#making-mods-general
1 messages · Page 527 of 1
you might have a better time making the map in notepad++ instead
well, your free time
huh does it not? im using visual code studio on mac
Surprisingly on topic, but I think I'm confident that I can remove copied tilepaths and force my maps to use vanilla now. I need to actually try it, but I think I know what to do after editing the tmx code for something similar!
visual studio vs visual studio code?
oh my bad lol
also, hi fellow mac user
ugrhgh right time to fight tiled and json and everything else.
hi!
and i need to update smapi... and I need to make another map... and i need to figure out central station
oh man, I was supposed to do modding stuff almost an hour ago 😅
you can do this! as long as you're not too stressed about it ofc
in that case take a break Forsy
I ran into more mac™ issues when updating stardrop lol
i shall watch fish youtube while i work
What is fish youtube? I've watched fish related stuff before from a Japanese diver guy
And it's for this reason that I do not use stardrop 💔
and bc ive been just manually installing mods for the entire 5 years of playing stardew so it'd be weird to do anything else honestly
this is exactly what i mean by fish youtube XD
like every video in my recommended is fish related now
did we watch the same guy???
maybe?
i think i know who u both are referring to 
He will skin all of these different fish, prepare them, and get slightly poisoned because he wants to try everything
I can't remember his name! It's also been a while! But he would acknowledge that he wasn't technically supposed to eat it
🤔 huh... what am i even going to name my mod... what the hell is it even about...
Parcy, what mods have you made if you don't mind me asking?
I think i'm gonna do my map strings and warps tiledatas in cp because i might end up changing my mod Id at some point, and i don't want to have to change it every time in the map itself
I did a krobus portrait mod. For personal reasons, it's currently unavailable until I probably release my update for it though.
Oooh very cool
What kind of mods do you work on?
Me too, me too
I need to finish this npc-this year.
It's a need for sure
no worries, i'll be excited to see anything if you do!
i've wanted to make an npc for almost as long as i've been modding stardew haha. but i just never get any of it done and it frustrates me
I've wanted to make an npc before I even *had * stardew on the pc
Well I converted Adventurer's Guild Expanded to CP and am currently maintaining it, and besides that I do everything else basically
currently working on a bobber mod but I have other projects in the works as well
except for C#....but i am learning it
(bobber mod, you say)
I think C# is easy once you've mastered it.
do you want to make the bobbers bebber
How are you approaching C# learning on mac? Is it just enough to try wiki tutorials, or is there something you're using as a runtime (I think?)
if you want to check it out I have a thread and ive posted updates in #making-mods-art if you scroll 
Mostly I've just been watching video tuts so far to understand it, I haven't really gotten around to trying it because life's kinda busy
The stardew wiki page for it is really comprehensive though!
It's very much doable on mac from what I see so far
i am all for additional bobbers
Oh, Haru, I have I question if you don't mind. Your mod says it automatically repairs tilesheet paths when the image is located in the same folder as the map, but I'm not sure what that means because tiled already repairs things when it detects them in the same folder.
Ah, ok that makes sense. Whenever you try to run code though, you may need to use something like Ryder. (I don't understand it very well beyond that)
(though if you go to google that, make sure you google Rider instead /lh)
because it's cool. cool things have a y
I made it fancier than it was 😅
would it be benifical to add an example to https://stardewvalleywiki.com/Modding:Quest_data
Update on making a datable non-datable, the Flower Dance was a glitchy mess and my farmer was forced to dance with Emily xD
every quest in Data/Quests is already an example, no?
rice..
And the Example Values put together make up an example
Didn't see the raw data section, srry
its also just in your unpack
It does happen when I do that, so you may want to try it out yourself to see. I just need to move things into the same folder for tiled to be happy
(without the extension)
Does anyone know if there's a way to make something happen a number of days after an event?
oh actually it's a CP mod for the bobber styles in-game, not new functional bobbers 
wow i need to stop doing that
if you need a different number of days than one of the memories, you can use your own CT timer or a stat timer
why are they not new functional bobbers
i just mean the decorative ones from the willy machine
not the lures
people often call the fishing tackle bobbers, so maybe that's the confusion there?
why ca...
Oh yeah that's what i meant! I thought when you said additional you thought I was adding in new tackle
naw i just assumed you were using bebber bobbers
new mod: real bobber bobbers where i make a bebber bobber where the bobber is the bobber you can put on your rod and it actually bobbers
OMG how did I miss people responding to me! Thank you!! 
iirc though from when i was making bebber bobbers, "tackle" can basically mean any fishing equipment
so its not incorrect
Oh i didn't even know that existed
interesting...
i may be biased but i dont think there's any reason to replace vanilla bobbers when that framework exists instead
Oh i just personally never use the vanilla bobbers 
with the framework you can cater to the people who don't and the people who do!
you basically doubled your audience. dont fact check my math.
i really like the litte duck bobber
slime bobber for me. my adorable slime bobber
i could never replace you, slime bobber
if anyone's made an npc called bob i bet he'd be a great bobber
truly a missed opportunity by ca not to have bobbers sold by Bob instead of a vending machine
is your belief in nominative determinism why you named yourself blueberry
one day i aspire to become some kind of round edible fruit
omg your framework fixes the dang flip when facing right thing for my sweet sweet bobbers
probably the blueberry kind i think
a kiwi?
alright you've convinced me
i thought that was so strange when i was testing out my bobbers
but does it fix bobbers not being centre-aligned with the line when cast straight downwards
which causes me grievous agony
its amusing to see you say that when that part of the docs has the disclaimer that says "i dont know what this setting does"
i just reached that part 
that's cause the bobbers aren't centered on the tilesheet due to 16x16 limitations 💔 some of mine are centered some of them arent
why is there a british fishing line colour and an american fishing line color

because i write Colour and not Color but I know people would riot if i released a framework that only worked with Colour
but the fishing line doesn't give a fish about tilesheet sizes since it's an arbitrary curved line
in case you're a brit or american and have different fishing lines in the fishing line store?
or.. or what button said
the Colour variant has priority in all of my mods that use a colour field somewhere, as they should
let them. what are they gonna do, throw the bobbers in the water
a sacrifice i'm willing to make
ill accept the sacrifice if you transfer me a percentage of LoC DP
I am also willing to sacrifice people using button’s mod
how much dp do i get for piping these bebber bobber users to you huh
that goes for you too iro. ill only accept your sacrifice if blueberry transfers me a percentage of LoC DP
Bebber Bobbers only has 621 UDLs, so like.... 40 DP i guess
damn that’s nearly 6 times what I gave you for tilesheetinator I gotta step my game up
that’s almost half a US cent!
are you sure about that math
am I sure that six times seven is just over forty? yes
it's speculative. i'd say at the current rate dp will outweigh us dollars 2:1 in a little over 20 years
instead I questioned what was going on that you thought it may not be true
hopefully by then nexus is paying me in gold
at the rate nexus is giving me DP it may as well already be worthless
alternatively nexus invented the only true stablecoin
you guys are getting dp? /hj
surprisingly, i have this much dp
congratulations! you're worth 88% of bebber bobbers
wow
now start a hostile takeover bid
this emerging news puts us in a strong position on the market
it's probably going to take me like 50 years to have enough dp to redeem one of the game keys lol
if we assume the same UDL to DP rate as i got last month, bebber bobbers has earned me approximately 993 DP
it's easier just to pipe the dp to some tigers in africa and forget about the whole miniature stock market going on
i hope the african tigers enjoy nexus download points
they might even be able to redeem a game key if enough of us send it over
then they can play cyberpunk 2077
with the dlc!
you doin okay iro
-# you shouldn’t, I’m pretty sure it varies wildly thanks to some weird “per game per month with penalty for large mod authors” multipliers
no
and selph i see you too selph
(so I went insane trying to find the code that makes purchases that use trade items automatically adapt the bulk purchase count depending on how much of the trade item the player has
||there is no such code, I hallucinated that being a thing||
anyway continue
)
no i know, thats why i mentioned that worthless comment earlier. a 1.6 ratio is the lowest its ever been for me
summon someone else. do floogen this time
so that’s also a no from selph
you can make thecode be real in Extra Shop Config
what are we trying to spell
Noumb apparently
it says nomub for me
as good as any

that’s because you added the m react
so your discord is respecting the order as your device saw it
hm!
(afaik if you were to restart your app before removing it it would have shown the “true” order)
mmm nougats
anyone know how Sound Tweaker works? I want to make sound effects for when different characters/genders talk (dialogueCharacter wavebank in sounds) but I dont know how to customize it in a way that makes it unique for each character
you wouldnt be able to
do i have to learn c# for it🥺
pretty much your only option and it'd still be annoying to do
dont know if iro's upcoming framework does anything with sounds and i dont think ichor ever released voxbox?
where can i find more info on iro's upcoming framework?
i do not know. last i knew it was in closed beta(?). last i knew was a while ago though.
iro would probably be a good bet. but like i said, i dont know if it does anything with sounds
o i didnt know their name was irocendar, thanks!!
you’re all lucky I don’t mute all game sounds when any mod of mine is installed /lh
are you saying it does do stuff with sounds
Hm when u use action in a dialogue when does it actually fire
If it's like a playsound
as i remember it, the action gets applied at the same time that dialogue would be shown if it were dialogue instead
so if you have an action after some dialogue, it will play the sound after you click past that dialogue
Shenanigans
starting a dialogue with an action wouldnt work very well
for starters you wouldnt be able to account for a user clicking to skip the typewriter effect
for non-starters i think starting a dialogue with an action just kinda doesnt work?
i have vague memories of issues with that
what does stardewvoices do for it
Well having to overwrite dialogue sounds kinda bad in general
it plays an audio file
Stardew voices has it's own C#
well, it loads a wavebank file that plays the audio inside it
I forgot about it having its own c# until the moment I pressed send
what would the inside of a junimo hut look like?
This Stardew Valley mod lets you replace character dialogue sounds, either with different beeps and bloops or with any other sounds, including voiced line readings. - ichortower/VoxBox
If u make something with voxbox maybe ichor will finally ship it
okay imma look at this thanks!!
Pls show ichortower (of anyone can cook fame) whatever you cooked
that's probably more of a #making-mods-art or #modded-stardew question, but,
probably like the inside of an igloo but made of clay, maybe an open ceiling into the leaf/branch roof, and I guess this richer soil texture
alright, ty! (sorry for the off topic question)
no worries, I just mean more people will probably have useful feedback there
I feel like it's bigger on the inside
mostly people fiddling with json or C# here
That or the satchel is bigger on the inside
& yeah, probably should be bigger than it looks for perspective's sake and/or magic (assuming it's for an event or something)
If pierre can fit a shop, dance studio, church, 2 bedrooms, kitchen and garden in 3 tiles I can fit a house in 4.
i like to imagine there would be cute little bags full of something, maybe gifts for the farmer or fruits that have been harvested that day
something awful that happened to me was that yesterday when i was messing around with the dialogueCharacter wavebank, i didnt realize i had the dialogue skip mod still so i spent like 5 hours trying to figure out what was going wrong
i actually suck at making tilesheets i try to improvise with vanilla stuff, is this good? (only asking here since i want confirmation this is what you're thinking of)
(for the walls)
I was thinking more like a darkened version of the exterior bricks
but those sprites' perspective would probably work, and they might be the closest without custom sprites or a lot of editing 
ill see if there is anything darker/more like bricks
i wonder if the farm cave would match at all
doesn't that use the outdoor tilesheet?
i have no clue youre probably right 😭
ill check
it uses the mine tilesheet
which isn't a bad idea
anyway ill let this get back on topic
(there're some brick textures in a lot of sheets, but if it's meant to be pretty big inside, recoloring the desert shop might work
)
Not a bad idea... I'll try playing around with that (if I can learn EditImage)
editimage is pretty simple
Just read its github page, it is easier than I thought
the new masks feature is cool too
My content patcher code format is still 2.5.0 is that bad?
just get the new version of content patcher and change it to 2.9.0
I did and my code still works…
not necessarily? i think it's only a cause for concern if your mod relies on something that changes between content patcher versions? 🤔 like if you want to use something from a newer version but you're still using an old format
Oh I hope I didn’t do that
hm, if anyone knows, how do i target an objects layer for maps with cp?
what are you trying to do
add a tiledata
or does it not matter and can i just target Buildings like normal and add my tile property
that would be under set properties (i think it's called)
yeah, i know that much
but there doesn't seem to be any (obvious) distinction between the actual tile layer and the objects layer
since they're named the same
you just refrence the map layer name since TileData's can only go on object layers
they look like two layers in tiled, but they're kind of just one
{
"Action": "EditMap",
"Target": "Maps/Farm",
"MapTiles": [
{
"Position": { "X": 72, "Y": 15 },
"Layer": "Back",
"SetProperties": {
"TouchAction": "MagicWarp {{Random:BusStop, Farm, Town, Mountain}} 10 11"
}
``` (from pathoschild's documentation)
Set to action
It works the same with EditMap (i meant set it to Action)
🤔 i guess there's no difference between the two types of action
the only difference is that action must be on buildings and touch action must be on back
sorry i didnt mean it that way lol
sorry for typos i have a headache
How come every time I add a new config option in my content pack users say its not overwriting the old version so config are not there. But my setup is working fine
for now i'd just use placeholder interior tiles for your location and finish it up later when you've got the groundwork laid out
are they keeping their old config file?
wrong person
other person
o
slash using a mod manager that does so
oopsiee
i thought about reply and thought nothing could go wrong
Should I leave the config files there when I update to nexus? The ones that generate I always delete them.
Most likely they are
no you should never pack it but users should delete their config file if they're having issues and generate a new one. sucks to redo but oh well
generally you'd remove any generated files (e.g. config.json) from your mod when publishing updates
well ive just finished the recolouring of the walls, looks a bit strange in the image but ill see how it looks in game
and now i'm doing cursed include crimes
🤔 so if i'm reading this right, will this work for pulling tilesheets from other locations?
<image source="../Buildings/Trailer Cabin.png" width="240" height="112"/>
<image source="../Maps/spring_town.png" width="512" height="1152"/>
tried fixing this map patch to not mess up the vanilla map too much. The bridge works also it was tricky.
i guess i don't need to do it to the tilesheets actually in maps
should I swap friendship conditions between 2 events?
oh the config errors appear because the player using a translation that's what the problem was.
Do I need to load a custom tilesheet to Maps? I know you can use tilesheets outside of Maps but do I need to load it just in case?
why are you sending a txt file 
too large so it couldn't fit discord limits
yes you have to load the tilesheet in I believe with content patcher.
and add it to the maps folder that way using the code.
But I can use files outside of Maps so why cant I just do ../Assets/file.png?
that's not inside the content pipeline
you can only use things that are somewhere within the Content folder
i.e. Content/Maps, Content/TileSheets, etc
the only way a map can access a file inside your mod folder is if the tilesheet is directly next to the tmx. but that has always been the case and has not changed with the latest SMAPI
(you should always load your tilesheets so other mods can add recolor compat anyway)
i tried recolouring it, turns out i am horrible at pixel art in general 😅 ill just stick to the vanilla wall i showed
I got muted on Stardew Modmaker Community for forwarding text file 😭🙏
where it wrote in server rules?
unspoken rules, again?
there is a modmaker community?
yes
like server?
yes
how did i go ~3 years without knowing that
you didn't answered a question why I got muted in Stardew Modmaker Community server for forwarding text file so there's no mention in server rules
sigh. why is tiled doing this
the grid?
my asset is being cut off
I asked Aeywoo a question, but still didn't answered my question
i think i broke something because i changed the image size, but clicked too fast to see what the tiled popup was about
well im not aeywoo but just be patient i guess
and now i can't figure out how to fix it lol
can you ctrl+z?
you were told what you got muted for
tiled is very tedious sometimes, i havn't really seen that before so i would wait to see if someone else knows a solution or remake the map if it isn't too difficult
can you send the map and the tilesheet image here?
ah, sure one moment
i just borrowed the bus stop
even with a new map it's still doing it
this is a completely different file to the one i was on previously
tiles of the shop that are placed will be messed up but should be right now
images have to be a multiple of 16 pixels if you want all the tiles to be included (i resize it from 143 wide to 144, theres a new transparent column on the right)
aghhhg
this is all my fault
it's because i used trim instead of crop
i realized it now
😅 sorry
its alright dw
i just resized all my buildings
thwarted by one pixel...
im going to make it so junimos take random things from the villagers because they see them as gifts :)
wait i could use mine walls
just realised i was off topic
So, a feature sometimes requested is for certain marryable characters to follow their own regular schedules. Spacecore very nicely provides us with this, by way of adding a field to CharacterData (IgnoreMarriageSchedule). From C#, can I write to CharacterData safely? As in, can I add the field?
The documentation says that Spacecore stores the information in a certain dictionary. Should I just try to add to that dictionary instead?
yall i think my computer ate my tilesheet, i had it in my mod now i cant find it
oh yeah i deleted it
still messing around with it by using sans as a test but i still cant get it working 😿
"LogName": "chomposaur extra produce",
"Action": "EditData",
"Target": "selph.ExtraAnimalConfig/AnimalExtensionData",
"TargetField": ["cryomancer.livestockdinos_chomposaur", "AnimalProduceExtensionData"],
"Entries": {
"773": {
"Id": "(W)38",
"ItemQuery": {
"ItemId": "(W)38",
},
"HarvestTool": "DropOvernight",
"IgnoreAnimalQuality": true,
},
},
}```
trying to do an EAC override, not sure why this doens't work
it just makes the life elixir (773)
presumably something with the IDs
"MalePercentage": -1.0,
"AnimalProduceExtensionData": {
"773": {
"ItemQuery": {
"Condition": null,
"Id": "(W)38",
"ItemId": "(W)38",
"RandomItemId": null,
"MaxItems": null,
"MinStack": -1,
"MaxStack": -1,
"Quality": -1,
"ObjectInternalName": null,
"ObjectDisplayName": null,
"ObjectColor": null,
"ToolUpgradeLevel": -1,
"IsRecipe": false,
"StackModifiers": null,
"StackModifierMode": "Stack",
"QualityModifiers": null,
"QualityModifierMode": "Stack",
"ModData": null,
"PerItemCondition": null
},
"ItemQueries": [],
"HarvestTool": "DropOvernight",
"ProduceTexture": null,
"SkinProduceTexture": {},
"IgnoreAnimalQuality": true
}
},```
ends up looking like this in the exported json
oh the query isn't hitting the right spot is it, that's prob why
or wait no that's a separate field for if you wanna do a bunch, hmm
Is there a way to have a Content Patcher map edit (ie replacing a bit of the Town with an altered version from my mod) also clear the grown bushes, in that special area. I know I can use world_clear command or use Destroyably bushes, I'm just wondering if there's anything 'automatic' I can do so it happens without player intervention
NVM I GOT IT TO WORK!!! YAY! I'll start on actually implementing the sound effects tomorrow :D
Heyyyyyy does anyone knows how can I contact the RSV creators? I sent a message to them on the RSV discord but nobody answered (つ╥﹏╥)つ It's about permissions and stuff, I wanted more immersion between mods (Add a few objects of mine as gift tastes for RSV NPCs, add RSV items as my NPCs gift tastes, add a few NPCs on cutscenes, etc.), but I need to know if they are comfortable for me to do so (ó﹏ò。)
Did you try sending them messages on Nexus?
how long ago did you send the message?
ughhhh i cloned springoutdoors again :(
cue sad ant bindle
will it cause any issues if i have a clone tilesheet 🤔
what happened that it got cloned
copied something off another map and it cloned itself
did you use ctrl+v or ctrl+shift+v?
uhh.... neither?
i used tiled's selection tool and just switched to the map i was working on and just slapped it down
i didn't use ctrl c or v or anything
How do you copy and paste without using ctrl c and ctrl v? /curious
i mean i just said how, by using this
i don't really know how or why it works
But the selection tool puts a rectangle down but it doesn't actually "grab" the tiles when I use it
huh
I have to use ctrl c to actually get the tiles
i dunno, sometimes it works for me, sometimes it doesn't?
you can hold rightclick and select sections as well to make it a brush kinda
that might be safer
Oh, you weren't using the selection tool
You were using the right-click function of the stamp brush
whether you're using the tilestamp tool or copy-pasting tiles it's the same principle; even if a tileset from another map is using the same tilesheet image it's still a different tileset, and it'll be copied into your map if you paste the tiles
sorry, i misspoke then. i don't know what tool it's called
is there any way to somehow merge the two? or am i screwed lol
Yes, there is
tiled unfortunately has a lot of weird little workflow eccentricies
either way you should be able to use the 'replace tileset' feature to replace the copy with the original
do you have my extension, by the way? it shouldn't cause a problem so if you do I'd need to investigate
i don't
Export the tileset and then use the replace tileset button on the other copy of it and they should merge
the extension is great
well there you have it! /lh
(but in all seriousness it should help prevent things like this)
ooh, thanks aba
I didn't know nexus had this feature of sending private messages, I'll try ty
2 days ago
you may need to just give them more time. as far as I'm aware, the creator of RSV isn't super active right now because irl has them busy
Ooooh oki oki ty!
I forgot to say about that I wanna swap conditions to be sure Loraine reveals her secrets... (or just write best narrative design)
not so early, but...
Loraine's dad's grave... we did something impactful to her... and Loraine in the saloon... maybe a romantic event...
damn... ig there's nothing to swap
everything is fine
Sorry to be annoying and bump my own message, anyone got any tips?
I believe BETAS has something for that)
(half remembering from a conversation a little while ago
Yes there is indeed a trigger action from BETAS
is there a fish_location that is like "whatever the current farm is"
LOCATION_FISH Mountain
one of these
Fantastic. I'm still quite new to modding, can I make it so if the player has BETAS, it clears the section, but if they don't then oh well it's not game breaking so just keep going? I'd like to keep the list of strict requirements down, although I understand that people who are heavily modding probably already have BETAs installed
oh maybe i can just do category
Yeah that's a pretty standard thing to do
Just toss everything you use from BETAS behind a hasmod
My personal advice is, don't let +1 dependency stop you from doing what you want
For me personally, I would add BETAS as a hard requirement just to reduce the number of complaints I'd get about it otherwise.
Well ppl do just use rtf to solve this problem from player side 
yeah or just cut the stuff down if you can
Thanks folks! Appreciate it!
One more thing, is there a way in game to force a reload of tilesheets? Ie I have a map edit, and within that are custom .PNG files. I've noticed that if I edit the map layout and run 'patch reload ModName' the layout changes, but if I update the underlying image files, it doesn't change until I restart the game it seems. Is there a faster way to force a reload of all custom tilesheets when I'm testing how things look in game?
InvalidCastException: Can't create item ID '(W)38' as a Object type because it's a StardewValley.Tools.MeleeWeapon instance.
yes i knw it's a weapon smapi
are you loading the tilesheets into the Maps/ folder or is the map just reading them from your assets directory?
I think patch invalidate is what you want?
I'm famously content illiterate though, so take my ideas here with a grain of salt. 
The tilesheets are in mod/assets/maps, alongside the actual TMX files. I had some issues with them not loading properly in Tiled when they were in a different place.
Eg, TownEditMap is a map edit to town, and it uses dirt.png in it, I want to tweak dirt.png, save it, run something, and it appears in game
You might need to load the tilesheets as assets themselves 
Which i will not explain ||until after work hours||
They appear correctly in game, there's no issue with it working per se, but it clearly creates some sort of cache as any edits arnt reflected, that's all.
It's recommended to store them in a separate folder to your maps and Load them into Maps/<tilesheetname>. That way if you want anyone (including yourself) to be able to do anything like recolour compatibility or editing the tilesheet after certain conditions are met, it will be possible. As long as you keep the tilesheets in the map folder it will not be.
to fix the tiled issue, you can use something like my tilesheetinator extension btw
!tilesheetinator
You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.
See the mod page for full installation and use instructions.
Hi all. I have very little experience with modding other than downloading it fron Nexus. Recently I wanted to challenge myself with the Challenging Community bundles and also include all possible bundles (both normal and remixed). I could not find anything in nexus for this and due to my inexperience I am not sure how to update the json files myself (at least I think that is what I need to do). Has anyone tried this before and maybe can help?
please let me know if this is not the correct thread btw
if you're not making your own mod (or editing one for your own use), this isn't the right channel. this one is for talking shop and getting help with mod creation.
for help setting up mods to play, use #1272025932932055121. to discuss mods and modded gameplay generally, #modded-stardew
I was thinking of editing the Challenging community bundles to include everything so that is why I put it in making mods. I will try my luck with tech support
oh i see. i thought you were trying to set up its config files
if you are editing how it works outside of its normal parameters then you can talk/ask about it here
BAGI! at the DISCO
trying to make an animal that makes a random fish daily
can't seem to throttle it's power enough to not give like a legendary daily
!ITEM_CONTEXT_TAG Target fish_difficulty_hard fish_difficulty_extremely_hard fish_legendary
is not enough somehow
I installed the latest SMAPI and now I'm getting the weirdest error report ever that mention one of my file that's missing but actually doesn't exist in the first place, despite having removed all my mods, leaving only the frameworks. I will try a couple more things, hopefully I won't need to bother Pathos with it.
before you ask pathos, you could try sharing a link here and maybe we’ll spot it?
Yeah I was going to post it first before asking how to better contact Pathos don't worry. anyway here's the smapi log:
https://smapi.io/log/d3b5fdfc8ea541e98c6e2b01c2d84061
Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.22631.0), with 14 C# mods and 0 content packs.
Like, a [game] error? without content packs? what?
ohhh, it’s because you’re loading into a save where it was used
Did u have a save that used...yeah
so it’s trying to find a wallpaper that isn’t present
oooh so it's a NEW report then? oh I was kinda scared for a second
I’m not sure what you mean?
this will have caused an error in every version of smapi I’ve seen
if you make a new save the error won’t pop up
oh I never saw it before. I have moved my mods around all the time. Maybe I never saved an AT mod before?
possibly?
of all the things that can scare me was my accidentally never saving my game after trying one of my AT mods. figures. 
hopefully me having verified the steam files didn't create a new problem...
well luckily I backup everything so it s' fine. and none of my save is my save, I basically only mod now, not play so it's fine if they break sometimes. xD
Yeah just needed to use a normal vanilla wallpaper and save again. all good!
thanks for the help!
I did an update that already included that, and it automatically repairs it without creating a clone.
helloooo I'm like 90% sure of this- but the {{ModID}} token won't be parsed if it's part of an i18n, right? my custom stats (which are referenced in a dialog) are prefixed by {{ModID}}
Indeed you cannot use tokens in i18n
gotcha!
HMMM can you put dynamic strings in other dynamic strings?
shenanigans hehe
with CP's i18n token you can pass arguments to it which CP will expand, but you have to do it manually
like {{i18n:my.key.here |ModId={{ModId}}}} and then you can use {{ModId}} in that value
gotchaa! I'll just spell out my mod ID I think and then search through all my files if I ever decide on changing it
it gets cumbersome so i recommend, if possible, splitting up your dialogue and just putting the actual text parts in the i18n
this also reduces the likelihood of translator errors
I hath learned the wonders of localized text, so I should be okay!
...those do work in i18ns right
i like to think of i18n and CP tokens as string storage systems that the game never sees
LocalizedText is a game feature; in certain contexts, strings support expanding those [] tokens, and LT is one of those tokens
but when you use a CP token (including its i18n token, to pull strings from your i18n files!), CP is expanding the string and then giving it to the game
the game just sees the resulting string
uh huh
so "does LocalizedText work in i18n" is a bit of a non sequitur, to me
if you pull a string from your i18n with [LocalizedText] in it, and give it to the game in a context where it supports the [] text tokens, then it will work. if you try it somewhere else, it won't
what are you trying to do claude
anyway, to revisit your first question, i would try something like this in your dialogue.json:
"my.dialogue.key": "{{i18n:saying.stuff.part.1}}#$action incrementStat {{ModId}}_whatever#{{i18n:saying.stuff.part.2}}"
hehe re-writing my whole fucking mod
you have to split up lines when you do this but it prevents translators from (easily) being able to fuck up your codey bits
OHHHH
oh, my mod is built too different to enable that hehe
Remembering when the french translation translated "Prismatic" (the tag in hats)
ha, guess I have some correcting to do 
Yielding hats that were no longer...prismatic
Tl;dr yr translators might not have context
oh?
If you want smth not translated do NOT give it to them
trueeee,
i have some dialogue strings that have actions inside of them but they're all inside my i18n tokens
wait do actions not work in i18ns
it depends on context (see above)
(But I think it's bad form)
i got a lot of actions in my i18ns for dialog so it should work..
It works, but translators may not know to leave those alone
And because of that, they may try to translate those bits and break them

true! I think i'll just make notes for translators, maybe make sure most translators are also modders
it could be worse. you could be me and have a few secret strings that are hardcoded and compiled directly into the DLL, because they are easter eggs and i didn't want them floating around in the i18n or elsewhere
ichor........😆

generally i trust translators for stardew valley mods to have enough context to avoid big obvious mistakes, but also i prefer not to give them the chance if possible
Prismatique
HAH
(i know, atra, but i actually have less baseline faith in the official translators when it comes to this kind of error)
I do not trust translators (especially with the MTL DP farmer ones) to not break things by translating #$e, let alone the other dialogue commands xD
Hey hey hey so I was modding perfumes that could be gifted and sold, but I think the concept is pretty boring for now, so I wanted to make them able to give the player buffs (Existent buffs, not new ones) when equipped like rings, do I need C# for that?
you could make them foods and then use IE to change the animation!!
It seems I'm having similar-ish difficulties with changing the portrait for The Canyons flamingo portrait, which appears to only be a shop vendor?
Aaaaaaa the point is: They are toxic. I feel like I'm influencing ppl to drink perfumes if I do that, which is not healthy at all....... 
hm?
@lucid iron could my goat, for instance, help
Is this a framework?
As always, sorry if I disturb you.
I mean change to animation to be spraying perfume rather than drinking
Just tell me when and I'll stop.
mhm! that's the one you can use to change eating animations- I think?
I did drinkable battery acid with it!
well, technically it was fallspice that did the base of the code
I didn't know that there was an animation for that! :0 Good to know! Is there a tutorial where I can follow to do that?
I got no clue- maybe see if you can copy the monster musk one?
lemme pull up the IE docs..
Oh oki oki omg tysm I'm so happy
aww ofc Cheshire 
Spacecore has that
You can use spacecore for that
Although idk the json offhand to do it maybe ask dolphiniaf
SPACECORE?
aww naaaw
Didn't know it'd be that complicated.
Alright, would this individual be Dolphin is Not a Fish or is there another dolphin I need to look out for?
?? spacecore is just a framework you write json for like content patcher
it's a CP extension too! I adore spacecore
Anywho.
Alright, would this individual be Dolphin is Not a Fish or is there another dolphin I need to look out for?
yes dolphinaf = dolphin is not a fish
Spacecore is very easy to work with
And the safest dependency of all time, essentially. 
So that's why I keep seeing it so much.
spacecore does a lot of things. some of those things are useful to many mods
anyway if you're not familiar with CP extension frameworks before, you just edit the asset they give the same way you edit a vanilla asset
it’s almost half as important to a modded experience as spenny, making it the tied for second most important casey mod with gmcm
(and we can’t reasonably expect it to catch up, anyway)
but mine's an hd portrait
and theirs is 64
The asset in this case is a custom asset where you tell spacecore what you want to do
Mhm, thought so.
@devout otter hi twin could u pretty pls help
hello! would {{Hearts:Dwarf}} as shown here work to make 14 separate entries tied to heart level?
I would add a default back to the highest in case a mod screws with thr available heart levels
oh, I am the one screwing with highest heart levels 
I think atra means what if C# mod makes 24 hearts total
The other problem with this is I think people tend to level up hearts rather quickly
what if
oh I'm also (configurable-ly) nerfing heart gain for krobus/dwarf
OHHHH
gotchaa
..I should do the slower thing and just make tokens for heart ranges then?
No there is an input to i18n that let's u use a fallback
ehhh i'll use a token to make 3 pools
it’s so hard to stop myself from just expanding my mod forever
omg same-
The dreaded scope creep strikes again.
I'm forcing myself to try and release a beta by the end of next month 
nearly done. always.
I will literally be the first download
Just send me the link
Tryna convince myself my Vegan Fish mod update doesn't need food buffs
or like, how cool would it be if I made it compatible with visible fish
ofc, with this deadline, I'm doing something necesary, like fancy dialog for when you slingshot dwarf. there are 9 responses. they may blow up the player
Explosion is always a possibility
for the high heart ones, they take it as a snowball fight thing (no friendship loss) and hurl it back at the player. they are much stronger than the player. it does not end well
You can always decide certain features should be in a later update
Or in a different mod
There's a reason companies hold back good features. An update for something that's already gotten eyes on it can get more downloads/purchases than the initial release did.
Of course, that's getting into strange marketing territory to do on purpose for mods. 
U say that but I used to do that lol
It works!
Back in the day when hot mods was 2 wks
I would deliberately do a big, substantial update 1 wk in
Because people endorse when they see the "update!" reminder
I'm trying to decide whether to do that with my farm map! I could release it now, like the farm itself is done... but the super special unique feature isn't yet. I think in this case, it makes more sense to wait, given that's part of the whole draw of it.
Sorry, I just woke up.
You want to do HD portrait via SpaceCore?
"Action": "EditData",
"Target": "spacechase0.SpaceCore/TextureOverrides",
"Entries": {
"<your unique entry id>": {
"SourceTexture": "{{InternalAssetKey: <your path and file name>.png}}",
"SourceSizeOverride": { "X": 256, "Y": 256 },
"TargetTexture": "<the portrait asset you want to edit>",
"TargetRect": { "X": 0, "Y": 0, "Width": 64, "Height": 64 },
},
}
},```
wait that's possible-
Yeah, but if your portrait have plenty of expressions you'd need to target them one by one.
Apparently so. To be more specific, applying an HD portrait to a vendor from an already-existing mod.
In this case, The Canyons flamingo. Not from the superpack.
Yar, you can do it like that patch example I put then.
Because Yoba forbid I go looney and try to give more of these time-consuming portraits to a million more NPCs.
And in what .json does this go?
Anywhere you want.
I apologise, but this would be my first time working with Spacecore.
You can just put it in content.json if you want.
A lot of other mods would have their own entries, so that's why you need to make sure your entry names are unique.
Well, I'm sure I'll come up with something real special then.
Now, how would I go about specifying the target texture?
People usually just go. {{ModId}}_FlamingoPortrait or something.
Would the thing just magically find the specific file by name or would I need to give a very specific target path?
Very specific target path.
How specific exactly?
Let me get the mod page so I could take a look at the file preview as I'm away from puter.
Can someone help me create custom "Drinking" animations with spacecore? I'm trying to read the documentation but English is not my first language so I can't understand many things, so if anyone could help me I would be glad! (Also sorry to interrupt the conversation, but I really really reeeeally need help)
Just use the asset name exactly.
So, would it be:
"The Canyons Expansion/[CP] Desert Monsoon Challenge/assets/Flamingo_Vanilla"?
oh
Hi, is this animation for an NPC?
Just the name the portrait is loaded as.
So just Flamingo_Vanilla and nothing else?
how come nexus is taking forever to save
For the farmer! They will do a custom animation to use a perfume
Cheshire and his perfumes...
Aside and stupidity....I wonder what version of .NET HC uses
No, that's the file name.
You need to search for the asset name. The Target the portrait is loaded as in the original mod.
I have a tile that I want to have a "Message" action on but when a mail flag or quest is completed I want it to be a warp, if I use a When to detect that and add the warp will it replace the Message or go alongside it?
One way to find out I guess
Now.
I don't want you to get mad.
But explain this to me like I'm a sole termite.
With a breadcrumb for a brain.
You've done portraits for Jorts and Jean, yar?
Mhm.
How did you find what assets you need to target for them?
I've been trying to save an article on nexusmods but it doesnt want to save
I didn't.
I had to check for their internal names.
And name their portrait spritesheets after them.
And then dump 'em in my Portraiture collection.
It might be broken, I would just copy the article, refresh the page and if you need to paste it back in.
Because, unlike this singular vendor portrait, those two are proper characters that, with enough elbow grease, could be changed without the use of additional coding.
nexus is really buggy when it comes to mod versions and saving of mod pages
at least in my experience
From what I'm understanding here, I need to have the target be called whatever the mod calls this file internally?
Aaw Portraiture...
Yep! You'd want to search the content.json for an patch action that loads the Flamingo_Vanilla.png.
someone translated my mod into french but used AI art for the thumbnail, can i ask them to change it or do I not have any say over it?
you have the right to control who publishes translations of your work
With the temporary death of the humble HD Portraits, I sit here, locked up like Tai Lung.
I left it saving overnight and it just stayed on the loading icon
where do you report to nexus
And whatever wacky prefix or alias the file gives the action of loading this file is the target I need to put in?
And nothing else whatsoever?
nexus just gets stuck sometimes. if the gear is spinning for more than like, 10 seconds, its broken and you need to refresh and do it again
copy paste what you had in the box to a document or something before though
Yup yup.
The one they put in the Target field.
Intriguing.
And the SourceTexture is just the folder and name of the file I want to replace Flamingo_Vanilla?
Yup yup.
Right, right.
And can the code you've provided be the only thing in the content file for everything to work properly?
I admitedly haven't messed around with the basics in a while.
is 5 articles too many
Or does there have to be some kind of Load thingimibobber at the start of it all?
People, afaik, never look at articles
I do but I'm not people, I'm a cat. I think most users barely read mod pages.
I always read the mod page the whole way through before downloading (skipping over the code-explaining parts lol)
i think if u do, and for those who dont read far into mod pages, u could at or near the top put a disclaimer about the articles!!
If your mod only change the portrait, that's the only patch Changes you'd need. (you'd also need the Formatfield obviously)
when uses game state queries right?
alright, ty!
I tried refreshing several times
So, I'd have to use Changes on top of the code you've provided me?
If your json have a patch action, it always needs to be inside a ```{
"Changes": [
]
}```
my mod is 3 years old
i may be a dumbass, but does your code have to be inside the changes thing
Rule of thumb is to see if a patch have a "Action" field on it.
If it does, then in the "Changes" it goes.
Hm. oopsie. it seems in my attempt to trim my asset i offset the door
Ah. So it does.
"Changes": [
{
"Action": "EditData",
"Target": "spacechase0.SpaceCore/TextureOverrides",
"Entries": {
"<your unique entry id>": {
"SourceTexture": "{{InternalAssetKey: <your path and file name>.png}}",
"SourceSizeOverride": { "X": 256, "Y": 256 },
"TargetTexture": "<the portrait asset you want to edit>",
"TargetRect": { "X": 0, "Y": 0, "Width": 64, "Height": 64 },
},
}
},
]
}```
Like so?
Yep yep.
my "total clint replacement" mod is going well
spenny..
Everyone is Penny
I see no problems.
you beheaded her. she opened a geode for you and you beheaded her
I'm scared.
hi scared, i'm @dusk mulch
Cheers.
helllooooo any way to find out what the extra fields for shop item..things are if they aren't in the wiki? sorry if this makes no sense programming brain and speaking brain do not work together
what do you mean extra fields for shop item things
I needed this for the NPC shops ty ❤️
is there anyone here familiar with coding in aquairum information for fish? because i am getting confused over the sprite indexes. its just not matching up at all
LOL, that was buttons
omg yes my questline works
post code? also https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Fish#Aquarium_Data can help
I still struggling to translate all i'm learning to My language, and many of the things i've learned was thanks to You, Chu! And selph, so thanks for everything ,i'm hoping to do an island but it's a long road to walk
yay!
okay so my issue is im counting my sprites, and im like ok yeah these are totally the indexes and it ends up not being the indexes im so confused....
how are you counting them?
patch export whichever sheet it's using to be sure it's not an editing issue
(and upload w/ code here to double-check)
these are the sprites
unless it's not touched by other mods ig
its not touched by other mods
this is my code
but i just, idk why its not matching up
theres like not even any animations for any of them except my jellyfish so its all the same numbers, the issues is literally the index is wrong and idk how to count this cause the tradtional way is giving me the wrong results
I think You have to put both fish sprites one after the other, the aquarium should use both of them but i'm not sure i need to learn more
🤔
what do you mean
it only uses two sprites if you code it that way
cause the game overlays a wiggle effect
I think that is why they're not animating but as i said i might be wrong
aquarium sprite is 24x24
its 24 by 24 right
the grid is correct
the indexes are correct right? im not losing my mind>?
what exactly are the fish showing up as instead of what they should be? 🤔
i just looked at some other fish data and it looks correct
huh....i reloaded and its working now
I'm looking at the vanilla aquarium sprite + checking the code and it seems like the sprite size is 24x48, but it's only using the bottom half? can you try making the sprite 24x48
oh
or nvm?
it hm that was weird
...oh
the game assumes the sheet is exactly 480 (20 sprites) wide
afaict anyway, you'll want to put them all on one line
```cs
if (aquariumData.TryGetValue(fishId, out var rawAquariumEntry))
{
string fishName = ItemRegistry.GetData("(O)" + fishId)?.DisplayName ?? ArgUtility.SplitBySpaceAndGet(v.Value, 0);
string[] array = rawAquariumEntry.Split('/');
string aquariumTextureName = ArgUtility.Get(array, 6, "LooseSprites\AquariumFish", allowBlank: false);
int aquariumIndex = ArgUtility.GetInt(array, 0);
Rectangle source = new Rectangle(24 * aquariumIndex % 480, 24 * aquariumIndex / 480 * 48, 24, 24);
Pathos plz
why is fish like this
like one long horizontenal line
yeah
oof ok
you might also be able to treat every vertical line as +20, but doing 20 per line is safer/clearer
I think he means the pixels
yeah, 20 fish sprites, 24 pixels each = 480 pixels per horizontal row
it assumes sprites 0-19 are on the top row, then starts at 20 on the next one, etc
Thanks for the info, i also needed to learn this for my mod
its actually working perfectly as is thank you for helping ❤️
(also I just realized I was quoting Summit.cs code, my bad, I haven't slept much
)
looks like fish tanks do account for arbitrary sprite width, so I'm back to being unsure what happened
Monthly mod stats time!
Rise of AI-generated mods
Last month I mentioned a growing number of AI-generated C# mods. This month's 165 new C# mods breaks the all-time record (161) set in April 2024 after the Stardew Valley 1.6 modding update. The ramp-up is visible in the graphs below.
More mods seems like a good thing, but that's concerning since...
- AI creates C# code by default. C# mods are less compatible with future game/SMAPI updates and less secure than content packs, and a full 31% of new mods this month are C# mods (where 10–15% would be more typical).
- AI-generated mods tend to be fragile, overly complex, and closed-source.
In the short term, these stats are becoming harder to maintain. Data related to AI-generated mods tends to be lower quality and need a lot more cleanup (e.g. different names between the manifest and mod pages, incorrect manifest info, mod IDs which change from one version to the next, mods which don't work at all, etc). The more complex code also makes it much harder to analyze mods in bulk for malicious code.
In the longer term, I worry that this will degrade the quality and health of Stardew Valley's modding ecosystem. Mod authors who AI-generate mods often don't participate in the community, don't open-source their code, don't apply best practices, and may not update mods for future game versions (particularly those which are closed-source).
I guess it's unsurprising that AI is changing things. What remains to be seen is whether the end result will be a net positive.
Mod compatibility
81.3% of SMAPI (C#) mods are compatible or have a workaround, up from 80.9% last month.
Unique mods by type
We have 524 more mods this month.
Custom Music dropped below 100 content packs, so it's no longer tracked separately in these stats. It's been falling steadily since Stardew Valley 1.6, since it was never updated and simple custom music can now be added through Content Patcher.
The breakdown of new mods by type is:
- +273 Content Patcher;
- +165 SMAPI (C#);
- +42 Fashion Sense;
- +30 Alternative Textures;
- +7 XNB;
- +4 Json Assets;
- +2 Farm Type Manager;
- 0 Better Artisan Good Icons;
- 0 Custom Furniture;
- 0 Furniture Framework;
- 0 Producer Framework Mod;
- 0 TMXL;
- -1 Dynamic Game Assets;
- -1 Mail Framework Mod;
- -1 Shop Tile Framework;
- and +4 for frameworks with <100 content packs.
Content Patcher packs
We have 13,244 Content Patcher packs.
Format version 2.7 has fallen out of the top five, replaced by 2.8. The top five Format versions are now...
- 2.0 (3,903 ↗ 3,941), 2.3 (867 ↗ 882), 2.4 (668 ↘ 665), and 2.8 (672 ↗ 785) for Stardew Valley 1.6;
- and 1.19 (571 ↘ 569) for Stardew Valley 1.4.
Open source
- We have 4,066 tracked C# mods, of which
- 2,414 mods (59%) have a source code repo, with
- 1,299 (54%) in a multi-mod repo and 1,115 (46%) in a single-mod repo.
The percentage of open-source mods is dropping rapidly (62% in October, 61% in November, 60% in December, and 59% in January). This seems to be driven by the wave of AI-generated mods, as discussed above.
Web costs
And finally, web hosting costs for the SMAPI.io site, update-check server, and API rose slightly to US$215/month. (The graph is always a bit behind due to billing cycles.)
See also
- Stats for ← December 2025 • February 2026 →
- Full mod dump (80 GiB)
- Download all open-source mod repos
- Dynamic view of mod dependencies
And that's it for this month! Feel free to ask if you have any questions.
+7 xnb i see
oh this is the first time i actually see one of these monthly mod stats things, this was so interesting to read
Mod authors who AI-generate mods often don't participate in the community, don't open-source their code, don't apply best practices, and may not update mods for future game versions (particularly those which are closed-source).
pretends to be shocked
I wish nexus would just ban ai mods
honestly. don't need that slop in my game
Same
I don't need AI to write bad code for me. I'm perfectly capable of doing that on my own thanks
the only slop i want in sdv is pierre's produce
is there a mod that allows you to go through events step by step? so it only executes 1 index at a time, press a button and it does another?
I don't think so, but that's an interesting concept, and I don't think it would be too complicated
im too scared to go near C# so ill put it onto the mod ideas github
i think sinz's event tester lets you adjust event speeds?
ill look into it, ty!
It let's you go faster not slower
ah, too bad
other than that i suggest using debug mode when testing events if you don't have it already
ive just been using smapi console debug commands lol
https://www.nexusmods.com/stardewvalley/mods/679
it displays information like the current command of your event while testing it
ty!
Is it possible with Extra Machine Config to make a machine with multiple rules that kinda “share” the some inputs?
I’m working on a tea mod with several tea bases (like green tea and black tea), and I want a mixing machine that combines a tea base with dried fruit to make flavored tea. So the same machine would have rules like:
green tea + dried fruit = flavored green tea
black tea + dried fruit = flavored black tea
And not just dried fruit, it could work with other stuff too, like flowers:
green tea + flower = flavored green tea
I might be overthinking this 😅 but I’m stuck on how to make it work. My idea was to require the dried fruit to be in hand and then just consume the first tea base is available in the inventory, but I don’t know if that’s even possible with the framework.
ooh ooh yes
i think cornucopia does that with different types of mayo?
uh, okay I think Cornucopia Artisan Machines Yoghurt Jar does that
that too LOL
yeah there is in fact a mod or two that should do that with tea already even
either a cornu machine or a wildflower one i think
can i butt in and ask for some help with fashion sense? i changed the sprites of someone else's pack and can't figure out how to change these pixels that won't dye/colour-match
i've tried changing the rgb values in the json for the shirt so they match the ones on the sprite but that hasn't seemed to work??
grabby hands give me all the tea and cakes
gives me much joy sosu
Feels like a dumb question but is there a way to make custom bombs
to clarify previous answers: how Cornucopia's Yogurt does it is that the flavor comes from the primary input
with EMC you can instead have the flavor comes from the dried fruit fuel by using DROP_IN_ID_1, so you can use the green tea/black tea as the main input
with C# you can
no content-visible way otherwise
Ah, okay that's about what I thought
alchemistry alters the vanilla bombs but i'm not sure what method they use
thinks about if I want to try touching C# again
they just rename/retexture the vanilla bombs
also cardhoded
dang
but you can make custom geodes with CP
What's that bugs bunny hardcoded meme
Cardhoded
I've seen it here XD
oop Jerry not Bugs
for that method we were talking about Selph, would you suggest custom geodes with a box sprite, or like one-off item boxes that make one item?
ty ❤️
what's dardroded about the mystery box is the unorthodox drop rates that it uses, which isn't quite possible with CP
I recommend custom geodes because it tickles the same part of the reptile brain that makes humanity so susceptible to gacha games
haha
i LOVE gambling with geodes and mystery boxes theyre my kryptonite
in my current use case i want them to do single items anyway but i suppose that would still work just as well
I love Geodes
maybe it could make my random fish attempts less....overpowered
The Omni and the Frozen are my favorite (pure aesthetic)
also make sure to ban your boxes from geode crackers with the context tag if you're going to have them drop weapons
(unless you fancy using EMC's non-Object output function)
ah yeah that is a question huh
time to distract myself from crops to look at decompiled bomb coding
clint will spawn weapons ok i imagine?
yes
New quote added by handwrittenhello as #7171 (https://discordapp.com/channels/137344473976799233/156109690059751424/1466955062902259825)
how about like a box you can just open by using it like a food or such, is that a thing we can do
I'd say on the "Why Is The Code Like This" meter bomb code is probably a 3.75/5
maybe even a 4
tl;dr have fun
oh FASCINATING
I made a 'grenade gift' for Kent and thought it could be neat
but
I am not that advanced
damn I didn't mean to discourage you
kent always sending bombs in the mail
(I still have the decompiled code open)
I'm still looking at it but it dropped on my priority list
where the hell does the game store geode data hm
oh i'm dumb
Not so much discouraged but a realistic shift of priority. I still wanna peek at how it's done
was lookin at mystery box and going there's nothing useful here lol
ah i see, thanks
Ok so far I searched 'bomb' and don't know if that was the right thing to look for.
No
Look at somewhere in the middle of the temporary animated sprite code
Gamelocation.explode is also a good read
TY! I will search there
The fact that the code is in the middle of temporary animated sprites is like 2/3rds of this rating
this is on my potential features list for the event commands mod i'm working on, but it's not high priority, not least because it will be hard to make it work with one of the mod's main features
real feature creep hours
i'm not sure why you're fiddling with colors in the first place, since to my recollection you're only trying to tweak the shape for use with a different body type? to add; what art program are you using?
imaging a hardcore modder with a springobjects sheet tattooed on them
😭
aseprite! the colours are very slightly different because i'm using shirt assets from a different mod, which retextures the shirts but not for fashion sense
or cursors
gets a new cursors tat in an odd spot after every update
i see i see 🙂↕️ to be honest i think you should use the colors provided in the fs version to reduce tedium
Having tried to convert one of the textures in that for FS, it looked pretty bad tbh
I accept that I know nothing about how those color masks in FS work, definitely not enough to convert it, because it didn't look remotely right
-# more fuel for the fire to aid my own farmer_base adventures
fair! i'll do that... tomorrow. i am eepy
damn are weapons just handled by rotating the item sprite?
yep 
that's convienient
well in that case, time to creep some more https://i.imgur.com/ifYm8aw.png
@calm nebula: read this again (9d ago)
also I should clarify:
- you have to be using EMC fuel for the flavor inherit to work; vanilla fuel doesn't work
- if you want the dried fruit to be the main input and the black tea/green tea to be fuel, that's an option with EMC fuel too; you can specify multiple output items in the same rule, with each of them having different fuel
Is possible to make the output have the quality of EMC fuel item?
the fuel requirement accepts context tags, so you can do "fuel is iridium quality" and have the output be iridium
it is a bit manual though; the Cornucopia yogurt machine does just this if you need an example
Thanks!
damn what are those one swords that are like covered in little obsidian blades called
Macuahuitl
that's it
Are there are standard patterns for making stardew valley mods?
It would be cool to know?
Just starting my journey on this by the way
Content patcher, smapi and other
what kinda mod you wanting to make
I don't know yet but something fresh perhaps
I think I 'm going with SMAPIs quickstart tutorial
I'm just asking if there's a standard pattern like project structure and such to follow
for long term development
the structure will depend on whether youre doing C# or content pack (which depends on the complexity of what youre doing). sounds like youre wanting to do C# though (and as such I'm not qualified to answer)
How do I force my tmx to draw its tilesets directly from the game? I'm using tilesheetinator, and all the vanilla tilesets are being drawn on from a folder on my desktop right now, but to my memory the path needs to be broken for the tmx to search in the game's files instead. Esentially, I have to re-break them somehow right?
You select that folder as your "unpacked maps folder" and Tilesheetinator will... I don't know if I'm explaining this well, but it will take those tilesheets as "vanilla"
(i misread ignore me)
I just set my unpacked maps folder from unpacking Stardew as my unpacked maps folder so I don't keep copies anywhere else
Oh, so I chose my folder wrong? I thought I needed to use an actual unpacked folder, not the one directly from my game. Would doing that still break the map if I uploaded it tho?
I'm not sure what you mean by an actual unpacked folder" vs one from your game. I use a folder I unpacked straight from my game
so it'll see this and it'll look for spring_outdoorsTilesheet.png in the unpacked folder I set
as long as your image source is just the file itself, it should honestly work fine in anyone's game
Ok, I think that's what I'm already doing too then? (Also, I said actual unpacked folder because I thought that you somehow set stardew's own not unpacked maps folder as your source)
What's confusing is that my game does not automatically replace the spring tilesheet with the summer one when I change seasons, which I thought was supposed to happen when the tilesets are drawing straight from vanilla and not an unpacked folder.
No, it can't do that
Wait
I mean TILED can't do that, but your game should do that fine, yeah
hmm
So, my game should do that, but isn't. I wasn't supposed to add something in the json for that was I?
No, not with vanilla stuff...
it should absolutely just work
oh boy I'm not even sure where to start diagnosing that one
If it looks like that in the map file, it really should just work if you get there ingame... let me see if I'm missing anything thinking sounds
yeah, nah, that looks very identical to what I use, and there's no JSON stuff needed for that. I don't think that's a Tiled problem at all. Tilesheetinator just helps Tiled look in the right spot so you can see what you're editing. The game itself handles the changing of the seasons thing and that IS looking at the right spot...
I'm stumped, maybe someone else has ideas
Thanks for looking into it anyway. This is strange...
I think I've seen someone having this problem once, but I don't remember who or in what server, so looking for it's gonna be a hail mary LOL
At last, I have updated my Vegan Fish mod :3 https://www.nexusmods.com/stardewvalley/mods/35766
😅 Yeah, at a certain point stuff like this just gets lost, and discord is very particular with how keywords will help find stuff.
I wonder if it would work if I copy the map (which breaks the tileset paths) and then don't fix the paths as I load it into the game.
I genuinely don't think it's anything about the paths
If your map says that in the data, nothing Tiled lookes at matters
The game will look for that. and it's a vanilla file
are there any vanilla tilesheets in your folder
is your map an Outdoors map, or treated as outdoors?
It's outside
Oh, yes, there are a few! could that be it??
but i mean does it have the Outdoors or TreatAsOutdoors map properties
I used the vanilla bus stop as a base, so I think so, I can check the tmx
I searched for TreatAsOutdoors and came up empty in the tmx json, so I don't think so
what about just Outdoors
I think so
then yeah, remove any tilesheets that are next to the .tmx in your mod folder
just in case
Oh, should probably delete the veiw port clamp too even tho I didn't notice any affects
I'll try that
SMAPI loads any tilesheet it can find in the same folder as your .tmx with priority and ignore the content pipeline
(i would have thought you'd then get an error if you didnt actually have any other seasons in the folder, but shrugs)
if theyre vanilla tilesheets and you're using Tilesheetinator, you shouldnt even have them there in the first place