue why the schedule is saying there's no warp, but appearentl...
Stardew Modding Wiki

Having NPC troubles and overwhelmed by the amount of work that goes into making sure they work? No worries, this guide can lead you through some common mistakes of creating custom NPCs and hopefully get them working!
Before we dive in, here are some helpful links for creating NPCs:
Tiakall's NPC tutorial...

urban patrol
pine elbow
#

Sorry, I didn’t know! Oh, it’s just that I thought as Tiled didn’t support tokens, I figured FirstFloor alone would be enough.

#

So thanks!

brittle ledge
autumn tide
#

YAYY thank you!

bold cairn
#

I got a
See https://smapi.io/package/avoid-implicit-net-field-cast for details.
warning for trying to either implicitly or explicitly convert a NetInt to an Int, but it seems like the page it's attempting to send me to has moved?

I'm especially confused as I did this same conversion (reading the player's current XP amount for a given skill) in another mod I unofficially updated a year or two ago without issue, although when I open the solution now it also gives this same warning SDVpufferthink

I'm basically just trying to do something like this to read & store the player's current XP amount for a skill:
int farmingXP = Game1.player.experiencePoints.Fields.ToArray()[0];

gentle rose
#

add .Value at the end

bold cairn
#

Ah perfect that did the trick, thanks!

zealous lodge
urban patrol
#

can we see how you've added the warp?

zealous lodge
#

At first I had it added through CP, but I was adviced it'd be better to add it into the map itself. It's now added under custom properties in tiled with Warp in the left column and the from and to coordinates in the right column. It works for the player, but SMAPI doesn't recognize it as a warp from inside to the busstop for my NPC

#

Okay the dialogue was only an issue on day 1 ig

vernal crest
#

Iirc last time this happened it was because the warp from the interior to the bus stop landed on the same tile that warped from the bus stop to the interior, so the NPC just went back and forth forever

bold cairn
zealous lodge
#

This is what it looks like in Tiled now. I'm now trying to use a .json with just the warp from exterior into the interior, but I've also got a copy of the one I was using before I added the warp into the map itself (so with the warp into and the warp out of both in the .json), which do you want to see?

vernal crest
#

I need to see the one from the bus stop to the house, it doesn't matter which file if they're the same coordinates

zealous lodge
#

It's at the bottom

vernal crest
#

I can't read that, I'm on mobile. Can you please use the json validator?

zealous lodge
#

oops, I will!

calm nebula
uncut viper
#

(you can ofc set a mail flag yourself upon seeing the CT to not worry about expiration, though you'd be out of luck if the player has already completed the quest by the time they install your mod)

vernal crest
pale river
#

(aba did you sleep yet? are you good?)

brave fable
calm nebula
#

that comic with the skull

zealous lodge
vernal crest
urban patrol
vernal crest
brave fable
#

now i think about it, it's probably gunshow comics. as usual

zealous lodge
near imp
urban patrol
#

at risk of being off topic:

bold cairn
vernal crest
#

Oh I've seen that before

haughty charm
uncut viper
#

if you want it to drop on the ground, you cannot do that without C#

#

(@ Xen0nex)

pale river
zealous lodge
uncut viper
vernal crest
zealous lodge
#

I thought I was doing so well spotting the capitalized S in the middleSDVpufferwaaah I'm gonna go stalk my NPC to see what she does now 🙂

bold cairn
# uncut viper if you want it to drop on the ground, you cannot do that without C#

Yup, I'm currently editing my C# mod to add a feature that has a chance to give the player a cracker whenever they earn Farming XP. I pretty much have the "checking for Farming XP gain" part done, but since it's been a few years since I last modded SDV I'm completely blanking on how to do something simple like "spawn an item where the player is"

pale river
uncut viper
bold cairn
pale river
#

do npcs not path find in busstop?

urban patrol
urban patrol
zealous lodge
#

I just learned they do if you spel BusStop correctly

bold cairn
pale river
urban patrol
#

have you pathed them into a Buildings tile or a warp

pale river
#

oh 😔

uncut viper
#

("else" meaning "if they dont have room")

#

theres also addItemByMenuIfNecessary if you just have one (though it just wraps around the former)

#

and we cant forget addItemByMenuIfNecessaryElseHoldUp()

#

(that last one will have them hold it above their head if they have room)

bold cairn
uncut viper
#

probably that ElseHoldUp one then, though it may get annoying

bold cairn
uncut viper
#

its the same animation when you pick up an artifact for the first time, for example, or a lost book

#

so it removes control from you for a bit and gives you a little message pop up

#

so i personally would not use that if it happens once a day

bold cairn
#

Ah ok, I may see how it feels. This would be for getting a Golden Animal Cracker so a little fanfare may be warranted, but yeah if it becomes a regular interruption that could be unpleasant

uncut viper
#

if its rarer than that it can be fine, maybe only do that the first time they find a rare cracker via that method if you'd like

bold cairn
uncut viper
#

could store it on the player's modData

#

or set a mail flag

#

mail flag probably better

#

mor accessible

brave fable
#

for reference, golden walnuts play the holditemabovehead animation for the first time only, and thereafter simply popup an icon onscreen

uncut viper
#

which is tracked via mail flag

bold cairn
#

Ah yeah that's ringing a bell, I may have a previous example of using mail flags I've already worked on I should go look for 🤔

uncut viper
#

can look at Farmer.showNutPickup() for that

bold cairn
#

Thanks!

brave fable
#

it's just a temporary animated sprite with an attached character value set to the player and some velocity changes. very simple

#

im sure even BETAS could manage something so simple 🙂‍↕️

uncut viper
#

no 😌

#

MMAP possibly though

bold cairn
shut edge
#

if i wanted to do something like RANDOM 0.3 @addDailyLuck but for a 1/128 chance, what number would that be?

#

like...0.007 ?

royal stump
#

0.0078125, which you could probably use as-is, but I'm not sure how accurate the math is anyway

shut edge
#

doesn't have to be perfect

#

thanks

#

i'll be "nice" and round it to .008

golden basin
#

anyone know what the achievement number is for the local legend achievement i cant find it

royal stump
#

it seems to be based on whether any player has seen event "191393", if it helps (Data/Events/Town)

golden basin
#

thank you!

ivory plume
#

(SMAPI 4.5.0 is released!

This lets you configure SMAPI itself in-game, adds automated and attested builds, retires the 'SMAPI for developers' edition, and adds malicious file detection.)

lucid mulch
#

I might finally start using verbose logging now

dawn ore
#

I'd like to make add a small component of a mod I'm working on to add a random item to be collected at the community centre. It would incenticize visiting the CC, and tie in thematically to the mod I'm working on.
It should:

  • pick a random item from a custom list of ~10 machines (loom, keg, sprinkler, etc)
  • have it start being available on Friday, and then be available for collection until Thursday, where it would be replaced with a new item if not collected. It should not be possible to collect it more than once per week.
    Os this possible with Content Patcher alone or would I need C sharp?
lucid mulch
#

what method of collection are you planning?

dawn ore
#

Flexible, whatever is easier. It could be a 'machine' that 'makes' the item, it could be a custom 'shop' that gives it away for free but with a limited, rotating stock, or something I haven't thought of. But basically I want the player to interact with it somehow and get it, but if they miss it they miss it, but they have all week to get it.

dawn moth
#

Hey, so for Fish Areas, I know I need to also have the Fish section after it to add the fish needed for that area, but is there a way to just pull the data for the FishArea from an existing location/type (Like having a fish area pull the info from Ocean Fishing)?

Setting up my first farm mod and working on that, saw previously it being discussed that it needed the fish section, though looking at the vanilla locations (For example, the Farm_Beach) with multiple areas though none of them list all the potential fish you can catch, only specialty items

(Otherwise this is gonna be hella obnoxious and long, as not all fish share the same conditions for catching)

lucid mulch
# dawn ore Flexible, whatever is easier. It could be a 'machine' that 'makes' the item, it ...

a shop with quantity of 1 would work fine.
and then have a DayStarted triggeraction with a condition on friday to clear all the mailflags powering the shop and set one of 10 mailflags at random (something like {{ModId}}_CCShop_{{Random: {{Range 1,10}} }} then have the shops stock be defined with the 10 items each with a condition for their respective mailflag.
and an ActionOnPurchase that clears the mailflag

urban patrol
calm nebula
#

Yes there is an item query field for it

dawn moth
#

Well if I pull the fish data to it and just set the FishAreaID to the ID of that's been created it should suffice I'd think?

calm nebula
#

Iirc

dawn moth
#

So would it be something like this then? (This is from the Farm_Beach file again)

lucid mulch
#

I do kind of wish that fish query didn't do passthrough bobber coordinates as its kind of been nothing but a problem

#

the easiest (but potentially fragile) way to point to a specific fish area from a foreign location would be to instead of using BOBBER_X, BOBBER_Y to instead use coordinates that are in the area you care about.

#

so for example LOCATION_FISH Town 23 23 WATER_DEPTH would be fishing in the fountain and using the fountain fish table instead of the river table

#

and LOCATION_FISH Town BOBBER_X BOBBER_Y WATER_DEPTH if you were fishing in that 7x7 region in your local map that maps to the fountain you would accidently fish into the fountain

dawn moth
#

Or if you were in an area that isn't technically mapped in town, say a few tiles outside the border, it'd just be trash only I'm guessing?

lucid mulch
#

the river area is just defined as everything not in an earlier defined area in town

dawn moth
#

Gotcha, gotcha; makes sense. So I also gotta make sure it's correct, after fields is the farm name, but I'm wondering what format it follows, is it:
(Any Dashes / - are underscores, otherwise discord makes it an Underline)

        "Action": "EditData",
        "Target": "Data/Locations",
        "Fields": {
            "???":

A. "Farm-(Mod Name)-(Map File)
B. "Farm-(Map File)"
C. "(Map File)"
D. "(Mod Name)-(Map File)"

#

The wiki had said A, which feels a bit abnormal as it feels completely out of left-field to suddenly need the Farm_ infront of it

lucid mulch
#

With the exception of farm maps where its Farm_<FarmId> (either hardcoded farm ids or those from Data/AdditionalFarms like custom farms or Meadowlands) the rest has no prescribed format

dawn moth
#

Thank you, I appreciate it a lot; I had been trying to get it working for like a good 6-7 hours and could not do it for the life of me

lucid mulch
#

the general convention is ModId_MyMap

dawn moth
#

Okay cool so it is still the normal way of doing it for the farm stuff

lucid mulch
#

though pre1.6 mods like SVE it'll be common to see Custom_<MapName> (or Custom_ModName_MapName) as CP custom locations used to enforce a prefix but 1.6 onwards that is no longer the case

dawn ore
dawn moth
#

For the edit, should I be using Fields or Entries? I saw in an older post that I should use Fields, just wanna be sure it's the name of the farm giving me issues and not the way I'm targeting it

"Action": "EditData", "Target": "Data/Locations", "Fields": { "SBFMain": {

I ask due to these errors

[22:08:21 WARN Content Patcher] Can't apply data patch "Sol's Better Farm > EditData Data/Locations" to Data/Locations: there's no record matching key 'SBFMain' under Fields. [22:08:21 TRACE SMAPI] Content Patcher edited Data/Locations (for the 'Sol's Better Farm' content pack).

pale river
dawn moth
#

Yup, does it have to be directly before editting it, or is a previous load fine? It's got a Load Icon action in-between

pale river
#

previous load is fine

pale river
dawn moth
#

I'll give it a shot

hollow vector
#

hi all! im trying to test a fashion sense pack for some shirts i made but i keep getting this error on loading in
[Fashion Sense] Error loading shirts from content pack (FS) Steampunk Clothes: System.NullReferenceException: Object reference not set to an instance of an object. at FashionSense.FashionSense.AddShirtsContentPacks(IContentPack contentPack) in C:\Users\Floogen\Documents\GitHub Repos\FashionSense\FashionSense\FashionSense.cs:line 1096

my friend downloaded it and it worked fine, what does this error mean? tears

dawn moth
pale river
dawn moth
#

I've checked it, doesn't quite have what's needed

royal stump
pale river
dawn moth
#

(Yes I do see that the format is outdated, started it only last week so I think it's just a user error on my end)

autumn tide
#

helloooo anyone know of an event command to zoom out? ik of spacecore's setZoom but that doesn't enable zomming out afaik

#

or a trigger action to be used in an event

royal stump
pale river
dawn moth
#

I'll give it a shot again

dawn moth
patent lanceBOT
dawn moth
#

Lmaoooo

autumn tide
dawn moth
#

Alright imma try reversing the thing to go back to the Fields stuff

#

Nope still not in the Data/Locations file

pale river
hollow vector
dawn ore
# lucid mulch a shop with quantity of 1 would work fine. and then have a DayStarted triggeract...

Would this work?
{
"Action": "EditMap",
"Target": "Maps/Town",
"MapTiles": [
{
"Position": { "X": 53, "Y": 88},
"Layer": "Buildings",
"SetProperties": {
"Action": "OpenShop {{ModId}}_MakerSpace"
}
}
]
}
{
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_WeeklyMakerSpace": {
"Id": "{{ModId}}_WeeklyMakerSpace",
"Trigger": "DayStarted",
"Condition": "DAY_OF_WEEK Friday",
"Actions": [
"RemoveMail Current {{ModId}}_Item_1 {{ModId}}_Item_2 {{ModId}}_Item_3",
"AddMail Current {{ModId}}Item{{Random: 1, 2, 3}} Received"
],
"MarkActionApplied": false
}
}
},
{
"Action": "EditData",
"Target": "Data/Shops",
"Entries": {
"{{ModId}}_MakerSpace": {
"Items": [
{
"Id": "Keg",
"ItemId": "(BC)12",
"Price": 0,
"AvailableStock": 1,
"Condition": "PLAYER_HAS_MAIL Current {{ModId}}_Item_1",
"CustomFields": {
"ActionOnPurchase": "RemoveMail Current {{ModId}}_Item_1"
}
},
{
"Id": "CoffeeMaker",
"ItemId": "(BC)246",
"Price": 0,
"AvailableStock": 1,
"Condition": "PLAYER_HAS_MAIL Current {{ModId}}_Item_2",
"CustomFields": {
"ActionOnPurchase": "RemoveMail Current {{ModId}}_Item_2"
}
},
{
"Id": "QualitySprinkler",
"ItemId": "621",
"Price": 0,
"AvailableStock": 1,
"Condition": "PLAYER_HAS_MAIL Current {{ModId}}_Item_3",
"CustomFields": {
"ActionOnPurchase": "RemoveMail Current {{ModId}}_Item_3"
}
}
]
}
}
}

dawn moth
#

Is there a reason it wouldn't have Applied selected? Or should I be ingame for that (I'm at the main menu rn)

pale river
dawn moth
#

Buuuuuuut, the data edit of the locations file is NOT present from what it looks like

uncut viper
dawn moth
#

Anyone wanna join me in making a sacrificial offering to Yoba for good luck in getting it working? (It won't help)

But alright so if it's not showing up there does that mean it's not being registered as valid?

hollow vector
ocean sailBOT
#

Log Info: SMAPI 4.5.0 with SDV 1.6.15 build 24356 on macOS Unix 15.7.3, with 36 C# mods and 121 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

pale river
dawn moth
#

So yeah, it not showing up could be a problem?

royal stump
bold cairn
#

Does activating one of the 5 Masteries trigger a helper.Events.Player.LevelChanged Event?
Trying to think of the most narrow circumstance I can zoom in to do my checks to see whether the player currently has Farming Mastery

(So that I'm not checking every tick whether they know the Statue Of Blessings recipe, or alternatively only checking every morning but not knowing until the next morning after they get it)

#

I guess I could just have it check every tick, but only while their location is the Mastery Cave SDVpufferthink

uncut viper
#

why do you need to check every tick at all?

bold cairn
#

Oh I'm not going to do that, that's just the current "worst case scenario if I give up looking and go with the only thing I currently know that works" which I'm currently working to avoid

uncut viper
#

why not just check directly if they have the mastery when you need to know it

#

its stored in their stats

royal stump
bold cairn
# uncut viper why not just check directly if they have the mastery when you need to know it

For some reason I'm assuming that checking their stats frequently would be more performance intensive that checking only maybe once a day or so and then setting a bool in my mod to refer back to on the frequent events I'd need it? But maybe I'm being overly paranoid about performance problems?

(I'm making every time the player gains any Farming XP a chance to spawn a Golden Animal Cracker, but only if the player has Farming Mastery)

I've forgotten about the player stats accessible in C#, I'll go look up how to access those.

uncut viper
#

the game is already checking player stats whenever mastery is relevant

#

theyre also accessible from content patcher

outer hedge
#

Hey, idk if here is the right place, but im having issues with the mod pokemon ranch. I would greatly appreciate it if someone could help!

uncut viper
ocean sailBOT
#

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).

outer hedge
bold cairn
uncut viper
#

im saying its already determined beforehand

#

dont bother checking it on an updateticked at all

#

you're just adding a flag for something that already essentially has a flag for it

#

and in a worse way, because another mod might remove their mastery

#

and setting that bool and never checking it again would conflict

#

just check their stats as needed for if they have the mastery or not

bold cairn
# uncut viper just check their stats as needed for if they have the mastery or not

Ah, I guess I should clarify that the method I have which would need to know whether they have Farming Mastery, is itself running on helper.Events.GameLoop.UpdateTicked

(I'm constantly checking for anytime the player gains any Farming XP, and then making a % chance to spawn a Golden Animal Cracker whenever they do gain Farming XP, but I want it to only occur if they have Farming Mastery)

uncut viper
#

i would recommend not doing that

#

but regardless of that recommendation, there is no point in checking "does the farmer have mastery? if so, set the hasFarmingMastery bool." and then doing "does the farmer have the hasFarmingMastery bool? if so, spawn cracker"

#

just skip the middle man and check for the stat when you go to spawn the cracker

bold cairn
#

OK thanks, I guess I get nervous dealing with helper.Events.GameLoop.UpdateTicked at all as I try to avoid it as much as possible in my own mods so far (only ever dealt with one which is left running all the time like this in an unofficial update to the Levelling Adjustments mod), so was just sort of guessing which things might be more or less performance intensive to include during it without really knowing.

uncut viper
#

you can just get rid of the updateticked, there are better ways to react to the farmer gaining experience

#

i.e. harmony or netevents

bold cairn
#

Ah ok, I was just sort of imitating the process that the original author of Levelling Adjustments had done for detecting & managing farmer XP gains, so hadn't really realized there might be other/better ways to do it.

dawn moth
#

So what's the difference between fields and entries? I'm still trying to fix the whole fishing issue, and am thinking about ways to get it to work; also, when adding a new farm, does all the locations data fields need to be filled in? Wondering if that could be it

autumn tide
#

-# (lurking for the answer bc I somehow don't fully understand either-)

dawn moth
autumn tide
#

fields and entries LOL

dawn moth
uncut viper
#

Entries will overwrite the entire object with what you put in. for example, if you use Entries to edit the Parsnip entry in Data/Objects, even if you only write down the description field, it will overwrite the entire Parsnip entry

#

anything that you do not include will be set to default values

uncut viper
#

Fields will only alter what you specify

autumn tide
#

ohhh that's how I almost deleted Dwarf's character that one time-

dawn moth
#

Gotcha, so when targeting a new farm it'd be Entries, as fields cannot target a map as a whole, makes sense of why it says it cannot find the map name as a Field; could not having values like artifact spots, forage, and other properties cause an entry to not be loaded?

uncut viper
#

does the wiki say those values are required?

#

(genuine question. i dont know off the top of my head which are required.)

dawn moth
#

It says everything is optional at the top of each one, but I'm just grasping at straws until something may work

urban patrol
#

yeah to add something new at the topmost level would be Entries. Fields would be to edit things underneath, and TargetField would be to drill down into a specific thing

uncut viper
#

if its optional then its not required and would not need to be present

#

otherwise they would not be optional. they default to null if not listed

#

(or whatever the appropriate default value is)

bold cairn
# uncut viper i.e. harmony or netevents

Hmm I'm having trouble finding anything related to netevents on the stardew modding wikis, etc., is there any documentation on them somewhere I can check out?

(I'm leaving harmony as a last resort as despite successfully doing a few things with it & transpilers in the past, it was years ago and the only part I still remember now was that it felt exhausting to work through 😛 )

uncut viper
#

personally, i would go with harmony over net events

#

its just easier

#

but as far as i know, the details of net events and such arent really documented

#

but Farmer.experiencePoints is a NetArray which is more like a NetDictionary sorta kinda i guess... of int to NetInt

#

each NetInt value has a fieldChangeEvent or whatever that you can place an event handler on

brittle pasture
#

harmony is overfeared i think
the simplest form of it is literally just "run this code after the vanilla game code" which would literally do waht u want

bold cairn
#

Well, "harder than harmony" was all I needed to hear for me to make a choice against netevents 😅

uncut viper
#

i didnt say it was harder, i just said id go with harmony

#

like Selph says, harmony is overfeared and people calling it a "last resort" makes it sound much more dangerous or harmful or whatever than it is

#

its just another tool in the toolbox

dawn moth
gentle rose
ivory plume
ocean wave
bold cairn
#

Well, I guess I know that it's doable, since I've done some postfix stuff and transpilers with harmony before. Though I've pretty much forgotten all of that and would need to start from scratch again.

I think I recall having to do a lot of trial & error with it to get anywhere, though perhaps there is better documentation / guides for it now compared to a few years ago, which could help speed things up for me... SDVpufferthink

ocean wave
ivory plume
#

The download is in the 'artifacts' section at the bottom; you can click the file name to download it.

gentle rose
#

I can't even unzip it for some reason

ivory plume
#

GitHub is a bit weird. You'll have a zip for the artifact, which contains the actual zip for the release, which contains the installer. (That only happens when downloading directly from the build, I remove the outer zip in the version that gets released.)

gentle rose
#

oh the download is failing, hopefully someone else can do it

ocean wave
opaque field
#

Installed and launched no problem :3

#

(linux user)

ocean wave
tiny zealot
#

clicking the filename does nothing. i don't seem to be able to download it

gentle rose
#

you have to be logged in to click the file name, but for me it fails immediately

ivory plume
#

Weird. I only needed one test though; it should be the same on all Linux/macOS systems. Thanks!

#

I'll release SMAPI 4.5.1 with the fix in a few minutes.

gentle rose
#

ah, it failed because I have exactly 0 storage free in my /tmp dir kbf_runat least someone else confirmed it works haha

ivory plume
#

(The number of if ($IsWindows) { ... } else { ... } needed in a supposedly crossplatform PowerShell script...)

opaque field
#

I'm almost never this lucky just 'doing a thing' XD, happy to help!

gentle rose
#

(use supposedly crossplatform bash instead at that point /lh)

ocean wave
ivory plume
#

(Pull requests are welcome if anyone wants to contribute a dark mode!)

ocean wave
iron ridge
#

wasnt there a proposed dark mode a while ago

ivory plume
#

Yep, issue 785. It never got as far as a pull request though.

iron ridge
#

ah

dawn moth
#

Hey, anyone know if loading map parts (For example, things that are seasonal or config based, adding a new .tmx file over a part of the map) carry their own individual map properties that still work? Wondering if I just made the separate sections with the FarmFishLocationOverride property instead of trying to get the fishing areas to work

ornate locust
#

Map patch map properties do not carry over

dawn moth
#

Much appreciated, saves me some time

pine elbow
#

I’m having trouble with my characters. I recently changed the entrance of my custom map to the town (now it actually leads to the beach). Since then, the characters don’t follow their schedule outside my custom map, they can’t go to town and just get stuck in one spot. But when they need to do something inside my custom map, they manage fine. I have no idea what’s going on. I already updated all the warps in content.json and Tiled, but I don’t know what else to do.

vernal crest
dawn moth
vernal crest
dawn moth
#

You're welcome to look at the json if you want, I can resend it here if you wanna take a peek at it

vernal crest
dawn moth
vernal crest
dawn moth
vernal crest
#

Different sections of map can't have different map properties

dawn moth
#

Yup, why I asked before I did anything

vernal crest
#

That wasn't the answer you were given before though, just to be clear

#

They are two different things

dawn moth
#

My apologies, I misunderstood what you were asking

#

Currently using FishAreas for adding specific regions which are not functioning

vernal crest
#

Map properties of any kind can never be transferred by map patch using EditMap. And, separately, maps can not have multiple map properties of the same kind that apply to different parts of the map (unless the map property has coordinates built into it to allow you to specify different areas, which is what I thought you meant and hence why I asked about doing it via json).

#

Hmm, I'm not super familiar with fish stuff but I think I did do some fish area things a while ago to help Goat

dawn moth
#

Yeah that was a "Can I get around doing it via fishing areas" type situation, because at the moment in time I'm out of solutions; we've tried swapping names of the file, swapping between field and entry, tried adding regions for it in the fishing area and then fish to match it. Problem is that while it says it worked, it doesn't change anything, which makes me think either it's not actually targeting the right file possibly?

lucid egret
#

im gonna learn how to do C# based on the guides in the channel SDVpuffersalute wish me luck friends

dawn moth
vernal crest
brave fable
#

have fun SDVpufferthumbsup it's easier than you'd think, but harder than you'd hope

dawn moth
vernal crest
dawn moth
vernal crest
#

Drat I'm experiencing packet loss again (thanks Australia)

#

(In future please use the json validator to share ^_^)

dawn moth
#

Gotcha I'll resend

#

This makes me think it could be that the naming is incorrect potentially?

vernal crest
#

Huh, you have no map associated with that location

#

Ah because it's a farm so it works differently

#

But I would've expected that your location name needs to match your farm id, not the map name

urban patrol
#

i'm writing an event that takes place inside a spacecore dungeon, using changeToTemporaryMap. when the event ends, the location gets cleared of setpieces and results in a big blank area. the character also gets warped to the map entry point. is there a way around either or both of these?

if not, as a player, do you think you would be annoyed by having to "start the maze over" so to speak? (assuming i can re-spawn the setpieces at the end of the event, which i haven't tried yet.) i could get away with explaining it in the event like "oh no they know we're here, they've scrambled the maze!" but i'm not sure if that would be enough to offset the annoyance.

worst case scenario, if i can't re-spawn setpieces, and i'm forced to use end warpOut, would that be too annoying, getting kicked all the way out and having to enter and do it again?

vernal crest
dawn moth
vernal crest
#

Optionally, you can override additional farm location behavior by editing Data/Locations. Each farm type can have its own entry, with a key in the form Farm_<farm type ID>. If omitted, it defaults to the location data for the standard farm layout.

#

It needs to be Farm_LadySolystra.SolsBetterFarm

dawn moth
#

Ya know what that's a naming sequence we DIDN'T use yet

vernal crest
vernal crest
pine elbow
dawn moth
vernal crest
#

I'd be surprised if that was the problem because NPC barrier is used fairly sparingly, but in the absence of anything blocking your path as a player it's worth checking.

#

Although just to be sure: have you started a new save since changing the map?

pine elbow
vernal crest
dawn moth
#

@vernal crest Much appreciated, thank you so much for your help, it is now functioning. If I can ever repay the favor (I'm a voice actress) please let me know and I'll see what I can do

vernal crest
#

Glad I could help! It can be so frustrating when it's just something small like that which gets so easily missed.

pine elbow
vernal crest
pine elbow
vernal crest
#

Those are tile properties. They apply on the tile ID, not the coordinate. So every time that tile is placed the property will apply.

#

Like I said, NPC barrier was a bit of a long shot anyway (and I don't think it's even used on tile properties, but when we're there looking anyway it'd be silly not to double check just to be sure)

pine elbow
vernal crest
#

Looks like it, yeah

pine elbow
#

Damn, so what should I do?

vernal crest
#

Like I said, I'd be happy to have a poke around if you want to send me your files

#

Otherwise it'll be a case of ripping out your schedule entirely and then setting up a new schedule that just sends your NPC in various places around their house (to make sure they can pathfind in there) and then sends them to the first tile outside their house (to check the warp) and so on

#

Just breaking it down into really tiny steps so you can try to identify exactly what part is stopping them

pine elbow
lucid egret
#

if i edit a vanilla NPC's schedule sometimes (like once a week) is that likely to have compatibility issues with popular expansions? do many of them edit vanilla NPC schedules?

proven spindle
#

Personally, my method is to make all schedule changes configurable (so players can choose to turn them off on my end if they want to) and use dynamic tokens to modify parts of the schedule based on what's installed

#

Feel free to use that method if you want to add compat and make it easier on yourself. On the other hand, don't feel like you have to add compat if you don't want to/aren't interested in doing so :)

lucid egret
#

That's a good idea, thanks SDVpufferheart

#

i guess the tough part is knowing what mods would change who's schedule if you don't use them, huh?

proven spindle
#

Pretty much yeah

lucid egret
#

but i guess thats why i could just use a basic true/false in the config to turn the schedule changes off or on

proven spindle
#

I've learned what to look out for now that I've done a bunch of char expansions but it can be overwhelming

proven spindle
lucid egret
#

sounds good, thank you SDVpufferthumbsup

devout otter
lucid egret
#

it's always SVE... /lh

devout otter
#

(Personally I just make compatibility to the mods I actually use, and then see if anybody'd request more after release, while hoping nobody would.)

ornate locust
#

yeeep, I have an array of compatibility includes for changing one guy's schedule. SVE's first on the list

lucid egret
#

huh it looks like SVE only edits Maru's schedule for spring(?) maybe this means im in the clear

ornate locust
#

Spring is like... default fallback schedule

lucid egret
#

nevermind im just missing everything else

ornate locust
#

I just assume I'll need a SVE variant and work from there

#

then figure out what else I'll need

#

this is the Compatibility Gremlin Way

#

All ways are fine, it's just whichever one you want to pick

lucid egret
#

I wonder if there's any resource that documents SVE's schedule changes compared to vanilla SDVpufferthinkblob or im really just gonna have to scour through the code myself

ornate locust
#

The SVE wiki should have her schedule, but I don't know if it has how it's different from vanilla

#

I know Part of a Saloon Breakfast does modular changes so you can just turn off people who you don't want to go there

lucid egret
#

nope actually i think SVE makes 0 changes to Maru's schedule besides for community day SDVpufferparty

ornate locust
#

so you can put in your compatibility info to turn that off for Maru if you don't do compat for that

dusk mulch
#

are all the game music and sounds stored in the one xwb file or are the sounds and music seperate

brave fable
#

you'll notice there's 2 distinct XWB files in StardewValley/Content/XACT, and all types of audio are interleaved in each. more on the audio page

grave turtle
#

Hello Everyone. Long time no see...

#

I am trying to update my... Woefully outdated TreeShaker mod, finally, and I have hit a snag and was wondering if someone could help me out?

#

Figured it out, nevermind

dusk mulch
#

is there a way to do a cloudy effect to an area? like it's foggy?

brave fable
#

i'm not aware of a framework for it, no

dusk mulch
#

ill check it out, ty!

brave fable
#

the bathhouse uses its own LooseSprites/steamAnimation spritesheet asset, but there's a good fog effect on LooseSprites/Cursors at 640, 0, 64, 64 as well that i've used for a map

#

looks like it's used for monster levels in the mines

dusk mulch
#

ill try out a few and see which one fits the best

zealous lodge
#

Hey guys, I feel like I'm missing something obvious here... the animation Busearching is not showing up in my game, does anyone know what I'm doing wrong?

hallow prism
#

you may need a space between anim and string

brave fable
#

can you try with "Target": "Data/animationDescriptions" ?

#

and of course also sleep a day to load their updated schedule

zealous lodge
#

The spaces did the trick! her stringdialogue isn't working right, but I think I can figure that one out myself

#

Thank you both!

shrewd gull
#

How can I implement random in my mod using Content Patcher (roughly “50% chance”)? I studied the documentation but couldn't find anything...

zealous lodge
#

Anyone have any recommendations for mods that help test custom NPC's btw? I've got sinz eventtester which is great for speeding up to check the schedules, but things like checking all the dialogue is a bit hard when you can't skip through seasons/days and you can't give multiple gifts per day or talk more than once...

zealous lodge
vernal crest
#

Also your indentation is wild which must be hard to read - are you just using Notepad?

vernal crest
zealous lodge
shrewd gull
zealous lodge
vernal crest
zealous lodge
vernal crest
# zealous lodge Yup, just editing all the files in notepad, I know there's probably better progr...

My preference is Visual Studio Code because it has handy things like rainbow bracket pairs so it's easy to see which level your brackets are and which bracket is their pair - and auto formatting so your json will be tidy and easy to read. Plus you can use a schema which will warn you about things like "You've accidentally got two Action fields in this patch" or "Your Action is load but you have no FromFile field".

However, Notepad++ is a smidge closer to Notepad and does at least provide syntax highlighting and allegedly auto indentation (rarely works well for me lol)

#

Alas, you missed the giant warning at the top of the page that the tutorial is out of date :P

shrewd gull
#

Unfortunately, this is Custom Music, it is long outdated :(

dusk mulch
#

Are the white warp points in SVE custom to SVE?

#

I can only find red ones in the vanilla game.

zealous lodge
#

Sorry! I didn't really look into it since I'm not working with the music, just came across it whilst looking for debugging my NPC's!

vernal crest
zealous lodge
vernal crest
shrewd gull
vernal crest
#

Hmmm maybe? I don't actually know how to use random as a key in a condition.

"When": {
    "Season": "Winter",
    "Random: 1, 2”: "1"
}
vernal crest
sleek flint
#

Can you add a Game State Query in a "When" field or only tokens?

zealous lodge
vernal crest
dusk mulch
#

It's fine i've set up a warp totem statue anyway

vernal crest
#

Ah yeah. You could check by using lookup anything on the tiles in the grove and see what tilesheet they're from

#

If you want to know for future

vernal crest
# lucid egret I wonder if there's any resource that documents SVE's schedule changes compared ...

You may not need this info for right now, but it's going to be useful in future modding so I will tell you anyway. You can do a find in files search with your text editor to search all the files in a folder (and subfolders) at once, so for instance to find any SVE schedule things, you could do a find in files search in the SVE folder for Characters/schedules/ and that would bring up every patch that it has touching schedules. You'd have to disregard the ones for its own NPCs, of course, but it'd still be way faster than searching manually.

To find out how to do it you can google your text editor plus "find in files" but I'm also happy for you to ping me with which editor you use and I can tell you :)

lucid egret
#

thank you for the tip! ^^ and you don't need to worry about the text editor stuff (because im on a Mac and searching in a folder automatically works like that)

vernal crest
#

Mac searches inside files? Fancy

#

Might still be worth learning how to use a text editor for it if you ever want to use wild cards or regex though

shrewd gull
shrewd gull
vernal crest
#

Drat

west thunder
#

If one were to make portraits for NPCs from another mod in the style of an already-existing portrait mod, do I need to get permission from either party?

#

May seem dumb, but I need to be 100% sure.

zealous lodge
#

Have you checked the modpages (on nexus)? Some mods (like Sunberry) have specifications of what you can do without permission.

west thunder
#

From what I remember, there's no specific permissions provided by Nexus such as this, but I could check either way.

zealous lodge
#

Not specifically in Nexus, just added in the info, for Sunberry for example it says you can make your own custom portraits, but not change the race/use AI. No guarantee it's included in the mods you want to do it for, but if it is it'd be the simplest answer to your question

blissful panther
#

Outside of the strict legalities (which I don't know well enough to speak of definitively), for things within the Stardew modding community... assume you have to ask. Unless, like with SBV, explicit permission is given by default.

harsh mountain
west thunder
#

Couldn't find anything on Jorts and Jean.

#

Except for AI, of course.

#

Which is thankfully off the table, for anyone wondering.

#

I could give the mod creator a DM, yeah?

zealous lodge
#

this is from the jorts and jean nexus page

#

So for modification you'll need permission

blissful panther
west thunder
#

I guess that kinda counts?

#

I'll go and do that. Thanks.

safe kraken
#

Also also DreamWolf has been doing Talkoh stuff, maybe he knows about Talkoh's policies

#

(If Talkoh doesn't have anything about being able to do stuff in their style somewhere of course)

zealous lodge
west thunder
#

Do y'all know if Airyn responds on Nexus?

#

I assume so.

safe kraken
#

Yeah, Ayrin does respond!

zealous lodge
#

Unfortunately, there's not really another choice right? I'd assume they'll respond to nexus

west thunder
#

Stellar.

#

I'm going to write it right now.

safe kraken
#

I sometimes DM Ayrin for portrait stuff and they are active as sometimes I see them leaving a comment on some stuff

blissful panther
#

I imagine Nexus should work! Failing that, someone might be able to get you in touch opn Discord if they opted to.

safe kraken
#

Yeah, but they are also on this server (I don't know if they have open DMs here tho)

west thunder
#

Whoops.

#

Could you kindly link their Nexus profile if one has the time to do so?

safe kraken
west thunder
#

Thanks.

#

sent them the dm

#

Now onto DreamWolf.

zealous lodge
#

the Nexus page of Talkohlooey style A.G.E. Portraits allows use of the assets and modification to them if you credit them as creator, you can always ask, but to me it sounds like you should be in the clear with the style if you credit them as being the creator the style is based on...

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Then again if you have to wait for the response about the Jorts and Jean mod anyway you may as well ask

gentle rose
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that mod wasn't made by talkohlooey

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so it says nothing about their perms

zealous lodge
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Omg Im a dumbass, I got my wires crossed

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I had both pages open at the same time

west thunder
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I sent DreamWolf a DM regardless.

zealous lodge
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I meant the retired portrait mod it has all permissions except for use for sale and it says "Please feel free to make and upload any edits you want! No need to ask for permission, it's all good."

west thunder
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Hmm.

gentle rose
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but also the main person to ask about jorts and jeans should really be tia SDVpuffersquee not just airyn (who actually isn't in this server any more)

west thunder
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Reckon that applies the usage of the style too?

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If so, I should proooobably delete the DM for Wolf, because I kinda got that answered.

safe kraken
west thunder
gentle rose
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hasn't been for a few months now SDVpuffersquee

zealous lodge
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I mean, technically speaking you can't really disallow copying of a style since, as long as your not tracing or copy pasting, your making your own original stuff. But copying someone's style without credit (or at least explicit permission that credit isn't needed) is generally seen as a pretty shitty thing amongst artists

gentle rose
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generally with permissions we aren't talking about legality

zealous lodge
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So I'd say this is enough to assume you don't need permission to make it, but I would definitely explicitly state it was based on their style, that way you're both being respectful to the original artist and people will know where to find the origin of the style

west thunder
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Oh, it'll be explicit alright.