#making-mods-general

1 messages · Page 524 of 1

west thunder
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There. Sent one final DM.

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Unless there's someone else I need to ask.

zealous lodge
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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)

west thunder
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By the way.

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Thanks.

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For all this.

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Forgot to say that.

blissful panther
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(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?)

west thunder
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Eh, DM-ed her as well just case.

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Did state in that DM that I've also contacted Airyn.

calm nebula
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I believe the original art was commissioned from Airyn yeah

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And there may be a difference between edits to the art and drawing the character in someone else's art style

vernal crest
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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!

gentle rose
vernal crest
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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.

west thunder
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Update. I'm currently in the green with Wolf and Airyn. Now I await for Tia's response.

vernal crest
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And their designs come from real life, not Airyn's brain (at least, their colours and stuff)

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That being said, since I am friends with Airyn and Tia I'd just ask them both anyway lol

blissful panther
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Yeah, I would personally also want to ask Tia here.

west thunder
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Good thing I have.

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Now all I gotta do is wait.

vernal crest
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(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)

west thunder
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Yessir, that's why I've sent DMs to three seperate people.

vernal crest
west thunder
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I know.

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I'm commenting to add flavor to the convo.

vernal crest
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(Just checking!)

west thunder
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Check complete.

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Also because I'm bored, as I can only start on the funny cat stuff if Tia were to give me approval.

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Which I patiently await.

calm nebula
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They are adorable

west thunder
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ty..

zealous lodge
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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)

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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

vernal crest
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Is this not the same mother who is off gallivanting around the world with their father, then?

zealous lodge
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Nope, I will be taking some liberties with that fact SDVpetgoat

calm nebula
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Yeah I think you're very far from Canon now so do what you want lol

blissful panther
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Yeah, nothing wrong with a character (characters in this case I guess?) background retcon!

calm nebula
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If you're going stereotyping may I suggest one of sourdough or kombucha

west thunder
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By the way, why does Jean's Nyapu portrait sheet have an extra eight one that doesn't appear on the regular one?

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For comparison.

autumn tide
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hmmmmmmm interesting

vernal crest
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You can marry Nyapu's Jean /j

west thunder
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why can't i take my goat with her

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I'm 'bout to have a cat sanctuary.

autumn tide
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omg I didn't see the /j and for a split second I was like HUH

west thunder
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I do remember you can actually dance with Jorts, but that's it.

pale river
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i would like to dance with jorts

west thunder
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Wish I could.

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But alas.

safe kraken
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It could be a kind of easter egg Nyapu left in, who knows SDVpuffersquee

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I did something like that on my Jorts one, it's just that you can't see it normally SDVpuffersquee

late dust
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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?

devout otter
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The simplest hacky way to do it is to patch the cow with OnLocationChange, I think?

late dust
devout otter
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!startmodding

ocean sailBOT
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Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

devout otter
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You can read up about Content Patcher first. Look into the wiki tutorial and extract your game assets.

late dust
pale river
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I wonder where the data for the cows is located; it's not in data/locations or in the map

gray bear
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data/animals

calm nebula
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Those two cows are hardcoded

gray bear
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oh marnies?

devout otter
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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.

gray bear
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hardcoded cows 🐮

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do,, do they make cheese instead of milk /j

late dust
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It's like having a glitch in the game if, when you mod it, the cows no longer grow, whereas before they did...

pale river
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probably SVE or a mod that changes the forest that's doing that

gray bear
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as atra said, those cows are hardcoded

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which it to say you can't edit them with CP

zealous lodge
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I'm sorry, I'm dying over how we're discussing the cows like they're trees

zealous lodge
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What mods do you have?

gray bear
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u cannot the cow

pale river
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u cannot grow the cow 😔

devout otter
merry river
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i never really noticed that particular thing about those cows. i will never unnotice it now

late dust
gray bear
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i think (?)

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maybee if its only done when player is in the forest thonk

devout otter
zealous lodge
gray bear
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but this does depend on how hardcoded it might be, maybe

harsh mountain
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just finished Charlie's (that granny who sells crops) character sprite

gray bear
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she spin~

merry river
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wait do these cows actually grow up

zealous lodge
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Banger

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Look at the woman twirl

gray bear
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the ones at Marnie's invented potion of stop aging

pale river
harsh mountain
gray bear
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wait they r adults thonk

merry river
pale river
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they probably are

zealous lodge
late dust
gray bear
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2 of em

harsh mountain
zealous lodge
gray bear
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uhh

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idk what game counts them as

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they work like custom companions

pale river
devout otter
gray bear
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not counted as animal bc animals produce stuff and they just, stand there and walk around

zealous lodge
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Okay okay fair, furniture went too far

pale river
late dust
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However, if no one has noticed, cows in modded games no longer grow.

gray bear
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that seems like a bug

pale river
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they started off as adults in vanilla

gray bear
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my game is modded and me cows grow

late dust
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but only Marnie's cows

blissful panther
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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.

gray bear
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they r adults forever

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i am now more confused. thank you /hj

late dust
zealous lodge
gray bear
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again, seems like a bug

devout otter
zealous lodge
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I thought they weren't coded the same like regular cows, didn't know they were ust locked up

gray bear
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i don't think they are coded like regular cows

west thunder
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now

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this may sound like a stupid question

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but

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who do i do first

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jean or jort

gray bear
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jort

west thunder
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Of course.

gray bear
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no such thing as dumb questions. only unclear answers sometimes

zealous lodge
late dust
gray bear
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the cows in dolphin's screenshot aren't modded

pale river
west thunder
gray bear
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dh tell us cow secret

devout otter
pale river
gray bear
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cow...

zealous lodge
blissful panther
# pale river I think they aren't any different than the animals on your farm,

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.

late dust
gray bear
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ok so i never noticed this but yeah these are juvenile cows

blissful panther
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And they'll never age. SDVpufferwaaah

zealous lodge
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Okay so basically they're magic regenerating cows?

blissful panther
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I don't... think?

gray bear
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but since they're not coded to behave like cow they just stay like that

pale river
gray bear
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this isn't a modded thing, just a goddamn feature

late dust
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Is it possible that I'm the only one who noticed?

gray bear
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magic cows

devout otter
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So yeah again. The simplest hacky way to do it is to patch the small cow asset with adult texture using OnLocationChange.

blissful panther
gray bear
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chu no

late dust
gray bear
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you aren't actually making them grow we're just making it look like it

blissful panther
calm nebula
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Was it like this in 1.5?

pale river
devout otter
gray bear
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modding is lying and deception PensiveButtPuffer

gray bear
blissful panther
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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.

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It'd replace this one hardcoded list, and be more generally usable for any location.

zealous lodge
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Be honest: is magical color changing baby cows really a bug? Or it just worldbuilding

pale river
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i mean marnie does live really close to the wizard

devout otter
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Yeah I just assume she lets them out and in her barns.

zealous lodge
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Exactly and her cows stay outside in the rain and snow...

gray bear
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wizard accidently taught cows magic and now it's a valley wide issue

merry river
late dust
zealous lodge
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I've seen someone say it was Lewis in a suit

devout otter
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Where she keeps all the hundreds of animals she sells to us.

zealous lodge
gray bear
pale river
zealous lodge
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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)

calm nebula
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Wouldn't it make sense for them to adults....

gray bear
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i mean, yes

blissful panther
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It definitely would!

gray bear
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pretty sure marnie has lines are milk and u can't get them from baby cows

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like i know there's a coop inside the building and thats how they get egg

pale river
calm nebula
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Smh marnie should let her chickens free range smh

gray bear
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true

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free chonkin

calm nebula
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Boxosoup you can fuss with the age of the animals lol

zealous lodge
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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

devout otter
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She has an empire of cattles kept in the wide hollowed cliff attached to her house.

calm nebula
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Also i think those animals lost their day update because it was causing issues lol

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Since they're technically homeless

gray bear
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:(

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i am feel bad for the cows

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they can never go inside bc theyre homeless

late dust
calm nebula
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Have you noticed they are still outside at night?

gray bear
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and when it snows

pale river
gray bear
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they just spawn no matter what

zealous lodge
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Justiceforthecows mod coming when?

calm nebula
gray bear
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justice for cow would be C# right? like they're hardcoded in there

devout otter
late dust
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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.

gray bear
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2 outside cows 2 inside 😭

zealous lodge
late dust
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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?

lucid iron
blissful panther
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I'm writing up a suggestion in the thread right now! It would make my job so much easier. SDVkrobusgiggle

pale river
late dust
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I would be the first to download it

lucid iron
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No point limiting them to just farm animals

calm nebula
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I mean also like, I have a long standing annoyed with mods spawning monsters on irrelevant maps lol

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Because lagggg

merry river
ocean sailBOT
lucid iron
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Game can indeed use them for monsters too yeah

calm nebula
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It would be nice for monsters be only around on maps that players in them

merry river
pale river
late dust
lucid iron
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Well cana if u want this right now the easiest way is to use meep to add 2 white cows

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For a total of 4 cows

pale river
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add a horse

zealous lodge
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remove the 2 cows, add 2 horses and 2 white baby cows

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(/jk ofc)

late dust
pale river
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you'd have to use c# to remove the 2 cows or just retexture them using CP

bold cairn
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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?

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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

gentle rose
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do you have the game decompiled?

bold cairn
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Yeah, I usually just check through jetBrains dotPeek

pale river
gentle rose
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well what you want here is to look at StardewValley.Constants.StatKeys to see what's defined there

bold cairn
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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(); }

gentle rose
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is there no constant for it?

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I assume it's 1=true

bold cairn
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Yeah the wiki implies it should return a bool also, but in Visual Studio it's telling me that it will be a uint

gaunt orbit
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That's how book tracking works

bold cairn
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Ah ok, it might be functioning as a bool but technically just a uint? That makes sense I guess

gaunt orbit
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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

bold cairn
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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 😅

lucid iron
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Obviously if you don't want to use that in your game then don't make the mod the end MikuBear

harsh mountain
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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.

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I tried to use SDV Character Creator from itch.io

lucid iron
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Is that the jazzbee portrait creator

harsh mountain
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yes

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so... isn't that bad?

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but there's no straight-on portrait bases

hard fern
hollow vector
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omg this was the PROBLEM!! THANK YOU! SDVpufferheart

harsh mountain
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there's some alternatives... like sdv portrait sprite dumps?

hard fern
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!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

lucid iron
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Tbh the alternative is to start with some vanilla char and edit them towards what you want

hard fern
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i borrowed abby's head for the first portrait i made

lucid iron
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If the art stuff isn't what you want to deal with you could look into commissions too

harsh mountain
ocean wave
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how hard is it to make a 1.5 JA outfit mod into 1.6 FS?

ornate locust
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but with Concerned Ape's stuff, that's fine, it's in the game you are already modding, that's modding fair game

harsh mountain
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okay then

lucid iron
ocean wave
lucid iron
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You can import JA to content patcher just by patch export

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For FS you need to learn their syntax

ocean wave
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TheVoices time to firgure stuff out AGAIN

harsh mountain
ornate locust
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Is there a particular reason you want to use a modded character rather than a vanilla one?

lucid iron
ocean wave
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i might be blinf

harsh mountain
lucid iron
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Yeah here's your answer

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I believe sve has open perms though

harsh mountain
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you're right

ocean wave
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FeelsDankMan i have the wiki up for fs but how do i find how to learn the syntax

turbid rapids
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anyone know why modded barn animals might not want to come out of their buildings?

tender bloom
ocean wave
tender bloom
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Sorry, I didn’t realize that’s what your name meant

lucid iron
tender bloom
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Usually I see “no ping”

ocean wave
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i cant fit all the things in need so

turbid rapids
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at least compared to vanilla animals

dawn moth
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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?

royal stump
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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

ocean wave
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THE DIFFEENCE

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so lost

ocean wave
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its for personal use- and they havent awnsred any posts for over 2 years

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arruu i mean i left a post asking but

verbal narwhal
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@lucid iron hi! do you think it would be possible for you to expose your UnderMaxChildrenCount in the hmk api?

bold cairn
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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)

ocean wave
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AINTNOWAY only mod on their page thats 1.5

harsh mountain
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well... I tried...

brittle pasture
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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

ocean wave
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TheVoices his there a way to convert ja to cp?

hard fern
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!converters

ocean wave
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savior tysm

lucid iron
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Do u have more specific usecase than "can u preg"

hard fern
ocean wave
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AAAAAAAAAAAAAA

hard fern
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you're gonna have to convert it manually then

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not too hard

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just find the wiki page on clothing

ocean wave
hard fern
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uhh

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i don't really know what any of that means

ocean wave
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the manifest for fs , then whats in the json assetss one

hard fern
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I don't know FS XD

ocean wave
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well for the hat.json

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TheVoices too confusing

bold cairn
# brittle pasture if you set up GMCM integration correctly the config changes should be reflected ...

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)

lucid iron
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where all the gmcm related get/set r on the mod config class itself

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and then there is 1 static ModConfig Config created on Entry

bold cairn
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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?

lucid iron
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sunflowerSeedsPrice wont update just bc this.config.SunflowerSeedsPurchasePrice changed

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either make a prop or just use this.config.SunflowerSeedsPurchasePrice

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property like int sunflowerSeedsPrice => this.config.SunflowerSeedsPurchasePrice

bold cairn
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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.

bold cairn
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Yup, that was the issue, all seems to be working well now, thanks again!

verbal narwhal
autumn tide
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helloooo is there a specific release date estimate for 1.6.16?

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oh hey camiska!

verbal narwhal
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hello!!

autumn tide
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how's the modding going?

verbal narwhal
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uegh :D

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scope creep ..

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:D

autumn tide
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heh the scope creep is fun-

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why actually finish something when you can make it bigger! so fun and smart!

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(it is not)

verbal narwhal
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hahaha

lucid iron
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for HMK thats when u slider all the way left

verbal narwhal
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oh man

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that is really simple and elegant

harsh mountain
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I think I did a good job...

bold cairn
#

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)

sleek flint
harsh mountain
sleek flint
brittle pasture
harsh mountain
brittle pasture
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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

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(also explained in the link above)

sleek flint
harsh mountain
sleek flint
#

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 SDVpuffertriumph

bold cairn
uncut viper
#

content patcher is just a C# mod

brittle pasture
#

i mean cp is a c# mod

sleek flint
#

Poor Selph, you are almost always beaten by another person aSDVpatbouncer

lucid iron
#

Pls understand the goose is nibbling on the internet cable

sleek flint
#

What? 😭

brittle pasture
#

just canada things 😌

pale river
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the canadian geese arent even here yet

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they went south because of the cold

rich talon
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Im a she SDVpuffernerd SDVpufferflatbread

safe kraken
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OH FRICK

rich talon
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DwSDVkrobusgiggle

safe kraken
#

I JUST SAID "HE" CAUSE I HAD THE GOJO PIC IN MIND SORRY SDVpufferwaaah

rich talon
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Thats just the love of my life my glorious blue eyed king SDVitempendant

safe kraken
#

... Do you use the Gojo mod? Just curious SDVkrobusgiggle

rich talon
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Surprisingly no i generally only use the "bigger npc mods" like rsv sve or es with those additional npc

hexed sand
#

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 SDVpufferdead

rich talon
#

You could first try the debug command and see what error it says

Debug dbi (your event id)

brittle pasture
#

!json when in doubt share your code

ocean sailBOT
#

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

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

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

hallow prism
stuck thunder
#

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

brittle pasture
#

if they dont have configs, your best bet is to download their source code, edit them and then recompile

stuck thunder
#

You know what? I'll just delete the Games mod

#

I don't really need it

tender minnow
#

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?

brittle pasture
#

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

soft lance
stuck thunder
brittle pasture
#

just in case i should add that you should not change the sprite index, because that data is persisted into the save

patent lanceBOT
hexed sand
brittle pasture
#

lowercase debug right

west thunder
#

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.

autumn tide
#

do as the scope creep guides you 🙂‍↕️

west thunder
#

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.

dire kestrel
#

personally i like doing expressions while my mind is still focused on the one character instead of switching back and forth

west thunder
#

Smart thinking.

#

Thanks.

autumn tide
#

(yeah when it comes to smart thinking do not ask me)

west thunder
#

Trust me, you've done your fair share of smart thinking as well.

autumn tide
west thunder
#

Don't underestimate yourself, bestie.

autumn tide
#

aww SDVpufferheart

#

frankly when it comes to modding I throw logic out the window and do whatever I feel like hehe

urban patrol
#

@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#?

finite ginkgo
#

what exactly do you mean by put the farmer in the same coordinates they were at?

urban patrol
#

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

bold cairn
# bold cairn Ah thank you! For some reason I hadn't realized there were these equivalent abil...

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. 
![SDVpufferthink](https://cdn.discordapp.com/emojis/280082838773301258.webp?size=128 "SDVpufferthink")
ocean wave
#

FeelsDankMan think i should ask here
i have a rar file mod, how do i make it into zip,,?

#

nvm got it

brittle pasture
#

also

  1. that invalidation code is in the wrong place to do it
  2. 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

#
  1. 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
bold cairn
#

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)

brittle pasture
#

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

lucid mulch
brittle pasture
dusk mulch
ocean sailBOT
#

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

bold cairn
lucid iron
#

nah u can just do it in your setter delegate

finite ginkgo
lucid iron
#

this one invalidates Data/Buildings when PondSize is changed via GMCM

#

something else to be mindful about when editing strings is locales

bold cairn
lucid iron
#

don't do anything that will make your mod untranslatable basically

brittle pasture
#

yeah i forgot to add that you should put your user visible strings in i18n

bold cairn
lucid iron
#

(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...)

brittle pasture
#

(they will all get edited since you used NameWithoutLocale)

bold cairn
#

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?

brittle pasture
lucid iron
#

there's a few ways you can do it

  1. actually check what locale it is and do appropriate edit
  2. just make smapi translation helper do that, and continue with NameWithoutLocale
lucid iron
bold cairn
lucid iron
#

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?

bold cairn
lucid iron
#

just make a cp token for yourself

brittle pasture
#

registering custom CP tokens is the solution

#

curse you goose

lucid iron
#

or a mailflag

bold cairn
brittle pasture
#

it's linked from the main readme

bold cairn
#

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

bold cairn
# lucid iron (i also admit that i would be too lazy to bother editing "Farming_Mastery" in th...

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.

lucid iron
#

i understand that ppl will not read no matter where i put the text Dokkan

#

but if u will make something for this then it'd be better if people can actually go back to it

ornate locust
#

Put it somewhere they can refer back to

lucid iron
#

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

calm nebula
#

attempts to
nerdsnipe chue into making mail searchable

uncut viper
brave fable
#

that was fast

calm nebula
#

Yay!

brittle pasture
#

atra so strong they can nerdsnipe into the past

uncut viper
#

but not strong enough to get the right person

ruby rapids
#

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?

calm nebula
#

Chue was directly in chat when I saw that lol

ruby rapids
#

Thank you! This is exactly what I was looking for.

lucid iron
bold cairn
bold cairn
dusk mulch
#

@lucid iron im using MMAP but i cant find any examples on the LightRay map property for how i would assign a different texture

royal stump
dusk mulch
#

Is there a way to specify a sprite index though? I was hoping to use something in Cursors

calm nebula
#

Also chue is the easier nerdsnipe target

royal stump
dusk mulch
lucid iron
#

do u need a sprite index (more accurately source rect)

#

most ppl using this just put T to use the ones from vanilla anyways

fierce vault
#

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?

brave fable
#

why would translations break it?

fierce vault
#

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

lucid iron
#

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

brave fable
#

i'd call it bad practice to split dialogue lines and separate emotions from text

fierce vault
#

I'd like to avoid i18n-ing it at all, if it's possible

lucid iron
#

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

fierce vault
#

ok. Is it not possible then to do what I asked in the first question then?

lucid iron
#

Ah i think i misunderstood bc i missed the word vanilla

#

It's not entirely possible bc content patcher does not implement sed

calm nebula
lucid iron
#

The approaches you have includes:

  1. Only target the english line with target locale, must overwrite the whole line still
  2. Target all locales and just i18n it
calm nebula
#

Can you do smth stupid with a text operation

lucid iron
#

If your changes are minor i think 1 is best

brittle pasture
#

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

calm nebula
#

Please, chue, I use vim

#

moves nerdsnipe cannon to aim it at Selph

lucid iron
#

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

calm nebula
#

I'm far too old to know anymore

fierce vault
#

hmm

lucid mulch
#

for the most part I like that CP is declarative not imperitive, though text operations blur that line

lucid iron
#

i mean isnt regex just target area for text

calm nebula
#

With capturing groups too

lucid mulch
#

there is a replace text operation, its just that text operations work on tokens not regex

fierce vault
#

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?

lucid iron
#

TargetLocale is what i suggested

#

but what exactly is the goal here every bit o text in the game is a lot

ornate locust
#

so happy for future i18ning of vanilla events

#

tangentially related

fierce vault
#

No, not every text, I want to change the portrait expression that is used in a piece of vanilla dialogue.

lucid iron
#

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

fierce vault
#

Ok, so with that method I could also theoretically edit the expression in each language's translation then.

#

thanks!

tiny zealot
#

(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)

urban patrol
#

oh hmm i was mistaken then

#

i would guess changeToTemporaryMap is doing it probably?

lucid mulch
#

doesn't the cc unlock event put you at the front door of the cc

#

or am I thinking of a different CC event

urban patrol
#

i could very well be misremembering that too lol

tiny zealot
#

i don't actually remember, i just took nic's word for it lol. but i know it can only trigger from that entrance

urban patrol
#

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

lucid mulch
#

ah yeah cc intro has end position 52 20

urban patrol
#

ahhh okay

#

i think i may be able to use that then in combination with chu's <TILE_X> <TILE_Y>

#

hopefully

lucid mulch
#

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

urban patrol
#

that's wild, any reason that you know of?

tiny zealot
#

emotes like portrait selection?

lucid mulch
#

yeah

urban patrol
#

oh i thought you meant like bubble over head

lucid mulch
#

$l $s #$b# etc

calm nebula
#

But then you can do fucky text operations?

tiny zealot
#

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)

urban patrol
#

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

lucid mulch
#

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

urban patrol
#

@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",

ocean wave
#

modcheck pathos i think something got messed up for the beta you gave mac/linux users,,

#

was playing with it earlier but now i cant

dusk mulch
#

i just realised i spent an hour looking for tile property actions to add to the wiki instead of working on my mod...

dusk mulch
#

does anyone know where there might be a water dripping animation?

hard fern
autumn tide
#

there's a rain one!

dusk mulch
#

oh yeah! ty!

soft lance
# urban patrol <@900546931682598972> can you explain this more? i don't do anything weird with ...

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

soft lance
#

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

urban patrol
#

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

soft lance
# urban patrol hmmm i believe that you're experiencing this, so please don't take it the wrong ...

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

soft lance
#

its more of how the mod is reinventing how fish are handled

#

i gotta look at this some more, its puzzling me out

soft lance
#

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

soft lance
#

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)

soft lance
#

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

brittle pasture
#

the game itself uses it for the beach farm

soft lance
brittle pasture
#

except that is how vanilla does it

soft lance
#

I don't know what part of the entry is causing the chance issue, but that is why

soft lance
brittle pasture
#

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

uncut viper
#

(and even if it wasnt how vanilla does it, its still not a bug to just be using location_fish)

soft lance
#

That is why I posted that on Nexus (which evidently got to general chat)

brittle pasture
#

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

soft lance
#

I could be very wrong though

uncut viper
#

im pretty sure fishing overlay is constantly running simulations, no?

soft lance
#

I say because no vanilla map or moded map does it

soft lance
brittle pasture
#

I saw that happening with just magic bait + a couple expansions at the vanilla beach

soft lance
brittle pasture
#

in either case it's not anything DBD has to do

soft lance
#

@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

brittle pasture
#

if you're really worried by your fish being drowned out just lower your precedence value

soft lance
#

possibly with how the method was used

uncut viper
#

its not just a "quick but doable" method its the method you want to use if you want fish from other locations

soft lance
urban patrol
#

(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?

soft lance
#

But your 99% percent safe

sharp fern
#

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?

ornate locust
#

The secret woods area is not pathable by NPCs

#

Other than that, no, you don't need C# to make an NPC

old edge
#

hello can anyone guess the museum mod that is being used here on the top area of the image here.

ornate locust
#

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

sharp fern
ornate locust
#

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

brave fable
old edge
#

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

ornate locust
#

SVE

#

SVE adds the rugs

sharp fern
old edge
#

oh ok

ornate locust
#

I had it in for testing earlier and saw them

brave fable
#

would've been good if they'd sent you a log haha

ornate locust
#

Cape Stardew says it has compatibility for SVE, something may have disrupted its own patches

old edge
#

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

soft lance
#

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? 👀

royal stump
soft lance
#

Seems like the only possible way is the special orders? (though thats more generic than story-wise I believe?)

royal stump
#

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

soft lance
#

I'd assume it's possible if what you told me earlier is true

royal stump
#

or whatever dialogue should prompt it, anyway

soft lance
#

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)

royal stump
#

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

soft lance
#

ahh, very good to know 👀

lucid mulch
soft lance
#

tyty

brave fable
#

yep, you can use 'deliver' to interact with the NPC directly, rather than the dropbox style

soft lance
whole raptor
#

It removes them automatically, that command is for situations if you somehow get more quest exclusive items I guess SDVpufferthinkblob

hard fern
#

wow

#

it's crazy how fish just look like this

soft lance
#

they are very silly creatures

dusk mulch
#

do i make a break in the talk command in an event for a "$b"?

#

oh wait

#

nevermind

dusk mulch
#

Is the 1x2 sprite size for npc's hardcoded? I want to make a 1x1 junimo npc

brave fable
#

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

dusk mulch
#

ty lol

proven spindle
#

Alternatively set it to true so it looks like it's hopping up and down /silly

woeful lintel
#

hey, huh... are npc appearance net synced? can two player play together with different appearance mods?

elfin kindle
#

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??

spice inlet
vernal crest
elfin kindle
#

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)

vernal crest
#

Are you sure their CP is 2.9.0?

elfin kindle
#

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

vernal crest
#

Yeah sounds like it is an issue with their mods folder somewhere

elfin kindle
#

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

near imp
#

Good Timezone to you all SDVpufferchickmorning

inland rain
near imp
inland rain
#

idk, someone asked me to make it 😄

harsh mountain
#

I'd use speremint's hairstyles for my character sprites, but the author didn't specify permissions. What it means?

inland rain
#

I think they wanted to use it for Dynamic Map Tiles mod

near imp
vernal crest
inland rain
#

yeah, they checked the box to set custom instructions, then didn't add them

#

this is mine

vernal crest
inland rain
#

I think someone updated it for me, latest version is april last year, so it should work

vernal crest
#

Wait, you updated it last year. Why wouldn't it work?

#

Ahh lol

inland rain
#

yeah, I have too many mods to remember lol

near imp
inland rain
#

I can check

#

pretty sure it doesn't

near imp
#

(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 SDVpufferthinkblob

inland rain
#

yes, sorry, removed that now, thanks for lmk

near imp
#

No need to be sorry SDVpufferheart I love your mods

woeful lintel
golden basin
#

@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

woeful lintel
#

displaying a regular shop is pretty easy with just CP, what's the context?

lucid iron
hollow dust
#

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:

ocean wave
#

I KNOW YOU.

hollow dust
ocean wave
#

THE LESBIAN DESCRIPTION OD

hollow dust
#

hell yess, THANKS YOU THANKS YOUUUUUU🫶🫶🫶🫶🫶🫶🫶🫶

hollow dust
ocean wave
#

i am a lesbian

hollow dust
#

i have uti :3

vernal crest
#

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.

hollow dust
#

i understand, im really sorry, I'll have it changed right away! thanks for telling me💗

inland rain
#

has this been done yet?

hallow prism
ocean wave
#

i didnt even read the desc im so sorry

lucid iron
#

Dark mode mr ape...

#

I usually just skip intro but that is fun

inland rain
#

did you know there's a 2% chance if you click on mr ape it shows an alternative background?

vernal crest
#

Nope, I have never done anything except try to speed through this screen as fast as possible lol

woeful lintel
#

you can hit escape to skip to main menu

hallow prism
# ocean wave i didnt even read the desc im so sorry

(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)

vernal crest
inland rain
woeful lintel
#

I restarted the game enough times before I knew about the escape skip that I've seen it many times

inland rain
#

in Japan the splash screen looks like this, apparently

#

or that's before the splash screen? ig

golden basin
#

im trying to make the animal/shop/pet shop a furniture peice so you can have it in your house

lucid iron
#

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

golden basin
#

hm its just not wanting to open when i have the petshop thing active in it,

#

when i remove the petshop it works

golden basin
#

at least sort of it doesnt show my items i just, im so confused it was working before

lucid iron
#

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

golden basin
#

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

woeful lintel
ocean wave
inland rain
woeful lintel
#

I wonder how that IsJapanseRegionRelease property set, does it depend on the region Steam thinks you're in when you download the game?

inland rain
#

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

woeful lintel
#

yeah I mean, how do you get a version of the game where it is true?

tiny zealot
#

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

inland rain
#

for the nintendo switch seems like

iron ridge
#

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

brittle pasture
#

Amuzio distributed a limited run physical release for SDV years ago

#

the splash may still be used for the Japanese Switch release maybe

golden basin
#

@lucid iron so my content.json is just includes, thats why i suggested sending the entire mod

ocean sailBOT
#

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

golden basin
#

he info is in shops, farmanimals and spacecore

lucid iron
#

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

golden basin
lucid iron
#

Do you have pets unlocked on this save

golden basin
lucid iron
#

Like mentioned i forgor about this feature cus I just woke up

lucid iron
karmic imp
#

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.

merry river
#

In the patch that adds the new location, you can define “FishAreas” and “Fish”

merry river
# karmic imp Hello, I have decided to start my modding journey because SV is just so inspirin...

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

latent mauve
#

Discord did not like your backticks apparently

merry river
blissful panther
#

(They have to be on their own lines!)

karmic imp
blissful panther
#

Oh, they're not backticks.

calm nebula
#

Can you show the code u used to add your new location?

merry river
#

embarassimg myself in the 300k members discord

latent mauve
#

Gotta use the backtick that's on the same keyboard button as the ~ 😛

merry river
#

My keyboard is different, I mean haha

latent mauve
#

gotcha, either way, it's the wrong symbol for Discord markdown

blissful panther
#

It's on... most if not all standard keyboard layouts, but very possibly not on a software tablet keyboard.

hard fern
#
help

#

hm.

#

why did yours do that void...

merry river
merry river
#

Sorry, meant Custom Location patch

tiny zealot
#

void you have probably used single left apostrophe or some other unicode endpoint and not the ascii backtick (0x60)

hard fern
#

left apology

#

*apostrophe...

#

whats the difference between a left and right apostrophe

merry river
lucid egret
#

hey yall, just wanted to ask if i qualify for the Mod Author role SDVpufferthinkblob im not sure about the technicalities because my mods arent fully original

autumn tide
calm nebula
#

Just DM bouncer!

lucid egret
#

oh right sorry, in the link there it said to ask here so 🙏

tiny zealot
merry river
lucid iron
#

@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

near imp
#

I see. Thanks SDVpufferthumbsup

golden basin
quasi crow
#

...does vs not let you have folders with the same name in two different projects??

blissful panther
quasi crow
autumn tide
quasi crow
#

Not sure what happened there, but whatever its working now

lucid iron
#

There's another field called ShopId

#

You can have something like
ShopId: youritemsshop
PetShopId: yourpetshop

golden basin
#

Oooh I need that too? On the same shop I have?

lucid iron
#

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

golden basin
#

I'll take a look thank you so much

golden basin
blissful panther
#

(I'm glad Chu's here, because I would have been reading and guessing! SDVkrobusgiggle)

golden basin
#

Hehehe I'm glad too chu is very awesome

lucid iron
blissful panther
#

It would honestly be my first read, hence the guessing!

quasi crow
#

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

Nexus Mods :: Stardew Valley

Configurable damage increase, or damage increase per level, or both (or even decreases instead).

uncut viper
quasi crow
#

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.

uncut viper
#

you have to include her license. the entire text of her license

#

if you built upon her work, then it is enough to count

quasi crow
#

noted.

lucid iron
#

If you forked her repo, then it'd have her license

quasi crow
#

i didnt

lucid iron
#

Just grab it n add then not too late

quasi crow
#

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?

lucid iron
#

I think technically ppl need to include the license file in their mod zips but uh I never do that myself SMCPufferjail

#

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

quasi crow
#

and also not fill in a bunch of text that doesnt actually apply here.
just seems cleaner all around.

#

fair enough

lucid iron
#

You are not obligated to pull in upstream license updates unless you also need the newer changes which isn't particularly likely

uncut viper
#

also, there is not always something to link to

quasi crow
#

donezo

uncut viper
#

could be some private code, her repo could be deleted in a years time, etc

red basalt
#

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.

https://www.nexusmods.com/stardewvalley/mods/41213

Nexus Mods :: Stardew Valley

Stardew Valley Map Creation Utilities ModDesigning maps for Stardew Valley can often feel tedious, especially when it comes to copying animations, setting up layers, or fixing tilesheets. This mod is

gaunt orbit
karmic imp
#

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.

gaunt orbit
#

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

gaunt orbit
#

You may need to reorder entries to get an item to show up

karmic imp
#

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?

brittle pasture
#

fish data is ordered by precedence value

#

lower = checked earlier

#

what's your code like

karmic imp
#

Is it ok if I post the whole thing here?

brave fable
#

!json

ocean sailBOT
#

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

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

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

karmic imp
brittle pasture
#

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

gentle rose
karmic imp
#

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

brave fable
#

incidentally, is (O)072 a valid item ID?

#

fairly sure it'd be (O)72

karmic imp
#

but I'll try the one without the lead-in 0

lucid iron
#

Item ids don't pad zero

#

They aren't numbers anyway

brave fable
#

the wiki does explicity say these are the item IDs, and they're handwritten with zero-padding

lucid iron
#

You should refer to Data/Objects

brave fable
#

the page might need an edit

lucid mulch
#

considering it lists sprite indexes not itemids, and arguably isn't accurate as of v1.6, yeah

brave fable
#

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

karmic imp
#

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

lucid mulch
#

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)

brave fable
#

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

karmic imp
#

thank you! I'll try the changes and check! I appreciate your help!

uncut viper
brave fable
#

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

uncut viper
#

when do you need a complete catalogue if not when looking for a specific object

brave fable
#

is this a roundabout way of saying it has one

uncut viper
#

no im saying if you only need it for specific objects anyway why not just look up the object in LA

lucid mulch
#

between lookup anything's shift+F1 for the search and the cgb cheat spawn menu thing one of them should get the job done

brave fable
#

cgb cheat spawn menu..

lucid mulch
#

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

brave fable
#

what if i told you debug f

#

alwaysoncheats is also lovely for just typing /f ingame instead of debug f

lucid egret
#

does anyone know why my map strings aren't displaying properly?? im so confused because ive already added them to Strings/StringsFromMaps

devout otter
#

Can you share your json? And did you put the map property via Content Patcher or on the map file itself?

lucid egret
#

The map strings entry should be near the bottom

devout otter
#

So like this exactly, yar? Message "ResearchWing.1"

lucid egret
#

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

ocean wave
#

so if i want my junimo retextures to be on top of everything else, should i change the load to early?

hard fern
#

i'm fairly certain that does the opposite

autumn tide
#

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-

ocean wave
#

gulp

autumn tide
#

lemme pull up the CP doc

ocean wave
#

WAIT

autumn tide
ocean wave
#

I KNOW WHY

autumn tide
#

hmm?

ocean wave
#

the thing got taken out

autumn tide
#

oh

hard fern
#

what thing

autumn tide
#

(no clue but working is working 🤷)

ocean wave
#

the sprites got taken out of the

#

folder

autumn tide
#

OHHHH

ocean wave
#

DID I DO THAT TO THE RELEASE

#

WAIT.

autumn tide
ocean wave
#

ok we good i didnt

autumn tide
#

yayyyyy

ocean wave
#

all of mine say "late"

#

should i change it?

#

what,,

lucid mulch
#

whats the folder structure

hard fern
lucid mulch
#

based on the error message it should look like

Assets/
  dumbjumino.png
content.json
manifest.json
ocean wave
#

it does,,

lucid egret
#

im so perplexed rn

autumn tide
#

oh what's up?

ocean wave
#

me too??

ocean wave
#

closing n reopening stardriop

lucid egret
ocean wave
#

OHHHH

autumn tide
#

oh it's maps I got no fucking clue