#making-mods-general

1 messages · Page 532 of 1

uncut viper
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(Also no, those comments are correct)

urban patrol
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are methods like OnCursorMoved etc called automatically when said event happens, or do they need to be called in ModEntry? or something else?

uncut viper
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Is that a SMAPI event?

urban patrol
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yeah i think so?

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i copied the button press one for on cursor moved

uncut viper
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Then yeah your event handler (your this.OnCursorMoved) will be called when appropriate

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Don't need to call it manually

urban patrol
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okay so i can delete that line?

uncut viper
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No it's because of that line that it does that]

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You are adding to the list of things that SMAPI will call when CursorMoved happens

urban patrol
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ohhh okay so every SMAPI event i want to look for should be called in Entry

uncut viper
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Well you can add em any time, though Entry is the most usual and likely place

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But you could just as easily do it in GameLaunched, for example. Or literally any other time

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It Depends™

urban patrol
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what is the purpose of +=? the wiki says // event += method to call; is that like saying "this event running is now equal to this event and this method both running"?

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i'm trying not to code without understanding what i'm doing lol

uncut viper
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Usually += is just shorthand for = itself + e.g. x += 4 is equivalent to x = x + 4

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For EventHandlers though I think it's overridden to be shorthand for adding the method to its internal list of methods to call though, so not actual addition like that

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(Don't quote me on that)

lucid iron
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Operator overload weee

urban patrol
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i see thank you! yeah i was like how are we doing addition here this isn't math

uncut viper
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(I mean I understand its not literal addition just not 100% sure what its doing behind the scenes obv)

lucid iron
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Event handlers are general C# thing you can go look at .net docs for info

urban patrol
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ohhh okay i'm never sure if something belongs to the game or SMAPI or C# or what

uncut viper
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If it's syntax related, it'd be C#

lucid iron
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You can tell where things be from if u look at the full name

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The namespace tells u much about where it from

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And then you can look for appropriate docs

urban patrol
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yeahhh i'm trying to get more comfortable with VS and all its options. i think this project specifically has helped me get more of a handle on intellisense especially

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idk if anyone here ever read the golden compass but it kind of feels like using the alethiometer lol

urban patrol
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is calling OnRenderedWorld (which has draw methods inside of it) inside a method like OnCursorMoved bad? i think i'm struggling with the advice of "draw in OnRenderedWorld, but keep your logic outside of it"

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(i'm trying to draw a green square under the cursor if the cursor is in range, but a red square if it's out of range. each of these should only occur if the player is holding a bomb)

woeful lintel
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just so you know, you can have more power on how your furniture looks with FF, but it'll require to learn some json format rules. A lot of people here including myself will help you if you ever want to try it out.

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damn, there has been a lot of Furniture talk while I wasn't looking

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why does that always happen when I'm supposed to be working...

bold cairn
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Hmmm I'm trying to add a feature to my mod which would cause the Sell Price of animals to increase by 1.4x if they've eaten a Golden Animal Cracker.

Initially I was thinking I could do this with a relatively simple Harmony Postfix on FarmAnimal.getSellPrice() which conditionally multiplies __result by * 1.4, but now I'm realizing I don't know an easy way to check within my Postfix whether the animal in question has eaten a golden animal cracker or not.

E.G. I don't seem to be able to do something as simple as check whether this.hasEatenAnimalCracker.Value is true or false, since that's not available in the content of my Postfix. Or FarmAnimal.hasEatenAnimalCracker.Value, unless there's a way I can have my Postfix look at the particular animal being checked?

woeful lintel
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you can add the FarmAnimal __instance parameter to your postfix to have harmony give it to you for free

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lookup the harmony docs for other stuff like this, there are a few useful tricks to learn from it, even if it's not very useful to get started with harmony patching from nothing

bold cairn
urban patrol
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https://pastebin.com/1nhvV3Vd i'm lost in the sauce i think. how much of this is redundant? i'm not seeing anything out of the ordinary happen when i hold a bomb. is the problem maybe the pixels/tiles thing in GetBombThrowingRange, or is there possibly something obvious i'm missing?

tender bloom
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Bombs do nothing until they’re placed

urban patrol
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i'm not even at generating an explosion yet lol i'm still trying to do the range thing

tender bloom
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Sorry I’m on mobile, now reading more of the actual stuff

uncut viper
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You also aren't updating IsHoldingBomb as far as I can tell, and your OnRenderedWorld is commented out in Entry so its not being called

tender bloom
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Maybe add more debug prints?

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That’s usually what I do to check if things are getting called

urban patrol
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ohhh yeah i'm def lost in the sauce, i commented out OnRenderedWorld when we talked about calling them other places and then... didn't call it another place

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i'll do some logging or breakpoints too yeah

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thanks, i really have been looking at this too long

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okay yay it's doing the draw now! but it's doing it when i'm not holding a bomb so back to the drawing board lol

full ivy
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Hi everyone! SDVpufferparty

I’ve received junimo’s permission to post this here and would like to kindly ask for your cooperation.

I’m Renato, a graduate student at Korea University and a fellow gamer. I’m conducting research on game modding for my master’s thesis and would love to invite you to participate in a voluntary online interview about your experience as a mod creator (1–2 hours, audio only).

If you’re interested, please send me a DM so I can share the formal details and consent information.

Your participation would mean a lot to me.

Thanks in advance! SDVpufferheart

vernal crest
stiff acorn
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Hiii is this a good place for complete beginner at coding/modmaking to ask questions? Or is there another server that I should head to instead? : ) thank you in advance!

vernal crest
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There are other servers where you can also get help but this tends to be the main place for it :)

stiff acorn
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Ooh okay thank you, that's good to know! I've done all of the art for my mod but I have NO idea how to code it! I've been referencing other mods and templates and the SDV Wiki but I'm so hopeless at this stuff that it's just not working 😭

vernal crest
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What sort of mod is it?

stiff acorn
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It's so basic that I'm lowkey embarrased to say, but it's just a SCA mod!

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Seasonal Cuter Aesthetics^ : )

shell ivy
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hey. New to the server. just now got past the 10 minute stall to speak. I wanna learn how to mod, and have a mod in mind I want to work on. But I've never modded anything in my life and definitely need the help. I wanna make a mod that extends the heart progression system to add more date events between the 10 heart event and marriage so that the process of falling in love with your spouse feels more gradual and organic, rather than 1 date, wedding, 1 post-marriage event. But I wouldn't even know where to start with something that ambitious. all I know is that Alex will be my guinea pig because Best Boy gets to go first.

vernal crest
vernal crest
stiff acorn
vernal crest
shell ivy
# vernal crest Welcome! Do you want to actually change the heart level system itself to add mor...

this is roughly my intention: the original 1-8 heart events remain as before for the Platonic Heart Events. Once you give them a bouquet, it restarts the hearts (now iridium purple) to trigger the Romance Heart Events, with the original 10 heart event as the new 2 heart event in the romance line. Anything that required X hearts before (like aggreeing to be your dance partner at the Flower Dance) still work. It's not "setting your hearts to 0" so much as starting a New Game Plus on a game you've already completed before. The past accomplishments are still registered. But, this gives room for there to be a 4, 6, 8 Heart event for dating, a 10 heart engagment or declaration of love event, the wedding (which you can only propose now at Romance Heart 10, rather than Platonic Heart 10), and then the 14 heart event stays the same.

stiff acorn
vernal crest
fickle lichen
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this might sound heavily specific but could someone please tell me what amount of pixels should i use for specific furniture? (for example, if i want to make a table, my guess is that it'd be 32x32, but if i want to make something that can stand on the floor, how many pixels would that be?)

vernal crest
# stiff acorn Oh sorry!! A mod in the style of SCA for the new characters in East Scarp! It do...

Okay, so this is going to mostly be a fairly simple asset replacement so I recommend starting with the CP author guide to get an understanding of what CP mods are, then looking at the EditImage page in combination with another SCA style mod (you could use the existing SCA for ES one). You'll need to look through the ESR files to find their Load patches to Portraits/<NPC internal name> and Characters/<NPC internal name> and then copy those Targets for your own EditImage patches to replace those images.

vernal crest
vernal crest
ocean sailBOT
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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!

fickle lichen
stiff acorn
vernal crest
# shell ivy nope

Hmm, ok. How determined are you? You'll need to learn an entire programming language for this. There's a slight chance it might be possible to do it without programming, but you'll need to get very familiar with how to use Content Patcher and all the tools we have as content modders to be able to do the hacks needed for it without C# (and even then, I'm just having ideas while I write this and I don't know for sure if they'd work).

shell ivy
# vernal crest Hmm, ok. How determined are you? You'll need to learn an entire programming lang...

I mean, I joined this discord server SPECIFICALLY to learn how to mod so, I'm at least somewhat determined. there may also be easier ways to do what I'm wanting to do. like instead of wiping the hearts and changing their colors, just changing the heart progression so there's more events between 10-14, and move the trigger for the mermaid pendant to be at a higher heart threshhold. If the hearts don't start over, then the progression would be:
1-8 platonic
10 - dating
12, 14, 16 - modded
16+ rerouted marriage/mermaid pendant availablility
20 post-marriage event.

vernal crest
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Adding more events is very easy

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Changing the number of hearts is not

regal leaf
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I think its possible to add heart events at certain frienship points levels instead of hearts directly (which would translate to a 8.5 heart event for example)

finite ginkgo
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You can very much emulate extra hearts/friendship points with trigger actions & IncrementStat, however without C# there's no good ways to really convey that you're still gaining additional hearts

fickle lichen
vernal crest
shell ivy
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the whole point of adding the romance heart events is because the progression from stranger to spouse is too sudden in the base game. they express little to no romantic feelings, you go on one date, and then you're getting married. I just want to make the romance portion feel more gradual and organic without uprooting the entire platonic progression because that's necessary. I suppose I could tweak it so that the platonic events trigger every 1 heart and instead of 2-10, they trigger at 1-5, freeing up 6, 7, 8, 9, and 10 for romance events?

fickle lichen
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i have the latest smapi version too

brave fable
vernal crest
vernal crest
# shell ivy the whole point of adding the romance heart events is because the progression fr...

I just want to clarify that I'm not wanting to discourage you at all. I totally agree with you that the romantic progression is very weirdly abrupt in vanilla and would love for that to change. It's just not a small project so I want to make sure you have a realistic idea of what might be needed.

This particular idea would be much more feasible with CP alone, I think. It'd be fairly incompatible with a lot of other mods because they would not adhere to your heart progression but if you didn't intend for it to be used alongside other mods it could work.

shell ivy
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well, people do make mods that only effect 1 character's heart progression, so I don't have to do every character at once. I can start with just Alex alone.

vernal crest
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Definitely

fickle lichen
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silly me

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thank you very much for your help though!

vernal crest
# shell ivy well, people do make mods that only effect 1 character's heart progression, so I...

Okay, so for that you will also want to look at the author guide to get a feel for making CP mods. Then you'll need EditData for how to edit data assets. You'll want to unpack your game data to find the heart events for Alex (they are found in the Data/Events/ file corresponding to the location they take place in) and then you will need to set the existing events to null so you can copy their content into a new event with the correct friendship level preconditions. Here's the wiki page for events to help you understand preconditions.

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(There's more, in case you want to adjust things like dialogue too, but that's a starting point at least.)

shell ivy
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if I did do the 1-5 platonic 6-10 romantic heart events concept, you said it might not work with other mods. is that specifically stuff like RSV and SVE, or would it break more mods? like how catastrophically incompatible would such a mod be?

vernal crest
# shell ivy if I did do the 1-5 platonic 6-10 romantic heart events concept, you said it mig...

It depends which NPCs you want to change. If you only edit vanilla NPCs, you only run the risk of weirdness with other mods also affecting the romance experience for those NPCs - for example, at 8 hearts someone might experience a "we've been in a relationship for two years" event from your mod and a "this is our first expression of interest in each other" event from another mod that's using the vanilla progression.

Another possible clash with other mods editing vanilla NPCs is that they might edit the same event. If they change the preconditions before you do, your event might never trigger so your intended progression would be affected. If vice versa, players would miss content from the other mod in favour of just getting the vanilla event (or, if you edit the event content too, your event).

Obviously mods that are explicitly intended as romance mods for those NPCs would be potential problems. SVE might be given how many vanilla things it edits, but I don't know enough of SVE by memory to know for sure (and I suspect it's probably fairly low risk).

If you want to edit modded NPCs, the main issue is permissions: you have to include the entirety of the event in your mod to be able to edit its preconditions so by default you would not be allowed to do it for most mods and would need to seek permission from the modmaker.

(Disclaimer: I might be missing other potential issues because I've forgotten about them or they haven't occurred to me, so please don't take this as an exhaustive list.)

shell ivy
vernal crest
# shell ivy I don't know HOW they change it, but the mods made by Maggplays add a lot of hea...

They do the thing that I said is easy. It's just adding new heart events using whatever criteria you want. It doesn't actually change anything about how the vanilla mechanics work, it's just adding more story.

(I haven't looked through the files to check whether they actively edit vanilla events and don't intend to, since I haven't yet played through those mods and don't want to spoil them for myself lol)

hard fern
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(i can check)

shell ivy
blissful panther
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(For what it's worth though, I love this concept, because I do completely agree the jump is rather... fast.)

vernal crest
# shell ivy now I gotta ask: does unpacking game data or any of this other stuff break your ...

Nope, unpacking doesn't affect anything in your game at all. There is a risk of breaking save files if you use them to test in-progress mod development, but an easy way around that is to just not do that haha. If you want to use the save because it has game progression that's difficult to achieve using console commands (like GI access, for example) then you can make a backup of your save file and then test.

hard fern
vernal crest
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Thanks Forsy SDVpufferheart So that makes them a good guide for Prince to look at and also makes them likely to be incompatible with what Prince would do unless Prince made theirs with compat specifically in mind.

hard fern
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well the vanilla event edits are just rewriting the dialogue/script

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im not sure if it actually would conflict if the triggers are just x hearts in x weather and meet xyz condition 🤔

vernal crest
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They would if Prince was going to edit the vanilla preconditions to make them happen earlier

hard fern
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ah

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then yeah

vernal crest
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I am waiting for Claire's input with bated breath

round dock
# vernal crest It depends which NPCs you want to change. If you only edit vanilla NPCs, you onl...

Yeah, I also wanted to expound on this a bit but wanted to let you talk about it first. Atleast speaking as an author that writes dialogue, I follow the vanilla heart progression and their corresponding keys and I know a lot of dialogue authors do, too. My 8+ lines usually convey a sense of closeness/familiarity and 10 already entails romantic lines (which is the same for many dialogue mods).

shell ivy
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If possible I'd love to add holiday heart events too. like Alex having a unique heart event that only triggers at the Grange Festival, or a unique cutscene at the flower dance or moonlight jellies. etc. Going to the Night Market on the night your spouse is at the docks. idk. It'd be fun to just add more cutscenes where applicable.

round dock
vernal crest
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Passive festivals are fair game though

shell ivy
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what about triggering when you leavea festival? like when you click "go home" after Winter Star or Spirit's Eve?

vernal crest
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I'm not sure. It might be possible to have an event that triggers on entry to the farm or farmhouse. I don't think I've seen any discussion about it. It'd be worth trying, unless a C# person jumps in to say one way or another.

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I think that for the most part your incompatibility with other mods would be something that could be overcome if you're just shifting the romance to start earlier. And there's also the option of just going "if you have my Romance Alex mod, don't use it with other Romance Alex mods" which is completely valid imo

full ivy
round dock
vernal crest
round dock
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But yeah, just concisely reiterating what Aba said - I think it’s possible but it won’t be an easy process (incompatibilities aside). As long as you’re patient to learn and committed to the mod you want to make, it will be fruitful.

golden basin
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so the pepper rex monster data doesnt have the dino egg in its info is that drop hardcoded?

golden basin
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damn

golden basin
brittle pasture
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i dont recall such a feature

golden basin
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my custom monster is dropping the egg

hallow prism
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FTM has some feature to exclude drops but hardcoded stuff likely bypass that

fickle lichen
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how i see stardewmodsmithy as a new sdv modder:

merry river
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bumping this question again because I still couldn't figure it out SDVpufferlurk

fickle lichen
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i can't remember who recommended it to me but if you're seeing this i love you

pale river
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hey gabe what's a CT? I'll try to look into it

merry river
lucid iron
pale river
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I was thinking maybe instead of CT you could try a dynamic token, were you thinking of using CT because of the duration?

vernal crest
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The more constraining thing is the question completion requirement part

merry river
ocean sailBOT
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@merry river You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!

vernal crest
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Quest, not question

fickle lichen
merry river
vernal crest
lucid iron
merry river
lucid iron
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Knowing about the jsons is fun though

fading walrus
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The cheetoing? 👀

vernal crest
fading walrus
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The cheetoing!

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Do I get to witness a baby apple cheetoing? SMCFrogExcited

brittle pasture
vernal crest
brittle pasture
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there is no "talk to NPC" quest objective

vernal crest
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I am naught but a simple apple bobbing in the sea

fading walrus
merry river
brittle pasture
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CT triggering at the same time you add the quest to force a dialogue is the main solution I know of

merry river
brittle pasture
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or you can dip your toes in C#

pale river
brittle pasture
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I feel like you want unique dialogue for a "talk to this NPC" quest too right; CT is the way

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or is the quest just "go talk to them about the weather or something, idk"

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or just make it an event

merry river
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baby baby c#

lucid iron
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It goes brrrr

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I have various Opinions and one of them is that you should write your C# as if they are framework for content modders

vernal crest
lucid iron
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Even if you are literally the only mod who will use it, doing this means you can integrate with your own content patcher component easily

vernal crest
fading walrus
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My favourite part of the job always was oranging new cheetos GiggleHehe

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It was so fun

merry river
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i eventually want to be able to write frameworks but i have 0 programming experience and i feel like i'd need even more time to understand how to work with c# with work and life and all
and i don't want to come running into this channel every five minutes with a new thing i am confused about SDVpufferangy

vernal crest
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Just DM chu directly SDVkrobusnaughty /j

lucid iron
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Baby steps

tiny zealot
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that is what this channel is for, though SDVpufferheart

lucid iron
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No the learning shall happen in Public where everyone can Learn and Discuss

pale river
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is it alright if I try to make the new type of quest? I want to try to give it a try, no idea how to make it useable in CP packs tho

merry river
pale river
brittle pasture
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unless you're hardcoding quest IDs i encourage you dont

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hmm if you dont want to deal with serialization fun times and/or patching the quest parser function you can just give them the generic "Basic" type and then give content mods the ability to say "this 'Basic' quest is actually a "talk to NPC" quest

pale river
brittle pasture
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oh hey, serialization fun times incoming

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you probably just want to save the NPC name instead of the entire instance

pale river
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oh also do I still need to do this? I feel like I might break another mod by just adding onto this

brittle pasture
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yeah probably dont

brittle pasture
pale river
pale river
brittle pasture
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you dont need to save the NPC anywhere; OnNpcSocialized gives you one and you can just compare the name anyway

merry river
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what do privateand publicmean in that context

brittle pasture
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from a design (and a memory leak) perspective I try not to save references to objects I don't own if possible

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yes I use rust btw how did you know

pale river
pale river
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am I using that?

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or do I just steal it...

brittle pasture
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it's a virtual method on the base Quest class that gets called every time the player talks to an NPC

pale river
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ohh huh I guess the socializequest changes/mutates/i don' rememver the method

brittle pasture
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you want to override it with "if the NPC being talked to is the target NPC complete this quest" in your class

pale river
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do I need to worry about netfields?

brittle pasture
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yes (see: serialization fun times)

pale river
brittle pasture
brittle pasture
merry river
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reading along and trying to understand

calm nebula
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Have I seen a weak reference i dont like?

pale river
brittle pasture
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equality is ==, = is assignment

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but again, I would only store the name in the class

pale river
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i changed it from bool to void as well

brittle pasture
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and you seem to have a stray }

fickle lichen
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quick question; stardew valley indoor plants use 32 pixels for height and 16 for width? i'm asking because i want to make something like that, basically a plant

brittle pasture
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not necessarily; furniture items can be bigger

vernal crest
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Depends on which plant

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They can be smaller, too

pale river
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ok i had to change it to bool for override to work (it's really hard to code when 5 people are yodelling beside me)

fickle lichen
brittle pasture
vernal crest
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Or by looking at its entry in data/furniture to find its size in tiles, as I mentioned last time

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But basically the answer is that you can make your furniture whatever size you want because you control what size it says it is in the data

pale river
brittle pasture
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no, it's the NPC the player is talking to

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what I mean is, your class has only the name, and when the player is talking to an NPC you check that their nameplate matches

calm nebula
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Question...did the original game not implement probe?

pale river
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oh wait it's the net fields I deleted it by accident ohhh

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I was like where am I going to get this thing to happen out of nowhere

royal stump
quasi dew
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heyoo!
Is there an easy way to stack multiple overlays in sprites? I have a high chair sprite that I want to use for events, but it has a front and back.
If not, I can just use a regular chair for le toddlers.

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actually "overlay" may not be the right term.
I want a chair sprite with a toddler sprite on top of it. (that's easy enough) and then the arm part of the chair on top of both of those sprites.

pale river
tiny zealot
vernal crest
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Pshht using a TAS is easy /hj

tiny zealot
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what i mean by pain is getting the different parts to layer correctly so you don't have to bake a composite sprite for the result

brittle pasture
vernal crest
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Why? Just TAS the chair low and the chair arm high, with toddler in between

vernal crest
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(Ignore that my English didn't even make sense there)

quasi dew
quasi dew
vernal crest
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temporaryAnimatedSprite

royal stump
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shorthand for temporary animated sprites, in SDV specifically

quasi dew
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bless y'all

vernal crest
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It's an event command (in this particular context)

quasi dew
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I've used them before, I just didn't know the cool shorthand

pale river
royal stump
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stardew's save serializer turns class instances into XML in the process, unlike all the json used by mods
I haven't actually used spacecore's serializer thing myself, but I imagine it needs something to call your fields when it saves them too

lucid iron
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Is this about the custom quest stuff

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I almost never implement new class tbh it's usually enough to just do things for specific data blobcatgooglyblep

brittle pasture
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yeah I mentioned earlier that I usually just harmony patch the base Quest functions instead of doing a new class

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no need to deal with serialization fun times™

merry river
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half of this would be easier to understand if i knew what all these words mean and do

brittle pasture
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though for FFP I need a buncha new fields and I can't imagine reading/saving all that in modData

merry river
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feels like having to learn vocabulary

pale river
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I thought the netfields were reading the json

hollow root
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i thought there was a list of abbreviations on one of the wikis somewhere

pale river
merry river
brittle pasture
pale river
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ohh subclasses are just other class files that reference the original class file? I actually never had to work with them before

lucid iron
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Subclasses are not just other files

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public class SubClassOfThing : Thing

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Doing this has a bunch of implications due to how sdv serialize saves

pale river
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huhh, yeah I only ever had to do projname.csproj and class.cs sized projects in my classes

lucid iron
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So instead of this it's often easier to just say "if Thing has id = blahblah" do something else

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I don't know what your goal is though

pale river
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make a new type of quest, I didn't know if I needed to copy the original code's way of handling quest types

lucid iron
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But what will the quest do

pale river
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i was also referencing someone else making a new minigame type which involved making a subclass in the original minigame class

pale river
lucid iron
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That's just a socialize quest then

pale river
pale river
pale river
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it's for 1 npc and not a list of npcs

lucid iron
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This thing is in jail cus I never finished it, but how it works is:

  • store info about cohorts in a new asset
  • form a SocializeQuest with the data given in the new asset
lucid iron
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And I am just giving example of how you would make use of existing vanilla types to do such a thing

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I don't think your logic is custom enough to warrant a new class

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Also u wanna take this thing n finish it idm Dokkan

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Since i have low desire to do that myself rn

pale river
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just wondering, wouldn't it affect performance if it loads every time you load an asset?

lucid iron
#

I don't understand the question

pale river
#
    {
        helper.Events.Content.AssetRequested += OnAssetRequested;
        helper.Events.Content.AssetReady += OnAssetReady;
    }```
lucid iron
#

That's a event handler and the standard way to interact with the content pipeline

#

Entry is only ever called one time per game session

pale river
#

are the variables in the beginning how you get the data from the data/json? Also the join next quest, does it add it to the quest list or just adds it as an existing quest? I don't really understand the load priority but I don't think it's important. My intention was to make a framework for gabe to use, since they want to reuse the one npc quest for some sort of quest line

lucid iron
#

Next quest is a vanilla thing, and so I supported it just bc it's there

pale river
#

just unsure how to get the modder to set the requirement for the player to obtain the quest

lucid iron
#

The quest being created is completely vanilla, it just has extra info passed to it

#

Having the content pipeline stuff setup means that the content modder interacts with it like thus

#

Selph has a guide that explains all this in more detail than my barely documented spaget

astral jolt
#

hello, i've just caught a catfish on riverland farm a few times after 12am, and i'm wondering if this is a feature of the farm, a bug, or maybe a mod? the only mod i have connected to fishing is the one with visible fish in the water 🤔

pale river
lucid iron
#

It's unfinished bc making mod page is hard AnnelieStare

pale river
lucid iron
#

And also cus the mod i made this for is big hiatus

#

This is also pre 1.6.9, i don't know if it compiles rn

pale river
lucid iron
#

No cus making mod page is hard

#

There's also a lot of things I'd do differently

#

Maybe for a full featured quest framework kind of thing

pale river
#

I'll be sure to credit you, I don't think I'll publish it but Gabe just needs it for their quest line at the moment

lucid iron
#

As long as you include this license and credit me properly you do whatever

pale river
#

thanks for everything chu

lucid iron
#

If you only want it for one specific quest you can probably omit the whole asset though

lucid iron
#

And take in info like quest id which npc what quest etc from the args

pale river
#

it's like a quest activating another quest activating another quest iirc

lucid iron
#

I'm not too sure if my wip works properly with the vanilla next quest stuff (maybe?)

pale river
#

thanks for giving me an idea of where to look when I start troubleshotoing it SDVpufferthumbsup

lucid iron
#

But it's quite simple to just do $action inside the npc dialogue

#

Rather than next quest id

red basalt
#

Any tips for making tilesheet variants in Aseprite?

#

I want to make Earthy and Starblue versions.

brittle pasture
#

I believe the author of earth has published a photoshop filter thing for making any tilesheet earthy?

merry river
short temple
#

Can You please enlighten my ignorance, i did a npc and it does not appear at his mod house, instead he walks all the way from pelican Town plaza to the ginger island and then to my mod Town, he is halfway recognizing his shcedules but in the patch summary it says that it is not loading his shcedules nor the NPCDispositions,

merry river
#

!json

ocean sailBOT
#

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

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

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

merry river
#

the only command i remember

red basalt
pale river
#

sounds like his home is at the town plaza

calm nebula
fierce vault
lucid iron
fierce vault
#

Oh, okay 😅

lucid iron
#

But i mean code be there, it work mostly

fierce vault
#

That’s fair. If it’s not where you want it, it’s not where you want it!

lucid iron
#

This is the only thing in .jail I'm vaguely interested in finishing

royal stump
#

if/when subtype serialization is merged into SMAPI, I imagine an SO objective could emulate the socialize quest pretty well

#

(also i'd assumed it had that kind of objective already, but ig the game only makes you do it once)

lucid iron
#

It does have that yeah

#

The wip i have just makes a SocializeQuest with a custom list of people to greet

#

Emily's daily quest use it too

royal stump
#

I don't think SOs have a "talk to somebody" objective yet?

#

ig either one would work, I just default to thinking about SOs anyway

lucid iron
#

Oh i thought u meant normal quest MikuBear

royal stump
#

yeah, earlier I checked whether that could be done w/o the socialize quest via SO, but it's all items/monster killing/etc currently

lucid iron
#

I think it'd be nicer to just do more type reflection stuff

royal stump
#

closest CP-only setup would be like "here's an item, go give it to the new NPC and say hi"

uncut viper
lucid iron
#

It's nice that trinkets just take an assembly qualified class name to do all the effects with

#

And that thing never goes into save

royal stump
uncut viper
#

Were enchantments ever changed to using that too in the alphas?

lucid iron
#

Something similar for special order objectives would be good

lucid iron
royal stump
lucid iron
#

Yeah I just don't remember if it's any class

#

Or only classes from vanilla

royal stump
#

yeah, I've yet to touch those, not sure how exactly the setup works

lucid iron
#

Special order objectives are also class names on the inside but

#

Only from that one namespace

royal stump
#

The class must be a subclass of StardewValley.Enchantments.Enchantment

uncut viper
royal stump
#

ah, the more limiting part, ig

For example, given a value of BottomlessEnchantment, the game will create StardewValley.Enchantments.BottomlessEnchantment

uncut viper
#

This is why we need Cecil

lucid iron
#

Yeah i had hoped to talk pathos into breaking it out Dokkan

uncut viper
#

I guess that'd also work but I also want Cecil

lucid iron
#

Well I'm picking my battles here

uncut viper
#

You don't have room for unlimited battles in your heart?

lucid iron
#

Also i think so far the namespace limitation are there because the class does actually go into the save

#

So it's a guard against mods just subclassing here

uncut viper
#

If there's plans for SMAPI serializer stuff though...

lucid iron
#

Then it could just be yeet the guard ezgame yes

calm nebula
#

Tbh button

lucid iron
#

Otherwise it'd have to be first refactor away bits that will be saved, then yeet the guard

calm nebula
#

And this is the nerdsnipe canon warming up

#

I've occasionally entertained ideas like "what if xml was less verbose and could handle unexpected subclasses"

uncut viper
#

I think a lot of sharpies have but no one wants to put effort into that when spacecore exists or the possibility of SMAPI handling it eventually exists

#

Knowing my luck, I'd finish a big serializer thing and then the next day pathos would announce the new serializer API in SMAPI

calm nebula
#

Tbh what i really want is the less verbose

royal stump
#

still in the middle of some nonsense pseudo-serializer stuff for monsters SDVpufferlurk
it would/will be pretty handy for some types like that, if only to reduce framework-on-framework reqs

#

if nothing else, with enchantments you can kinda change-monitor for a generic being equipped w/o much cost, or apply a buff and check for that

lucid iron
#

Save serializer stuff is scary and I choose not to think about it by just removing my stuff before saving

uncut viper
#

I consider the verbosity of the XML to be under the jurisdiction of the serializer in general

#

Oh no I just realized I have to be careful when checking reactions on mobile now I almost just accidentally pinned chu's message

calm nebula
#

directs the nerdsnipe canon at Esca

royal stump
#

it's casey's actual job to touch the serializer, okay

#

i'm just here doing brittle beforesave/aftersave junk

calm nebula
#

directs the nerdsnipe cannon at Casey

#

Casey i know the people want the third dimension

#

But what about smaller save files and less netsync and more robust xmlreader code instead

uncut viper
#

They're already doing less netsync

red egret
fickle lichen
#

hi there! i'm using stardewmodsmithy for making my mod, and right now i'm currently trying to make a flower pot, but when i test it in-game, it looks cropped. in case it's necessary, i also put the image of how i configured it in stardewmodsmithy :p

#

sorry if i ask too many questions way too often, i'm trying to learn :<

#

oh, and by the way, the flower pot has 16 pixels of width and 32 pixels of height in case that's important

calm nebula
#

Texture should likely be 1x2

lucid iron
#

You need to make the white border completely cover what you want to see

#

While the green square is how much space it occupies

fickle lichen
fickle lichen
lucid iron
#

Remember to spawn new furniture when changing stuff

royal stump
red egret
#

it is a WIP, sure

fickle lichen
fickle lichen
#

💔

fickle lichen
#

pretty sure this is how it's supposed to look, but it looks messed up in the game

#

i wonder if it's stardewmodsmithy itself that it's bugged?

calm nebula
#

Why are you using randomized_plant?

fickle lichen
#

because it's a plant?

#

should i use something else?

red egret
#

it acts like it takes a differernt number

calm nebula
#

@lucid iron is randomized_plant the damn cactus

brittle pasture
#

yes

fickle lichen
#

hmm

#

should i choose decor instead?

#

or maybe other?

calm nebula
#

Decor maybe

red egret
#

i use vases as decor

blissful panther
#

That is all. SDVkrobusgiggle

fickle lichen
#

update: IT WORKED!!!

#

god, FINALLY

#

thank you so much guys

merry river
#

am officially cheeto now

red egret
#

congrats!

autumn tide
#

HEYYY congrats!!!

royal stump
#

your count seems to be off: your "20" sprite is index 10, "40" is 20, "60" is 30, etc

autumn tide
#

The orange looks nice with the purple in your pfp SDVpufferheart

#

Oooh and you can make a thread now!

red egret
#

oh i see what you mean

#

i knew it was something stupid

royal stump
#

SDVpufferthumbsup it's affected by image width and such, so it's easy to lose track of

lucid iron
#

Smithy will automatically merge it into 1 sheet for you

autumn tide
red egret
#

Thanks for spotting it!

lucid iron
#

Fudge do u want to use smithy too Dokkan

#

It eliminates the need to count things

red egret
#

i probably stole the number grid from a wider sheet

#

next time i can try!

red egret
west thunder
#

Is there, like, a tutorial on how to make new monsters using Farm Type Manager?

red egret
#

Is there a way to make it possible to put a window or a picture under the garland?

calm nebula
#

Anything Anywhere

royal stump
# west thunder Is there, like, a tutorial on how to make new monsters using Farm Type Manager?

If you mean a new C# class (rather than just customizing /sprites/stats/etc in a content pack), then I'm not aware of any, but I made Pollen Sprites with it a while back.

#

it's not an ideal tutorial (e.g. I wouldn't use a CP pack now, it could add the data with C# or just pull it from elsewhere), but it's the only example I remember offhand

west thunder
#

If that makes sense.

royal stump
#

Ah, in that case it's probably easiest to look at expansion mods like SVE/RSV/VMV/etc for examples SDVpufferthinkblob
FTM's monster spawn areas mainly have a list of "MonsterTypes", and a basic reskin would look something like this (spawn numbers & location parts aside)

"MonsterTypes": [
  {
    "MonsterName": "Skeleton", //base monster type
    "Settings": {
      "Sprite": "Mods/Your.ModId/YourMonsterTexture", //load a texture somewhere with CP, use its "Target" here
      "HP": 999, //alter its stats if you want
      //etc 
    }
  }
]```
dusky marsh
#

In the Night Market, on the fishing submarine, the water there does not count as "Water" or "WaterSource" .
Im checking like this:

        bool IsWater(GameLocation loc, Vector2 t)
        {
            return loc.doesTileHaveProperty((int)t.X, (int)t.Y, "Water", "Back") != null;
        }
        bool IsWaterSource(GameLocation loc, Vector2 t)
        {
            return loc.doesTileHaveProperty((int)t.X, (int)t.Y, "WaterSource", "Back") != null;
        }

How can i detect if it is the water in the fishing submarine?

red basalt
#

Do you mean it doesn't act like water?

#

I mean the animations?

dusky marsh
#

both these checks is equal false

#

when it should be true

#

on at least one

red basalt
#

That's really what I want to do with my mod

#

The water should act like water, but without the animations

#

Like the desert

gaunt orbit
royal stump
#

both Tiled and Lookup Anything show it (the Back part, at least)

uncut viper
#

But if I use Cecil I can not use Harmony. The wiki tells me that Harmony is very dangerous so I think it's safer if I go with Cecil

calm nebula
gaunt orbit
#

actually the safest option is to replace the game with this random exe I found on moddb

#

trust

uncut viper
#

Oh ok. I trust you

gaunt orbit
#

(tbf that used to be how you installed TModloader)

royal stump
#

saving over dlls is still very common in some circles SDVpuffersquint

uncut viper
#

To be fair I never got my TModloader from moddb
I'd trust an exe a lot more if it came from the official stardew forums for SMAPI

gaunt orbit
#

thank god we have bepinex nowadays

dusky marsh
# royal stump both Tiled and Lookup Anything show it (the Back part, at least)

well, for me it returns false, tried other game methods and didnt work either, i will just hardcode and check the triangle, its good enough for what i need

if (loc is StardewValley.Locations.Submarine)
{
    // x=8, y=6, width=14, height=7
    Rectangle water_rectangle = new Rectangle(8, 6, 14, 7);

    if (water_rectangle.Contains((int)t.X, (int)t.Y))
        return true;
}
dusk mulch
#

i just heard about the notepad++ breach and im wondering, how do i know if i was affected? i’m like 99% sure i didn’t use the auto update feature but that 1% is lurking

royal stump
#

my impression is that there isn't a way to ID it yet, but running the latest installer (even if you have it already) from the official site will overwrite the problem if you were affected
though iirc it was also specifically targeting users from a relatively small region

dusk mulch
#

alright, tysm!

brittle pasture
#

This was a highly selective attack by a state-sponsored group targeting specific high-value organizations. Security researchers confirmed that the vast majority of Notepad++ users were never affected - attackers filtered victims based on strategic value, not random distribution.

dusk mulch
#

thing is i’ve got notepad++ on my school computer… would that be “high value”?

brittle pasture
#

so are you a federal employee working for a three letter org

hollow root
#

i think

#

yeah that

hollow root
#

should i use the online converter or use pathoschild’s i18n script

dusk mulch
#

there is an i18n converter?

opaque field
#

!i18n

ocean sailBOT
#
Creating Translation Capability

So you'd like to stop writing all of \"your strings straight in your content.json?\" and/or you'd like the capability to see all of your strings across all of your .jsons?
Introducing i18n!

  • How to make your mod compatible with other languages: stardewmodding.wiki.gg

  • The file where you can put all of your strings is called default.json, and it sits in a folder at the same level of your assets, named "i18n".

  • If you're converting from an older version of the game, there's a converter for ease-of-access.

Not to be confused with {{DynamicTokens}} since these require the specific {{i18n:<KEY>}} modifier

opaque field
#

nope

#

hang on

#

Yes, there is a converter it's amazing!

#

oh wait, yes this is the right thing

#

the converting bit!

dusk mulch
#

does it scan your mod for strings then put them into an i18n?

hollow root
#

the page says it only does one at a time

opaque field
#

Some of them can handle multiple like I did a whole objects.json

hollow root
#

ohhh

opaque field
#

but some of them (like mail) do need to be done one by one

#

INSANELY useful tool

hollow root
#

so all my dialogue lines like these could be converted quickly?

opaque field
#

Should be, yeah!

dusk mulch
#

i’m shocked i didn’t know about this earlier

opaque field
#

I felt really late to the game discovering it too

#

Its bookmarked now

dusk mulch
#

would’ve saved me so much time from realising i forgot to add the i18n and having to convert every string manually

hollow root
#

oh thank god, i have like 100 lines of dialogue

opaque field
#

Fr me with 60 events to convert

dusk mulch
opaque field
#

Ye, paws go tappa tappa

dusk mulch
#

events are fun to make yet so tedious

opaque field
#

Oh absolutely

hollow root
#

i hate how they have to be all in one line

opaque field
#

I have an easier time with them as opposed to dialogue

#

I thin kyou can multiline and it still reads

#

iirc a lot of people prefer multilining over single lining

hollow root
#

yes you can but i saw its not reccomended for beginners

dusk mulch
#

and when you try to find that one vanilla event you got to scroll through the behemoth of slash delimitated code

opaque field
#

(oh my god do I know what I'm talking about?) in my humble opinion if it works for you, do it

hollow root
#

ye

dusk mulch
#

anyway i gtg

opaque field
#

(I think vscode has a 'turn this into multilined' feature somewhere)

#

I think in a stardew syntax extension

hollow root
brittle pasture
#

SMAPI supports multiline strings yet, but it is non-standard json and most editors/formatters
will cry

uncut viper
#

The wiki for event data does mention you can multiline just fine though, it doesn't have any warning against it

opaque field
#

I don't mind it and understand why a lot of people like it, personally I just find it harder to read

hollow root
#

i thought i read it the modding wiki somewhere

#

i’ve read so many tutorials im probably hallucinating this stuff atp

merry river
hollow root
#

this has happened to me too albeit with different hyperfixations

merry river
#

oh while we're vaguely at the topic of i18n
I was trying to pass a dynamic token to one of my i18n strings but i couldn't figure out how to do it properly
i'm not at my pc because i got tired so i can't look at my code but essentially it was like

a token called NoOfDays (crop growth) with the values 13, 20 and 27 that changes depending on a config

i wanted the seed description("Needs XY days to grow") to reflect the config choice but i couldn't figure out how to format it in both the i18n token and the string to make it work

lucid iron
#

You should just use localizedtext tbh

#

It's what the game itself uses for item descriptions

ornate locust
#

and it's much nicer to work with than passthroughs

lucid iron
#

Using direct i18n for this has some risk in that object descriptions may not update in time bolbsun

brittle pasture
#

[[Modding:Tokenizable_strings]] localized text my belovalized

lucid iron
#

Now to answer the original question you must pass the token into the i18n using |key=value

brittle ledge
merry river
#

time to read up on localizedtext SDVpuffersweats

lucid iron
#

Then write {{key}} inside

#

Value is outside and may itself be a token

brittle ledge
#

Ah, already said

#

That's what I get for starting back

brittle pasture
lucid iron
#

The bigger why not i18n here reason is just the quirk that objects store the display name

brittle ledge
#

It's tia "I am waiting for reports at work so why not backread" hours SBVLmaoDog

merry river
lucid iron
#

It's possible to use i18n for the Strings/Objects edit you do

patent lanceBOT
lucid iron
#

Or u can use the game's method which is [LocalizedText Strings\Objects:key {{subToken}}]

#

And have a {0} in your i18n

#

I forget if u have to put the subToken also in a LocalizedText tbh (maybe?)

ornate locust
#

i;/""?
"
?"

"

brittle ledge
#

Hello kitty!

ornate locust
#

i'm fine i'm fine i definitely didn't just smash my ankle bone and then my keyboard

merry river
#

that's how i felt after skimming through the tokenizable strings wiki page

twin mantle
blissful panther
#

Oh, now that's actually quite nice!

#

Very convenient timing, by the way.

autumn tide
#

oh shit you okay voyager?

ornate locust
#

i have ice. LOL sorry I had my hand right by my keyboard when it happened and just did my own catsmash

autumn tide
near imp
#

the ankle bone has a 98% critical hit rate SDVpufferweary

autumn tide
#

also thought you guys might appreciate this SDVpufferheart

blissful panther
#

It reminds me of trying to reach for ctrl + z while doing things on paper, so I do not. /lh

autumn tide
blissful panther
#

Without a keyboard even present.

autumn tide
#

I do that too it's okay

#

for a while I kept trying to double tap on paper to undo

#

once I was so tired a double tapped a random surface hoping it would undo whatver action I did (do not remember what LOL)

urban patrol
#

omg yeah whenever i draw traditional i try to use keyboard shortcuts to undo/select/zoom/etc

autumn tide
#

oh same-

autumn tide
#

helloooo is there a reason why gift dialog like AcceptGift_Loved would have lower priority than dialog in the gift taste data entry?

#

okayy looks like the error is that smapi doesn't register my object at all

#

oh! no it does

hollow root
#

Ok, for some reason I can get Minos’s introduction to work but not any other dialogue lines. It shows the speech bubble icon and plays a noise, but no text box shows up.

#

Smapi’s log did not give me any errors

urban patrol
#

!json

ocean sailBOT
#

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

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

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

autumn tide
hollow root
#

the only thing the validator has is the same error from before

#

Wait! I think I fogured it out

pale river
hollow root
#

I talked to him on Spring 4 and haven't finished the specific day dialogue yet which has a spring 4 line

autumn tide
#

okayyy getting this error about not finding my string, here's the error and my strings code (ignore the mod ID placeholder hehe)

[game] Failed parsing [LocalizedText Strings\HeadInTheClouds.theyrejustcuteokay:DwarfName_Player]: the key 'Strings\HeadInTheClouds.theyrejustcuteokay:DwarfName_Player' doesn't match an existing asset.

https://smapi.io/json/none/3bf09500a5144601b50ce33fc5b7e95a

pale river
autumn tide
#

and yes the patch is loading, i added a purposeful error there and it did notice

uncut viper
autumn tide
#

OHHHH

uncut viper
#

(Load a blank)

autumn tide
#

gotchaa, how would that be formatted?

uncut viper
#

Same way you load a blank json to anything else

autumn tide
#

.....

urban patrol
autumn tide
#

I'll just look at other mods for ref LOL

urban patrol
#

target the same target as your edit data

uncut viper
#

Sorry, I'm on mobile and didn't feel like typing a bunch of json and I thought you'd used blank jsons before!

pale river
# autumn tide .....
    "LogName": "blank",
    "Action": "Load",
    "Target": "Strings/{{ModID}}",
    "FromFile": "blank.json",
    "Priority": "Low"
  }```
uncut viper
#

Make sure your blank.json has {} in it and not literally empty

pale river
autumn tide
#

no worries, and thanks for spotting the error :) I happen to be clueless SDVpufferthumbsup

#

thanks boxosoup!!1

pale river
autumn tide
#

I'm the happy medium of being confused 24/7

humble yew
#

Hey, y'all! I apologize if I'm interrupting the above conversation, but I was wondering if there's anyone hangin around who might be willing to help me figure out how to start making an NPC mod? I've never touched modding other than adding them to my game and I understand that creating a new NPC is definitely a far reach for a complete beginner, but I promise I have a good reason! 🤣

Spring is coming up fast and I'll be moving to full-time with long hours so I won't be able to chat and hangout with my boyfriend as much so I'm wanting to turn myself into an NPC for him in SDV so that it'll maybe help curb the lonliness while I'm working. I've read through the modding page on the wiki, but I don't really understand it super well, so I'm just praying somebody here can dumb it down for me so that I can at least get a start on it 😅

pale river
autumn tide
#

nope..

#

no fuckin clue how those work tbh-

pale river
brittle pasture
#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

pale river
autumn tide
#

nope, the target's Characters/NPC/Dialogue

uncut viper
#

If Claude is editing the dwarf then they already have dialogue

#

So no need for a blank load

autumn tide
#

i do! just using tokenizable strings for a lil extra chaos

pale river
#

ohh I forgot it was vanilla dwarf and not a new one

humble yew
# pale river do you have any content patcher knowledge?

All I really know about it is that it's crucial for a lot of mods, I'm not the most tech-savvy person out there and it's been hard to try to decipher the lingo/slang words that are used in a lot of the resources I've looked into. Or I might just be a bit dense 🤣

uncut viper
#

That NPC guide in the governor command Selph got for you will be a lot of help

jaunty shuttle
#

!cp

ocean sailBOT
uncut viper
#

Just as long as you take your time and don't rush or skip steps, because making an NPC does take a lot of time and a lot of different things must be written correctly, but no individual step is all that complicated

autumn tide
#

ooh ppl here are good at explaining so that'll be good! I'm gonna be modding rn but I lurk here a lot so I can hopefully help out sometime :)

pale river
humble yew
uncut viper
#

Making an NPC is maybe the most common desire for new modders SDVpuffersquee lots of resources for it as a result

humble yew
#

That's really good to know! I must've been looking in the wrong places for resources, I've never seen this guide before but so far I'm definitely understanding it better than the others I've read! I really appreciate y'all ❤️

pale river
devout otter
#

When attempting to give a bouquet to a non-datable NPC who have ⁨RejectBouquet_NotDatable⁩ dialogue, I find that it still occasionally shows the ⁨You can't date this NPC⁩ message instead of the dialogue. Is there any way to suppress that?

hard fern
#

the.. baby modders.. yearn for custom npcs... i guess.

calm nebula
devout otter
royal crest
#

Started getting into stardew modding, prepared sprite sheets and animation cycles; where do I begin on reading up on how to do scripting and what not

patent lanceBOT
ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

brittle pasture
#

lots of ppl looking to put their blorbos in SDV today

royal crest
autumn tide
#

makes sense tbh

brittle pasture
#

code?

autumn tide
#

pff-

#

one sec

urban patrol
#

i'm confused, why do you need AcceptGift_Loved to override gift taste dialogue? isn't it functionally the same thing

ornate locust
#

I have released fire safety into the world, fire safety be upon ye

urban patrol
#

i can see wanting to override specific objects but not all loved gifts

autumn tide
#

wait I'm confused? (default state of being ngl-)

urban patrol
#

why don't you describe what you want to have happen

autumn tide
#

just regular gift dialog stuffs, I simply prefer having alll the dialog lines in one place- wait would that line override other gift stuff too?

ornate locust
#

also wedding attendance

urban patrol
autumn tide
#

ohh okay, I shall SDVpuffersalute

merry river
brittle pasture
#

hmm the code looks correct to me after combing over it

#

reading the decomp now

pale river
brittle pasture
#

just in case are you sure you included the file

ornate locust
#

some people add blorbos, I have added fire extinguishers (and also a blorbo)

autumn tide
#

or a blorbo fire extinguisher

urban patrol
#
{
    dialogue = this.TryGetDialogue("AcceptGift_" + gift.QualifiedItemId) ?? gift.GetContextTags().Select((string tag) => this.TryGetDialogueByGiftTaste(taste, (string tasteTag) => "AcceptGift_" + tasteTag + "_" + tag)).FirstOrDefault((Dialogue p) => p != null) ?? gift.GetContextTags().Select((string tag) => this.TryGetDialogue("AcceptGift_" + tag)).FirstOrDefault((Dialogue p) => p != null) ?? this.TryGetDialogueByGiftTaste(taste, (string tasteTag) => "AcceptGift_" + tasteTag) ?? this.TryGetDialogue("AcceptGift");
    string[] rawFields = rawData.Split('/');```


selph is this what you're looking at?
merry river
#

who says that fire extinguishers can't be blorbos!

pale river
#

gabe why aren't you asleep?

autumn tide
#

oh shit-

#

you should be!

merry river
ornate locust
#

That is concerningly close to some of those educational shorts where some object comes alive and teaches a kid a lesson

autumn tide
#

thank you for covering my shift boxosoup SDVpufferthumbsup

pale river
#

no I just naturally become depressed around this time because the europeans go honk shoo

merry river
#

Grrrr the americans are telling me to go to sleep SDVpufferwoke

autumn tide
#

MURICA demands you have a sleep schedule

merry river
#

i'm honestly just waiting for the melatonin to do its job

autumn tide
#

boxo please never say that again /hj

pale river
autumn tide
#

wait what should we call you boxosoup?

merry river
#

if i end up sending some weird ass message or accidentally calling someone or something: i'm sorry, i passed out with phone in hand

urban patrol
#

i'm still iffy on reading C# but i think => is like "do the following with the previous" and ?? is to prevent it returning null

pale river
#

I have a theory that its gift categories having priority but iirc it was disliked gifts not having priority rather than the opposite

autumn tide
#

eughhh my stupid fucking tokenizable strings STILL aren't parsing- I'll ask for help after a lil more tinkering

brittle pasture
autumn tide
#

NOOOOOO SDVpufferwaaah
welp here's the line, got no clue why it's not working
"i18n_Dialog.Dwarf.Gift.Liked": "I like this. Thanks, [LocalizedText Strings/{{ModId}}:PlayerName_Dwarf].$1",

uncut viper
patent lanceBOT
urban patrol
#

lol no worries i'm very slowly making my way through microsoft tutorials so i'm sure he'll get to that stuff eventually

ornate locust
uncut viper
#

Mr. Microsoft himself is teaching you...

urban patrol
#

i try to read the decompile for practice but alas it's Some Bullshit a lot of the time

autumn tide
#

hmm mayhaps? but I do have that |ModId={{ModId}} thingy

ornate locust
#

er, what?

uncut viper
#

Token passthrough into an i18n file

autumn tide
#

(thank you I have no clue how to explain that LOL)

ornate locust
#

Oh, no, I know what that is, I was just wondering why you did it that way instead of just writing it in.

autumn tide
#

easier? I do plan on changing my mod

#

...hit enter too soon

uncut viper
#

All else being equal, there is no difference between using {{ModId}} and writing it manually.

autumn tide
#

easier? I do plan on changing my mod ID eventually, but then again there's text replacement

urban patrol
#

claude are you aware you don't have to prefix your i18n with your mod id? it's already local to your mod

ornate locust
#

Well, if thats not it, I don't know what the problem is unless that string doesn't exist or something.

autumn tide
#

mhm! I'm just neurotic about formatting

calm nebula
#

Oh god okay that's linq fun

autumn tide
#

nope, it's there

uncut viper
#

I'm not 100% certain gift tastes parse tokenizable strings.

autumn tide
#

oh.

ornate locust
#

I thought it was just mail that didn't

uncut viper
#

I was trying to follow along backwards in the decompile but also, Data/NPCGiftTastes is one of those assets that has a bunch of localized variants in the unpack

#

I'm not saying for certain they don't, just putting it up as a possibility if any other people who can read the decompile wanna help verify it or not

autumn tide
#

lemme see if the dialog ones (ie the ID specific) ones work..

#

dammit i keep forgetting to pause the time and passing out

#

...oh shit.

#

so it's a gift taste issue- but I can't tell what?

#

..more json time

#

(also thank you guys so much for helping!!)

#

wiki said multilining was fine

urban patrol
#

do you have slashes in your i18n dialogue

autumn tide
#

-# hehhhhhh how am I fucking up this bad my life is a comedy of erros

#

I do have in the tokenizable string

uncut viper
#

Ohh that may be futzing it up

#

Try changing the slashes in the LocalizedText part to double backslashes

urban patrol
#

yeah it's parsing that as the delimiter it seems

autumn tide
#

ohh, they are double backslashes

autumn tide
#

oh, for this one I'm testing now, i thought maybe changing it to a / would fix stuff but nah :( I'll change it back

brave fable
#

maybe more accurately non-member function

autumn tide
#

..nope still broken, and the custom lines aren't showing?

urban patrol
#

hmmm thank you this is slightly more understandable than the c# docs (i still probably need to play with it to really understand it but this helps)

autumn tide
#

now it shows as a like, which it should be, but it's just the generic dialog

brave fable
#

both are quite common, but also both can generally be substituted with other (more verbose) methods of doing the same things

autumn tide
#

honestly I'm losing my energy for this atm, gonna work on it more later, but thank you guys so so much!

brave fable
#

for example```cs
string text = data?.message ?? "default text";

is equivalent to```cs
string text = data?.message;
if (text is null)
  text = "default text";
urban patrol
#

ahh yeah i'm really explicit with my style of coding because i need to be sure i can understand it when i go back to it, which is why/because i have trouble reading it

#

saving that for reference thank you!

uncut viper
#

(I'm not really seeing any immediate issues jumping out at me, sorry Claude, and I can't put my whole focus into this atm. Only thing I'd suggest next is removing the multilining, but beyond that, I'm not sure)

autumn tide
#

no worries :) and I really appreciate your help!!

#

hit enter too soon AGAIN

brave fable
#

no problem 👍 you can also use the null-coalesing assignment operator ??=, which is the null-coalesing ?? operator but combined with = ```cs
string text = data?.message;
text ??= "default text";

because c# has a dozen ways of skinning any cats you throw at it
patent lanceBOT
old edge
#

Hi I’m working on a bus stop c# mod I am always trying to come up with solutions to problems but I can’t seem to make the player and Pam board the bus using c#

brave fable
#

the BusStop class itself has a working solution for attaching a pathfinder to the player to board the bus. are you patching the existing method, or doing something new?

quasi dew
#

alright, I feel like I'm going insane.
I know I used Linus's basket as a sprite before, but now I can't find it in the game files

calm nebula
#

Wild bet

brave fable
#

it should be in Maps/springObjects

calm nebula
#

Maps/springobjects

quasi dew
#

springobjects duhhh

#

ty!

urban patrol
#

99% of things are in spring objects or cursors

quasi dew
#

so I've learned! I look through cursors and couldn't find it.

brave fable
#

for everything else, there's cursors2

quasi dew
#

and I knew I found it before, so that was fun

#

my brain was like "well, it should be a fall object, amirite?"

#

hahaha ofc it's right next to lewis's shorts

urban patrol
#

do skins for a mod id-prefixed animal also have to have their IDs prefixed?

hallow prism
#

Its not mandatory but if another mod wants to add skin to your animal later it will be clearer and "safer"

urban patrol
#

i should figure out local tokens for this tbh there's like 12 skins

neon fern
#

Hi guys, i have a question: while doing flavored items sprite overlays, its possible to reduce the "intensity" of a the flavor color? for example an input with red color flavor should produce a pink-ish output item.

true coyote
#

if I want to make my ui compatible with bigger backpack (for the community center) does it just boil down to making 48 slots on the ui's image for it, from 36?

#

or is it.. more involved lol

calm nebula
neon fern
#

Thanks!

red heart
#

Long story short, I'm fixing a mod that used to need the Quest Framework mod. I've followed the wiki on how to format the code and everything. It's still not working. Any tips on what to do?

urban patrol
#

are you trying to update it to be content patcher, or still using quest framework?

red heart
#

Content Patcher since Quest Framework is no longer available to be downloaded

urban patrol
#

ah okay yeah that's unfortunately not content patcher format at all. hold on, i can find you an example of what a CP quest should look like

#

it's slash-delimited so much less nice

ornate locust
urban patrol
#
"{{ModId}}_VisitLNF": "Location/The Lost and Found Department/Edwin has been taken back to the Dollhouse by his former warden. The Night Nurse might know how to get him back./Interact with the mirror she left to travel to the Lost and Found Department./{{ModId}}_LostAndFound//-1/0/-1/false/0",```
 
this is an example of what a quest would look like; each field in the string corresponds to something on the wiki page that midnight linked
red heart
#

Thanks!

urban patrol
#

if you have more questions feel free to come back here

#

how often is OnRenderedWorld raised? i can't find a measurement in like ticks or seconds or anything

#

i feel like it would be every tick but idk

calm nebula
#

Every tick(*)

urban patrol
#

the ominous asterisk

#

good enough for me thank you

lucid iron
#

can u have multiple commands in a single (break) section

#

of quickquestion

urban patrol
#

yep

#

they just have to be \\ delimited instead of /

brave fable
#

of course:

lucid iron
#

how terror

urban patrol
#

lol i think that's why aba swears by switchEvent

#

i don't mind the \\ though

lucid iron
#

i need to find a sprite that can stand in for petting

#

farmer...

brave fable
#

crouching & wincing

calm nebula
#

Does the farmer animating when petting a cat or dog

brave fable
#

nope, you can do drive-bys

urban patrol
#

oh i was looking for that the other day to make an LB adopt cat event

#

i think the closest i found was sitting down

lucid iron
#

yea i am also making one for example AnnelieStare

#

well ill think about it later let me push some updates first

urban patrol
#

scope creep add petting animations to farmer /j

#

[game] Failed to retrieve encrypted app ticket: k_EResultNoConnection, False how am i breaking things i've never heard of so bad

#

index out of bounds of array? sure. object reference not set to an instance of an object? no problem. wtf is encrypted app ticket

lucid iron
#

that is some steam thing

urban patrol
#

oh hopefully not my fault then?

calm nebula
#

What if u use the first frame of the watering can

hollow root
#

What time speed mod is best for testing NPC schedules?

urban patrol
#

i like sinz' event tester which turns fast forward on/off with a keybind

hollow root
#

please get the reference

tranquil surge
#

8 hours later, an unknown number of back and forths with ChatGPT since I don't know how to write in C# for CP files, I finally, finally I have the modEntry.cs file completed to where it should, hopefully, do what I've wanted it to do from the beginning, spawn stuff on my map!

And yet, when I load the game and start a new day, literally nothing changes...

What is it this time I wonder? I didn't need to do 8 hours of work writing in a language I barely understand because it needs to be yet another language? I just... What am I doing wrong here?

#

No SMAPI errors, code is coming up clean of syntax errors, as far as I'm aware, this, like all my previous attempts, should be working...

urban patrol
#

we don't recommend using AI of any kind to help you code mods; stardew modding is very specific and AI doesn't have enough information on it to make good recommendations. if you share your code in here you may find people willing to help you, but not if it's AI-generated (which is also against server rules beyond being a waste of mod authors' time)

tranquil surge
#

I wrote the initial stuff myself, I just used ChatGPT to help me clean up the errors and syntax since I'm not familiar with C# coding.

urban patrol
#

i would recommend starting from scratch and learning the button press tutorial, if you want to learn how to make C# mods. if you want to make content patcher mods, you can start with some tutorials depending on what you want to do

vernal crest
#

It won't clean things up though, it'll just break things.

tranquil surge
vernal crest
#

Also, any mod that is made using generative AI will not be allowed to be advertised in any way on this server (just mentioning in case that matters to you).

hollow root
#

if youre stuck theres nice people here who will be happy to review, i know from experience

tranquil surge
#

Again, this is just for my personal use. All I've been trying to do for the last two weeks is get my dang farm map to spawn stuff...

vernal crest
#

Have you considered using FTM instead of C#?

urban patrol
#

if you want your farm map to spawn stuff, that's doable with a framework like FTM

tranquil surge
vernal crest
tranquil surge
urban patrol
#

FTM isn't a coding language, it's a framework you write JSON for (which is fancy data entry)

vernal crest
#

Are you sure you weren't using Custom Farm Loader?

uncut viper
#

As I understood it, you started with Custom Farm Loader?

#

That's not what FTM is

tranquil surge
#

Oh, sorry, you're right. I started with CFL, not FTM.

vernal crest
#

FTM is not used to make farm maps. It's used to spawn additional things on maps. Usually the maps are made with CP and then the FTM component is additional.

tranquil surge
urban patrol
#

did you implement the custom farm map with content patcher instead of CFL?

tranquil surge
#

And I've long since overwritten the original, non-functioning file...

urban patrol
#

how is your farm map loading in right now

tranquil surge
#

Using Content Patcher. The map itself works, the overlay shows up, so everything regarding the tmx file is good. But nothing else I try is working. And everytime I've posted here for help, I was told to change to a different system, which I tried today with absolutely zero progress or results to show for it.

urban patrol
#

i think you might be confusing C# and CP?

tranquil surge
vernal crest
#

No, CP mods are just json

urban patrol
#

!startmodding no, generally CP mods don't require a C# component. here's some information on the differences:

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

urban patrol
#

what we're recommending is a CP mod (which it sounds like you already have), combined with a content pack for FTM to handle the spawning

tranquil surge
urban patrol
#

i'm sorry you spent so long frustrated!

vernal crest
uncut viper
#

Also it has been said a couple of times that you're still welcome to just use CFL, you don't need to switch, it's just unlikely that you'll be able to receive much help here. All of that is still true. FTM has also been mentioned previously, because there is no one single modern mod/framework that does everything, unfortunately. Just comes with the territory of a renewed modding scene after a significantly game-changing update.

#

So sometimes things will take a couple of different things to make work the way you want it to.

vernal crest
#

It is very frustrating to end up spending a lot of time on things where you don't really know what's going on, especially if you thought it was going to be somewhat straightforward at the start. One of the unfortunate things about being new to modding is that you don't really have any way to judge what's going to be easy or difficult.

tranquil surge
#

Right. Well, I guess once again I need to rest and refresh myself to try something new, again, and learn how tf to mod for FTM now instead of just CP. That's my entire day down the drain... Yay...

Seriously, why can't I just use one framework from the start?
That's what I liked about CFL. It was simple and everything was in one place.

uncut viper
#

Because there is no one framework that does it all.

vernal crest
#

The wonderful thing about modding communities is that there are different people with different ideas and different skills. That does also make it a bit more complicated because it means things are more spread out, but it's a net positive imo.

tranquil surge
#

Well, to see if I can at least salvage something from the last 8 hours, would the C# ModEntry.cs file I created be able to potentially do what I want?

urban patrol
#

you could code your own spawning with C#, yes. i think it would be difficult without knowing C# though

uncut viper
#

Well, I don't know what's in your ModEntry.cs, but a C# mod can do anything it wants in theory.

#

Custom Farm Loader, for example, is just a C# mod that lets other people write json and does the C# stuff for them.

tranquil surge
#

Also, are there any resources that are not from the Stardew Valley official wiki? I genuinely can't make heads or tails about how I'm supposed to format, well, anything.

tranquil surge
urban patrol
uncut viper
#

(Also to add on to what Aba said earlier, AI generated content isn't allowed on this server in general, even if the code is for personal use only, so please do take care to remove any if there is any from any .cs files you might ask for help with)

#

I don't know, because I am not familiar with how Custom Farm Loader worked, so even if I knew exactly what your CFL mod looked like, I wouldn't know how to recreate it.

#

It probably wouldn't be a trivial task to recreate every option that CFL allows.

#

And as Nic says there is the modding wiki too, you may find other resources there, though they tend to refer back to the official wiki where appropriate, so it kinda depends.

red basalt
#

You could also check out other open source code

tranquil surge
uncut viper
#

If you mean for formatting Content Patcher or Farm Type Manager stuff specifically, that also wouldn't be on the official wiki to begin with, as it'd be in the documentation for those mods found on their respective NexusMods pages.

tranquil surge
#

Like I said, I've learned how to code CFL and CP, and I've somewhat learned how to code C# (still don't understand what half of the variables mean), but none of that was enough to get the job done. So I guess I'm just going to go to FTM on another day and learn how to do that and maybe, maybe get something that can even somewhat approximate what I was able to achieve with CFL before the 1.6 update since literally nothing else is working...

urban patrol
#

i'm also learning how to code C# so if it helps to know i'm also in the trenches with you 🤝

tranquil surge
#

I've spent more time trying to fix this map at this point than I did making it in the first place.

urban patrol
#

plenty of people in here have experience with FTM though, far more than they have with CFL, so you likely wouldn't be as frustrated with it

tranquil surge
bleak rain
#

ummm..is there a server for having people help test mods? just curious.

tender bloom
#

Not that i know of

shell forum
#

help please! i'm scripting an event. i added a prop using the addBigProp command, but i can't remove it. I've used removeObject, removeSprite, removeTemporarySprites..none remove it, prop remains on screen. anyone encounter this before?

tiny zealot
#

i don't see a way to remove a prop added by that command on casual inspection of the event code. i think it's simply not possible with vanilla commands

#

it should go away when the event ends, but i expect that's little consolation

shell forum
#

i see, thanks! do you know if it would be otherwise possible in c#?

tiny zealot
#

yeah, it wouldn't even be difficult. you could just register an event command to handle your use case

shell forum
#

i'm stubborn so i'm gonna give it a shot

#

(going the c# route.)

#

i'm a total c# beginner. i know some javascript though. maybe it'll translate 💀

tiny zealot
#

have fun! you know where to ask if you run into trouble SDVpufferheart

bleak rain
merry river
pale river
#

if only SDVpufferpensive

opaque field
#

Is there a way to apply a buff like the burglar's ring (bonus monster loot) to something else without just retexturing the ring?

#

(through C# all things are possible and I'll go that route but I'm curious if CP is available)

urban patrol
#

it looks like the burglar's ring buff is probably applied via C#

opaque field
#

C# lesson unlocked

#

ok ty

merry river
#

🔥 SDVpufferwoke HARDCODED SDVpufferwoke 🔥

dusk mulch
#

Does anyone know if there is a way to have 2 maps edited when the bundle is done with Unlockable Bundles?

#

I could just do an edit map with a when patch but this would be faster/more convenient

merry river
#

what exactly are you trying to do?

dusk mulch
#

When the bundle is completed I want 2 maps edited with the EditMap feature in Unlockable Bundles (just so I dont have to do another editmap patch)

merry river
#

ohh i am not familiar with unlockable bundles but perhaps that's something a dyanmic token could solve?

dusk mulch
#

Thing is I want both locations changed at the same time so I don't think a dynamic token would work

merry river
#

the location change is part of the reward for completing a bundle, did i get this right?

#

the map patch, i mean, sorry

dusk mulch
#

yeah

merry river
#

okay i snooped around in the unlockable bundles documentation and my idea was as such:
apply one map patch with the UB built in edit map function
the second one you could use a dynamic token in a regular edit map patch for

UB seems to provide a token to run checks, DLX.Bundles/Purchased

i'm on mobile so please bear with my terrible formatting
in the other map patch, you could then set a dynamic token with the new coordinates as value

let me type it out real quick

dusk mulch
#

all good its just annoying because ive already got so many edit map patches but 1 more wont hurt

#

oh also, the cutscenes after you finish a bundle where the junimos are dancing throwing their space dust onto the bundle reward, is that hardcoded?

merry river
#

damn i actually have to go now, if you're still going to be around later, i'll ping you to show you what i mean

dusk mulch
#

all good

#

cya!

merry river
#

i actually think you dont even need a dynamic token for what you are trying to do, i'll msg you later SDVpufferthumbsup

dusk mulch
#

i figured it out, ty!

merry river
#

how did you solve it?

torpid cairn
#

Hey guys how to fix I wait so long but I stuck save loading screen

inner harbor
#

Does this error sometimes mean a pirated game? Galaxy auth failure: FAILURE_REASON_INVALID_CREDENTIALS

#

(this is probably more indicative: C:\Games\Stardew Valley)

#

Just realized someone who's been having a lot of issues with my Smoluanu mod might be using a pirated version.

iron ridge
#

steam/gog isnt running in the background

#

that game path isnt indicitative of anything necessarily, could very easily be a gog install

inner harbor
#

They also made this comment: (also please ignore the Galaxy auth error, hate me if you want but just spare me)

#

(which makes me think that they are doing something I will frown upon)

near imp
#

eeehh yeah that last one is more hmmmmm

inner harbor
#

I feel like I'm about to stop trying to help them bugfix, and it might explain why some things just ain't working for them.

near imp
#

you'd be entirely within your rights i think

#

if you dont feel comfortable telling them to go pound sand directly, perhaps you could suggest they do a fresh install from steam or gog and report back if theyre still having issues with your mod specifically

inner harbor
#

I"d be entirely within my rights to just give up on them regardless of their situation.

near imp
inner harbor
#

but yeah they've had a lot of stuff no happening and they've also been force triggering events so...

#

I am also a natural people pleaser.

hard fern
#

Well it's possible if it's a pirated copy then weird stuff might come up because of it, stuff that you wouldn't be able to fix

inner harbor
#

but in this instance, they have come to me wiht a number of issues I cannot replicate and cannot see why they wouldnt' be working in the code, so I suspect they are not playing things entirely as intended.

#

(and quite frankly, I have been finding them a bit frustrating)

#

they also somehow lost the Dwarf Translation Guide from their wallet

near imp
#

if theyve been force triggering events and who knows what else, thats not how the mod is designed to work, as you say. they're not using the mod in the way it was meant to be used. and shouldnt be surprised if things break when used as not intended

#

they what SDVpuffereyes

opaque field
#

Uhh yeah what

opaque field
hard fern
inner harbor
#

When I finally manage to make it work, and start playing, imagine my surprise when I went to the daily talk to the dwarf and found out that huh suddently I can't undestand him anymore. All scrolls are already donated but the the Dwarvish Translation Guide dissapeared from my Special Items menu.

near imp
#

diagnose: PEBCAK SDVkrobusgiggle

opaque field
#

sweats nervously pebcak

hard fern
#

What is a pebcake

opaque field
#

“Works on my machine”

near imp
opaque field
#

Problem exists between computer and keyboard

#

User error

hard fern
inner harbor
#

They were trying to move a multiplayer game in which I assume they were a farmhand to their computer to play singleplayer, so god only knows what they were doing.

opaque field
#

Yikes

inner harbor
#

(I just read that part now, and I'm like "yep that sounds like a recipe for disaster")

hard fern
#

Maybe save editing and broke something

opaque field
#

I think there are potentially lots of broken things here

#

And few of them, like, mod errors and rather use choices

inner harbor
#

tbf, I wasn't paying much attention because they DM'd me to help and I just said "can't help go to the main discord, ain't nothing to do with my mod"

#

in another random question, has anyone tried East Scarp on mobile?

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I've jsut had a report that when you enter the Scarp bus, it takes you into the temp NPC warp room - which is via an NPCWarp.

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(alternately, poster is actually an NPC)

near imp
winter current
#

Hi, I'm new around here and I know practically nothing about programming languages. I would need help to edit a mod and add some features, in case someone is willing to help me 🙂

Thanks.

near imp
#

Can you tell us what kind of mod it is?

winter current
#

I tried to do it myself, but I need to know how to edit and then compile a .dll file, and I don’t know anything about this stuff

iron ridge
#

doesnt seem to be open source, you're better off just mention it to the author

⚠️ Beta Notice:
This mod is still in beta, so you may encounter bugs or unexpected behavior.
I’m actively developing and improving it, and I’m happy to hear your ideas or suggestions.
Please leave your feedback, bug reports, or feature requests in the comments — it really helps make the mod better! (beta notice ~ visuals spells can be buged in mulitplayer)

winter current
#

I contacted him in a private message and he agreed, but only on the condition that it was for private use. So I already have the permission; now I just need to know how to edit it, or for someone with the skills to do it for me.

#

Adding that feature isn’t something he plans to include in the mod once it’s finished.

twin mantle
inner harbor
#

Ooh nice!

gentle rose
lucid iron
#

Exception says line 68 but I think that's probably compile silliness and not correct

#

Can't rly think of anything that would be null here

gentle rose
#

grassVarietiesForLocation is null sometimes, right? is it definitely not null in activate?

lucid iron
#

It's null on dispose blobcatgooglyblep

vernal crest
#

I've been getting a GV error too, let me go look what it is

gentle rose
#

I wish nres had more info SDVpufferwaaah

lucid iron
#

I dunno man garbage collection goes brrrr

gentle rose
#

yeah, that was my guess? especially since afaik line numbers are usually somewhat accurate to source

#

oh wait, chu, do you have the logs actually

lucid iron
#

Another thing is that this exception specifically happens on saved

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The ppl reporting it says it works fine in normal play

vernal crest
#

Oh mine is different so nevermind

gentle rose
#

I have a suspicion I want to double check, if they gave you logs

ocean sailBOT
#

Log Info: SMAPI 4.4.0 with SDV 1.6.15 build 24354 on Windows 11 (10.0.26200.0), with 34 C# mods and 96 content packs.

#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 44 C# mods and 57 content packs.
Suggested fixes: One or more mods are out of date, consider updating them