#making-mods-general
1 messages · Page 524 of 1
I know, I moreso meant practically. There was a whole thing a while back with a gamedev making a game who's art was very heavily influenced by a certain artist (having a blank rn on the name). He refuted any literal copying claims by showing a video of the development of the art and explaining he was actually very purposefully inspired by the style people accused him of stealing. It's a fine line between inspiration/style imitation and straight up art theft, being open about your influences can help prevent misunderstandings in my experience. (assuming we're talking about a grey area of course, nothing like tracing or literal theft/use after permission was explicitly not given)
(It does explicitly say on the page to ask Airyn about making edits to the art, though! Might be worth a rewording if that's not intended?)
Eh, DM-ed her as well just case.
Did state in that DM that I've also contacted Airyn.
I believe the original art was commissioned from Airyn yeah
And there may be a difference between edits to the art and drawing the character in someone else's art style
Smaller servers are more his style, he found. But he's in SMC (and Sunberry, of course) so still plenty of places for you to chat with him!
(oh I thought they said earlier that it didn't say anything explicitly haha, maybe I should learn to read)
I would personally ask Tia if you're asking to draw Jorts and Jean in someone else's style, since - especially in this case - Airyn's portraits aren't really going to have anything to do with it? It's not edits to the art, it's completely new art of the same characters.
Update. I'm currently in the green with Wolf and Airyn. Now I await for Tia's response.
And their designs come from real life, not Airyn's brain (at least, their colours and stuff)
That being said, since I am friends with Airyn and Tia I'd just ask them both anyway lol
Yeah, I would personally also want to ask Tia here.
(And let's be real I never want to step on any toes or get in trouble so I'd ask everyone involved even if I wasn't friends with them xD)
Yessir, that's why I've sent DMs to three seperate people.
-# same
Oh, I see 
(Just to be clear, I am just chatting generally on the topic, not trying to give you advice about actions you have already taken haha)
(Just checking!)
Check complete.
Also because I'm bored, as I can only start on the funny cat stuff if Tia were to give me approval.
Which I patiently await.
They are adorable
ty..
Guys, anyone have an opinion on what Haley and Emily's mom would be like? I'm working on adding her as an NPC, so far my idea she's a therapist specialized in (grief and) children. She has appointments with Jas about her parents, with Vincent about dealing with his dad being away for long and I was thinking maybe one of her heart events could be finally getting Shane some therapy... But I'm having a hard time locking down her actual vibe for dialogue. (Also Emily has a wife and child, so mom lives with Haley)
Oh and she will be getting at least 1 weekly club with Jodi (who needs a hobby aside from dishes!), possibly a true-crime club, though any other suggestions are welcome haha
Is this not the same mother who is off gallivanting around the world with their father, then?
Nope, I will be taking some liberties with that fact 
Yeah I think you're very far from Canon now so do what you want lol
Yeah, nothing wrong with a character (characters in this case I guess?) background retcon!
If you're going stereotyping may I suggest one of sourdough or kombucha
By the way, why does Jean's Nyapu portrait sheet have an extra eight one that doesn't appear on the regular one?
For comparison.
hmmmmmmm interesting
You can marry Nyapu's Jean /j
omg I didn't see the /j and for a split second I was like HUH
I do remember you can actually dance with Jorts, but that's it.
i would like to dance with jorts
It could be a kind of easter egg Nyapu left in, who knows 
I did something like that on my Jorts one, it's just that you can't see it normally 
Hi everyone! I've noticed that since I've been playing Stardew Valley modded, the cows in Marnie's pen are always two brown cows and never grow up, but always remain calves. Could someone good with codes make a mod to make them grow up?
The simplest hacky way to do it is to patch the cow with OnLocationChange, I think?
How can I do that?
If it's not too difficult, I can do it, but I don't know how.
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
You can read up about Content Patcher first. Look into the wiki tutorial and extract your game assets.
You can look into how to unpack your game files here: https://stardewvalleywiki.com/Modding:Editing_XNB_files
I use CP every now and then, but I'm terrible at it—I get it wrong two times out of three. But isn't there a kind soul out there who would make a little mod for those who want to see the cows grow?
I wonder where the data for the cows is located; it's not in data/locations or in the map
data/animals
Those two cows are hardcoded
oh marnies?
Don't worry, it took me lots of trials and errors to get a CP mod working too. Getting 1 out of 3 working is actually pretty good.
It's like having a glitch in the game if, when you mod it, the cows no longer grow, whereas before they did...
probably SVE or a mod that changes the forest that's doing that
I'm sorry, I'm dying over how we're discussing the cows like they're trees
I do not use SVE
What mods do you have?
u cannot the cow
u cannot grow the cow 😔
You technically can by patching the cow asset, right. Which is why I suggested my hacky solution.
i never really noticed that particular thing about those cows. i will never unnotice it now
I have many mods, but I don't have any mods that change the forest. Nothing that can interfere with that.
if they use the younger cow assets you'd need to like, override it with the older one so your cows won't look like they r growing either
i think (?)
maybee if its only done when player is in the forest 
Yeah that's why OnLocationChange #making-mods-general message
Okay so it's not being overwritten by something added to the forest, but I assume one of the mods you have is keeping the cows from growing (weirdest sentence Ive ever said)...
but this does depend on how hardcoded it might be, maybe
just finished Charlie's (that granny who sells crops) character sprite
she spin~
wait do these cows actually grow up
the ones at Marnie's invented potion of stop aging
I thought they were always adult cows
aww tysm (sorry for ping)
wait they r adults 
I am so confused, I couldn't even tell you the amount of cows 
they probably are
I don't mind 🙂
I don't have any mods that interfere with animals, only mods that change skins.
2 of em
ok then
I believe Marnie's cows aren't really animals... They're basically furniture
they are animals, just trapped
No they walk around. And they change if you install a mod that retexture barn animals.
not counted as animal bc animals produce stuff and they just, stand there and walk around
Okay okay fair, furniture went too far
theoretically you could milk them if you clipped into the pen
However, if no one has noticed, cows in modded games no longer grow.
that seems like a bug
they started off as adults in vanilla
my game is modded and me cows grow
but only Marnie's cows
Yeah, Marnie's animals are like... 100% real animals, but in another dimension and projected into the "real world" to use a super weird and unhelpful analogy.
No they are little forever in a modded game.
Damn not me calling an animal a chair oops
again, seems like a bug
These are small cows.
I thought they weren't coded the same like regular cows, didn't know they were ust locked up
i don't think they are coded like regular cows
jort
Of course.
no such thing as dumb questions. only unclear answers sometimes
Cursed order, you gotta at least say jorts and jean
Exactly, ever since I started playing with mods, the cows have always been two small brown ones and they never grow.
the cows in dolphin's screenshot aren't modded
I think they aren't any different than the animals on your farm,
I feel silly for admitting this, but I genuinely forgot the order and just went with whatever rolls of the tongue better.
dh tell us cow secret
I don't think they ever grow up. Except for that one time in Haley's cutscene.
that one's my bad
cow...
haha, I only remember because I've been using the NPC tutorial which has the name everywhere and
Yeah, the major difference is that "normal" animals are added directly to the GameLocations FarmAnimal list, which get ticked and updated and put into the save automatically.
In the forest, Marnie's animals are just added to a completely separate list that's special to this location (and so won't ever be saved into the save), and are ticked and drawn manually.
That's where the game seems broken because you end up with Haley playing with the adult white cow.
ok so i never noticed this but yeah these are juvenile cows
And they'll never age. 
Okay so basically they're magic regenerating cows?
I don't... think?
but since they're not coded to behave like cow they just stay like that
oh so that's why they have a tick, and I also saw the draw(spritebatch) 
this isn't a modded thing, just a goddamn feature
Is it possible that I'm the only one who noticed?
haley's custscene has art of a fully grown cow but it's a white cow and the ones are the map are brown
magic cows
So yeah again. The simplest hacky way to do it is to patch the small cow asset with adult texture using OnLocationChange.
Basically! Every time the forest map is instantiated/loaded, the cows are created. And since they don't get their dayUpdate() method called at any point, they'll never age.
Mod that adds 30 chickens
chu no
This feels like a glitch btw
Could you please write down what I need to write to make them grow?
you aren't actually making them grow we're just making it look like it
It might be something that was missed out for sure!
Was it like this in 1.5?
it could work, since the drawing goes through every farmanimal you add to the list
Two fully grown cows spawning on the event, too...
modding is lying and deception 
?? these cows,,,, what are they
This might be a good 1.6.16 request... for each location to get a, say, ephemeralAnimals list for mods to use to add animals to that shouldn't be added to the save, and can be created at will.
It'd replace this one hardcoded list, and be more generally usable for any location.
Be honest: is magical color changing baby cows really a bug? Or it just worldbuilding
i mean marnie does live really close to the wizard
Yeah I just assume she lets them out and in her barns.
Exactly and her cows stay outside in the rain and snow...
wizard accidently taught cows magic and now it's a valley wide issue
this is a topic for stardew valley explained
Am I creating content with this writing?
I've seen someone say it was Lewis in a suit
Where she keeps all the hundreds of animals she sells to us.
New favorite headcanon
that's very unkind to the animals >:(
if you wanted to try it out, you'd be using CP and OnLocationChange and replacing the baby cow texture with the adult one when you enter the forest
he taught one of the calves magic and the calf didn't like being smaller than everybody so now every cow in the forest is a baby brown cow (it never occured to the calf he could magic himself big ofc)
Unsure they are meant to be not preserved
Wouldn't it make sense for them to adults....
i mean, yes
It definitely would!
pretty sure marnie has lines are milk and u can't get them from baby cows
like i know there's a coop inside the building and thats how they get egg
I feel like it would only let you add baby animals
Smh marnie should let her chickens free range smh
Boxosoup you can fuss with the age of the animals lol
I mean we never see her milk the cows, maybe she's got a second field at the back for the adults... I guess that'd mean she'd segregate out baby brown cows though
She has an empire of cattles kept in the wide hollowed cliff attached to her house.
Also i think those animals lost their day update because it was causing issues lol
Since they're technically homeless
me too
Have you noticed they are still outside at night?
and when it snows
does spriteBatch take into consideration age in FarmAnimal?
they just spawn no matter what
Justiceforthecows mod coming when?
The draw code would
justice for cow would be C# right? like they're hardcoded in there
Oh those are different cows. Marnie rotates 2 at a time to go outside.
I tried to catch them with the Let's Move It mod and raise them in my barn, but then the game considered them mine and you can't put them back in that pen.
2 outside cows 2 inside 😭
free cow duplicator
"Goddamnit Shane, you forgot to rotate the cows again!"
Guys, I know there are some people here who are good with code. Could you make a small mod to grow those two cows, one white and one brown, please?
I think we should get temporaryCharacters netlist
I'm writing up a suggestion in the thread right now! It would make my job so much easier. 
are you making a map or something?
I would be the first to download it
No point limiting them to just farm animals
I mean also like, I have a long standing annoyed with mods spawning monsters on irrelevant maps lol
Because lagggg
the general advice would be to either learn to do it yourself or uhhh commission someone to do it for you (there's people who do c# comms)
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
Game can indeed use them for monsters too yeah
It would be nice for monsters be only around on maps that players in them
thank you, i can never memorize all these commands 
defense division scaring me with stick crabs and bugs in the forest
but those two cows spawn anyway every time.
Well cana if u want this right now the easiest way is to use meep to add 2 white cows
For a total of 4 cows
add a horse
No maybe it's better if I do it with CP, if no one is interested in creating that mod I'll try it myself, I don't like adding too many frameworks to the game.
you'd have to use c# to remove the 2 cows or just retexture them using CP
I'm trying to read the player's stats to check whether or not they currently have Farming Mastery by following the example given on the wiki here:
uint stepsTaken = Game1.player.stats.Get(StatKeys.StepsTaken)
from https://stardewvalleywiki.com/Modding:Stats#Reference_stats_in_mod_code
However when I'm trying this I get an error that 'StatKeys' doesn't exist in the current context:
bool hasFarmMastery = Game1.player.stats.Get(StatKeys.Mastery_0);
Is the example out of date or am I doing something wrong?
Hmmm
Game1.player.stats.Get(StardewValley.Constants.StatKeys.Mastery(0));
seems to be usable, although it seems to be a uint rather than a bool, so not sure exactly what info it is representing
do you have the game decompiled?
Yeah, I usually just check through jetBrains dotPeek
you can look at Game1.cs
well what you want here is to look at StardewValley.Constants.StatKeys to see what's defined there
Ah that makes sense.
So that just checks out what it seems like currently, that StatKeys.Mastery(0) is a valid defined key to lookup a stat, but doesn't really give any details on what kind of data the stat it refers to will be
E.G. just seems to convert StatKeys.Mastery(0) into mastery_0
excerpt:
public static string Mastery(int skill) { DefaultInterpolatedStringHandler interpolatedStringHandler = new DefaultInterpolatedStringHandler(8, 1); interpolatedStringHandler.AppendLiteral("mastery_"); interpolatedStringHandler.AppendFormatted<int>(skill); return interpolatedStringHandler.ToStringAndClear(); }
Yeah the wiki implies it should return a bool also, but in Visual Studio it's telling me that it will be a uint
That's how book tracking works
Ah ok, it might be functioning as a bool but technically just a uint? That makes sense I guess
You can do == 0 and != 0 and the compiler will treat it the same as a bool unless you're assigning it to a variable/parameter/field
Ah thanks
It's been a while since last modding SDV / using C# much, so I'm relearning a lot of basic stuff as I go 😅
You want something that is not doable with just content editing, and meep is one of those content patcher extension frameworks
Obviously if you don't want to use that in your game then don't make the mod the end 
Guys, is that okay for novices when I need to make portraits faster... or I need to look up at sdv character sprite dumps... or... do I really need to draw portraits from scratch? Drawing character portraits from scratch is not that easy.
I tried to use SDV Character Creator from itch.io
Is that the jazzbee portrait creator
you can use it, but when you post the mod remember to give credit somewhere
omg this was the PROBLEM!! THANK YOU! 
alright then... so...
there's some alternatives... like sdv portrait sprite dumps?
just unpack the files
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
Tbh the alternative is to start with some vanilla char and edit them towards what you want
i borrowed abby's head for the first portrait i made
If the art stuff isn't what you want to deal with you could look into commissions too
couldn't I use modded chars as body base?
how hard is it to make a 1.5 JA outfit mod into 1.6 FS?
I wouldn't recommend using someone else's art to base yours on, no. Permissions are more of a problem there
but with Concerned Ape's stuff, that's fine, it's in the game you are already modding, that's modding fair game
okay then
It would depend on the permission of that modded char
the modcreator said theyre no longer working on it
You can import JA to content patcher just by patch export
For FS you need to learn their syntax
time to firgure stuff out AGAIN
so... what about Ridgeside Village mod... or Stardew Valley Expanded?
Is there a particular reason you want to use a modded character rather than a vanilla one?
You can find out what permissions these mods have by reading their nexus page
where can i find the syntax stuff
i might be blinf
wait... that's only for RSV mods...
you're right
FeelsDankMan i have the wiki up for fs but how do i find how to learn the syntax
anyone know why modded barn animals might not want to come out of their buildings?
There might be converters. I made one for pants. It works ok.

Sorry, I didn’t realize that’s what your name meant
is your animal larger than 32x32
Usually I see “no ping”
i cant fit all the things in need so
no, and i know they are capable of coming out of the buildings, as they will sometimes but its inconsistant and usually really delayed???
at least compared to vanilla animals
Hey. for Artifact and Fishing areas in Data/Locations, is it X and Y coordinate specify the top-left like other things (Such as berry bushes, bigger rocks, cabins, etc.), or is it the middle?
I don't think artifacts have coordinates in that asset? but for FishAreas -> Position, yeah, x/y is the top left corner, and SDV/mods almost always use it that way
do you have permission?
its for personal use- and they havent awnsred any posts for over 2 years
i mean i left a post asking but
@lucid iron hi! do you think it would be possible for you to expose your UnderMaxChildrenCount in the hmk api?
Hmm this question may make no sense, but if I want certain config settings for my C# mod to reflect their changes in-game right after changing them (e.g. by changing with the GMCM), do I need to set something like
this.config = this.Helper.ReadConfig<ModConfig>();
periodically instead of only in Entry() to ensure my mod can always "see" the latest config values?
Or is the reason my mod wasn't apparently able to "see" recent changes to a config value because I was using a Harmony Postfix (which is a static method, and thus I was using a static singleton of ModEntry to be able to use my methods / variables etc. in my Harmony Postfix method)
only mod on their page thats 1.5
well... I tried...
if you set up GMCM integration correctly the config changes should be reflected when you change it in the GMCM window
I think direct file changes are only reflected every time you read the config again, but I rarely find it necessary when I recommend users to use GMCM anyway
his there a way to convert ja to cp?
!converters
These community tools help update mods to newer formats or frameworks:
- Convert to Content Patcher from Custom Furniture, Better Farm Animal Variety (BFAV), Custom Music, JSON Assets, More than Necessary (MTN), SAAT, Shop Tile Framework (STF), TMXLoader, or XNB.
- Convert to other frameworks:
- Other tools:
savior tysm
Sure I can do that, although if you just call spouse can get pregnant you get the check anyways
Do u have more specific usecase than "can u preg"
ah nvm.
AAAAAAAAAAAAAA
you're gonna have to convert it manually then
not too hard
just find the wiki page on clothing
the diffeerentce
the manifest for fs , then whats in the json assetss one
I don't know FS XD
Hmm perhaps I need to doublecheck how I have my GMCM integration setup then. I thought I had it working properly, although in a test just now for a non-Harmony Postfix related config setting the game didn't reflect my changes until I closed it and re-opened the game.
(And resetting this.config = this.Helper.ReadConfig<ModConfig>(); when I called the Harmony Postfix method also had no effect, so that was irrelevant)
where all the gmcm related get/set r on the mod config class itself
and then there is 1 static ModConfig Config created on Entry
Ah interesting. I pretty much just copied exactly the way shown in the GMCM example from its doc, where I did the get/set stuff in OnGameLaunched().
https://github.com/spacechase0/StardewValleyMods/tree/develop/framework/GenericModConfigMenu#for-c-mod-authors
Would doing it either way affect whether or not changes are reflected in realtime though...
Actually, maybe my issue is that I read the config values in Entry() like this:
sunflowerSeedsPrice = this.config.SunflowerSeedsPurchasePrice;
and then in the rest of the code just refer to my variable instead of the config directly?
yea thats pass by value
sunflowerSeedsPrice wont update just bc this.config.SunflowerSeedsPurchasePrice changed
either make a prop or just use this.config.SunflowerSeedsPurchasePrice
property like int sunflowerSeedsPrice => this.config.SunflowerSeedsPurchasePrice
Ah that makes sense, thanks. I guess I never noticed that I'd slipped up for that as the few config settings in the C# part of my mod were things I rarely ever changed, and usually before a play session.
Yup, that was the issue, all seems to be working well now, thanks again!
someone asked me if I can allow for nightly questions to occur even if maxchildrenlimit is reached lmao
hello!!
how's the modding going?
heh the scope creep is fun-
why actually finish something when you can make it bigger! so fun and smart!
(it is not)
hahaha
i mean shouldnt that just be a matter of setting maxchildlimit to unlimited
for HMK thats when u slider all the way left
oh thank you
oh man
that is really simple and elegant
I think I did a good job...
Hmm is there a simple way to edit the text within one of the strings in SDV's 1_6_Strings.json through C#, e.g. the text description for Farming Mastery? Or would the best bet to dynamically intercept & edit the text on a MenuChange Event, e.g. when the game swaps to the menu displaying the Farming Mastery description?
Usually I would use the Content Patcher portion of my mod to do this sort of thing, but I only want the text to be changed if a particular config setting is enabled in the C# portion of my mod's config.
I never found an easy way to "communicate" between the Content Patcher & C# portions of my mod, so in the past I've done an extremely kludgey one-way method of having the Content Patcher portion change the price of a particular item to a particular value, and then my C# portion can read the price of that item to determine whether that particular config setting in the Content Patcher portion was enabled. (I know that's a super sketchy way to do something like that, but I never was able to find any alternative years ago)
Who is she? 
Also, I think this is more suited to #making-mods-art
Charlie the owner of her crop shop
ohh
Where will she live?
have your c# mod do the exact same thing as your cp mod would have (edit the asset with an AssetRequested event)
Cindersap Forest
if you want the description to change dynamically with the config option, fire an asset invalidation event for that asset when your config is saved in GMCM
(also explained in the link above)
She looks good btw.
ty
Now I gotta work on my mod that was supposed to be released yesterday but didn't because I am too much of a perfectionist 
Ah thank you! For some reason I hadn't realized there were these equivalent abilities for C#
content patcher is just a C# mod
i mean cp is a c# mod
Poor Selph, you are almost always beaten by another person 
Pls understand the goose is nibbling on the internet cable
What? 😭
just canada things 😌
Im a she

OH FRICK
Dw
I JUST SAID "HE" CAUSE I HAD THE GOJO PIC IN MIND SORRY 
Thats just the love of my life my glorious blue eyed king 
... Do you use the Gojo mod? Just curious 
Surprisingly no i generally only use the "bigger npc mods" like rsv sve or es with those additional npc
Hi! I'm working on a mod that adds a new NPC using Content Patcher, and I created a 2-heart event for them, but it never triggers even when the conditions (hearts, time, day, and location) are met. Has anyone run into something similar or know common mistakes with custom NPC events? I can share my SMAPI log or the event code if needed, bcs I can't find the problem 
You could first try the debug command and see what error it says
Debug dbi (your event id)
!json when in doubt share your code
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
(Most common mistakes is excluding a day rather than including using old format of precondition, and typos)
Hey, I have two mods that have overlapping buttons.
Is there any way to fix this? The main problem is that both mods use DLLs, and I don't know how to edit those
if they dont have configs, your best bet is to download their source code, edit them and then recompile
if i wanted to edit multiple objects' sprites separately (to make the edits be configurable), would i have to edit the entire sprite sheet each time?
you can Load a new spritesheet that just has the edited sprites in their original spots, and then in object data for each object switch to using that sheet depending on the config settings for that object
Side note, I absolutely love your profile picture a little too much :0

Thanks!
I've never played a Kirby game, but I love the character and low-poly is really nice
thanks!!
just in case i should add that you should not change the sprite index, because that data is persisted into the save
New quote added by atravita as #7108 (https://discordapp.com/channels/137344473976799233/156109690059751424/1465451254103674940)
It doesn't recognize the command :((
lowercase debug right
hi
Sorry if I interrupted anything, but should I make a portrait for Jean now or give Jorts his remaining expressions?
I dread making her tortoiseshell pattern, but if I get it over with, making expressions would be a cakewalk.
Maybe.
I think.
I hope.
do as the scope creep guides you 🙂↕️
I fear this isn't scope creeping, as my only goal is to have these two kitties looeyfied.
There's nothing else for one to do here.
personally i like doing expressions while my mind is still focused on the one character instead of switching back and forth
(yeah when it comes to smart thinking do not ask me)
Trust me, you've done your fair share of smart thinking as well.

Don't underestimate yourself, bestie.
aww 
frankly when it comes to modding I throw logic out the window and do whatever I feel like hehe
@tiny zealot (since i think you might know the event sauce best, but anyone else is free to answer) is there a way to have an event end and place the farmer in the same coordinates they were at when it triggered? how doable would this be in C#?
what exactly do you mean by put the farmer in the same coordinates they were at?
when an event ends, the player gets kicked back to the default warp in the location. like the CC unlocked event kicks the player back to just next to the bus stop
for a concrete example, right now i have a map tile that plays an event when you click on it. let's say it's at 40,40. when the event ends the farmer is back at 1,5 next to the door
Alright my first attempt at doing an asset edit & invalidation is nearly finished, attaching this method onto helper.Events.Content.AssetRequested :
{
if (!adjustHardCode)
return;
if (e.NameWithoutLocale.IsEquivalentTo("Strings/1_6_Strings"))
{
if (CheckFarmingMastery() && this.config.FarmableCrackers)
{
if (editedFarmingMasteryDesc)
return;
e.Edit(asset =>
{
var data = asset.AsDictionary<string, string>();
data.Data["Farming_Mastery"] = "You can now find Golden Animal Crackers (even when doing farmwork!), which permanently doubles a farm animal's produce. Doesn't work on pigs.";
});
editedFarmingMasteryDesc = true;
}
else if (editedFarmingMasteryDesc)
{
helper.GameContent.InvalidateCache("Strings/1_6_Strings");
editedFarmingMasteryDesc = false;
}
}
}```
I'm trying to imitate the examples on those two wiki pages, though I obviously get an error for 'helper' not existing in the current context for
`helper.GameContent.InvalidateCache("Strings/1_6_Strings");`
since I have this method outside of my `Entry()`.
However I'm sure there's some simple workaround / thing I'm doing wrong that I'm forgetting.

FeelsDankMan think i should ask here
i have a rar file mod, how do i make it into zip,,?
nvm got it
most people set helper on a (static) property so it can be accessed anywhere
also
- that invalidation code is in the wrong place to do it
- you don't want to check mastery before editing - that's also the wrong place to do it, and also, do you really need to check that the farmer has mastery for a string that requires them to be working towards mastery to see
the AssetRequested event is called when the asset is being loaded for the first time (either since launch, or since it's invalidated)
afterwards the result is cached
- if you have a bool to ensure it only gets edited once ever, then it just won't get edited when it gets invalidated later
Ah OK I was assuming it was getting requested anytime the game needed to check anything from '1_6_Strings.json'
Hmm alright looks like I have a lot more to learn about asset editing in C# without Content Patcher 😅
For 2., I'd been doing so much stuff earlier today checking for Farming Mastery I just got into the habit of checking it for everything, I might need to take a break 😛
For 3. my intent was for the bool to denote whether '1_6_Strings.json' was currently edited or not (to avoid re-editing it multiple times, or more importantly to avoid invalidating it if it currently is not edited, as the wiki warned that invalidating / reloading assets was fairly expensive)
you dont have to worry about that; your callback only gets called once every time the asset is loaded from scratch, and it starts off fresh with every such load
no carryover from previous loads
for invalidation what I suggested is that when your user changes the config toggle to enable/disable the "cracker dropping from farming exp" feature you'd also invalidate the asset so the string gets updated
SMAPI has a cache on the content pipeline so if an asset is requested multiple times it'll just return the same instance back.
'all' invalidation does is clear that cache so that loads will actually run the full pipeline again.
(and some extra logic after invalidation called asset propagation to reload textures and tell the various parts of the vanilla codebase to reload)
(when you register a config settings with GMCM you can specify a callback for "things to do when the config is saved")
I'm trying to add a new location and I'm using TileSheets/JunimoFurniture in the map and I keep getting these errors. https://smapi.io/log/4292ea8e5a0741d0af7cc39f1ffec97d I'm pretty sure I can import a tilesheet into a map if it isn't in the Maps folder
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 12 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Ahhh, I think I'm seeing, is it the
void OnFieldChanged(IManifest mod, Action<string, object> onChange);
method in the Adanced options for GMCM? I'd always had everything but the bare minimum commented out.
nah u can just do it in your setter delegate
the tilesheet path on your map needs to start with ../ for non Maps/ tilesheets
this one invalidates Data/Buildings when PondSize is changed via GMCM
something else to be mindful about when editing strings is locales
Ah thank you, I will take a look!
don't do anything that will make your mod untranslatable basically
yeah i forgot to add that you should put your user visible strings in i18n
Ah I was worried about that, since I'm editing text in '1_6_String.json' in English, presumably all the other languages e.g. the German in '1_6_Strings.de-DE.json' would not get edited, so not sure how to handle that...
(i also admit that i would be too lazy to bother editing "Farming_Mastery" in the first place cus player will see that one time at most...)
(they will all get edited since you used NameWithoutLocale)
Ah, then I suppose I should swap it to using Name instead, so as not to mess up the other languages by putting English in them?
(anyway feel free to peruse https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Translation for how to set up TLs)
there's a few ways you can do it
- actually check what locale it is and do appropriate edit
- just make smapi translation helper do that, and continue with NameWithoutLocale
this bit is what's actually important
Oof, realizing I may need to redo some of the stuff in my existing Content Patcher edits which change English text, to figure out how to not screw with other languages 😩
yea use {{i18n: }} in your content patcher part too
altho if u have a cp part why not just do all the data edits there?
Ah, I mention up here, since I want the text edits to only happen when a config in the C# portion of my mod is set a particular way
just make a cp token for yourself
or a mailflag
oh ty!
Hmmm I'd read through the Token page of the Content Patcher docs quite a bit years ago and a little bit recently, but must have missed anything about tokens that can be read by other (non-Content Patcher) C# mods?
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md
Ahhh I must have skipped over this long ago since at the time I was interested in having the C# portion of my mod read the config of the Content Patcher portion, instead of the other way around currently.
Thanks, that should simplify things for all this editing of the Farming Mastery text once I figure that out
Yeah I am hoping to make sure that the player is aware in case they don't read all the descriptions of the config settings, that with the default settings it changes the way that Golden Animal Crackers spawn (gives a chance to spawn them on most actions granting Farming XP). So was hoping at least any time they check the Mastery statues they would see it.
I might need a better solution to ensure players know about this, maybe a custom mail letter? Although despite the scope creep I am still hoping to keep this mod as lightweight and have minimum requirements as possible, so not sure if there's a simple way to do that.
i understand that ppl will not read no matter where i put the text 
but if u will make something for this then it'd be better if people can actually go back to it
Put it somewhere they can refer back to
mail is not that bad even if not searchable u can look at stuff in the past
gmcm also let u add paragraph o text if u want
attempts to
nerdsnipe chue into making mail searchable
that was fast
Yay!
atra so strong they can nerdsnipe into the past
but not strong enough to get the right person
I have a quick question for anyone who knows the answer. I am working on custom flooring (like brick paths, the placeable ones). I am wondering if it's possible to make path flooring a custom object and have it act like a path and not just individual 16x16 squares. If so, what category do I use?
Chue was directly in chat when I saw that lol
- look at vanilla paths for examples
Thank you! This is exactly what I was looking for.
i forgor mail is in collections oop
Ah I was thinking of the Mastery Statues with their descriptions as being able to refer back to, since you can always go back and re-read the descriptions for Masteries even after you've earned them.
Though again, might not be ideal as players may not check those carefully, go back to the Mastery Cave, etc.
Oh for the config setting descriptions? I already have a bunch of info in the GMCM descriptions for each setting, but was thinking of players who may not even look at the config.
@lucid iron im using MMAP but i cant find any examples on the LightRay map property for how i would assign a different texture
it should just take the texture target as an argument, e.g.
mushymato.MMAP_LightRays Mods\\YourModID\\LightTexture
Is there a way to specify a sprite index though? I was hoping to use something in Cursors
You're a wonderful person and we greatly appreciate you but you kust weren't immediately in the 4 posts I saw when I tabbed to check this chat 
Also chue is the easier nerdsnipe target
afaict no, it only has the one argument
dang alright, ty!
do u need a sprite index (more accurately source rect)
most ppl using this just put T to use the ones from vanilla anyways
Hi! I was wondering if there is a way to change what portrait expression is called in a vanilla line of dialogue without changing the line itself, so that translations don't break it?
why would translations break it?
Uh, I'm guessing that would happen because the only way I can think of doing this is by replacing the line with a changed expression tag like #1
If you break your i18n up to multiple keys then you can achieve this
However ppl who translate do tend to know not to touch the $1
i'd call it bad practice to split dialogue lines and separate emotions from text
I'd like to avoid i18n-ing it at all, if it's possible
Separation of logic and content is ideal but it's a pain so I understand why most people don't do it, and my feelings are directed more at $action
Well you can just not do that?
No one can stop you from making your mod untranslatable
That's your choice/business etc
ok. Is it not possible then to do what I asked in the first question then?
Ah i think i misunderstood bc i missed the word vanilla

It's not entirely possible bc content patcher does not implement sed
aims nerdsnipe cannon
The approaches you have includes:
- Only target the english line with target locale, must overwrite the whole line still
- Target all locales and just i18n it
Can you do smth stupid with a text operation
Idk i only use grep sorry sed is complicated
If your changes are minor i think 1 is best
I've looked into text operations I think 5 times and every time I came away disappointed that it doesn't do what I wanted
Because the end result is that if someone plays in not english they do get original line in their language rather than what you rewrote in english
I'm far too old to know anymore
hmm
for the most part I like that CP is declarative not imperitive, though text operations blur that line
i mean isnt regex just target area for text
With capturing groups too
there is a replace text operation, its just that text operations work on tokens not regex
So, I could potentially make the change tho if I just i18n'd every piece of text using each translation in content unpacked... would there be a way to add a dection for the language that's being used in stardew so the player doesn't have to manually change anything?
TargetLocale is what i suggested
but what exactly is the goal here every bit o text in the game is a lot
No, not every text, I want to change the portrait expression that is used in a piece of vanilla dialogue.
u dont have to i18n them all u can just use TargetLocale to only edit particular language
combine that with hasfile and u can detect whether u have i18n for that language
no player facing config here
Ok, so with that method I could also theoretically edit the expression in each language's translation then.
thanks!
restoring the farmer's location after an event plays is the default event behavior. if your tile click event is doing something else, then something in the event is changing where you go back to
(the cc unlock event puts you back at the entrance from bus stop because that's where you were when it triggered: it can only start if you enter town from that entrance)
oh hmm i was mistaken then
i would guess changeToTemporaryMap is doing it probably?
doesn't the cc unlock event put you at the front door of the cc
or am I thinking of a different CC event
i could very well be misremembering that too lol
i don't actually remember, i just took nic's word for it lol. but i know it can only trigger from that entrance
oh i found where i got that from
so maybe this should be edited to clarify? i know most events are triggered on location change though so maybe it's too niche
ah yeah cc intro has end position 52 20
ahhh okay
i think i may be able to use that then in combination with chu's <TILE_X> <TILE_Y>
hopefully
also I did check and the 1.6.16/1.7 language decouple for events does put the emotes in the localized string and doesn't treat it as a command
that's wild, any reason that you know of?
emotes like portrait selection?
yeah
oh i thought you meant like bubble over head
$l $s #$b# etc
But then you can do fucky text operations?
i have said before i think it's fine to consider those part of the text. i can easily see needing to break boxes differently or choose a different portrait for localization reasons (e.g. a joke doesn't hit the same way)
yeah like if i split up "I just can't...#$b#can't do it." but a language doesn't split verbs like that or puts the subject at the end or something, that would be difficult
I don't know if any languages do different portraits, but the number of $ is different between english, jp and italian, though a majority of the delta is less ${
oh right ${ also ends in }$, that accounts for all the $ differences
@soft lance can you explain this more? i don't do anything weird with fish like this. what are you seeing and in which locations are you seeing it?
i add one custom fish, and i add two locations that have the beach fish, one of which also has river fish
like this:
"Id": "LOCATION_FISH Beach BOBBER_X BOBBER_Y WATER_DEPTH",
pathos i think something got messed up for the beta you gave mac/linux users,,
was playing with it earlier but now i cant
i just realised i spent an hour looking for tile property actions to add to the wiki instead of working on my mod...
does anyone know where there might be a water dripping animation?
i dunno about "water" but I think there's some kind of sewer sludge dripping animation
there's a rain one!
oh yeah! ty!
Howdy! Didn't know you were the creator of the mod! : )
So, there is a bug in the mod where when I go to fish, it is constantly randomizes the fish with random chances, go and download the Fish Overlay mod to see how they act (it should show the fish that are active at the time you are fishing, and should be more than 1), Fish Overlay takes this directly from the game, so it's not that issue
Currently, this is the only mod I have seen that does this. On Fish Overlay, there is only one active slot, and that slot should only be one specific fish, instead, its being randomized with other fishes and showing random changes instead (like how some loot chests when you hover over keep changing icons to show the items inside)
Vanilla game, and other mods don't have that issue, and when I tried to input my fish, it caused the bug, and fish overlay should how it was constnatly changing the stats of my fish
I'll check the source code in a bit, but if I see an issue, I'll let you know
but dont think LOCATION_FISH is used for this, at least from all the mods I've seen, and how I used fish, this property has never been used
hmmm i believe that you're experiencing this, so please don't take it the wrong way, but i don't consider this a bug? fish should be randomized like they are in vanilla--like how you have a chance to catch a sardine or a tuna or an anchovy if the conditions are right. i've never played with a mod like fish overlay or a mod that you can hover over a loot chest to see what's in it. i have viewed my locations with Visible Fish, and it shows, for example, all the ocean fish that can be caught at the lighthouse. i don't intend to change anything about my mod for compatibility with Fish Overlay.
however, you should be able to add your fish to my locations with something like TargetField. maybe if you share how you're doing it, the people in here could spot why it's not working?
LOCATION_FISH is definitely in use though; i learned how to use it on the recommendation of other mod authors haha
I looked at the source code, this should not be used like this
This is a bit of a strange way of pulling it, and its randomizes the chances of even vanilla fish, and yes TargetField is used for my mod, but your mod is oddly causing some issues with randomizes any toehr mods fishes chances, too, so its not safe to put in
I'm going to be really honest with you, I haven't seen a mod add fish in this way before, it's clever, but it's a bit of a hacky method. The quickest thing I can recommend is adding the Fish field for the map with entries like how NWC (Northwest Coast) and SVE (Stardew valley Expanded) handles them
You have to add the vanilla fish into the Fish table itself, this method seems very hacky
which can also be why its causing this bug
You shouldn't alter the chances of vanilla fish
its more of how the mod is reinventing how fish are handled
i gotta look at this some more, its puzzling me out
To add vanilla fish, you just add their Id, and I believe it was the weather you also had to add (most of the time) and one other property or so
no need to re-add the chances at all or any type of randomization
as the code is already set in the base game of Stardew
Its also going to apply on anyone elses fish too
now for fishes being crammed as one instance, I dont know why
but it shouldnt be like that
my best bet is to nuke that fish area, and re-add the fish manually from vanilla game like how SVE and NWC/RSV does
its just the fish, and two properties for them, and it fixes the issue
but if you want to know exactly how, those mods I listed have an easy way to do it
so you dont gotta do much
It's also being chosen as one singular instance because
you have one entry
the {} for the ocean fish randomization is one entry
which is why on my fish overlay it showed that, randomization bug I got no idea why, possibly conflicting or I am not reading the code right (its late for me)
in vanilla game, each one is its own entry
so instead of one entry, you manually add them, thats all
and no need to redefine them either
(sorry for wall of text lol)
But to keep it short, I cant add support, it changed my hamemrhead and other fish chances from 13 percent to 40 percent etc
so its too risky and can break progression due to the bug
@urban patrol If you'd like, I can come in and fix the bug, and send you back the Fish table with all of it fixed?
I know how to fix it, not too bad to do
I looked at the source code of DBD and it's perfectly reasonable? as mentioned LOCATION_FISH is a perfectly good method of inheriting fish from another location; if Fish Overlay bugs out on your end that's on the mod
the game itself uses it for the beach farm
I looked at it too, it clumps all the fish from the mod as one entry, which isn't how vanilla typically handles it, but that isn't the issue, the issue is that it causes randomized chances for any fish added.
I'd recommend adding a custom fish of yours into the pool, and check out the chances changing constantly
except that is how vanilla does it
I don't know what part of the entry is causing the chance issue, but that is why
Hmm, never knew, good to know, I h aven't seen any other mods do it, so thats why i assumed
how fish overlay works is that it actually simulates fishing at the target location; for entries like LOCATION_FISH which only returns one fish of a time it can maybe bug out a little
(and even if it wasnt how vanilla does it, its still not a bug to just be using location_fish)
Though, when a fish was added from my mod into their fish pool, it showed it as a new valid entry, but the fish's chance was actually randomizing constantly
That is why I posted that on Nexus (which evidently got to general chat)
like I said, it simulates fishing at the location, and if there are lots of fish-added mods the changes may fluctuate greatly (you can see for yourself by bringing magic bait to any location)
it's not a bug on DBD's end that FIO doesn't handle LOCATION_FISH perfectly
Hmm, well I don't think it should be changing every 1-1.5 seconds, at least to my knowledge
I could be very wrong though
im pretty sure fishing overlay is constantly running simulations, no?
I say because no vanilla map or moded map does it
Not entirely certain, only happens on this mod though, that;'s why i asked
I saw that happening with just magic bait + a couple expansions at the vanilla beach
Hmm, that's interesting, I'll have to take a deeper dive tomorrow on that, wouldn't have even occured to me
in either case it's not anything DBD has to do
@urban patrol well, seems like your mod may be fine after all, might be just a rarer fish overlay bug that is showing oddly randomized chances constantly on your mod due to the way yo uadded fish (which seems to be a quick but do-able path)
I'll look into it more later, if I don't pick on that, then it's likely an issue I'll report to Fish Overlay instead
if you're really worried by your fish being drowned out just lower your precedence value
I'm not entirely worried, from what I am gathering here, it may just be how fish overlay is clauclating it
possibly with how the method was used
its not just a "quick but doable" method its the method you want to use if you want fish from other locations
yeah, i understand that, I havent seen other mods do it before, dont worry I understand 👍
(sorry for disappearing, my granddad called!) i'm glad to hear that the bug isn't on my end :) best of luck adding your fish to my locations. maybe you'd be able to quickly see your fish with something like lookup anything or visible fish, if that would make it easier for you?
Hope the call went well! And yeah it's possibly just an odd way that the overlay is simulating it, and it happening only to this mod made me beleive it was likely the method used to add the fish in, but it seems I am wrong, which I am glad I am
Yeah! Tomorrow I'll take a peak at it, if I see anything weird that is specific, I will reach out (unlikely, seeming to be more of a non DBD issue)
But your 99% percent safe
hello! I just started learning about moddings, but I wanted to make sure, if for example I wanted to expand the hidden forest and make new love interest npc, that means I will have to dwelve more into c# right?
The secret woods area is not pathable by NPCs
Other than that, no, you don't need C# to make an NPC
hello can anyone guess the museum mod that is being used here on the top area of the image here.
You should probably just pick a place to add an entrance to a forest area of your own though
I think Cape Stardew adds that lower room
so whatever adds the rug isn't quite compatible with it. Hmm, I think I have that rug though, let me check
ohhh! yeah I would probably do this instead since I didn't know that secret woods isn't pathable by npc, adding a new forest area would means I have to do c# right?
but just to make sure, so making a new npc and heart events doesn't require c#?
Nope
No C# needed
I've added new areas and made an NPC and all kinds of stuff with no C#
Content Patcher is versatile
do you have a log file? why guess?
it's another player not me that provided the screenshot
I am working on the museum patch but need the mod name
the top part is not my patch
okay that's a great info! thank you so much 
oh ok
I had it in for testing earlier and saw them
would've been good if they'd sent you a log haha
Cape Stardew says it has compatibility for SVE, something may have disrupted its own patches
Idk what happened I possibly just missed testing with sve
Since I am on a potato laptop I have to sometimes remove mods for testing purposes
I’m trying to fix it now just going to make a special patch that will seamlessly connect with sve
Question about quests, is it possible for an ItemDelivery quest to ask for more than one type of item? For instance, asking for 3 type of fish? Or is this some drop-box type magic? If so, any possible link(s) to it? 👀
ItemDelivery quests can only specify a single item ID and quantity. Special orders use context tags instead, have "and"/"or" logic for them, and can have multiple objectives.
(I'd recommend looking at vanilla SOs for examples/context, the objective stuff was only documented recently)
https://stardewvalleywiki.com/Modding:Special_orders
Ahh, understandable, I was doing a specific quest for an NPC that wants 3 specific items, i didnt know if there was any other way to do it
Seems like the only possible way is the special orders? (though thats more generic than story-wise I believe?)
there might be a workaround, like having one quest after another, but SOs are a more robust system
any SOs with an order type other than "" or "Qi" shouldn't appear on the actual order boards, and you can give them out with events/etc through the trigger action AddSpecialOrder
https://stardewvalleywiki.com/Modding:Trigger_actions
Interesting, though, can the quest be programmed/altered to end once you spoke to a speciifc NPC? (after getting the materials)
I'd assume it's possible if what you told me earlier is true
you could probably use $action AddSpecialOrder [your order ID here] in their intro dialogue or some such
https://stardewvalleywiki.com/Modding:Dialogue
or whatever dialogue should prompt it, anyway
I meant to complete the special order
Like my goal is to make a quest where you must bring 3 fish to Willy of iridium quality
and once u speak it ends
(speak to him)
oh, I'm not really familiar with the completion goals in SOs, though I think the "deliver" goal has you hand items directly to them
e.g. Emily has a request for several gems
ahh, very good to know 👀
vanilla farms use LOCATION_FISH (which is why it exists at all)
tyty
yep, you can use 'deliver' to interact with the NPC directly, rather than the dropbox style
When you use deliver, does it automatically remove the three items you have to give, or do you have to add it in:
"ItemToRemoveOnEnd": "876",
because if so, I'd need 3 items removed if its not automatic
It removes them automatically, that command is for situations if you somehow get more quest exclusive items I guess 
awesome, thank you : )
I'll send a thank-you fishi in return
Is the 1x2 sprite size for npc's hardcoded? I want to make a 1x1 junimo npc
nope, you can make it smaller, but there's really no need. just leave the top half of the sprite empty
be sure to set Breather to false so it doesn't blow up like a balloon
ty lol
Alternatively set it to true so it looks like it's hopping up and down /silly
hey, huh... are npc appearance net synced? can two player play together with different appearance mods?
Heyyyooo, questionnn, i have a player who has the newest content patcher, 2.9.0 and my mod i updated to 2.9.0 and the smapi log says my mod is formatted for 2.9.0 yet it wont load the mod cus it's an unsupported format. They're a mac player if that explains anything??
image files are generally not net synced
Do you have a log from them? Or are they telling you what is in their log?
I have the log, but it seems they closed it down once my mod didn't load and it... it really just says
"Could not load content pack 'Mirren the florist': unsupported format version 2.9.0, you may need to update Content Patcher."
They tried to switch back to a version of my mod that works but that's complaining now too so they're reinstalling Content patcher. The older version works now at least, theyre gonna test the new version (i dunno if updating my mod messed with anything or if it was just coincidental)
Are you sure their CP is 2.9.0?
Yeah, 100%, they showed me both a screenshot of the nexus page with the 2.9.0 downloaded and the log says 2.9.0, but it seems like it's another issue that's really causing the problem. It's loading now, it's just spitting out sprite file complains which is something i can work with lolol
Yeah sounds like it is an issue with their mods folder somewhere
Yeah, but the formatting complaint seems to be solved and the rest are coming through clean, it's just my sprite issues! Which they provided the log for so i can fix it
Good Timezone to you all 
Oooh, useful for moving stuff amongst other things? (looking at that glued on mailbox with distaste)
idk, someone asked me to make it 😄
but I did make this a long time ago, idk if it still works https://www.nexusmods.com/stardewvalley/mods/7834
I'd use speremint's hairstyles for my character sprites, but the author didn't specify permissions. What it means?
I think they wanted to use it for Dynamic Map Tiles mod
Probably need to reach out to them and ask specifically?
It means you cannot use them at all unless you contact them and receive permission. No perms = nothing allowed.
yeah, they checked the box to set custom instructions, then didn't add them
this is mine
Oooooh I hate the mailbox being right next to the house! I hope this still works.
I think someone updated it for me, latest version is april last year, so it should work
yeah, I have too many mods to remember lol
does or doesnt require json assets still?
(it prompted it as a requirement on nexus when i just downloaded, but i saw something in the comments saying that it doesnt) sorry if this is off topic for this part of the discord 
yes, sorry, removed that now, thanks for lmk
No need to be sorry
I love your mods
not the images themselves, but the appearance each npc has selected from their appearance, I don't know how they work code-wise.
@lucid iron hey chu is there any way to have a shop display a pet shop, animal shopp and a regular shop?i got it working with the animal and pet but not the other
displaying a regular shop is pretty easy with just CP, what's the context?
A pet shop is a regular shop you can just add items there
hello, can any of you guys help me post my farm mod on #mod-showcase 🙏, if that ain't too much :)), i would really appreciate it^^
this is the farm:
I KNOW YOU.
THE LESBIAN DESCRIPTION OD
hell yess, THANKS YOU THANKS YOUUUUUU🫶🫶🫶🫶🫶🫶🫶🫶
xDDD i love lesbians
i am a lesbian
i have uti :3
I don't think that mod description is okay. I know it's meant to be a joke but public places are not an appropriate place for joking about disliking people's identities.
i understand, im really sorry, I'll have it changed right away! thanks for telling me💗
has this been done yet?
(that was my first reaction seeing the discussion too)
i didnt even read the desc im so sorry
did you know there's a 2% chance if you click on mr ape it shows an alternative background?
Nope, I have never done anything except try to speed through this screen as fast as possible lol
you can hit escape to skip to main menu
(just a small note, but with showcase, we are basically vouching for someone else. Someone who can't yet showcase themselves, usually. So it's important to pay attention and be sure you're showcasing something you do approve)
(it's why you'll see some mod authors refusing to showcase for others, for ex)
I always just spam everything. But that is because I play with Skip Intro so I rarely ever actually see the intro and don't hold onto the memory of how to skip it lol)
here's what the 2% chance background looks like
i did! 1.6 easter egg
I restarted the game enough times before I knew about the escape skip that I've seen it many times
in Japan the splash screen looks like this, apparently
or that's before the splash screen? ig
is it compatible with the spacecore furniture extension stuff?
im trying to make the animal/shop/pet shop a furniture peice so you can have it in your house
Well it doesn't really matter if you use livestock bazaar's big craftable open shop feature or something else
The actual petshopid corresponds to a Data/Shops entry where you put the pet item query yeah?
You can also put items in that same shop
There is also just a shopid though, i forgor about that bc i just woke up
hm its just not wanting to open when i have the petshop thing active in it,
when i remove the petshop it works
at least sort of it doesnt show my items i just, im so confused it was working before
That may be some other problem send log I'll look at it in like 8hr
You can also test with Marnie
mushymato.LivestockBazaar_Shop Marnie
See if this works for u
it works with marnie
i wonder what im doing wrong hm
im not getting any errors either its just opening my animal shop only
illput together a log and stuff soon
I'm in Japan and it doesn't look like this, so Idk what you meant
i know D: i'm so sorry i didn't even SEE there was a description until i clicked the link itself
if (Program.sdk.IsJapaneseRegionRelease)
{
this.amuzioTexture = this.menuContent.Load<Texture2D>("Minigames\\Amuzio");
}
I wonder how that IsJapanseRegionRelease property set, does it depend on the region Steam thinks you're in when you download the game?
I think it's just a different version of the game, I don't see anywhere it is set to true
it's not settable, anyway
yeah I mean, how do you get a version of the game where it is true?
i would guess that's a japanese platform or publisher that may have been used in early releases (like chucklefish), and it's a vestige from an earlier time. unused but still hanging around
for the nintendo switch seems like
interestingly only appeared on the pc version with 1.6
(the 21/11/23 alpha build)
- Restored mistakenly removed title menu assets.
nvm
its interesting what changes happens on different versions, like on switch (iirc) one of the playstation controllers in ControllerMaps is replaced with a pro controller, the vita release has the vita keymap somewhere, Xb1ProfileButton is exclusive to xbox, etc
Amuzio distributed a limited run physical release for SDV years ago
the splash may still be used for the Japanese Switch release maybe
@lucid iron so my content.json is just includes, thats why i suggested sending the entire mod
https://smapi.io/log/6eae87a7305446ee91d28eb24f47f482
here's the log though
Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 33 C# mods and 9 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Am on phone so I'll look afterwards
Or you can send just the shop bits via validator (both the bazaar data and the shop data)
Something u can try for debugging is
debug shop <whatever you put in shopid>
To make sure they generally work outside of livestock bazaar
okay thank you ill do a validator and the debug thing too
https://smapi.io/json/none/b77e3865f31040ef95cc411a34de235d - shops and spacecore stuff
https://smapi.io/json/none/5eb54acd577d42bba265c68f4503502a#code.5733 -farm animal stuff
okay so the shop does work seperate from livestockbazaar
Do you have pets unlocked on this save
yes but im wanting the supply shop to open without pets anyway does the supplies only open after pets are unlocked?
You can have 2 shop and then put the item shop in ShopId
Like mentioned i forgor about this feature cus I just woke up
See this for all the fields you can have
Hello, I have decided to start my modding journey because SV is just so inspiring and I wanted to ask how I can define the type of fish that can be caught in the water of a custom location? I'm using content patcher and tiled and I saw on the wiki that there is a Fish Property, but I'm a bit confused how to implement it. If it matters, I would like the player to only be able to catch trash, with a tiny chance to get a gem.
In the patch that adds the new location, you can define “FishAreas” and “Fish”
ˋˋˋ
"FishAreas":
{ "River":
{
"DisplayName": null,
"Position": null,
"CrabPotFishTypes": [],
"CrabPotJunkChance": 0.1
}
},
"Fish": [
{ //Salmon
"ItemID": "(O)139",
"Chance": 0.3,
"PlayerPosition": {
"X": 0,
"Y": 0,
"Width": 255,
"Height": 15
},
"MinFishingLevel": 3,
"MinDistanceFromShore": 0,
"MaxDistanceFromShore": -1,
"ApplyDailyLuck": true,
"CuriosityLureBuff": 0.2,
"SpecificBaitBuff": 0.3,
"SpecificBaitMultiplier": 1.66,
"Precedence": -101,
"IgnoreFishDataRequirements": true,
"ChanceBoostPerLuckLevel": 0.1,
},
ˋˋˋ
Discord did not like your backticks apparently
So rude of discord
(They have to be on their own lines!)
That makes a lot more sense than what I was thinking! I'm new to programming so just to check, you mean the "Changes" square bracket?
Oh, they're not backticks.
Can you show the code u used to add your new location?
embarassimg myself in the 300k members discord
Gotta use the backtick that's on the same keyboard button as the ~ 😛
I’m on tablet and I’m not American
My keyboard is different, I mean haha
gotcha, either way, it's the wrong symbol for Discord markdown
It's on... most if not all standard keyboard layouts, but very possibly not on a software tablet keyboard.
As long as I got my message across for now
I only have that issue with my tablet
The entire house Patch goes in changes
Sorry, meant Custom Location patch
void you have probably used single left apostrophe or some other unicode endpoint and not the ascii backtick (0x60)
left apology
*apostrophe...
whats the difference between a left and right apostrophe
I guess so, yeah. But honestly, I can't tell which one is the right one on my ipad's keyboard 
hey yall, just wanted to ask if i qualify for the Mod Author role
im not sure about the technicalities because my mods arent fully original
Just DM bouncer!
oh right sorry, in the link there it said to ask here so 🙏
apple doing the (arguably) right thing here by giving you the unicode combining grave accent instead of the ascii one, which was intended for that purpose but never was and is now just a weird programming syntax character. no idea how to help you fix it for discord by getting the old one, sorry lol
all good
i doubt it would have much use case on iOS anyway except for the one very specific time where you want to use markdown formatting in discord chats
@near imp I don't think any mod implements actual more than 4 blades
What you can do is retexture them to take up more of the cell ofc
For example elle's grass
I see. Thanks 
I don't understand what you're meaning and the documentation is confusing me. That's why I asked you directly. What do mean by 2 shop
...does vs not let you have folders with the same name in two different projects??
A different project isn't necessarily in a different folder. So if the two csproj files are in the same folder, then it wouldn't be able to.
So I discovered a folder of the name I wanted in the actual folder structure of my repo... deleted it and renamed the folder I got stuck with to what I wanted in explorer, and its now fine in VS lol

Not sure what happened there, but whatever its working now
Right now you have PetShopId right
There's another field called ShopId
You can have something like
ShopId: youritemsshop
PetShopId: yourpetshop
Oooh I need that too? On the same shop I have?
And you need 2 Data/Shops entries in this case
If you patch export mushymato.LivestockBazaar/Shops
You can see Marine's data as described in livestock bazaar system
That's basically what you need to do
I'll take a look thank you so much
THANK YOOOOOU
(I'm glad Chu's here, because I would have been reading and guessing!
)
Hehehe I'm glad too chu is very awesome
Tbh if you or clown have feedback on how2 make doc more clear I'm listening
It would honestly be my first read, hence the guessing!
had a go at updating Caseys Combat Level Damage Scaler, if anyone cares.
this should work. technically i should do a bit more testing, but im tired... this is a future me problem XD
https://www.nexusmods.com/stardewvalley/mods/41721
(if this is an update of casey's mod then you need to include casey's license in the source)
Hmm. is there enough in there for it to count?....
probably.
on the subject, does it have to be her link or just the MIT link generally?
I should really just fill that in for all of them.
you have to include her license. the entire text of her license
if you built upon her work, then it is enough to count
noted.
If you forked her repo, then it'd have her license
i didnt
Just grab it n add then not too late
yeah im doing so now. it just seems like it would make more sense to link to it? then it would get any updates she adds?
I think technically ppl need to include the license file in their mod zips but uh I never do that myself 
Well if u wanted that a fork would have been the better way overall, but no you have perms granted by the current license as it stands now
and also not fill in a bunch of text that doesnt actually apply here.
just seems cleaner all around.
fair enough
You are not obligated to pull in upstream license updates unless you also need the newer changes which isn't particularly likely
also, there is not always something to link to
donezo
could be some private code, her repo could be deleted in a years time, etc
I made this plugin for the Tiled program for modders when creating maps for Stardew Valley.
The most important feature is being able to copy animations from one without having to go through a process similar to copying properties.
The legal text states that it must be included as part of the source code. A link is not enough to comply with the license
I had to do some work and could just now try the solution. I was wondering if the ItemID in "Fish" has to be a fish or can it be any object like eggs or crops? I tried with a diamond with the chance set to 0.9, but couldn't fish it up.
I'm not sure if it needs to be included in the mod zips for compiled binaries, but I have never seen anyone do that, so it's probably fine not to
Can be any object, but only objects with fish data will trigger the minigame
You may need to reorder entries to get an item to show up
ah ok. Are there common mistakes I might have made to set this up? I don't want to treat this like a help desk, I know that can be annoying, but I'm very new to this
do you mean in the code itself, like put the fisharea info above the ModID_Name thing? Or the Precedence value?
fish data is ordered by precedence value
lower = checked earlier
what's your code like
Is it ok if I post the whole thing here?
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
you're adding two locations, one with the deprecated CustomLocations method and one in Data/Locations
you only have fish data in the latter while traveling to the former
feel free to banish the custom location to the aether and fix your farm warp to point to the updated location
hi, what is the config json for? I can't see where it's used
Oooh I was wondering about that, I used a tutorial from a few years ago and then the mod wiki but I was worried I would break something
I checked and it should be https://stardewvalleywiki.com/Modding:Objects/Object_sprites
but I'll try the one without the lead-in 0
the wiki does explicity say these are the item IDs, and they're handwritten with zero-padding
You should refer to Data/Objects
the page might need an edit
considering it lists sprite indexes not itemids, and arguably isn't accurate as of v1.6, yeah
but yes, item IDs are never parsed as numbers, so a zero-padded ID wouldn't be valid if the real ID is not
they're just migrated from the previous number IDs for SDV1.6
Makes sense, I guess I just assumed it was important cause it's in the wiki. I hope they update it soon, so noone else is confused by it
and the 1.6 items aren't on that page anyway (kind of by accident as they aren't in springobjects and use their own spritesheet)
perhaps a slightly more dramatic and complete edit then haha
but yeah aside from the convenience of seeing the sprites matched to the ID you should generally reference Data/Objects for item IDs
at least until someone mods in Soundboard but with item sprites and IDs
thank you! I'll try the changes and check! I appreciate your help!
isnt that just Lookup Anything
does it have its own catalogue of items by ID with sprites? i thought it didn't have a complete catalogue, just individual pages when prompted
when do you need a complete catalogue if not when looking for a specific object
is this a roundabout way of saying it has one
no im saying if you only need it for specific objects anyway why not just look up the object in LA
between lookup anything's shift+F1 for the search and the cgb cheat spawn menu thing one of them should get the job done
cgb cheat spawn menu..
look I have never actually installed it I do things the honorable way and spam debug commands
debug fin <what I want> and debug speed 20 go brrrr
what if i told you debug f
alwaysoncheats is also lovely for just typing /f ingame instead of debug f
does anyone know why my map strings aren't displaying properly?? im so confused because ive already added them to Strings/StringsFromMaps
Can you share your json? And did you put the map property via Content Patcher or on the map file itself?
Json here -> https://smapi.io/json/none/65221606fb0b40818ea3bc208b068754
and i added the map properties via the map file itself using Action message <key>
The map strings entry should be near the bottom
So like this exactly, yar? Message "ResearchWing.1"
Mhm
Ive no clue what's going on because it worked fine before my recent update. And someone said they fixed it by adding the StringsFromMaps entries but idk how that's possible because it already existed before
so if i want my junimo retextures to be on top of everything else, should i change the load to early?
i'm fairly certain that does the opposite
uhmmm I think early load is higher priority... BUT do note that (I think? this is like temp advice till an expert wanders around LOL) 'Load' and 'Edit Data' have different priority keys!
not sure tbh-
gulp
lemme pull up the CP doc
WAIT
arrite here it is! https://github.com/Pathoschild/StardewMods/tree/develop/ContentPatcher/docs/author-guide
I KNOW WHY
hmm?
the thing got taken out
oh
what thing
(no clue but working is working 🤷)
OHHHH

ok we good i didnt
yayyyyy
whats the folder structure
not if you want it to load after other mods
based on the error message it should look like
Assets/
dumbjumino.png
content.json
manifest.json
it does,,
im so perplexed rn
oh what's up?
me too??
my issue is just before you guys started talking (idk how to like...forward it)
OHHHH
oh it's maps I got no fucking clue
There you go 
