#making-mods-general

1 messages · Page 531 of 1

ornate locust
#

I am trying to add an attendant to Nomori's Enchanted Ceremony and I am not being very successful at drilling down to do my text operations

lucid iron
#

Like u want to insert a new actor?

uncut viper
#

is that a wedding thing?

ornate locust
#

Yes

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Yeah, it edits the Wizard's wedding event

lucid iron
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Idk if u can do that hm

#

The content modders yearn for sed

ornate locust
#

A while back Nomori said I could add someone if I liked with text operations but I hadn't tried the logistics until now and they are not logisticing

uncut viper
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Does it use Data/Weddings? you should be able to just add in a new entry to the attendees if so

ornate locust
#

Yeah but the EVENT needs to be changed

#

It specifically moves people to the right location

uncut viper
#

What did you have so far for your textoperations?

ornate locust
ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 16 C# mods and 5 content packs.

ornate locust
#

also I have edited this many times while trying to figure it out, so if something is weird... well, point it out, I've probably changed it twenty times

#

it just doesn't seem to want to say that Wizard is an option even though the event itself works fine and I am definiely out of my depth on this one

uncut viper
#

I think you want to remove the TargetField line, and just have ⁨"Target": [ "Entries", "EventScript", "Wizard", "#2" ]

#

Emphasis on "I think"

ornate locust
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I tried that and it complained about too many bits in the middle

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But maybe I had the format off

uncut viper
#

could you try again and show the log if it comes up with errors again?

ornate locust
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oh god I have so many error logs, I can't find which one was that one. Yeah lemme try it again

ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 16 C# mods and 5 content packs.

ornate locust
#

an 'Entries' path must have exactly one other segment: the entry key.

uncut viper
#

SDVpufferthinkblob maybe Fields then and not Entries, but otherwise everything else the same

#

However my confidence in my understanding of text operations targeting was not 100% to begin with and is rapidly diminishing

ornate locust
#

same LOL

ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 16 C# mods and 5 content packs.

ornate locust
#

When I drill down one and then do it, it acts like it's fine, but it doesn't think Wizard exists.

uncut viper
#

are you sure the other mod is loading first?

ornate locust
#

I did a false dependency and it didn't help

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this has been a real process

uncut viper
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Rather than making you tweak one tiny little thing every 2 seconds and reupload logs and everything I am just writing a small mod myself to fiddle with it lol. No promises though

ornate locust
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it's silly, I can do this in my sleep just adding someone to an event and changing one little thing like I did, but the event being one level deeper has really thrown me off

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if anyone can help, I'd super appreciate though, this is a real mystery. If Nomori happens by, maybe I can ask how that text operation I'm supposed to use works...

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meanwhile I will get food and ponder

frosty stump
#

Hello can someone teach me on how to make Coii's Hair Sets Pack change priority? Content Patcher] Two content packs want to load the 'Characters/Farmer/hairstyles' asset with the 'Exclusive' priority (Coii's Hair Sets Pack and Soft Farmer). Neither will be applied. You should remove one of the content packs, or ask the authors about compatibility.

uncut viper
#

(I've also admitted defeat on the textoperations wedding thing, I'm not sure if it's possible. Only like 30% confident in anything about it though)

lucid iron
frosty stump
lucid iron
#

hm wouldn't your hair be offset then

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tbh if it's only personal use i would just copy the corii hair png over the soft farmer png and not install 2 mods

frosty stump
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Fully reworked hairstyles, shirts, pants (including skirts), hats, accessories, and footwear, redesigned to match the updated body shapes (one of the features listed)

lucid iron
#

yea the redesigned to match the updated body shapes is the part im concerned about

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didnt look at the files but im guessing it means they changed the hair to match new body

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while coii hair is presumably for vanilla body

dire kestrel
whole raptor
# ornate locust if anyone can help, I'd super appreciate though, this is a real mystery. If Nomo...

I'm guessing (just from reading the CP docs, not actually attempting it) that you could use ReplaceDelimited to replace the setting and warp of one NPC to have both the existing NPC and whoever you want to add, not ideal but workable SDVpufferthinkblob
I could probably rewrite it so just appending works, but it might open it up to overlaps, since there's quite a bit of modded NPCs there depending on the installed mods. Alternatively I can also add Bill on my end if you'd like (assuming that's what you mean). Let me know whichever option you prefer.

frosty stump
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Mannequins updated to visually match selected body types, sleeves, and footwear (I think so too sobb )

frosty stump
ornate locust
lucid iron
whole raptor
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Did you try with "TargetField": [ "EventScript" ],?

ornate locust
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Yeah, it said Wizard didn't have any fields in it

ornate locust
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or something of that nature. Like it didn't exist

whole raptor
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Huh, interesting

ornate locust
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Couldn't figure out how to do anything with it, it just shrugged every time

uncut viper
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(Like I said, only 30% confident, but I don't know if TextOperations is correctly identifying the individual fields of a slash delimited string to be valid, editable string entries when you also have to drill down first with TargetField. Again though, not confident, don't go telling Pathos "Button said your stuff is broken"!)

frosty stump
ornate locust
#

yeah, drilling down may be doing Something

whole raptor
#

I'll try to get around to doing something with the mod this week hopefully, I'll let you know if I decide to add a way for others to append or just add him from my end

lucid iron
#

did you try Attendees already midnight?

ornate locust
#

That wedding doesn't use those

whole raptor
#

That wedding doesn't touch attendees in any way

uncut viper
#

The people get moved inside the script

whole raptor
#

Not even sure if modded weddings for specific NPCs can in a sane way

lucid iron
#

well i think you just add relationtion condition to the attendees right

#

but thats separate issue from "cant text operation"

whole raptor
ornate locust
#

I did compatibility for Custom Wedding Ceremony and it basically edited everyone in attendees. I'd figure that was the only way to do it that way

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but I am not a wizard

uncut viper
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You could null out the entire ⁨Attendees⁩ dictionary and then re-add the ones you want

whole raptor
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Custom Wedding Ceremony just edits the default wedding iirc, so I think it wouldn't be as bad in that case SDVpufferthinkblob

uncut viper
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(Well maybe not null it out but set it to an empty dictionary)

ornate locust
#

yeah, for letting you leave it installed and just not marrying the wizard, that would be messy

whole raptor
uncut viper
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Well, I would only do it on the day of the wedding, or the night before

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Otherwise it could mess up another farmhands wedding

lucid iron
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i didnt test the event but it do work

whole raptor
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Didn't even know farmhands could have weddings when someone else is engaged to an NPC 😅

uncut viper
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Why couldn't they? If my farmhand proposes today, and I propose tomorrow, we'd have back to back weddings and still both be engaged to separate NPCs

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But their wedding would come first, and if I was engaged to the Wizard, it'd be wrong on my end

whole raptor
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Good to know

ornate locust
lucid iron
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well i was thinking rather than use the actor -> warp approach

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just do addactor in 1 go Bolb

ornate locust
#

Maybe, it just... didn't actually like me putting three things in "Target"

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it gave me an error when I did that

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why does it like you more than me

whole raptor
lucid iron
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how do u test a wedding

ornate locust
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I cheat speedran a marriage

calm nebula
#

debug wedding?

uncut viper
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I just patch exported it to make the edits run lol

lucid iron
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but it didnt do anything

lucid iron
uncut viper
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Did you name an NPC

lucid iron
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debug wedding wizard right

ornate locust
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Well. do you have a mod to make him marryable?

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you might need that

lucid iron
calm nebula
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(debug marry them first chue

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It be weird

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God my head

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Also for fun stupidity

ornate locust
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you marry them and then wedding?? tht is weird

calm nebula
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When you're getting married, the married state js actually set before thr wedding

ornate locust
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I see

whole raptor
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Yeah it is weird, not even sure if the wedding run normally with commands tbh in this case

ornate locust
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while we ponder this, fun bug: When I kissed the wizard, he turned into a pure being of light because I forgot to set that I was using a RR-based sprite

uncut viper
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(I got married before my wedding irl...)

ornate locust
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so he turned to the frame I use for a scheduled teleport, which is from his teleport animation where he turns into light

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Looked like my lips were a joy buzzer

frosty stump
lucid iron
#

it is kind of broken but hey my cat be there

whole raptor
#

Kind of SDVpuffersquee

ornate locust
#

okay one more try

lucid iron
#

if u want to use the normal actor block i would do a changeToTemporaryMap Nom0ri.WizardWedding.WeddingWoods -> yourguy x y f/changeToTemporaryMap Nom0ri.WizardWedding.WeddingWoods

lucid iron
whole raptor
lucid iron
#

Well the thing i gave earlier can do the warp

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2 edits

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Or just make him a temp actor

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Which would let u do things in 1 command

ornate locust
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It's throwing no errors, but he doesn't show up. If I use / as the delimiter, it just breaks

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hm

whole raptor
#

Wouldn't temp actors need to use assets instead of an NPC in game? Feels like it could break with seasonal stuff (and just way more stuff to fill up)

lucid iron
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Yeah there's give n take here

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2 edits is fine desu

whole raptor
lucid iron
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Addactor isn't a event command it's just a C# method on event

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I remember wrong there

ornate locust
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If the delimiter on the first one is /, it says that Bill is not a command, which is correct

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he is not

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But this one just has him not show up

lucid iron
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Ah i guess it try to join it back with / annoying

ornate locust
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Yeah the space delimiter is so it merges into the block of added people seamlessly

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at least, the way I did it to start with

lucid iron
#

New plan use space but replace first

whole raptor
#

Or.. you can just wait a bit so I'll change it to a form that allows just appending 😅 (It'll make it clearer for me to read too, so win win)

uncut viper
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You would deny them their TextOperations crimes? /j

ornate locust
#

you know, fair, but I do like crimes...

whole raptor
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My bad, crimes are extremely important

ornate locust
#

I'll table it for now since it's just breaking silently

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I got the CWC and vanilla bits working anyway

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it needed CMCT AND math

whole raptor
#

Even I'm not that proficient at token crimes, pure respect

ornate locust
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The result is a position relative to where the farmer is, so it works on all the different places you can get married

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~tada~

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(a lot of modded NPCs take the left back row)

ornate locust
#

You have committed a successful crime.

patent lanceBOT
red heart
#

So I'm in the process of adding the Edit Data Action block into the Quest.json. Is that the right thing to do and if so, what would the target be? My goal isn't to add new quests, it's just to make it so that the mod works (is compatible with 1.6) and doesn't need the Quest Framework

brittle pasture
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target is Data/Quests

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format is per the wiki page (a long string with each section separated by slashes)

red heart
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Do I do this process for each individual quest? (Sorry for all of the questions)

brittle pasture
#

yes, but you can combine them all in one patch

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"Entries": {
"QuestId1": "bla",
"QuestId2": "bla2",
}

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(on phone during dinner dojt mind the scuffed code)

whole raptor
ornate locust
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It's the one I noticed anyway

whole raptor
#

Oh right.. I was gonna add Jasper.. somewhere SDVpufferfear

ornate locust
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I saw someone suggest Fleurine too LOL

whole raptor
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Yep, she's planned

ornate locust
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Oh you got a seating chart

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I was gonna say Jasper and the dwarf could stand together, but that might be odd depending on how far in JAsper's story he is

calm nebula
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(@ Elizabeth plz review this wedding seating chart)

whole raptor
#

Maybe I'll put him where Eli is and if Jasper is present push Eli further to the corner..

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When I was making it I was worried it'd be too empty, not too full SDVpufferblob

ornate locust
#

Ras is like "what do you mean there's this many people who want to shwo up for my wedding..."

ocean sailBOT
#

@ornate locust You leveled up to Shepherd. Wow, you've been talking a lot! Have a prettier, slightly more brag worthy, shade of blue.

whole raptor
#

For a loner in the tower he sure does interact with a lot of people

ornate locust
#

Only in mods! And thanks Governor for the coat of blue under my cheeto dust

whole raptor
#

He's barely an NPC without mods 😅

ornate locust
#

yeah I had to slap an empty schedule on him just to make him go to Bill's in the evenings for Rival Hearts

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because he has none

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immobile

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BUT at least he has a full turning walk cycle, unlike Marlon

fierce vault
#

I remember Blueberry telling me that walking & fading away is hardcoded in Characters.Junimo, so does that mean non-c# mods can't touch that even if they have bundles in them?

#

the junimos acting like little ghosts outside of events at the CC is really cool...

#

is there a framework that changes this is what I'm asking I guess

lucid iron
#

if its an event you can maybe do alphafade to emulate that

sleek flint
uncut viper
fierce vault
#

Huh, an alphafade? Well, I don't think I have a use for fading in an event right now, but thanks.

sleek flint
#

Wow this is crazy, but well deserved for everyone who got it honestly, congratulations to all of you SDVpufferheart

shut edge
#

i've got a planned mod involving deep fryers, i could throw that on the list

lucid iron
#

you can use it to fade the sprite out

tiny zealot
#

be the change, etc.

fierce vault
#

Oh ok, that's what I thought, I just didn't word it well. thanks

shut edge
#

that could be a really simple mod

fierce vault
#

If i have an event take place at the bus stop, should I put in a check for if the game's first event has been played?

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So that mine doesn't conflict with it?

verbal narwhal
#

so if i wanted to chack which value a field has for each connected player, would i use a hashset? or a dictionary? when the primary options can be true or false, and depending on the constellation of players have 3 values i want to work with? (all false, all true, mixed)

soft lance
# undone echo I wish someone could make a mozzarella stick mod

If you're asking for a mod that adds a new recipe for a mozzarella stick, I would be more than happy to make one, but I would also need the sprite, since I am not the best artist. If someone wanted to make the sprite, then I could make it for you : )

autumn tide
#

hey! are these broken crystal sprites in springobjects actually used?

gaunt orbit
#

I don't think so? It looks like rock debris for the amethyst, but amethysts aren't ore nodes, so.. yeah

autumn tide
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gotcha!

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there are a ton of em, one sec..

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(not all)

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ohh this must be why a lotta item ids are only even numbers!

hard fern
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🤦‍♂️ not me accidentally making a tmx file instead of a json one

autumn tide
#

oof-

hard fern
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it's time for me to be productiveeee

hard fern
#

🤔 hm question.. so for the trash cans, you have the key/id for the entry itself, and then the ids for the item drops. do those item drop ids have to be unique between every garbage can i make or will it not matter if two garbage cans both have the chance to drop an item from a pool i called "LegendaryFishTest"

uncut viper
#

They only need to be unique within the same list

hard fern
#

ah ok

#

thanks

cyan sleet
#

Hey, there! Was hoping to get some guidance regarding map making and sounds with Tiled, is this the proper place to ask?

ornate locust
#

Go for it

cyan sleet
#

Awesome! Grateful if someone could point me in the right direction. Looking to add the slosh sound to tide pools on a custom map. Is it possible to add under Custom Properties to the tilesheet itself? Much like stoneStep playing when “Type: Stone” is added in the fields. And if so, where can I learn more about it? Been scouring the wiki and tinkering with things on my own, but need some help.

dusk mulch
#

this was what i was looking for! ty!

ornate locust
#

I unfortunately don't know anything about unusual tile stepping sounds

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but I'm sure someone else has tried that

brave fable
#

i thought it might be a MMAP feature, but nope

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it's not possible (without a framework that may or may not exist) to add custom Type map tile properties, including footstep sounds

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all the existing types are hardcoded and have particular behaviours for farmers and characters

uncut viper
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You can look at how Walkable Tide Pools does it with BETAS? It also adds a splashing sound when walking in the tide pools on the beach, supposedly.

cyan sleet
#

Ohhh, well that makes me feel a bit better about struggling. Thanks so much, I’ll check it out!

urban patrol
#

that's so much simpler than i was imagining lol

shut edge
#

so i made a recycling entry for my empty present boxes

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and it works, but only once in few clicks?

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it has a 10% condition, but that's on the output not the trigger

#
            "LogName": "Present Recycling Machine Data",      
            "Action": "EditData",
            "Target": "Data/Machines",
            "When": {"HasMod|contains=selph.ExtraAnimalConfig" : "true"},
            "TargetField": ["(BC)20", "OutputRules"],
            "Entries": {
        "empty present recycle": {        
        "Id": "{{ModID}}_giftrecycle",
        "Triggers": [
          {
            "Id": "ItemPlacedInMachine",
            "Trigger": "ItemPlacedInMachine",
            "RequiredItemId": null,
            "RequiredTags": ["present_trash"],
            "RequiredCount": 1,
          }
        ],
        "UseFirstValidOutput": false,
        "OutputItem": [
          {
            "Condition": "RANDOM 0.1",
            "Id": "(O)428",
            "ItemId": "(O)428",
          }
        ],
        "MinutesUntilReady": 200,
      },
            },
},```
urban patrol
#

don't we have some sort of "this is exactly what to install alongside VS" guide? i thought i remembered one but i can't find it

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like i'm not trying to download 20GB of AI

fierce vault
#

Is it possible my mod won't load my event because it only contains a temp actor version of an npc but not an actual npc?

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I'm getting no errors on smapi related to the event anymore

urban patrol
#

have you ruled out the usual suspects like your patch not being applied?

fierce vault
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Well, I did previously have an error related to the event that prevented from loading, so I changed the thing, but I'll double check things are ok outside of the event json

shut edge
#

ok yeah wtf the condition being there makes it happen, hm

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i guess it wants to be a series of conditions adding up to 100 %

royal stump
# urban patrol don't we have some sort of "this is exactly what to install alongside VS" guide?...

none I'm aware of go into detail beyond "install it", unfortunately, but here's my setup as a vague reference:

  • under Workloads, just ".NET desktop environment"
  • Individual Components: all the ".NET [number] Runtime" options (you mainly need 6.0, but the others might be necessary to use later C# language versions?), ".NET SDK", and various basic options because it's a giant list
  • uncheck "Copilot" and "Intellicode" above (and in the sidebar, etc) if you don't want gen-ai text
  • after installation, search for those in the settings and extensions menus to toggle off any similar options too
urban patrol
royal stump
#

(note the "framework" stuff is for like pre-1.5 stardew versions, we upgraded to .net 5 and then 6 over time iirc)

urban patrol
#

i was wondering what .NET framework vs .NET 6.0 was lol

shut edge
#

weird, i added 100% worth and it does them but still occasionally ignores an input

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wonder why

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maybe it's just a player cooldown thing, automate seems to run fine

fierce vault
#

Alright, I did fix some things for consistency, and there's still no errors. Might not be an issue with the event itself, but is there anything outstandly wrong with this?{ "Changes": [ { "LogName": "Npc intro part 1", "Action": "EditData", "Target": "Data/Events/BusStop", "Entries": { "Parcy.MrNPC.intro.part1/Time 600 1700": " 0/ addTemporaryActor Mystery 11 2 2-- (X,Y, & facing direction) --false character/ playSound bob/ end " } }, ] }Oh, just noticed character should be capitalized... anything else? 😅

urban patrol
#

is 0 a valid music track? you're also missing any farmer/NPCs in the event setup which afaik is required

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and the viewport coordinates need to be set

fierce vault
#

Ohh, ok. I thought that 0 counted if you had no music track, but I may have misinterpreted the wiki. I'll add the farmer too and try to figure out hte viewport

urban patrol
fierce vault
#

Oh, it was supposed to be none over 0 😅

cyan sleet
fierce vault
#

Thanks Nic, I'm going to work on this more!

urban patrol
#

good luck!

hard fern
#

hm. ok so i seem to be unable to add tiledatas to a map via CP.

urban patrol
#

how so?

fierce vault
#

Forsy, did someone use the can opener?!

hard fern
#

yes the can opener was used

hard fern
#

ah. i see it. i fucked everything up.

shut edge
#

BreakEverything: True

fierce vault
#

sometimes you only realize your mistake just when you resort to asking others for help

hard fern
#

😭 worst part is i fucked up ALL my maps in the same way

urban patrol
#

oh no

shut edge
#

some of my weapons seem offset, hm

fierce vault
#

YAY

#

it worked!

#

It's a terrible event, but it worked!!

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There were a lot of mistakes lol

fierce vault
# fierce vault Alright, I did fix some things for consistency, and there's still no errors. Mig...

Here's everything I changed: { "Changes": [ { "LogName": "Npc intro part 1", "Action": "EditData", "Target": "Data/Events/BusStop", "Entries": { "Parcy.MrNPC.intro.part1/Time 600 1700": " continue/ 11 2/ farmer 14 23 3/ addTemporaryActor Mystery 11 2 2 false Character/--(X,Y, & facing direction)/ playSound bob/ end " } }, ] }and here's the original:{ "Changes": [ { "LogName": "Npc intro part 1", "Action": "EditData", "Target": "Data/Events/BusStop", "Entries": { "Parcy.MrNPC.intro.part1/Time 600 1700": " 0/ addTemporaryActor Mystery 11 2 2-- (X,Y, & facing direction) --false character/ playSound bob/ end " } }, ] }

#

It lasted like a second long, but it ran!

shut edge
#

is weapon precision even real? can i make weapons that miss a lot on purpose?

brittle pasture
#

0 precision = monster has full evasion, 100 precision = monster has 0 evasion

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tl;dr it's useless

shut edge
#

lol

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alright

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truly sticking to it's snes rpg roots

brittle pasture
#

(well SVE and RSV does add evading monsters)

shut edge
#

doesn't like FF6 have two or three useless or backwards stats

#

i know evermore has an item you can get for a damage bonus but it's just....always active regardless of if you have it, from the start

royal stump
#

ff6's bug was that magic dodge is also checked for physical dodge, so "evade" does nothing
(patched in re-releases and fan mods iirc)

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plus some other stat weirdness iirc, but that's the completely broken one

#

anyway yeah, no base game monster uses the dodge system, and even a negative precision weapon won't do anything because the math is dodge * precision
and weapons only display positive "accuracy" in their tooltips, fwiw

shut edge
#

makes sense

#

i'm gonna just approximate missing by having it's min damage be 0

royal stump
#

...well, now that I say that, you can technically encounter dodge chance in vanilla SDVpetslime

#

slime breeding can mutate them to have -1 or +1* dodge per generation

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afaik that's the only time it ever modifies it w/o multiplication

shut edge
#

neat

shut edge
#

oh good

#

changed my map a little and now they're noclippin

#

this still happening too, what a mystery

#

oh i see the spawn problem, oops

#

i keep thinking producearea works different than it does

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there we go

leaden cave
#

Hello everyone, so I wanted to ask were I can find all of the maps for the valley ,I mean for the back woods, cinder sap forest, secret woods etc.

Is there a place that has them assembled or are they just made of other spread out sprites

fossil osprey
#

!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!

fossil osprey
#

Then you can open the maps in tiled to see them

leaden cave
#

OO yeah yeah I have them unpacked I just couldn't find them in the maps, I was hoping for a name

#

or a location in the unpacked files

fossil osprey
#

Oh! Then names are weird and most of the time don't correspond to their in-game name x) You'll need to go around the unpacked game to find them all ^^'

#

Like farm_fishing for Riverland farm

leaden cave
#

OO okey thanks a lot for the help

shut edge
sand remnant
#

Hey all, I was wondering if the "12 and 14 heart events are for romance only" is hardcoded into the game? I'm poking at a fanmade NPC idea and it would be great thematically for them to be "outside" the normal heart event structure, but I'm not sure if it's actually possible.

hard fern
#

just by game mechanics

#

otherwise it caps out at 10

hallow prism
#

however, you don't have to follow the game pattern in term of events, so if you wanted 5 10-hearts events, you could

hard fern
#

you can just make events and give them their own preconditions though. it doesn't have to follow vanilla's convention

devout otter
#

It depends on what you mean by "romance only". Like you can definitely write the "romance" to have no romance. Like making them a roommate.

#

(And with some framework and some shenanigans, I think you should be able to have 14 hearts without the NPC even behaving like in marriage.)

hard fern
#

with enough C# i guess anything is possible

sand remnant
#

I think I'll just make a non-romancable npc then haha, I don't want players to be locked out of marrying their preferred character sweats

#

now I have to actually learn C# lol

devout otter
#

Honestly I'm not sure what exactly are you envisioning. If you want to tell some details on how you want your NPC to behave, perhaps we can point you to the right direction.

sand remnant
#

I'm honestly just in the brainstorming stage right now. The idea is to make an NPC that was a Farmer that used cheats to get perfection and realized everything just made them feel empty, somehow reset the world, and now they're rediscovering life on their own terms.

I've been reading too many "Game Mechanics Taken Seriously" fanfic lately haha

#

idk, it's an idea to be sure, but I'm not familiar with coding or modding anything besides the little code bootcamps they made us do in middle school so I'm learning everything from scratch

hallow prism
#

well the good news is that modding is pretty accessible without traditional code

#

so you can always do the core of the mod without any need of C# and keep that for later if you get a solid idea of what you want by then

#

for the events however you don't really explain what you envision

sand remnant
#

I haven't explained because I haven't come up with them yet gasp the initial question was just idle wondering, the ex-Farmer doesn't even have a name yet

but the events are probably going to be --

first or first few events are other characters talking about the ex-Farmer

next few events are probably the ex-farmer doing things by themselves, without cheats, being frustrated that they can't do anything "correctly" or quickly

the main story is basically ex-Farmer learning to take things slow and how to take failure, basically

low marlin
#

For HMK, do we need to:

  1. Include the same arm waving/sitting animations for a custom NPC kid's sprite as with that of a toddler?
  2. Provide a custom toddler sprite to use in tandem with a custom NPC kid sprite?
merry river
west thunder
#

I know there's, like, an animal properties mod that lets you do some extra stuff for whatever modded livestock you're making.

#

Forgot the name of it though.

merry river
#

livestock bazar maybe?

west thunder
#

Nah, that's just a mod that changes Marnie's shop.

#

EXTRA ANIMAL CONFIG.

#

That's it.

#

Now, is there a way to, like, have a custom animal be able to go out in the snow?

merry river
west thunder
#

Really?

#

Seems somewhat common in the animal modding scene.

merry river
#

maybe that's because i haven't really dipped into that yet

merry river
west thunder
#

I think it's more or less an NPC thing than an animal thing.

#

Thanks for trying, though.

inner harbor
#

The 14 heart events arent for the most part very romantic anyway. Excluding maybe Harvey and Marus. And possibly Pennys.

topaz bison
#

I'm not a mod-maker personally, but I'm trying to work on a modpack for Stardew. The general idea is sorta an SVE+ Kind of deal.
I'm using CJB's Cheat Menu and CJB's Item Spawner to help balance it out but I'd need playtesters. Mod List:
Automate (For those who like turning the game into a factory game)
Tractor Mod (Used as a bonus utility you can unlock as you progress)
Wear More Rings (Because a human being has 10 fingers)
Combine Many Rings (which is why I'll need playtesters to help balancing)
SVE w/ Grandpa's Farm & Grampleton Fields (Obviously)
GMCM
DaisyNiko's Earthy Recolour, interface and interiors & the SVE Fix for it + Playground Mod to make the playground in the northwest part of town match the new aesthetic
Expanded Storage
Greenhouse Gatherers (which syncs with automate!)
Buildable Ginger Island Farm
Prismatic Tools Continued (Finally make the extra prismatic shards after donating and getting a GS USEFUL!)
Buildable Greenhouses

#

Let me know if there are any mods you guys think I should add as well! My goal was to make a modpack that is accessible and fun, and adds quality of life changes that, imho, the base game doesn't have 🙂

near imp
#

Would anyone be able to tell me where the files for the shadows that get placed below buildings are located? (i already looked in cursors SDVkrobusgiggle ) . In Maps theres the (season)_Shadows.png set, but they dont look quite like the shadow placed under buildings on the farm, like the barn and coop etc?

#

its probably somewhere really obvious and im just doing a bad job of looking >_>

#

OH i think i spotted it in cursors after all! my bad, sorry folks

#

dang cursors.. mumbles

#

also why are the shadows purple-red!? is this some.. artsy shadow technique im just too peasant to know about?

vernal crest
fading walrus
#

(was about to ask...)

dire kestrel
near imp
#

is it a common choice for games, if you happen to know? im just curious to know more /gen

fading walrus
near imp
#

Ah, that makes sense

fading walrus
#

but even in a more muted colour palette, you never use black for shading

serene scroll
#

Can i install a mod in a non cracked Stardew?

fading walrus
#

i think you'd use black for shading in a greyscale piece, that's about it

fading walrus
#

!gs

ocean sailBOT
fading walrus
#

Here's a handy dandy guide, and the folks over in #modded-stardew are lovely for recommendations and tips

#

this is the channel for mod-making, though

dire kestrel
topaz bison
near imp
vernal crest
fading walrus
#

Or do you mean it in the curseforge sense?

#

(because if so, may i steer you towards nexus instead, this community doesn't really use curseforge)

vernal crest
topaz bison
topaz bison
#

I originally had a pirated copy myself haha

vernal crest
# topaz bison Pretty much. With the stuff I grew up with it's called a modpack. Minecraft and ...

In that case, what you're intending to do is not allowed in this server and is frowned on extremely heavily in the entire Stardew community. Please do not engage in mod piracy and instead guide people toward the download links for the mods so they can download them directly from the creators. If you want to collate them in any way for easier downloading, you can create a collection on Nexus.

Please also refrain from discussing pirated copies of the game. We do not condone pirating of the game or of mods, as per Rule 7: No piracy or begging.

This is not a warning, just a note. However, please familiarise yourself with the #rules of this server.

#

(I am having internet connectivity issues so if I suddenly disappear, please know I'm not ignoring anyone.)

fading walrus
#

!modpiracy

ocean sailBOT
#

We do not condone mod piracy.

Getting your mod files outside their authorized sites (e.g. Nexus, ModDrop, Naver), asking someone to "download a mod" for you, or distributing mod files to another person without the author's permission are considered mod piracy and are strictly prohibited on the server.

Mod piracy also includes:

• The distribution of mod files that are already hidden/deleted from authorized mod sites or re-uploading mod files on unauthorized platforms.

• The creation of "mod packs" with several other mod files put into one mass file for download and sending the mass file to others or uploading to sites. This excludes Nexus Collections as each mod still gets the downloads, as intended by Nexus.

We want mod authors to get credit for their download and endorsement numbers. You may, instead, share the link of the mod or share your SMAPI log with another farmer.

topaz bison
#

OHHH WAIT

proud wyvern
#

modpacks are considered mod piracy here

near imp
fading walrus
#

Lemme grab an example of how we do things instead, hellhound

topaz bison
#

The first half

near imp
fading walrus
#

making a list of links for people to download?

vernal crest
fading walrus
#

because that's how we do things, aside from Nexus Collections, which use the mod collection feature on Nexus and doesn't take away downloads from individual mods

topaz bison
near imp
#

Oh Command and Conquer, man that takes me back

topaz bison
vernal crest
topaz bison
#

So does Red Alert 2, Tib Sun and Tib Wars, but I digress

fading walrus
#

Hellhound you gotta make yourself a rec page on the wiki, then, it sounds perfect for you!

#

(and what aba said)

vernal crest
#

(And if you do, just add a quick sentence to clarify that you are making a mod rec list rather than a modpack - less chance of having someone in there also worry about what you mean and then report it to the moderators, i.e., me haha)

topaz bison
#

I would like to get into making mods someday but I have next to no experience personally making them. I've playtested many (Like ProGen in C&C Generals, a mod that restores a bunch of cut content)

fading walrus
#

luckily, it's very easy in this community

#

unless you're unfortunate enough to need C#, but a lot of mods that add content can get away with just using a framework mod as a dependency, with the content added via json files

#

Stardew modding has the ABCs:

  1. Accessible
  2. Beta testers often available!
  3. Convenient
near imp
#

Stardew valley is remarkably mod friendly 100%. actual support from the developer(s) like this, some other games could never

topaz bison
#

Right now I'm testing to make sure these mods are meshing well without crashing. Luckily the game's running well on my crappy Lenovo laptop. Was pretty dicey for a few days though. Green Rain is weirdly laggy 🤣

fading walrus
#

and there are modders on the dev team now

#

including pathos, he who develops the modding api

near imp
proud wyvern
#

tbh it's not ConcernedApe doing the modding-helping changes; it's modders getting contracted to do so

fading walrus
#

ye

#

CA hired modders to make those changes

#

there's an alpha for the 1.6.16 running rn that allows modders to make feature requests or point out possible improvements
(also to allow modders to update their stuff in advance)

near imp
#

Ah, fair. But i still think its stinkin awesome that its even a subject, let alone something that gets done. Ive played more than my fair share of games where they seem to almost try to make it as hard as possible to mod the game in any way. Either you enjoy the game "their way or not at all"

fading walrus
#

helps when the artist's ego doesn't get in the way, when it comes to how people enjoy said art

vernal crest
#

CA is still making the decision to pay people to spend at least part of their time soliciting and implementing our desired changes to the game to make it easier and more fun for us to make mods for. I think that is super cool.

fading walrus
merry river
#

@gentle rose Iro, I have a question about the tilesheetinator! I recently had to downgrade my version of Tiled to 1.10.2 because the newer versions seem to have a bug that causes the tile animation window to not open for some. But I cannot access any of the tilesheetinator options now, I installed it just the way you described it on the nexus page. Is it not compatible with 1.10.2? SDVpufferpensive

iron ridge
#

from what i remember making my extension, only 1.11 supports extensions written in javascript (so, tilesheetinator)

golden basin
#

@brittle pasture is there a config option to ensure your animals always drop their goods outside the animal building

brittle pasture
golden basin
#

But hmm does dig up make them only drop outside

brittle pasture
#

you can try dig up like pigs

#

yeah, that's outside only

golden basin
#

Oooh okay it'll try that

#

I only ask cause you can't go into my magical animals building

#

Though I might make a different building where you can idk

whole raptor
#

Huh, DP from January is the worst I've seen in 2 years (with twice as much udls as that one 2 years ago) SDVpufferthink

merry river
#

I have an annoying tilesheet climbing issue that I can't seem to fix? I want to make a patch to add a warp spot.

https://smapi.io/log/c4c8e91ab79744ca85cdde1cdc8d2e8e
You can see in the smapi log that at first, I got an invalid tilesheet source error. I threw the tmx file into the map fixer, patch reloaded and got hit by the next error despite the tilesheet being in the same folder. I have already tried embedding the tilesheet but it didn't work. I think I am forgetting something here SDVpufferwaaah

also the code for the patch just in case: https://smapi.io/json/content-patcher/b06922aa36c84f24a1e56a4c2f6f6954

ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Microsoft Windows NT 6.2.9200.0, with 21 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

autumn tide
#

hmm have you tried button's tilesheet fixer thing?

merry river
#

I threw the tmx file into the map fixer
yeah :')

autumn tide
#

oh shit didn't see-

#

sorry SDVpufferfush

lucid iron
#

You can fix it by hand if u edit the tmx as text

merry river
#

<image source="spring_AlvadeasTileSheet.png" width="480" height="960"></image>
probably this part, right?

vernal crest
#

Oh no wait

#

You can't use tilesheetinator. Ok you are excused from tilesheet same folder bonk.

merry river
#

was this close of getting put into timeout for tilesheet crimes /j

vernal crest
#

In future, make sure the file is in the folder with the map before adding to the map

#

And don't forget you don't need tsx unless you are grabbing animations or tile properties (which I imagine you probably were with this one)

merry river
#

it's always my SVE map patches because I edit the maps after a patch export and the tilesheets get all jumbled (if there's an easier way to do that for SVE compat I am happy to learn of it)

vernal crest
#

I just make my map patch from vanilla and tweak a lot when it's in game lol

#

I tried doing the patch export but I dislike that all the tilesheets and things are named wrong

#

Not to mention the horrendous amount of unwanted tiledata

merry river
#

whenever i open an exported map my computer starts to scream

#

because of the tiledata, i mean

calm nebula
#

Like, the output is so you can open it and review changes

#

Not so you can immediately put it back in tve game

merry river
#

and yay, problem solved! thanks! unfortunately, I did forget that overlay mode changed a little bit with the latest SMAPI versions SDVpuffercoolest

vernal crest
#

Did it? How?

merry river
merry river
#

ohh you mean the patch mode

vernal crest
#

Yeah I don't see anything about changing overlay in the release notes for SMAPI

merry river
#

i am not 100% sure about the specifics but overlay does not show what's behind the patched tiles anymore

#

it was in 4.4.0 iirc

#

or 4.5.0?

#

fairly recently

#

or was that CP

vernal crest
#

That would break all existing mods that use it though

merry river
#

nevermind, i am just stupid again

#

it was for editimage and uses masks

vernal crest
#

Are you sure you didn't just accidentally put your tiles on the wrong layer?

#

Ah ok yeah that's the introduction of a new patch mode, not changing any existing ones - and it's very cool! But as you said, not for maps.

vernal crest
merry river
#

sometimes I'll think I understood map patching basics and then I mix up every single information I have ever picked up in my life SDVpufferangy

vernal crest
final arch
#

damn Fallout stealing our DP again SDVpufferpensive

blissful panther
#

Oh, that's why it's been lower over the past couple months... that makes sense!

final arch
#

(I didnt actually check this time but dec. was lower because FO was a lot higher)

#

ok yeah SDV payout was -2% while we got 21% more downloads in january across all sdv mods SDVkrobusgiggle

#

no wonder DP ratio went down a lot

blissful panther
#

Wait what, where's that page?

blissful panther
#

Oh, that's super cool. Making a mental note to bookmark that, then will probably forget and not bookmark it.

final arch
#

I usually go via that button on the wallet page SDVkrobusgiggle

visual crystal
#

Hi, I need some guidance. I want to make a map but I don't know much about it. I have these files in the same folder as the .tmx file, although I also have a .tbin file saved. I don't know which files I should keep. Also, if I set the game to winter I get this visual problem.

final arch
visual crystal
#

I've read it, but there are still some things that weren't clear to me 🙁

merry river
#

you don't need tbin files

fossil osprey
#

You should keep the .tmx iirc
For the winter problems, I've often see people tell to make your maps using winter tiles because there are some continuous tailes in the other seasons that aren't continuous in winter for some reasons

final arch
#

the .tsx files are because you forgot to check "Embed in map" when adding the tilesheets I believe (sry had to run for my pot, wanted to write it before)

merry river
#

and you can delete the png files from your mod's folder

final arch
visual crystal
#

Oh, I was wondering because they're vanilla PNGs. I wasn't sure if I should include them if I want to use rotated tiles.

#

Thank you SDVpufferheart

final arch
#

(to rotated tiles work now in vanilla?)

tiny zealot
#

you should not ship vanilla files with your mod

calm nebula
final arch
#

ok seems it works with CP? 🤔

#

interesting, thought they used to not work at all

visual crystal
#

The rotated tiles work, but these blank patches appeared on normal tiles

#

white*

final arch
#

yeah the blank patches are because the winter tiles are different from the others, as Mr. Duck said, you should probably make the map with winter tiles 😅

calm nebula
#

Your winter problem is the usual game winter problem

#

For Reasons, the winter tiles tile worse than any other season

visual crystal
#

Why does this happen? I find it curious that it only happens with very specific tiles.

fossil osprey
#

It's just that these tiles were not originally made to be tiled, but somehow they can in other seasons so we get tricked by it

visual crystal
#

So, should I make the map again but in winter? Would they work at the other stations?

fossil osprey
#

Yeah, iirc all tiles that tile in winter also tile in other seasons

visual crystal
#

Thank you so much to all SDVpufferheart SDVpufferheart SDVpufferheart

merry river
#

i have rotated tiles so many times and they never caused any issues

red basalt
#

Idk it's a stable idea to do that

#

I mean, it's better to be cautious and not use it

lucid iron
#

Rotations are supported fully

#

There was a bug with SMAPI but it got fixed dw

red basalt
#

Well, I haven't used it yet, although I'm tempted SDVpufferlurk

#

I have a question

#

If I create a patch overlay, will it replace the buildings layers?

lucid iron
#

You need tiles on matching layers

red basalt
#

I want to replace a map, but using the patch function, measure the overlay.

lucid iron
#

You may want the replacebylayer mode then

red basalt
#

OK thanks

placid moon
#

Best practice question: is it better to code a crop yourself and include it in your mod OR is it ok to utilize a crop from another mod (for example, Cornucopia)?

I am worried that some people will not want to use Cornucopia just for the one crop I want for my mod, but I also don't want to do all the work of creating something that already exists in another quality mod like Cornucopia... thoughts?

uncut viper
#

If you want to create the crop, you should create the crop regardless of whether or not it exists elsewhere! It's okay if two mods add the same thing

#

You can also use When conditions and whatnot to edit your mod so that it uses Cornucopia's version if they have it installed, and your version if not, for things like recipes

hallow prism
#

it depends of why you want the crop, imo

zenith steppe
#

Just to confirm:

Type: "Minerals", is a universal dislike.

Type: "Gems", is a universal like

Right?

placid moon
#

The crop would be part of building requirements for something I'm creating

hallow prism
#

i have some stuff that i added in VMV even if it wasn't the first occurence (althought on things like butter and olive oil there weren't that many when i released VMV) because thematically they are important for me

#

for stuff that isn't thematically important then i try to see if i can find something more "unique" instead

uncut viper
#

The important thing is just that you don't let other mods existence (or lack of existence) dictate what you do if that's not what you want

placid moon
#

Got it, thanks everyone! Sounds like I should code it then. I'm already coding a unique crop, I just wasn't sure what to do if the crop existed in another large mod (crop is bamboo by the way)

#

Time for more sprite creation fun ^-^

calm nebula
#

As a concept

hallow prism
#

i also think it's important we don't have a situation when it's first to do a thing, others can't

#

especially since then megamods would limit even more the creativity of others

hollow root
#

I’m still going to add a fandom character to my mod even though I found a separate mod that adds that same character on Nexus

#

That way he can interact with the other character I added (Minos)

lucid iron
#

Worry not there's 2 different attack on titan levi mods

west thunder
#

can some1 make the code for an animal lod for me i'm tired and lazy

#

My partner in crime that helped with my galactykes hasn't been active in the server for about a month.

urban patrol
#

it's easy enough to copy paste from vanilla but i'm not dealing with coming up with and coding behaviors lol

west thunder
#

Only special thing I'd need is implementing three items: two products, one cheese.

#

And some extra animal config stuff like making it go out in winter.

urban patrol
#

i've never used EAC but i could learn it

#

are you looking at this being a co-authored mod, or like a trade, or a favor?

west thunder
#

Already kinda co-authored on the Galactyke thing, so.

#

ALSO, AT compatibility.

urban patrol
#

hmm another framework i've never used

west thunder
#

Because I've made 10 variants in total for the damn thing.

urban patrol
#

with CP i would just use skins

fervent horizon
west thunder
#

I'm sure it's not too difficult? I could let you take a peak at the Galactyke code and you could see what's going on in there.

west thunder
urban patrol
#

yep!

short oriole
#

I just got hit by this bug 😩

west thunder
#

Also, would Livestock Bazaar let you pick them?

urban patrol
#

that's a question for @lucid iron

#

or the LB docs

lucid iron
#

Yeah it supports vanilla skins

#

It doesn't support AT tho

west thunder
#

Bloody hell, do you know EVERYTHING? /lh

urban patrol
#

chu is the author of LB lol

round timber
#

i would hope chu knows their own mod SDVpuffersquee

west thunder
#

Y'know, I remembered them owning a bunch of popular mods, but I keep forgetting what they are.

urban patrol
#

framework king fr

lucid iron
#

I know the name of that smiter [i.e., Medjed] among them who belongs to the House of Osiris, who shoots with his eyes, yet is unseen. The sky is encircled with the fiery blast of his mouth and Hāpi makes report, yet he is unseen.[7]

hallow prism
#

does someone remembers/have the line of dialogue the npc says when gifting a stardrop to player?

west thunder
#

Although, wouldn't it be better for the animal to use AT regardless, since it's TEN variants?

uncut viper
#

Better is subjective

urban patrol
#

what does the number of them have to do with AT vs skins /gen

fervent horizon
west thunder
#

I dunno, I think seeing ten variants pop up in Livestock Bazaar's menu might be offputting.

fervent horizon
#

I think people would love it

near imp
#

scope creep wise perhaps doing CP initially, and then if theres a ton of demand, AT version later if needed?

west thunder
#

Maybe?

#

Very well.

#

Good news Nic, no AT work for you.

fervent horizon
#

Plus, I think you can limit the amount of variants that show up each day, or i am completely misremembering

west thunder
#

Just basic CP stuff and possibly Extra Animal Config.

lucid iron
west thunder
#

Thank you for being the backbone of society.

lucid iron
#

Arrows = skins
Selection options = alt purchase

west thunder
#

i completely forgot about those

#

how could i

lucid iron
#

I recommend using skins over AT pack 100% of the time because since AT just supports picking vanilla skins anyways

west thunder
#

Alright then.

west thunder
urban patrol
#

sounds good!

west thunder
#

And in turn, your Nexus alias so I can link you.

#

I keep promises.

autumn tide
#

helloooo is there a 'has wallet item' GSQ? I'm like 90% sure there is but I've looked and I'm too tired to find it SDVpufferwaaah

hallow prism
autumn tide
#

Oh I know it!

west thunder
#

I was about to reply to yours so someone could take a look at it.

autumn tide
#

uhhh spousestardrop I think one sec

west thunder
#

Sorry for drowning your post.

hallow prism
#

cross discussions happen all the time, it's ok 🙂

autumn tide
#

yep! SpouseStardrop in normal character dialog

west thunder
#

Just so happens you got the right person for the job.

#

Claude's surprisingly good at finding dialogue.

#

Sounds like a harrowing process to me.

autumn tide
#

I dialog i lot

#

I dialog a lot

hallow prism
#

thanks, i see krobus' line, but other npcs may use some one in CS files maybe

calm nebula
autumn tide
#

-# I type a lot too but apparently I'm not good at that-

hallow prism
#

(for context i want to see what they say, rather than adding one directly)

autumn tide
calm nebula
#

Look at the wallet items asset

autumn tide
#

gimme a sec-

#

...wait where would that be-

autumn tide
brittle pasture
#

look at the unpacked Data/Powers

hallow prism
#

i will look at strings files yeah

autumn tide
#

ahhh I see it! thanks :)

hallow prism
#

well, i can't find it yet

autumn tide
#

hmm, I'll take a look too

hallow prism
#

thanks!

autumn tide
#

found it!

hallow prism
#

thanks

autumn tide
#

strings from cs files!

hallow prism
#

i searched in it, but it's old files so they don't use nice names like the most recent one

autumn tide
#

here's the line:
"NPC.cs.4001": "Honey... I wanted to give you that fruit as a symbol of my love.$l",

#

aww :(

#

happy to help :)

hallow prism
#

that's ok!

#

i appreciate you took the time

autumn tide
#

of course!

urban patrol
#

am i not using VS correctly? i tried to find where GetRadiusForScarecrow() is called by clicking "find all references" but it said there are 0 references

#

i want to see how the game draws the green boxes radius overlay

uncut viper
#

I'm not sure how to do that in VS, but that function won't help you with that goal anyway

urban patrol
#

oh hm do you happen to know where i should look instead

uncut viper
#

Object.drawPlacementBounds maybe? Not totally sure

lucid mulch
#

I do all that in ILSpy, right click the method go analyse and then see the callers

uncut viper
#

I also just do it in ILSpy

urban patrol
#

i see i see

calm nebula
#

What green boxed radius overlay :P

#

That's uiifosuitr

lucid mulch
#

When you are holding the scarecrow about to place it

calm nebula
#

I thought it had placement bounds vanilla

lucid mulch
#

But yeah I actually don't remember if that's vanilla or not

calm nebula
#

But the coverage is not

urban patrol
#

very possible i'm hallucinating it being vanilla lol

uncut viper
#

It's not vanilla

urban patrol
#

i guess i can spy on UI info suite though to see how easy that would be to replicate

#

omg it even has bomb ranges already which is sort of what i'm using it for

#

no license but source available on github means i can look but don't touch, basically, right?

uncut viper
#

UIIS2's license situation is Murky™ from what I remember/understand. It's Nexus permissions are also more open than its repo (because of lack of license) but because of the murkiness I'm not sure what that matters. I would just look but not touch.

#

Other people might find that overly cautious though. I am not a lawyer yada yada

urban patrol
#

okay it seems like showing the range is wayyyy too advanced for me lol i will simply give an error message if out of range, or allow people to throw bombs infinite distances

calm nebula
#

Throw?

urban patrol
#

i'm trying to make a mod that allows you to place a bomb not immediately next to you. if you're holding a bomb it will cause an explosion at your cursor after a delay, and ideally draw the bomb sprite traveling to your cursor and then sticking to the floor/wall/whatever at that tile

calm nebula
#

Nice!

urban patrol
#

it might be too advanced for me though :')

#

i have the skeleton of a program but no idea if i'm going down the right path

calm nebula
#

That sounds like smth like what I wanted for one of the rings in my critter rings mod

#

U dont need the radius though, just the landing position

urban patrol
#

oh yeah the radius was going to be like "you can throw it this far" display

#

with mega bombs being the heaviest and cherry bombs being the lightest and thus more throwable

visual crystal
#

I need help again please! the texture of the Greenhouse isn't right and I have no idea why 🙁
( .tmx map, marked spawn area)

calm nebula
#

Couldn't you just draw thr landing square red if it's beyond the radius?

urban patrol
#

ooh that would be easier i think yeah! and change it to green if it's in radius?

calm nebula
#

Although CR was gonna have a crab carry the bomb (and thus restrict it to passable tiles...)

urban patrol
#

omg i love that

#

go my minion

urban patrol
urban patrol
#

no, i mean in the right hand panel in Tiled

visual crystal
#

Same name that vanilla

urban patrol
#

hmm then i'm not sure what your issue could be, i don't work with farm maps, sorry :(

visual crystal
#

I had previously tried with .tbin and it did work 🙁

autumn tide
#

hellooo is there a way to make a patch that conditionally shows/hides a layer in a map?

urban patrol
#

no, and further, how quickly do you want it to update

#

i "hide" an always front layer upon interacting with a tile using MMAP map overrides

autumn tide
#

hmmmmmmmmmm

#

I was thinking of making something that hides dwarf's cave unless the rock is broken but yeah that wouldn't work without like C# or something..

#

eh, it doesn't really need to be hidden

merry river
#

cant you just do that with a conditional map patch

#

...does that rock have any sort of flag that can be applied

autumn tide
#

yeah but I don't think it would update that fast SDVpufferwaaah

#

lemme look at the decompile..

merry river
#

ahhh I see the issue

#

what if breaking the rock triggered a very short event that made the cave visible

urban patrol
#

how are you going to trigger that event though

merry river
#

willpower and spite

autumn tide
#

this is the C# for the mines (and therefore the rock) 🤷

urban patrol
#

is this the vanilla code that handles you breaking the purple rock to the right of the ladder?

autumn tide
#

..this tells me little to nothing

#

think so!

soft lance
#

Hi! Sorry to ask, but does anyone here speak Spanish, Hindi, or Japanese?

I was wondering, I wanted to translate some text from my mod into other languages, but I don't natively speak them SDVpetcatsad

autumn tide
#

not fluently :(

hard fern
#

SDVpufferflat seconded the "not fluently" haha

autumn tide
#

best I can do be confronted by a relative who assumes I'm fluent, successfully say five words, and then have a panic attack /lh

autumn tide
#

gonna keep burrowing the the decompile and see if I can make sense of anything

#

..no I'm not okay it's brainstorming time

calm nebula
autumn tide
#

SO in bg, the rock allows acess to dwarf's cave once broken with a copper pickaxe or cherry bomb

#

BUT to understand dwarf and befriend them, you gotta have the dwarvish translation book

#

hmm, I do want an intro event

calm nebula
#

The more events the better

autumn tide
#

hmm I shall transfer my brainstorming to my thread to not clog this place up

fickle lichen
#

hii i'm thinking about making a furniture mod but i'm not sure about where to start and the page on the wiki which is about furniture modding is a bit confusing to me, could i get some advice, please?

urban patrol
#

if you're interested, there was actually just recently a mod released which is a beginner-friendly UI for making furniture in-game

fickle lichen
urban patrol
fickle lichen
#

thank you so much! i'll try it out :3

urban patrol
#

good luck!

soft lance
#

maybe just move the when statement to wherver i am calling it from

#

and delete the ones there?

#

im unsure how to make it any smaller than that

lucid mulch
#

this looks like its already an include right

soft lance
#

it works already but

#

i was figuring out how to make it less bloated

#

so to speak

lucid mulch
#

then yeah the include that loads this can have the when

soft lance
#

alrighty 👍

#

v

#

done : )

lucid mulch
#

its been on my backburner for months to work out a good ergononmic solution to implement the foreach style pattern to run a patch for each value in a token

soft lance
#

would be interesting

soft lance
#

There are some mods where I have to add the FishAreaId for it to work since they have both river and ocean fish in the same area, and sometimes there are custom Ids too

#

I know how it could be implemented, but in terms of stardew, I dont entirely know

#

it sucks cause some do not need fish area ids, others do

lucid mulch
#

if you don't pass it in then any attempted use would be an invalid token and brick any patch that interacts with it, even if its checking for it having values

#

if you ensure to always pass in some placeholder value to represent nothing, then you can do logic to detect the nothing value and substitute it with a default value that makes sense

#

or just when guard patches for being the magic value or not being the magic value which is simpler

#

for in-place occurances where you want the token value or a default string value, this would do it {{Query: IIF('{{YourToken}}' = '<NULL>', 'Default Value', '{{YourToken}}')}} where the magic default value is <NULL> but can be anything, but this would only work in places where you want the default to be a string or number-like thing, as I don't think this would let it become a json null for example

soft lance
#

hmm

#

I decided I will just make an AreaId token

#

"AreaId": "Default" for instance, and for other maps I just check what their AreaId is and add it in

soft lance
lucid mulch
#

the query token is powerful but also should be a last resort kind of thing

fickle lichen
soft lance
#

is 2 in the whole mod bad? its only for fish

#

and, does 2 effect performance at all? or allocate too much memory?

urban patrol
lucid mulch
#

the performance impact is dependent on its refresh rate, if tokens are passed into it, and if the evaluated input text is changing

fickle lichen
soft lance
#

if mod is installed, then add fish to this map, this area id

#

and call it a day

urban patrol
lucid mulch
#

there is no concept of startup

urban patrol
#

!log can you share your log in case it says why mod smithy isn't loading

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

soft lance
#

sounds a little like that

ocean sailBOT
#

Log Info: SMAPI 4.3.2 with SDV 1.6.15 build 24356 on Microsoft Windows NT 10.0.19045.0, with 50 C# mods and 137 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it

urban patrol
#

you need SMAPI 4.4.0

fickle lichen
#

OOOHHHH

#

so that was the issue..

lucid mulch
#

Stardew is a bowl of spaghetti, saying it is any given pattern is too much of a stretch

urban patrol
#

yep i always look for red text in the log first SDVpufferthumbsup

calm nebula
fickle lichen
calm nebula
#

In this case I would say it's fairly standard for OOP

soft lance
#

hmm, oki then

#

thats what i was thinking earlier

#

just was wondering on the tokens and refresh rate thing

#

was feeling like ecs, but i dont really understand stardew too much, lol

lucid mulch
#

The seperation between the content pipeline and the actual logic instances is slightly more data driven than your normal OOP

calm nebula
#

What does ECS mean to you?

soft lance
#

ECS systems generally run every frame (), not every second.

#

o

#

h

#

g

#

o

#

s

#

h

#

i

#

n

#

My laptop just crashed

#

Sorry

soft lance
#

However it was nasty to deal with, im no expert but its generally very difficult for me to work with

#

I dobt know too much

lucid mulch
#

first is ECS, second is 'traditional oop'

the goal of ECS is you build these common systems that then just react to data rather than "Implement lantern and lantern has a fuel system inside it and a physics system inside it"

#

but logic running every frame happens regardless of models

autumn tide
#

helloooo i've returned- are gift taste fields chill with multilining?

soft lance
#

I barely scratched ecs but I accidently made it print hello world 240 times per second (due to every frame it runs), friend told me I had to make some hook system and odd checks, thoufb this was like 5 years ago on an obscure game engine

soft lance
lucid mulch
#

note the two aren't actually mutually exclusive

fickle lichen
#

@urban patrol sorry if i'm being a little annoying but i'm checking the stardew smithy mod and i wanted my item to be able to be placed only on walls, is there a way to choose that? 😅

urban patrol
urban patrol
#

what on earth does Draw was called, but Begin has not yet been called. Begin must be called successfully before you can call Draw mean as an error??

fickle lichen
urban patrol
#

oh good! the wiki is the best resource you have

fickle lichen
#

i'm not really sure about which one of these should i pick though, maybe the decor one?

urban patrol
#

or painting

fickle lichen
#

wait that sounds about right

#

imma choose that one

#

thank you for helping ^_^

urban patrol
#

np

brittle pasture
urban patrol
#

most likely yes because i have no idea what i'm doing

gentle rose
#

ah, draw code, everyone's beloathed

#

it may help us to see your code, nic

urban patrol
#
private void OnCursorMoved(object? sender, CursorMovedEventArgs e)
{
    // ignore if player hasn't loaded a save yet
    if (!Context.IsWorldReady)
        return;
    if (!Game1.player.CurrentItem.HasContextTag("bomb_item"))
        return;
    if (CheckCursorInRange(GetBombThrowingRange(Game1.player.CurrentItem)))
        //draw a green square at cursor tile
        Game1.DrawBox((int)Game1.currentCursorTile.X, (int)Game1.currentCursorTile.Y, 1, 1, color: Color.Green);
    else
        Game1.DrawBox((int)Game1.currentCursorTile.X, (int)Game1.currentCursorTile.Y, 1, 1, color: Color.Red);
}
brittle pasture
#

yeup

urban patrol
#

idek if draw box is what i want tbh

brittle pasture
#

easiest fix is to set some sort of global state, and then use that state and only draw it in one of the draw events

gentle rose
#

...there are draw methods that don't take the spritebatch as an argument? huh?

#

how
why

brittle pasture
#

huh, why indeed lmao

gentle rose
#

how is easy, why is the big question

urban patrol
#

what i want is for the placeable square underneath the transparent bomb to change colors if it's too far away from you (like normal, but i'm determining my own range, not just 1 tile in any direction)

calm nebula
#

This is how the jump code draws destination boxes for CR

lucid mulch
gentle rose
#

(I did figure, "why" was my bigger question SDVpuffersquee)

urban patrol
gentle rose
#

(like I said after, the "how" is easy)

brittle pasture
#

do your non-draw logic in cursor moved, and only draw in rendered world

urban patrol
#

oh okay

#

thanks

calm nebula
#

Is what it looks like

urban patrol
#

ooh yeah that's very close to what i want

calm nebula
#

I do a nightmare weird thing instead of perscreen but perscreen is easier tbh

urban patrol
#

is perscreen a multiplayer thing

calm nebula
#

Local multi-player thing

fickle lichen
#

i'm having so much fun creating my first mod :3

urban patrol
#

@lucid iron you have a very satisfied customer :D

autumn tide
#

hellooo I fucked up with my gift reactions and I have no clue why or how- here's the error (my log is an absolute mess of other debugging stuffs) and link to my code

#

wow long error

ornate locust
#

that is definitely not right, one second...

autumn tide
#

oh god what did i do

ornate locust
#

Sorry I'm not POSITIVE what's wrong with yours, it just looked odd enough overall that I'm gonna show you mine and hope that works it out

autumn tide
#

thank you- I frankly got no clue what I did so-

ornate locust
#

It might not like it being multilined?

autumn tide
#

I tried without and it still was angry

ornate locust
#

well hmm

#

Maybe doesn't like your placeholders

autumn tide
#

maybe it's cause I'm messing with a preexisting npc?

#

maybe!

#

lemme see..

#

nope :(

hard fern
#

lemme see

autumn tide
#

thanks!

#

I am very clueless!

hard fern
#

ah well might as well slap it into my game for a moment

autumn tide
#

thank you!

jaunty shuttle
#

Forsy’s computer explodes

autumn tide
#

🤣

#

shhh that's the surprise!

jaunty shuttle
soft lance
#

Is there anyway to accomplish this

#

without any expensive query or anything?

#

some vanilla maps have no fish area ids, some do

#

and for mod support as well, im unsure how I can accomplish something like that line

#

(TargetName is a typo, its meant to be AreaId)

#

If AreaId is not present, then set value to null

urban patrol
autumn tide
#

hm, could you clarify?

#

-# oh shit I hope my mod didn't explode forsy's computer..

calm nebula
#
  1. Set the AreaID to the literal string "null"
#
  1. Set the AreaID to the literal string ""
#

(An empty string)

autumn tide
#

-# oh god I think I broke forsy's computer

#

-# wow my game randomly softlocked this is going great

lucid mulch
calm nebula
#

Awwwwww

lucid mulch
#

honestly I think its easier to never set it in the initial patch, and have a second patch using targetfield/field to then selectively add it in if the localtoken has a sane value

hard fern
autumn tide
#

AAAA

#

thank you so much!!

#

wtf did I do-

hard fern
#

i just changed your fields to entries

soft lance
autumn tide
#

OH THATS WHAT I DID

#

ITS THAT EASY

#

AAAAA SDVpufferwaaah

soft lance
#

i love it

hard fern
#

ok now to get your gift taste patch out of my map strings file XD

lucid mulch
# autumn tide

yeah this explosiions is the fact you did Fields: { "key": "Value" } and not Fields: { "entry key": { "field key": "field value" } }

autumn tide
#

thank you so much forsy SDVpufferheart

#

time to add you to my extremely long list of ppl to credit-

calm nebula
autumn tide
#

oh you were already there LOL

urban patrol
#

you should check:

  • you have a tile on the Buildings layer in that place
  • your TileData is named TileData
  • your TileData are snapped to the grid
lucid mulch
#

The error message

Technical details: Error converting value "
love_response/2 4 6 8 10 12 14 32 34 36 38 40 42 343 578 668 765 VolcanoGoldNode TreasureTotem Book_Mystery GoldenMysteryBox VolcanoCoalNode0 VolcanoCoalNode1 BasicCoalNode1 BasicCoalNode0 772 787 896 VolcanoGoldNode 848 844 843 849 850 851 852 670 749 751 760 762 764 396 571 573 575 577 545 547 549 550 552 553 554 555 556 557 558 559 560 561 562 563 564 565 288 287 286 275 261 244 243 184 186 161 158 162 122 121 119 99 98 97 96 95 86 84 82 77 76 75 74 60 64 68 70 72 category_trinket category_milk/
like_response/245 246 247 349 690 693 773 MysticSyrup SkillBook_3 SkillBook_4 Book_Defense Book_Marlon Book_Diamonds CaveJelly 917 MysteryBox 746 351 392 403 535 536 537 62 66 80 172 category_metal_resources ancient_item category_greens category_fruits category_vegetable category_monster_loot category_syrup category_ingredients category_minerals category_cooking category_gem category_artisan_goods/
dislike_response/30 574 Book_Artifact category_building_resources category_fertilizer category_meat/
hate_response/ButterflyPowder category_bait category_junk/
neutral_response/293 680 857 439 437 413 298 401 405 415 411 409 93 category_flowers category_tackle category_sell_at_pierres_and_marnies category_fish" to type 'Pathoschild.Stardew.Common.Utilities.InvariantDictionary1[Newtonsoft.Json.Linq.JToken]'. Path 'Changes[2].Fields.Dwarf', line 63, position 176. can be simplified down to Technical details: Error converting value "Some String" to type 'Pathoschild.Stardew.Common.Utilities.InvariantDictionary1[Newtonsoft.Json.Linq.JToken]'. Path 'Changes[2].Fields.Dwarf', line 63, position 176.
aka it got given a string but it wants a dictionary (in json {}) that has some json contents that can include tokens at the path Changes[2].Fields.Dwarf in the json line 63 position 176

autumn tide
#

this will make sense in roughly 2 hours once I wholly process it!

soft lance
#

and i have a lot of fish that would need it, so im unsure atm what to do

hard fern
#

game explode

lucid mulch
#

replace game with content patcher, but yes

autumn tide
#

gotchaaa

#

in the coming years this will click with the other info I have in my brain SDVpufferthumbsup

hard fern
#

i took a gander at the content patcher docs and figured it out haha

urban patrol
#

that's your issue; there needs to be a tile on the Buildings layer in order for the TileData to attach to something

#

the blue one (tile layer), not just the pink one (objects layer)

lucid mulch
# soft lance and i have a lot of fish that would need it, so im unsure atm what to do

Don't set AreaId and then have a patch immediately following it that uses TargetField / Field to selectively insert the AreaId with a when condition that the AreaId local token has been populated with real data and not your placeholder you use everywhere else.

if you have too many fish, then you can always just go another layer deep of include with more local tokens to Do the two fish patches in a generic way

urban patrol
#

you need to have two layers called Buildings, one a tile layer (the little blue icon) and one an object layer (the little pink icon). TileData are put on the object layer, but they need to have a tile on the corresponding tile layer as well

autumn tide
#

OOHHHHH I GOT IT NOW thanks forsy and sinZ!

soft lance
# lucid mulch Don't set AreaId and then have a patch immediately following it that uses Target...

My concern is that right now my fish are set to never use AreaId, however, some mods (like SVE, and i believe 2 others I know) use FishAreaId since their map has both a river and an ocean

Because of that, I dont want to re-define my fish every single time, they are all setup to just be called to a name with TargetName (the map name), and bam, however, the few maps that do require FishAreaIds make it more difficult, whats a good approach to this?

ornate locust
#

THat's generally how it goes

lucid mulch
#

(For what its worth, the difference between Object Layers and Tile Layers being kinda clunky is just a quirk of using Tiled editor and the TMX format. The actual TiDE format (the T in TBin) that the game internally uses doesn't actually have that distinction and its a singular layer that has both tile info and the tile properties)

#

Game logic is very specific about what layers it checks for tile properties, they need to be in the right spot

urban patrol
#

each property is special and can only go on a specific layer; Action must go on Buildings, but something like TouchAction can only go on Back

#

the wiki page i linked lists them and the layers

fickle lichen
#

hi there, so.. i'm trying to create a furniture mod and i already created a sprite, but however, it looks extremely chopped and cropped for some reason, it just looks terrible in general. is there a way to fix this?

#

this is how it's supposed to look like

#

note: i'm using stardewmodsmithy

calm nebula
#

What is the size of that image

fickle lichen
#

32x32

calm nebula
#

Too big. Needs to be 16x16

fickle lichen
#

oh, okay ;_;

soft lance
# lucid mulch what is one of your fish patches look like (in text form not screenshot)

code -> Fish -> locations.json: http://smapi.io/json/none/a37b191bf4dc4a7bbb54ca87efc88a1f
Code -> Sets -> Fish -> tropical.json: https://smapi.io/json/none/e7f9b6852e7f47a0a2632d772a471931

(Sets is used to add fish to areas without constantly re-defining them, this is helpful since this has to be done all the time for many mods, for compatibility purposes)

In locations.json, excuse the null statement there, that doesn't work, was experimenting, but that is one of the vanilla maps that has no AreaId at all

Reason why I wanted to add an AreaId field: SVE has an AreaId for one of their maps which has both a river and a very small dock, there are some other mods in my list that also have a river and a beach connected, and requires an Id (Like Ocean, or whatever custom Id they have)

eager tree
#

Hi! I'm doing furniture with MMAP + CP. Is there any way to change the furniture icon in menus/inventory? I would like to change to a different texture but idk if it's possible and how to go about that

gaunt orbit
eager tree
#

bah, that's a bummer, but thank you

gaunt orbit
#

@lucid iron get scope creeped nerd

patent lanceBOT
lucid mulch
# soft lance code -> Fish -> locations.json: http://smapi.io/json/none/a37b191bf4dc4a7bbb54ca...

https://smapi.io/json/none/276a55ec53c940b1b6aff105b99bb006
and the entry in your location file being

    {
      "Action": "Include",
      "FromFile": "code/Sets/Fish/tropical.json, code/Sets/Objects/pirate.json",
      "LocalTokens": {
        "TargetName": "IslandSouth",
        "AreaId": "<null>"
      }
    },

There probably is a way to keep it a true null, I just don't want to turn on stardew with a content pack experimenting with what a local token set to null looks like and I know what the string null will behave like

fickle lichen
eager tree
#

i have no idea what seems to be the problem but it made me laugh a bit, how did this happen SDVsobastian

hard fern
#

🇫🇷 ?

autumn tide
#

oh hey potatoes!

eager tree
#

hello!!!

soft lance
#

that's honestly a really clever way of handling it

brave fable
#

editing tile and map properties in tIDE is miserable and hateful so i certainly hope not

lucid mulch
#

I literally have a mod that intercepts TMX loads and replaces them with TBins instead

#

I have no comments on the tide editor itself, just explaining the quirk in tiled is due to how it maps back to being tide at the end of the day

tender minnow
#

how would i set up my config schema to have it be a drop down menu?

#

i can only seem to get it to be check boxes

brittle pasture
#

is this CP or C#

tender minnow
#

CP

brittle pasture
#

whether it's checkboxes or dropdown depends on what you set the AllowValues to

#

if it's just true/false then it'd be a checkbox

tender minnow
#

ah! i see. in that case dont want true/false then!

#

thanks for the link, wasn't sure how to get there

eager tree
#

my textures names

dusk mulch
#

Because you don’t need your mod id on asset names, just the in-game names/loaded files

urban patrol
red basalt
#

Yes, you need loaded the images

dusk mulch
red basalt
#

In square brackets {{}}

dusk mulch
#

oh yeah did you load the assets?

eager tree
#

it's like this. TF.Potatoes is the mod id, does it need to be {{ModId}} instead? sorry, im not sure if i understood

uncut viper
#

What does your i18n look like?

eager tree
uncut viper
#

Your i18n has slashes in it

#

It's making the game think the 0 for your sprite index is the texture name as a result

#

Remember, Content Patcher turns all your tokens into the actual values before the game ever sees them, so the game doesn't see the i18n token

#

So that extra slash is causing issues by changing all the furniture data that comes after it

eager tree
#

thank u! i'll edit it out