#making-mods-general

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brave fable
#

i've clearly misunderstood what this 'cottagecore' thing is about

glossy plinth
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yeah, me too apparently.

gaunt orbit
torpid sparrow
#

ou is that the proper name for one of those? i only know apiary

#

honey every day oh woaw

glossy plinth
#

Alveary is technically the name of the hive and Apiary is a place where bees and hives are kept.

uncut viper
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(I only know the word Alveary because of modded minecraft...)

torpid sparrow
#

ohh

glossy plinth
#

Though in modern English it wouldn't be entirely wrong to call that an apiary.

calm nebula
#

Gotta love alternative dictionaries indexing

gaunt orbit
torpid sparrow
#

new info!

gaunt orbit
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alveary I stole from minecraft mods

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technically alveary is an archaic word for any beehive or beehive-like-thing

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the plan is to have the island trader bird also construct buildings (and maybe upgrade the island farmhouse)

lucid iron
#

the birds and the bees...

autumn tide
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i think bees were classified as a sort of bird in medieval england? not wholly sure tho hmmm

glossy plinth
#

Alveary comes to us from the same Latin root that also gives us alveoli (the little sacks in our lungs) in the sense of a "hollow cavity" (so where bees would build a hive)

Apiary comes directly from the Latin apiarium which is apis (bee) + -arium (a place associated with a thing)

autumn tide
latent mauve
#

I spent way too long making this a viable map location when I'm not even gonna do anything with it. LOL

autumn tide
#

holy shit that is such a cool idea!!

torpid sparrow
#

god those computers are fucking giant

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giant cubicles with giantt desks and giant computers

latent mauve
#

It's the scene from the intro

torpid sparrow
#

yas

latent mauve
#

Which also means the cubicles are so off-center it's not even funny

#

But I did enable this:

lucid iron
#

thats why u quit

autumn tide
#

honestly i lost any sense of perspective in SDV SDVkrobusgiggle

torpid sparrow
#

freaky

autumn tide
latent mauve
#

Skeleton's already there as part of the scene, I just added strings to all the desks, LOL

autumn tide
#

ohhh

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i love it :)

glossy plinth
torpid sparrow
#

oh my

brave fable
#

quake mentioned

autumn tide
#

jesus christ that thing could be a toaster oven

torpid sparrow
#

horrifying

latent mauve
#

also I am vaguely concerned about the guy in the red shirt, because on zooming in, that's definitely a child in a pink dress on his monitor screen

torpid sparrow
#

wh

#

what

autumn tide
#

hehhhh wtf-

latent mauve
#

benefit of the doubt, he's working on editing a Joja commercial involving kids but still.

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I did a double-take

torpid sparrow
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did i miss something

brave fable
#

he's running security. that kid's committing thought crime about eating fresh grapes without paying

winged tree
#

yes

latent mauve
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this guy from the intro:

vernal crest
#

He's looking at a picture of his own kid, whom he has never seen due to being locked inside Joja for years

torpid sparrow
#

ohh

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he's watching drag race ok

autumn tide
#

omg that one goth femme from the casino worked there too?!

brave fable
#

oh i knew the blonde lady from festivals works at joja but i didn't remember/recognise the goth chick

latent mauve
#

yep

calm nebula
#

Tbh

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Those are amazing desks

tiny zealot
#

honestly that girl should show up in more places. she's already got like four appearances

calm nebula
#

They have cubicles? I would kill for cubiclds

autumn tide
#

petition to make the one goth femme from the casino/festivals into an npc

torpid sparrow
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those desks look way too high

autumn tide
#

and not just bc I

calm nebula
#

(My lawyer says i need to say it's a joke)

autumn tide
#

..hot enter too soon

torpid sparrow
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red guy is 90 degrees at his shoulder

autumn tide
#

hit*

calm nebula
#

Standing desks

autumn tide
#

dammit i am too tired to type

latent mauve
#

they have really high chairs, ok

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at least two guys have defined chair backs

torpid sparrow
#

not high enough </3

brave fable
#

girly on the left could live inside her computer monitor

lucid iron
#

dats her in row 2

tiny zealot
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i don't think i actually want her as an NPC but i want her to show up more so it becomes more of a running gag

brave fable
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i like my npcs as set-dressing ๐Ÿ™‚โ€โ†•๏ธ

latent mauve
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The bottom part of the screen is my doing, but I'm really just mirroring the desks down

brave fable
#

you get no portraits

calm nebula
torpid sparrow
#

๐Ÿซ

autumn tide
#

I just want an aggressively goth npc (cough cough abigail is NOT goth enough for the rep she has as the goth romanceable)

latent mauve
#

The location's also a bit more saturated because it has the ambient light from the abandoned Joja Mart instead of being grey, LOL

torpid sparrow
calm nebula
#

How aggressively goth

torpid sparrow
#

i think theyre goth i dont know the subcultures that well

calm nebula
#

Look

brave fable
#

if you pay discord money every month you can post red dress blonde lady in this very server. incredible

autumn tide
#

oh yeah forsy's npc honestly looks so cool

calm nebula
#

This aggressively goth?

torpid sparrow
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well

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he doesnt look goth

autumn tide
#

hmm, more extra

vernal crest
#

What that guy is not goth at all

brave fable
#

if i see one more vertical video with POV written over someone's face i am going to evaporate

urban patrol
#

wow atra tiktok critically panned in the sdv discord server

torpid sparrow
#

i want to draw an NPC with a full white base

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white is difficult to work with SDVpufferwaaah

brave fable
#

white base mentioned. gundam fan identified

torpid sparrow
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im a gundam fan in law (my friend loves gundam)

vernal crest
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What is a white base?

torpid sparrow
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i meant a white makeup base

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blueberry is referring to gundam

autumn tide
# calm nebula This aggressively goth?

someone who dresses like a cartoon character that the animator somehow was able to sneak into the story even though they're too extra to fit in with the art style of the rest of the show

torpid sparrow
#

a spaceship

hard fern
#

This is news to me

torpid sparrow
#

was it not u

hard fern
#

๐Ÿค”

brave fable
#

it's literally you

autumn tide
#

well, cool alt npc

latent mauve
#

Here's a short video of me walking around, you can see where the things not being aligned messed with the tile layering xD

hard fern
#

Wow i can't believe im making a goth npc

autumn tide
#

they don't dress like abigail cmon

lucid iron
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is there a gsq for book seller in town today

torpid sparrow
#

im being gaslit

brave fable
hard fern
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Oh

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I guess i am

torpid sparrow
autumn tide
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damn all your portraits look so good-

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the hands- AND THE EYES

hard fern
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XD im sorry i really wasn't thinking too much about "is this goth" haha

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I just wanted to draw a leather jacket

torpid sparrow
#

im not sure if it was ur intent but they look very androgynous /pos

hard fern
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And the rest of it kinda fell into place from there

brave fable
#

and piercings. and a collar. and jet black hair.

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and running eyeliner.

torpid sparrow
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black nails the choker

calm nebula
autumn tide
#

yayyy goth npc!

uncut viper
autumn tide
# brave fable

-# i would say transition goals but 1) i need color and 2) i must maintain my running half-joke of wanting to be a cryptid

vernal crest
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Despite it not being styles of music I like at all haha

autumn tide
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cmonnn tell us about the music you like ๐Ÿ‘€ /silly

calm nebula
uncut viper
#

Also no

calm nebula
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Is it in scope

uncut viper
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I think a different mod has one

lucid iron
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ill just be that different mod

uncut viper
#

Spacecore maybe?

lucid iron
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:(

brave fable
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two GSQs ๐Ÿฐ

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i will check them alternatingly to be fair

uncut viper
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You should do it based on rng

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Alternating still puts someone first

vernal crest
autumn tide
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....i know roughly 5 artists so I will google that later SDVkrobusgiggle

vernal crest
#

It stands for electronic dance music lol

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If it doesn't have bass to rattle your teeth I do not listen

hard fern
#

It sounds electronic. And u dance to it. In the club

gentle rose
#

I... did not expect that answer for some reason

hard fern
#

A good SDVitembass is always nice

autumn tide
#

ohhh

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i may be easily overstimulated but goddammit i wanna feel the bass in my BONES

lucid iron
#

Quiz 2 is there a today is festival gsq

autumn tide
#

honestly the only way i can describe my music taste is 'gay'

autumn tide
#

yayyyyyyy my tens of hours scouring the wiki due to my stupid ideas has succeeded!

autumn tide
#

no I like to sing along and I can't talk that fast SDVpufferwaaah
but lots of dramatic vaguely alt music lol, I honestly suck at defining genres too-

vernal crest
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(My wife is gay and all she listens to is rap lol)

ember parrot
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Is there a reliable way to add dialogue to a NPC/spouse? It seems like there is some game code that clears the dialogs in certain situations. I am trying to use something along these lines to add it:

var spouse = Game1.player.getSpouse();
spouse.addExtraDialogue(new Dialogue(spouse, "", dialogue));

Any pointers to the right direction on this would be appreciated!

autumn tide
#

oh, do you mean new dialog lines that only show up under certain circumstances?

hard fern
#

I like song rap. Dunno how to explain it. But i like the combination of the repetitive rhythm of the lyrics with the rest of the music

autumn tide
ember parrot
# autumn tide oh, do you mean new dialog lines that only show up under certain circumstances?

Just general extra dialog. My goal is to add new lines that the spouse says in the morning. I've been using helper.Events.GameLoop.DayStarted to trigger the logic and then adding dialog as described above. However, if I wait too long, the spouse moves to a different area of the house and the dialog no longer shows up. But if I'm quick enough, it does show up. It just feels like the game is clearing the dialog. I know it does this with the marriage dialog which is why I just used addExtradialogue. I have to imagine there is a reliable way to add dialog to an npc that won't be cleared randomly. Just curious if anyone has dug into this before

autumn tide
tiny zealot
autumn tide
#

-# not a C# person so sadly I cannot help :/

tiny zealot
#

you can probably work around it by patching the game code in a different way, but it won't be exactly the same

#

for example, my NPC has reaction dialogue when you speak to her while wearing a hat (if she hasn't seen that one before)

ember parrot
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yeah I can think of at least one hacky way of patching the reset method and adding it after the reset if they haven't said the line yet

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I have a feeling I'm skipping over a few best practices when I stumble my way into solutions, though. It's always nice to hear/read from other mod authors that have figured out nice ways to do things

tiny zealot
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what i do is intercept the NPC code and preempt the normal interaction. in the right circumstance, i just add the dialogue right then

ember parrot
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Do you have a snippet/link to a spot where you do something like that? Otherwise, I can keep snooping. Love this quote: If you are me in the future, or if you are someone else who wants to use this library. Me in the future loves it when me in the past does things like that

lucid iron
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anyways u can prob do shouldSayMarriageDialogue.Value = false to bonk vanilla marriage dialogues

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after that push ur dialogues to TemporaryDialogue however desired

ember parrot
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Temporary dialogue might be a better option for my case. In specific, the NPC is performing an action off screen, reporting to the player that they did the action, and giving them any items resulting from that action. So I think I want to keep all the other dialogue the same, just supplement it with new lines

ember parrot
tiny zealot
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and yeah chu that line is me yapping in my shared code library

jaunty shuttle
# vernal crest What that guy is not goth at all

FYI - goth is actually a music subculture, ie being goth just means you listen to goth music. Most (not all) goth people wear some sort of alt clothing, so due largely to misuse/misunderstanding of the term it's been used to define a general category of clothing style.

#

Random facts you didn't need to know :3

vernal crest
jaunty shuttle
#

Ah ok, yeah that's fair lol

sweet niche
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is any dialogue in MarriageDialogue.json that not character spesific means used by everyone? can't find the real use of it in unpacked

calm nebula
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basically

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yeah, it's a fallback. If, say, the game requests "Indoor_Rainy6" and that particular NPC doesnt' ahve that, it goes there

sweet niche
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ah okay thanks

pine lark
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Yay, my bridges are working now.

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Now I just need to figure out how to move the warp totem coordinates.

urban patrol
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okay so caveat that i know i'm doing Cursed TM things with spacecore dungeons and events. that being said, does anyone know why the event command changeToTemporaryMap would load in a map that has no ambient lighting? as in it's at full brightness

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i'm wondering if i should bite the bullet and try to use changeLocation instead, because i have other problems too, such as the event ending and the player being warped back to the default spawn instead of remaining where they were when they activated the event via tile action

brave fable
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is the map outdoors? remember you can always force it with the ambientLight r g b event command

urban patrol
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nope, indoors

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or well unspecified but i know it's indoors because a character has his inside outfit on

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i'll try that event command though

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this is probably something only casey could divine the reason to, but somewhat relatedly, when the event ends and kicks me back to the start, the location has gained a blue-ish tint as well. not sure if it's related lol

brave fable
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the default values for an indoors location are (day)100 120 30 and (night)150 150 30

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if you have an AmbientLight map property with no value it'd also be plain white

urban patrol
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to me this looks like full brightness? not sure. the map itself has lighting specified but it isn't applying i guess

ornate locust
#

I know that's probably mud or something, but combined with your problem, it also looks like he's getting light blasted from an angle to the front right and that is making me laugh

urban patrol
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oh nooooo i'm breaking things so bad the event force quit itself

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guh ambientLight command didn't work

brave fable
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you could try the ambientlight map property

urban patrol
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i have that

brave fable
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though i don't expect much from it

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ah

urban patrol
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i think i'm gonna have to overhaul all of this ough

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events in a dungeon are asking for trouble

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btw this is before/after the event plays. green vs blue, if anyone knows wtf is up with that

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it also shuffles the setpieces around but i'm not pressed about that

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and the map with said property

sweet niche
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about text operations, what happend if the when conditions change from true to false? does the text revert back to original or stay the same if the target was base dialogue, example dialogue

    "Action": "EditData",
    "Target": "Characters/Dialogue/MarriageDialogue",
    "TextOperations": [
      {
      "Operation": "Append",
      "Target": ["Entries","Rainy_Day_2"],
      "Value": "$l"
      }
    ],
    "When": {
      "Relationship: Abigail" : "Married"
    }
}```
uncut viper
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It will revert.

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(Not necessarily to original if other mods also patch it, just yours won't be applied anymore.)

sweet niche
#

nice, i just wonder if this method will overwrite base text completly even the conditions not true anymore

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thanks

#

sorry for question again, but i wonder if there's a better way to do this? or the only other way is i need to write another operation on same target again

    "Operation": "ReplaceDelimited",
    "Target": ["Entries","Indoor_Day_1"],
    "Search": "Hi, honey! Smells good, doesn't it? I made you breakfast! [194 195 210 211 216]#$e#You need food to stay energized throughout the day.",
    "Value": "Hi, honey!$l#$b#Smells good, doesn't it? I made you breakfast! [194 195 210 211 216]#$e#You need food to stay energized throughout the day.$l",
    "Delimiter": "/"
},```
devout otter
#

What does the original line look like?

sweet niche
#

the search one

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since i use / as delimiter it will search entire line, so i put the entire line to match the search condition

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i mean entire line as a match search condition

devout otter
#

Why do you need to search it if it's already the entire line? Why not just append the entire line?

sweet niche
#

append make the line double since its adding the text you input in value no?

uncut viper
#

Why use TextOperations at all? Why aren't you just replacing the entry normally?

devout otter
sweet niche
#

i do that at first, but i basicly just adding new line break or portrait on the text
thats what i asked before in here and someone suggesting using this instead

devout otter
#

Aah I missed the line break.

sweet niche
uncut viper
#

If you're searching and replacing the entire line anyway, the only thing that makes it different from a normal EditData is that it breaks with an error message if any other mod changes this line at all.

devout otter
#

Yeah, in this particular case, since you are replacing the entire line anyway, it's better to just replace the entry normally instead of using TextOperations.

uncut viper
#

You would need to use a delimiter of (as in, a space) and search for honey! to replace with honey!$l#b# but that might not always be applicable and I don't know if the resulting leading space would be trimmed before the next line.

#

(When drawn, I mean. I know TextOperations wouldn't trim it.)

sweet niche
devout otter
#

Yar, the text operations for most others are fine, really.

#

Just this one where you need to replace the entire line would be better done without text operation.

sweet niche
#

i see
so instead like previous just use this if what i doing is replacing entire line?

    "Action": "EditData",
    "Target": "Characters/Dialogue/MarriageDialogue",
    "Entries": {
      "Indoor_Day_1": "Hi, honey!$l#$b#Smells good, doesn't it? I made you breakfast! [194 195 210 211 216]#$e#You need food to stay energized throughout the day.$l",
    },
    "When": {
      "Relationship: Abigail" : "Married"
    }
},```
devout otter
#

Yep!

sweet niche
#

okay noted

brave fable
#

what's the method for loading custom map tilesheet images through the content pipeline rather than through xtile? it doesn't appear to be on the Maps wiki page

uncut viper
#

You load it like you would any other image asset, but with Maps/ in front of it if you wanna take the easy route

#

Then if your image source for your tilesheet in your .tmx is whatever you loaded it to minus Maps/ it will find it automatically

#

(and assuming the .png is not next to the .tmx in the foldeR)

brave fable
#

uh-huh. so what if it's
assets/
-- Locations/
----map.tmx
-- Sprites/
----tilesheet.png

uncut viper
#

Then if you Load to Maps/tilesheet with your tilesheet.png, and the image source in your map.tmx says like image source="tilesheet", then you're good

#

(You don't have to load to Maps/ in the latest version of SMAPI if you don't want to, but it requires a bit more manual .tmx editing to make it work)

brave fable
#

ah well now you mention it's an SMAPI feature

uncut viper
#

its still through the content pipeline like the usual way is

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just that SMAPI no longer yells at you for it if you do it right

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but it means if your tilesheet.png is already being used for your Object spritesheet for example, you don't need to duplicate load it, and dont need your objects to use a Maps/tilesheet spritesheet

brave fable
#

it's probably a bit late at night for me to fully understand the format but i'm using some TMX with a TSX using image source="../Sprites/House.png"

#

i suppose i'd have to give the file a unique name in this case

uncut viper
#

it being a .tsx wont matter, but that will work as long as you've loaded the png to Sprites/House

brave fable
#

that's a bummer

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i mean i'm glad it works just annoying i have to give it a globally unique filename hahah

uncut viper
#

you can also just rename it in the .tmx if you're done editing

brave fable
#

i am literally never done editing

uncut viper
#

it doesnt need to match the file name unless you plan on making revisions

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well then. perish i suppose

brave fable
#

you give me source control and then ask if i plan on making revisions

uncut viper
#

you can still revise if you edit your map in notepad++

brave fable
#

my map always exists in a superposition of both tiled and sublime

uncut viper
#

you can also keep it named tilesheet.png iny our sprites folder, and just temporarily place a duplicate copy of the png with the globally unique ID in it next to your .tmx, but with a . in front of it

#

so its ignored when SMAPI loads it and uses your Loaded png instead, but Tiled will still use the globally unique file name png

brave fable
#

nooo..

uncut viper
#

then you can just delete it when publishijng

brave fable
#

it's a working solution but man do i want to get rid of so much debugging pocket lint i have lying around

#

pretend i live in a release candidate house instead of a beta barn

uncut viper
#

you can always bug iro into adding support for implied modid prefixes in Tilesheetinator

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i cant imagine that'd be too difficult a feature to add

brave fable
#

i don't even know if tilesheetinator supports tsx files

uncut viper
#

i dont think it makes a distinction

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but in a positive "it supports them" way

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however, dont take my word as gospel

brave fable
#

iro is online on mobile right now

uncut viper
#

/!\ Irocendar Alert /!\

brave fable
#

and i DID check if it's the right irocendar

uncut viper
#

i would be surprised if you confused them now, being green and all

brave fable
#

ye of so much faith

uncut viper
#

i believe in you

#

in exchange i ask for only the smallest favour. an answer to a question plaguing me at this moment. is there an easy way to make an ordinary Item accept an attachment, or must I convert my Item to a Tool

#

you seem like the kind of person to have approximate knowledge about this

brave fable
#

unfortunately even though all the attachments methods are virtual on Item, they don't have any implementation outside of Tool, including input handling for item add/remove/swap

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the easy way to make it accept them is to patch or override attachmentSlots() to return a non-zero number, but you've still got to reimplement drawAttachments and the input handling, which is kind of a mess since it's buried in InventoryMenu

uncut viper
#

I got as far as overriding attachmentSlots() before realizing it did not come with any of the other stuff and went "oh no"

brave fable
#

it's honestly easiest just to make your item a tool and deal with whatever new issues come up. unless those issues are particularly bad, in which case i'd recommend giving up

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it does not come with any of the other stuff

uncut viper
#

well the only thing the item does is open a menu

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so it shouldnt be too bad i hope

brave fable
#

oh well that's fine then

uncut viper
#

I think it might swap which button counts as Using it though which is gross

brave fable
#

it's fine, you just override either leftClick or doAnimateSpecialMove as you need

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oh wait no this dummy tool of mine is a melee weapon

uncut viper
#

boggling why attachmentSlots is even a thing on Item

brave fable
#

i'm happy with that. i'm less happy with the input handling explicitly checking for is Tool tool && tool.attach(obj)

uncut viper
#

this wouldnt be an issue if Item.attach() was even a thing

brave fable
#

i'm sure you can make an argument that someone might want their item-with-attachments to not accept attachments in the usual way

#

but for now you can just use a tool and it's fine

uncut viper
#

well then attach should simply be virtual as well

brave fable
#

tools are generic enough

uncut viper
#

I will make it a tool, but begrudgingly

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i will do so after ive pondered the moon for a bit

brave fable
#

oh yeah lunar eclipse

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unfortunately sydney is completely buried in cloud lol

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i'll take another look. i'm all about the moon u no

uncut viper
#

i know this, moonberry #year of the eclipse

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good luck with the clouds. unfortunately the overlapping cloud bug is only fixed in 1.6.16

vernal crest
#

I saw the eclipse! My first one ever! (I think)

brave fable
#

so bright

brave fable
uncut viper
#

check what

#

oh

#

it was supposed to be red, why was yours blue

brave fable
#

do i look red to u

uncut viper
#

no but thats precisely the issue

brave fable
#

must've been moving the other way

lucid bobcat
#

If I want to modify the existing method that Stardew has for calculating the buffs given from all foods (I want to make it so each quality gives more and less buff bonuses)

Would I overwrite that method with harmony ? Or is there a better way

daring skiff
#

You have to compile mgfx on Windows, right.

#

On Linux. Not very hard to switch to Windows to do this but I'm just curious.

daring skiff
#

Had this open. Couldn't get it to work for some reason.

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Maybe I have to just blindly install a bunch of dependencies. That usually fixes any issue I have.

lucid iron
#

Did u have the older .net

daring skiff
#

I'm pretty sure, yeah.

lucid iron
#

Mystery, i never got it to work either so many windows is answer kyuuchan_run

fallow musk
#

can shaders do pixel color replacement through some mapping?
like can i replace every red with blue, etc?

daring skiff
#

Yeah, I'm not anything more recent. Although Microsoft is making this increasingly more difficult.

brave fable
#

yep, pixel manipulation is the idea of shaders

daring skiff
#

I got a new Windows 11 laptop and it was a pain in the ass finding Visual Studio 2022 Community. The site and installer just no longer lists it, I had to use Reddit and a direct link.

brave fable
#

microsoft is a lot like that. good luck downloading any kind of select legacy build tools

uncut viper
#

or do the other thing i saw someone do to solve this: outsource the compilation to some Microsoft Azure service they spun up entirely for remote shader compilation ๐Ÿ˜Œ

fallow musk
#

another noob question regarding shaders,

if i can compile any shader into a mgfx, it should be applicable on the stardew visuals right?
as in, Stardew doesnt limit any shaders intended effect

uncut viper
#

if its valid hlsl it'll do what its supposed to do

sweet niche
#

is there a way to make spesific dialogue when recieving bouquet and mermaid pendant? trying use Relationship but it seems only true after that happend, not when it happend

uncut viper
#

How would that solve the issue if Blueberry does not want to rename the source of truth png

lucid iron
#

Symlink tilesheet.png to .tilesheet.ong

#

Something i did before is to make a folder named after my mod id and symlink the pngs there

#

When I load i also load to maps/modid/stuff so it works out

uncut viper
#

I'm only now realizing that my Item being a Tool instead means I don't hold it above my head anymore

midnight sand
#

Is there a graph of the area the Scythe/Swords actually tries to cut every frame of animation? I tried making one but I don't know if it is correct. This one for faceDirection 0

pale river
#

whats the name of the default sprite used by characters when wanting to switch them to it during an event?

sweet niche
vernal crest
lucid iron
#

So increasing range actually just makes them cut weirdly

calm nebula
#

Tbh it's Weird

fading walrus
#

@uncut viper Thought you might be interested to know that your web guide to json has been useful to modders outside Stardew! It's been recommended as a resource to beginner modders for Fields of Mistria as well birbdance

uncut viper
#

Oh that's both very cool and also kind of scary

#

Expectations...

#

I guess if Harmony can use Rimworld as its examples then usin Stardew for json is no big deal SDVpuffersquee

fading walrus
#

I don't think there's expectations here, just gratitude that the site exists tbh

uncut viper
#

I feel like people are more likely to expect an Outside Resource to be more like, well put together and whatnot. But that might be my own worries being projected unfairly

fading walrus
#

Mistria modding is still in flux because the game is in early access (and was made with GameMaker) so they kinda need whatever they can transpose for their needs

fading walrus
uncut viper
#

Rest assured the "that's very cool" far outweights the other part SDVpufferowo

fading walrus
#

(Hi Alab!)

blissful panther
uncut viper
fading walrus
long jungle
#

Hey guys.

Is it possible to reference another mod's sprite sheet when I edit a sprite with conetent patcher?

uncut viper
#

It Dependsโ„ข

uncut viper
#

What do you want to do exactly with their spritesheet?

#

And do you know if they Loaded it into the Content Pipeline?

uncut viper
# blissful panther Mobile exists? /j

Unfortunately! I like to pretend it doesn't when I do webdev though (which is liike the exact opposite of what you're supposed to do, but c'est la vie)

blissful panther
long jungle
uncut viper
# long jungle Not yet.

If it's not Loaded into the Content Pipeline, and they are using internal asset keys, then you cannot edit that image. You can make whatever object its being used for use a different texture entirely, though.

#

If you're just modifying a buff why do you need to touch the texture?

fading walrus
uncut viper
#

Is Brainz a person, a programming language, or an npm package

calm nebula
#

The creator of harmony

gentle rose
pale river
uncut viper
#

You mean Mr. Pardeike?

long jungle
#

Hmm, maybe I used the wrong term. Not "modifying". Maybe overlapping with the original but with a superior buff.

uncut viper
#

(as I call him in my head alone)

vernal crest
uncut viper
#

I just went to check and apparently his last name is actually Pardeike so I wasn't evne incorrect to do so

long jungle
pale river
long jungle
#

So if it is, is it possible to reference the buff's sprite?

#

Whether it's ethical or not is another topic

uncut viper
#

Yes, you'd use whatever asset name they put as their Target for the texture load

long jungle
vernal crest
# pale river huhh doing changeSprite Maru didnโ€™t do anything though :/

Try, just for testing purposes to see if changeSprite is going to do anything at all, doing changeSprite Maru Winter and see if that changes her into her winter outfit. This is not me suggesting a fix, it's suggesting a troubleshooting step to see if it's the specific outfit that is causing you a problem or if it's the entire command.

trail sedge
#

Do you guys think there's a mod for Clint romance?

vernal crest
#

There are at least two, I think

devout otter
vernal crest
#

Yes I thought that one was romance! He's also included in Looking for Love, I believe

devout otter
#

(And Looking for Love)

light venture
#

hello everyone, i have a mod that selectively reduces quality of items when picked up by the player (to ease inventory management and not have cheap stuff taking up 4 slots). I am monitoring the Player.OnInventoryChanged event.

the last thing i am not quite satisfied is that there might be a situation where i already have a regular quality item in inventory and no other free slots, and if I try to pick up a silver quality item that should be downgraded and added to the regular quality stack I instead get a "inventory full" message. Which makes sense.

How would i go about smoothing that out? What would be other meaningful game Events to check?

uncut viper
#

I would probably use Harmony to prefix the relevant functions and selectively reduce the quality before the game does its own checks

light venture
#

relevant functions meaning every time the game generates an item?

uncut viper
#

No, every time the game tries to make you pick one up

#

Or maybe patch the function that checks if two stacks of objects can stack together

#

That one might have some wonky side effects though, I dunno

light venture
#

yeah, it's my first time modding, I wouldn't want to overcomplicate things

#

one idea was to check whether there was the HUD message for inventory full and go from there

uncut viper
#

Not a good idea for compatibility and language reasons, I imagine

#

Or menu reasons

#

Or multiplayer reasons

#

There might not always be a HUD message, either

#

Even discounting other mods coming into play

gentle rose
#

hard coding inventory sizes would also be a problem SDVpufferthinkblob since modded sizes are very much a thing

light venture
#

is the World.ObjectListChanged worth looking into?

brittle pasture
#

that handles objects/craftables newly spawned or put on the ground, not debris or existing items, or crops/fruit tree/machines/other object-producing entities
I'm going to second Button here and say that if you want the best possible solution you're going to have to do some harmony patching

lucid iron
#

What if u just lie to game about size of ur inventory

#

Give urself a secret 37th slot to do stuff with

brittle pasture
#

i think that might lead to fun behavior when tab switching the toolbar

#

so if I were to make this mod what I would do is

  • patch Item.canStackWith to ignore quality in a postfix
  • do a one time setup on day start to clear all quality in existing inventory
  • register OnInventoryChanged to clear quality of new stacks as usual
light venture
#

that first point is the harmony part, right?

#

I'll look into it, thank you

pale river
torpid sparrow
pale river
torpid sparrow
#

hmmm

pale river
#

is the asset named indoors?

torpid sparrow
#

no i didnt know u were doing event

#

when u set up appearances

#

u can set spritesheets to be indoors true

#

so like

#

they also wear it indoors

#

for my winter i set indoors false

pale river
#

mm yeah

torpid sparrow
#

i do think its default true

#

so idk

pale river
#

pain

devout otter
#

Well you could always add an appearance data with high priority to her that makes her wear her regular outfit specifically during your event.

pale river
#

i wonder how it would interact with appearances changing mods

devout otter
#

Shouldn't really interact. Basically you add a "wear this outfit during this event only" and I'd imagine none of other mods would mess with your event.

scenic ferry
#

oh lord vael is struggling with their new house spot I think (They've been stuck on the tile behind the tree for several ingame hours)

#

wait a minute

fossil osprey
#

Usual check butโ€ฆ Did you sleep?

scenic ferry
#

yep

#

slept multiple times :') I tried reformatting the doorwarp to see if that fixed it but alas, no luck
I can enter and exit the area totally fine

ornate trellis
#

hm...i somehow dont find anything besides Water T/I on the wiki but...i want a water sound like when you do Type Dirt etc...is that not a thing? I thought Water T/I would do that but it didnt work

scenic ferry
#

Its happening as soon as they leave the farmhouse door, they imediately go to bus stop 10 23 and just... stay there

#

Does MagicWarp not work for npcs maybe?

#

lemme try changing it to a regular warp

#

still no dice

#

its marriage scheduling, do I have to try on a non-married save maybe?

royal stump
#

it doesn't, those are player-only (magicwarp/touch action warps, generally)

scenic ferry
#

ah really? I couldve sworn thats how I had them leave their house before and that was working

royal stump
#

the buildings-layer Action doors and such are compatible with NPCs, but not the back layer TouchAction ones

scenic ferry
#

Is leaving a building not a back layer touch action warp usually?

#

its not like the player interacts with the floor tile to leave pierres or whatever right

royal stump
#

TouchAction Warp was a recent addition in like 1.5/1.6 iirc, because MagicWarp was the only workaround people had for player-only paths

#

(to avoid NPC loops etc)

#

alright yeah, the Warp map property is what the game typically uses, e.g. for tile 4,24 here

#

those are player+npc and happen on contact

scenic ferry
#

ahhh I see ok ok let me see if I can make that work then

#

I have broken my warps oh dear

#

im sure im doing something foolish

#

I tried also replacing 1 1 with its coords on the aplicable forest map where it goes and that also is not workin

#

got my warps working again wahoo

true coyote
#

question, yknow how ebagi (I think it was ebagi) could display the icon of the item that went into the artisan good it made, could the same be done to show AT's paint bucket if that item has other textures? SDVpufferthinkblob

scenic ferry
#

I just. patched them in content patcher using the wiki guide, making properties directly in tiled still is above my pay grade

lucid iron
scenic ferry
#

Their schedule works now! Wahoo! Now their shop is broken but uh. I'll figure that out

true coyote
#

I'm in shambles

lucid iron
#

The way ebagi (and disco self-promo lol) works is that they show the item in preserve item id

#

This is a vanilla game thing so any mod can read it

true coyote
#

I've been meaning to try disco, I'm still struggling to get flower meads to show the custom sprite with fancy artisan goods/ebagi

#

and I'm not sure if the problem will persist over on disco

lucid iron
#

Oh I'm pretty sure ebagi doesn't work on meads in general

#

It only supports specific artisan goods

true coyote
#

hmm perhaps thats why then

lucid iron
#

Disco is general bc you just have to write down the id of the base item

true coyote
#

I'm sitting here on a ton of flavored honey trying to figure it out lol

#

do you happen to have like a simple sample json? I have a hard time understanding long docu pages, its a bit easier for me to learn from a working example

#

like Ive read the sample many times on the github

lucid iron
#

Not for mead specifically

true coyote
#

and my brain.. my dumb smooth brain glazes over everytime

lucid iron
#

But tbh if u just dm me ur sprites I'll just write the json for you

#

Mostly cus there's no full disco pack released to public rn Dokkan

true coyote
#

I gotta make them again I guess, I've been switching up my base sprites all over and recently found a new mead I liked

#

so it unfortunately wouldn't be able to be released publicly, since it's not my sprite but it'd help me to learn in the future SDVpufferthumbsup

#

I'll get back to you once I have had the time to sit down and work on them

#

works for circling in other mods, yes? Ie WAG, cornucopia etc

lucid iron
#

You can probably use the same rules as the honey example

#

The thing u need to change is the base item, which is 340 for honey in this example

#

Also, you need a mod that actually gives you flavored mead

true coyote
#

yup, I'm using simple -- what was it called again let me see lol

lucid iron
true coyote
#

simple flower mead lol

lucid iron
#

Yep

golden basin
#

si the monoculture and polyculuture a perfection thing or is just counting crops towards the acheivement?

gaunt orbit
#

it's for both achievements and perfection

#

part of perfection is getting all the other achievements IIRC

golden basin
#

oof okay

golden basin
fallow musk
#

has anybody here converted a LUT into a shader for stardew mod?

urban patrol
ornate trellis
#

yeah i got an answers in modded-farmers. ill go without cuz i dont wanna add another dependency for such a small thing

odd ginkgo
#

hey all, popping in out of the blue, but i'm curious if anyone knows how to solve this mulitplayer problem

#

in the Ecosystem Superpack, it's coded so that Captain Inke only appears after the player has seen the first part of Koda's six heart event. This apparently crashes multiplayer, since technically Inke doesn't exist for the other players

#

right now I just have a "When" condition for loading Inke's NPC data - but what would work better there for multiplayer?

#

A condition so that Inke doesn't spawn (and the quest doesn't progress) unless EVERYONE has gotten to six hearts and seen that cutscen?

#

p.s. if anyone has tried the Speedy Solutions trick with the boat tiles, I'd love to know if it worked

gaunt orbit
gaunt orbit
#

worth noting though that it will only be checked by the host; it is not possible to make an npc that only exists for some players without breaking things badly

lucid iron
#

What if u let inke exist but block his dialogue edits behind When

#

So that other players can't talk to inke until after the event

odd ginkgo
#

I was so proud of myself for coming up with the condition back when I was coding it all, but now that I'm trying to solve it for the community it's almost embarrassing how little I thought through it's effect on people's saves... I was like "omg it actually works, done deal"

odd ginkgo
lucid iron
#

You gotta remember that content patcher let's many illegal things happen by lying to the game AnnelieStare

gaunt orbit
#

I think it would also make sense to just have them appear after any player has seen the event

#

heck, if you did it with a conversation topic, then you could also have other npcs comment on them showing up

odd ginkgo
#

is there a decent way to test multiplayer as a single human haha

gaunt orbit
#

you can just fire up multiple copies of the game

#

then join using the ip address localhost

odd ginkgo
#

oh!! I was way overthinking it, ty

jaunty shuttle
#

Is it possible to do something like the Trout Derby/Squidfest seasonal 'events' but with forage?

urban patrol
#

how do you mean? itโ€™s possible to make a passive festival and itโ€™s possible to spawn forage but what are you thinking

jaunty shuttle
#

Like instead of catching fish, you have to find foragables to turn in for prizes

brittle pasture
#

you can set up a shop that 'sells' prizes with trade in items

#

and you can set up passive festivals to swap in the shop like the vanilla ones, though if it's a vanilla location I believe you'd have to make schedule replacements for everyone

odd ginkgo
brittle pasture
#

easier to just have a conditional map patch probably

jaunty shuttle
brittle pasture
#

and yeah you can have date-based forage spawns, with vanilla or FTM/SpaceCore

#

you likely want the latter two since vanilla spawn rates are rather limited

jaunty shuttle
#

Like actually trade ins instead of a shop, but knowing a shop would work if I have to is helpful ty

brittle pasture
#

whereas with FTM/SC you can spawn as much as you like

odd ginkgo
brittle pasture
jaunty shuttle
#

Yeah I get what you mean

#

I'm looking for a mechanic closer to those passive events though, where you just walk up to the counter and they give you whatever you've won

#

But just to confirm the idea of having players find forageables works?

brittle pasture
#

IIRC Unlockable Bundles have that

#

sure it's just regular forage spawning

#

yeah UB has custom prize machines with custom currency

jaunty shuttle
#

Is that a framework or a mod to check out the coding of as a reference?

brittle pasture
#

framework

odd ginkgo
jaunty shuttle
#

Would I have to deal with map compat? cat_scared

#

And/or can I just use the normal forageables in some way?

brittle pasture
#

you don't have to worry about compat when using FTM

#

if anything you would have to if using regular forageables since you're competing with other mods

jaunty shuttle
#

Ok got it, so there's no way to just be like 'if you pick up any forageable, it counts' or 'it has a chance to give you a golden tag'

brittle pasture
#

hmm yeah that'd need C#

#

fairly simple C# so if you're looking for an excuse here's your chance

jaunty shuttle
#

Oh no, not you and Chu SDVpufferwaaah

#

Tempting me smh

lucid iron
#

I think it's easier to just be like "buy stuff with wild horseradish"

jaunty shuttle
#

But it's not as immersive

#

And the mod is "immersive seasons" SDVpufferpensive

odd ginkgo
#

sounds like it could be similiar to finding a lost note or a Qi box, if that's the C# that inspires ye

jaunty shuttle
#

Could I make NPC's in the passive event move to a different spot each time the player loads the map?

#

Or would that be compat hell?

meager ginkgo
#

if I want to link SVE crop info, should I use the fandom.com site or the wiki.gg site?

urban patrol
meager ginkgo
#

kk thx

jaunty shuttle
#

Can I make a forage that's larger than 1 tile?

urban patrol
#

iโ€™ve never used FTM only spacecore for spawning

lucid iron
#

No but item extensions let u make stumps

jaunty shuttle
#

What about like a faux bush that you can get forage from during a certain time, but completely disappears the rest of the time?

urban patrol
#

i think you might need custom bush to get stuff from a bush

#

unless you want to fake it with maps

jaunty shuttle
#

Dang it

urban patrol
#

i assumed youโ€™d be making a festival map anyway

#

just draw a bush on there, make it have a tile action to get an item + apply an MMAP override to apply visual changes

jaunty shuttle
#

Oh, no it'd be a passive event so it'd preferrably just appear in a vanilla location

#

But I was thinking of making chickweed a forageable as a totally unrelated thing (for the same mod though)

urban patrol
#

vanilla passive festivals have different maps jsyk

jaunty shuttle
#

Wait what

ornate locust
#

yeah passive festivals can change the map too, like Trout Fest

#

Night Market too

lucid iron
#

It's a dedicated map changing thing

#

Not cp EditMap

jaunty shuttle
#

We have to change the whole map? Meaning compat hell? ChillBar_pleading

urban patrol
#

i think this is an example of location != map

#

you donโ€™t have to change it but you can

jaunty shuttle
#

Ok good, you scared me lol

urban patrol
#

why donโ€™t you want to change it so bad

jaunty shuttle
#

I do not want to have to deal with manually making it compatible for every mod that changes the area SDVpuffersquee

urban patrol
#

iโ€™d argue that itโ€™s on those mods to add compat for you in this rare case. since you canโ€™t EditMap for them

#

they would just target your map

brittle pasture
#

(this is why I said to just do a conditional patch and avoid using the passive festival feature if this happens in a vanilla location)

jaunty shuttle
#

Ohhh ok

urban patrol
#

i think i missed that

jaunty shuttle
urban patrol
#

well yes thereโ€™s no perfect solution. however it would be at bare minimum one patch thatโ€™s identical to how they normally target Forest or whatever. more work may apply if you put something important in their area though or if they apply a lot of conditional patches. youโ€™re also within your rights to:

  1. say your mod isnโ€™t compatible with xyz
  2. make patches yourself for mods that have open perms like SVE
#

however with a conditional map edit you still run into compat problems although less so

jaunty shuttle
#

I'm guessing with building placement, in the case of doing a conditional map edit?

#

Also ty for the explanation SDVpufferheart

urban patrol
#

any map edit to a vanilla map has the Pelican Town Real Estate Problem. compatibility is never perfect or complete, itโ€™s just a matter of when you want to be done

#

if i place a building or cut out a chunk of cliff or put a warp to my area in Forest, it would be a miracle if that square didnโ€™t run into other squares

#

actually i wonder if conditionally loading the forest would be a horrendous idea

#

youโ€™d conflict with SVE but with open perms you could make two versions of the map

#

the benefit of a load is that edits apply on top of it

jaunty shuttle
#

Ohh, interesting... and yeah that's what I figured, I knew there'd be some level of compat needed but having to do full maps was really my fear lol

urban patrol
#

i see five options here:

  • donโ€™t change the map at all
  • load your own map to Forest-MyCoolFestival and put out a request for other authors to edit it themselves
  • the above, but you make 34675354 versions for mods that have open perms
  • conditional map edit of a small section
  • load your map to Forest
#

the last one may have implications i havenโ€™t fully considered

jaunty shuttle
#

Saving that lol ty

#

Where would I figure out what mods need compat btw? I saw a map of all of them overlaid once but i'm guessing that's not up to date, and the pelican real estate thread doesn't seem too active

urban patrol
#

ask a modded farmer maybe

#

i go to scarlett a lot lol

#

you can install a ton of mods and then patch export Maps/Forest after all the mods load

#

also sorry if iโ€™m being overwhelming i thought it was a fun exercise trying to work out all the ways to do this

lucid iron
#

Y'know i thought the passive fest stuff can partially edit maps

#

Does it rly replace all of forest just for trout derb

urban patrol
#

a sixth option appears?

#

i donโ€™t have it open

lucid iron
#

Me neither I'm just sowing confusion and chaos

jaunty shuttle
urban patrol
#

iโ€™ve personally only messed with active festivals and never played the game with a passive festival even lol

#

ok iโ€™m off to do my Actual Job but iโ€™ll backread later if thereโ€™s more

jaunty shuttle
opaque field
#

can someone yell at me to release what I have instead of hyperfixating?

jaunty shuttle
#

You should really just release your mod

#

I think that'd be a great idea astolfo_nod

near imp
# lucid iron Does it rly replace all of forest just for trout derb

not sure if this was more of a rhetorical question but the map files for forest fishingderby soandso are very small, like map patches youd see on a content patcher mod. like, the tmx for Forest_FishingDerby (that contains the price stand etc) is only 11x5 tiles. so it seems like the game patches the forest for the derby, not a full replacement

opaque field
#

Ok, I'm going to test and make sure you can actually catch the swedish fish

#

and then I'm gonna release it

jaunty shuttle
near imp
#

(i got curious and checked the files because the ice festival which is much older has its own copy of the forest)

ornate locust
#

Trout Derby just edits one spot, night market has its own versions. you can do any amount of editing for a passive festival if you want, basically

near imp
#

idly curious how the game places the people that appear near the fishing derby. they dont move at all AFAIK, are they true npcs, or just human looking objects SDVpufferthink

lucid iron
ornate locust
#

Like tourists in festivals, they are part of the map

near imp
#

part of the year round forest then? (out of my depth now) since the derby just adds a few bits here and there

ornate locust
#

well they're not part year round, they are part of the map patch that the derby glues on

#

Or it adds them via data somehow. I think the Trout Derby tries to make really minimal additions, wisely

near imp
#

strange. not part of the Forest_FishingDerby patch, or the Forest_FishingDerbySign. maybe theyre called something else. assuming you mean they are contained in a tmx file like the main map patches?

calm nebula
#

They're real NPCs mostly

near imp
#

mostly curious because theyre fairly spread out so its interesting to know how they're implemented

calm nebula
#

Spawned in with c#

ornate locust
#

wait, they are??

calm nebula
#

Yeah

ornate locust
#

That's wild, I thought they were done like tourists since they're just lumps

#

Why are the tourists map objects and the fishermen NPCs spawned in with C#?? ...Actually that's probably a question nobody can answer, but I am wondering

urban patrol
#

i think that's part of the new ephemeral NPC thing pathos was talking about a bit ago

pale river
#

so excited for it

ornate locust
#

Ohh, I see

near imp
#

ephemeral NPC <- mystic and magical sounding, which tickles my funny bone because one of the derby NPCs appears to be a dog in a rain coat and souwester SDVkrobusgiggle

ornate locust
#

well we already had temporary NPCs, guess they needed another word for it

pale river
#

midnight im gonna use it to make motorcycles

ornate locust
#

eeexcellent

pale river
#

cus its ephemeral they spawn in the garage every day/whatever i forgot so no need for cursed stuff

jaunty shuttle
#

Can I make a forageable that hurts if you walk on it? Or alternatively, if you pick it up?

pale river
#

first one is related to touch action and the other would be if when you pick up an item you do a trigger action but idk if thats possible

ornate locust
#

Hmm. Hurts when you pick the berries in the BearFam basement, but that's on some kind of bush

urban patrol
#

i don't think you can walk on top of forageables since they're objects on the buildings layer

#

unless this is some FTM thing idk

#

BETAS may have a trigger for item foraged

ornate locust
#

AHA

#

BETAS

#

shoulda known

jaunty shuttle
#

Oh lord the number of theoretical dependencies is growing SDVkrobusgiggle

near imp
#

framework authors, the real MVP's SDVpufferparty

autumn tide
#

heheeee excited to see (I'm assuming LOL) immersive seasons shenanigans

jaunty shuttle
#

Yassss

pale river
autumn tide
jaunty shuttle
#

Ooooo ok

misty lintel
#

gang

#

so basically i released my mod with new npcs but they were just called like John, but then I like had to rename them for compatability with UIDs like PineJohn but obviously its gna show errors abt the OG John, how do i patch those

urban patrol
#

you can migrate them by using FormerCharacterNames

torpid sparrow
#

Hellooo, i would like to change this specific tile in an event to be the sprite of the telephone without the receiver, how do i do so? is it with changeMapTile?

#

and then also change it back after the phone call is done

urban patrol
#

yes you can do that

urban patrol
torpid sparrow
#

changeMapTile <layer> <x> <y> <tile index> what is the tile index?

#

idk how to choose the tile to replace it with

urban patrol
torpid sparrow
#

in the tilesheet?

urban patrol
#

no stamp it onto the map

torpid sparrow
#

ohh i see

uncut viper
#

You can also open the tile properties for that tile on the tile sheet

torpid sparrow
#

me when the tile i wanted doesnt actually exist

#

do i wanna draw it

#

or do i wanna leave it

urban patrol
#

oh i thought you drew that

torpid sparrow
#

naur thats in craftables

#

its not a big deal if tilly is holding the receiver and the receiver is also on the telephone still

#

RIGHT

fallow musk
#

does anybody have the correct mgfxc.exe which is compatible with the latest version of stardew

uncut viper
#

It's v3.8.0.1614 or something like that.

ornate locust
#

I did separated phones with and without receivers, but it's a different style phone

#

namely these guys

uncut viper
#

If you go to the nuget page for it you can just look for the version uploaded like 4 to 6 years ago

ornate locust
#

basically like Leah's phone since she does take a call

torpid sparrow
#

and ur already a dependency

#

:3

#

thank you past Midnight for foreseeing my need today

ornate locust
#

Magic

old edge
#

So I made my c# mod for a previous existing idea on nexus. But should I
just release it as a separate nexus module?

opaque field
#

how does one do the showcase?

urban patrol
#

right click>apps>publish

torpid sparrow
#

ok wait im still confused on what tileindex is

autumn tide
#

helloooooo is there a way to make a buff invisible?

torpid sparrow
#

i see this

autumn tide
urban patrol
#

it's the number sprite it is on the sheet

torpid sparrow
#

so 102?

opaque field
ornate locust
#

Starting at 0

urban patrol
autumn tide
#

ahhh okay okay

#

ty!

ornate locust
#

It's the number of the tile on the sheet starting at 0, that part's important

torpid sparrow
#

uhhh 96 128

ornate locust
#

It looks like the non-receiver phone is 102

#

If you click on it in Tiled, it just tells you

torpid sparrow
#

oh wait i see what this means

#

i just went into the leah events

#

ok

uncut viper
#

It's in the picture you sent

ornate locust
#

Red phone with receiver is 90, without is 102

torpid sparrow
#

yas

#

teamwork

#

teamwork to make my brain understand

urban patrol
#

i always make my tilesheets 10 wide so i can count more easily if absolutely needed

#

super useful when doing night/day tiles

hard fern
#

i should start making my tilesheets multiples of like. 8 or something

old edge
#

Would changing one aspect of the intro constitute an entire new nexus module page?

urban patrol
#

there are no rules โœจ

hard fern
#

is it a new mod? if yes = it gets a new mod page

urban patrol
#

well. there are some rules but no rules that apply to what qualifies as "good enough" for a mod

ornate locust
#

The rules are mostly "don't be one of those assholes that release single low-effort t-shirts for Cyberpunk to try to farm for DP"

#

A mod that does something small is fine, a hundred mods that do the same low-effort miniscule thing with teeny variants is the jerk

opaque field
#

Maybe I'll finish my fishstick mod too

#

All of the fish are fishsticks(or onion rings) and you can only catch them in winter

old edge
#

I have my mod dreamy intro which just alters the intro with visual recolors and edits

hard fern
#

today ive learned key to the town does not let me enter an npc's house if their door is locked by friendship

old edge
#

But I made new code to play the mini game prairie king after grandpa gives you the letter and your at your desk

#

Idk if I should add it to the graphic mod or just make it standalone mod

#

Maybe Iโ€™ll just add a requirement would that allow me to join mod contest I just want to get the participation badge

ornate locust
#

Requirements are fine

old edge
#

Ok. I still have to work on my main contest project but I had this idea for a few years already until now I could do it

barren tapir
#

I'm very new to modding (I recently created my first mod https://www.nexusmods.com/stardewvalley/mods/42882), and wanted to modify tappers to work on giant crops via https://www.nexusmods.com/stardewvalley/mods/22975?tab=posts.

Is there a way to get the following information from the crop a tapper is placed on?

  • The crop's initial grow time
  • What season(s) the crop grows in
  • The price of the crop

My plan was to have tappers produce a flavored syrup with the following properties:

  • They are boosted by the foraging profession that boosts the price of tapped items.
  • Have a production time of half that of the giant crop's grow time (ideally impacted by the profession that makes crops grow faster).
  • Is gold quality when produced during the same season as when the giant crop would grow. Otherwise it'd be normal quality.

Thanks!

Nexus Mods :: Stardew Valley

A framework for adding machines that can be placed on trees, giant crops, and water. Also add water crops support.

jaunty shuttle
#

Can I make a forage grow on trees?

#

Like moss

pale river
barren tapir
jaunty shuttle
brittle pasture
#

unless you hardcode the output every single crop (vanilla and modded)

agile terrace
#

Anyone doing anything that's got HD sprites? (Considering using sprites in detail but gun shy cus there aren't many things that use it)

brittle pasture
#

you would still use MTF for the giant crop functionality but you'd feed the machine data a custom OutputMethod function that reads what giant crop the machine is on and does stuff accordingly

brittle pasture
fierce vault
#

anyone know why nexus is saying I can only upload one file at a time? I have the main folder, and then another folder with the same name inside that one holding everything else

hard fern
fierce vault
#

oh

#

I forgot to make it a zip ๐Ÿ˜…

#

been so long since I did this

#

hmm, still wont let me drag and drop the zip

#

Oh

#

it's good now

#

thanks!

gaunt orbit
#

is there an easy way to set environment variables while debugging

#

wait I might have figured it out

#

(context- debugging into a stardrop profile)

midnight sand
warm tulip
#

Hello, i got a question; that was a mod named "shiko" who add an NPC on 1.5 version of Stardew but wasn't compatible in 1.6; i try my best and finally finish (i think lol) to convert everything and that's work. I try to contact the men who created the mod in first place (24 Nov 2024) . And i never add any response so i don't know if i can/may post it on nexus by saying it's just the same mod but who work in 1.6. What do you think ?

uncut viper
#

You may not.

warm tulip
#

(sorry for my poor eng)

uncut viper
#

Shiko does not have open permissions. If you cannot get permission from the author, you cannot post it.

warm tulip
#

ok i see ty for being honest

midnight sand
lucid iron
#

yar its that getListOfTileLocationsForBordersOfNonTileRectangle

#

extremely silly method

gaunt orbit
#

oh boy, this is going to be fun to fix
Some users are reporting a crash that I cannot replicate on either my mod instance or my main instance

lucid iron
#

user problem /j

gaunt orbit
#

I tried finding mods that they had in common, but I have all of them too

gaunt orbit
calm nebula
#

What's the red text

lucid iron
#

r they all windows

gaunt orbit
#

yeah, but I'm windows too

gaunt orbit
# calm nebula What's the red text
   at CallSite.Target(Closure , CallSite , Object )
   at System.Dynamic.UpdateDelegates.UpdateAndExecute1[T0,TRet](CallSite site, T0 arg0)
   at HappyHomeDesigner.Integration.Calcifer.GetCatalogues() in C:\Users\Wren\source\repos\HappyHomeDesigner\Integration\Calcifer.cs:line 79```
lucid iron
#

fear

gaunt orbit
#

the relevant code is this:

midnight sand
gaunt orbit
#

I'm checking for nulls so I don't understand where this is coming from

#

OH WAIT

#

firstordefault can return null

lucid iron
#

is it talking about the delegate u have

gaunt orbit
#

I am so stupid

gaunt orbit
uncut viper
#

It calls out line 79 though

lucid iron
#

cus of the .TileAction i guess

uncut viper
#

I think a is null inside your delegate which explodes when the dynamic is trying to be converted

tiny zealot
#

call me old-fashioned or whatever but "FirstOrDefault" being able to return null sounds like it was misnamed /lh

uncut viper
#

Well the default of a class is null, no?

#

Or any reference type

ember parrot
#

it's the default of the object type. primitives like int would be 0. bool would be false. object is null

#

I don't really like using FirstOrDefault. I prefer to check the size and then get .First() or .Single() depending on if I'm expecting >= 1 or = 1

tiny zealot
#

ah. that name implies to me that it wants a default return value if nothing satisfies the First

uncut viper
#

There's also an overload that lets you set what the defaultValue would be, if it can't find one

tiny zealot
#

like doing ?? <whatever> on a nullable

gaunt orbit
# uncut viper It calls out line 79 though

yeah there's a property accessor at the end of line 79
FirstOrDefault(...).TileAction
if FirstOrDefault returns null, it's trying to access a property on a null instance and explodes

#

I have to add a null check

tiny zealot
gaunt orbit
uncut viper
#

I feel like Iv'e had things explode inside the predicate bc of null too so I'd worry about that as well

calm nebula
#

There is an overload for that

#

That said, isnt nullable supposed to catch this

uncut viper
#

The error calling out System.Dynamic delegate stuff makes me think its that, rather than just a standard NRE from trying to access TileAction on a null, but admittedly I don't think I've ever used dynamic so that might just be usual

calm nebula
#

a could also be null

#

Anyways just Valley girl your code lol

uncut viper
#

That's what I was saying ๐Ÿ˜›

calm nebula
#

Well I'm at an HEB

uncut viper
jaunty shuttle
#

Whoa-

agile terrace
#

well that looks cool

gaunt orbit
uncut viper
#

Well shaders and textures obv. The particles in that video are from the wizards cauldron lol

gaunt orbit
#

how are you dealing with loading the shaders?

uncut viper
#
try {
  byte[] blurStream = File.ReadAllBytes(Path.Combine(helper.DirectoryPath, "assets/shaders/blur.mgfx"));
  BlurFx = new Effect(Game1.graphics.GraphicsDevice, blurStream);
} catch (Exception e) {
  Log.Error("Ah fuck");
}
torpid sparrow
#

Ah fuck

uncut viper
#

(I will switch to Path.Combine eventually)

uncut viper
gaunt orbit
#

ah so just using File directly and presumably compiling with mgcb?

uncut viper
#

Yep yep. It's what I saw in the Monogame docs and also what I saw in Nightshade

#

Didn't look at Cloudy Skies but I assume similar

gaunt orbit
#

maybe I can pester pathos for Effect support in ModContent

uncut viper
#

Does it not actually work? I'll be honest I didn't even try

gaunt orbit
#

I havent tried it, but file extensions are whitelisted, and mgfx files aren't on it afaik

uncut viper
#

It is interesting that .fnt is supported but .mgfx isn't

calm nebula
#

Fnt is what?

#

That has to be new

uncut viper
#

Since SMAPI 3.13.0

#

So only about 4.5 years old.

lucid mulch
#

for what its worth, .tide is also not permitted by smapi despite the fact it would work otherwise

uncut viper
#

In other fairness, I really don't think I'd want someone else Loading my shaders either, so there's not much difference between using ModContent and loading the bytes directly for me

#

(I know ModContent wouldn't be loaded by others, but I mean if there's no reason to make it work in the content pipeline in general, then there's not much point to making it work solely in ModContent)

#

It'd turn two lines of code into one, I suppose

lucid mulch
#

Well you will get the warning in console of direct file access, and if the smapi security hardening happened that would potentially be impacted

uncut viper
#

What direct file access warning?

gaunt orbit
#

it would also just be nice to have it be more cleanly wrapped

uncut viper
#

If I used Shaders often enough it wouldn't be too hard to write my own little loader function for it

lucid mulch
#

in paranoid mode SMAPI has an extra cecil check for any usage of File, FileStream, FileInfo, Directory, DirectoryInfo, DriveInfo or FileSystemWatcher and will mark the mod as DetectedFilesystemAccess.
along with access to Process => DetectedShellAccess

gaunt orbit
#

Why FileSystemWatcher?

#

isn't that read-only

uncut viper
#

I have never even heard of paranoid mode

lucid mulch
#

its pretty much exclusively used by pathos for monthly mod stat collection

#

who has since taken the further step of doing that activity also in a virtual machine

uncut viper
#

Sounds like something I would never have to worry about users seeing, thus I need not pay it any mind SDVpufferowo

lucid mulch
#

but its like --paranoid or something to turn it on

#

or its a flag in config file

#

ah yeah its in config, and is true by default on Debug builds of SMAPI

tiny zealot
uncut viper
#

I'll simply hide my file loading inside an encoded #line directive

#

Surely this won't get me confused for malware

fierce vault
#

Due to the pain I went through with my portraits earlier, I just had a eureka moment and realized that I was doing mod id's all wrong for my npc! I hadn't fully implemented them yet anyway, but there was some stuff lying around in those files that was... interesting SDVpuffercoolest

This was in my dialogue file, and somehow wasn't breaking my i18n lol. It must have not been loading at all, but Idk how that would work ๐Ÿ˜„

#

really, how did this work??

uncut viper
#

It didn't.

#

It's just not invalid Content Patcher syntax.

fierce vault
#

the i18n must've been loading all on it's own

uncut viper
#

If, theoretically, someone loaded a blank to Characters/Dialogue/{{ModId}}_<NPCNAME> then your edits would apply to it

fierce vault
#

I have a blank

uncut viper
#

But if no one does then it never gets loaded

#

And if no one asks for the Target to be Loaded in the first place then it also doest get loaded and thus doesnt get edited

fierce vault
#

So, the dialogue has been showing in the game though, which I guess was just directly through the i18n all this time

uncut viper
#

The game will not automatically read your i18n file and put the stuff where it's supposed to go.

#

Having an i18n .json in your mod folder doesn't do anything unless you use the i18n token somewhere in a patch.

torpid sparrow
#

where'd the dialogue come from SDVpufferthinkblob

fierce vault
#

I- how is any of this working?!

uncut viper
#

(With the exception of config options, which CP will check your i18n for)

devout otter
fierce vault
#

I have this { "Name": "blankFile", "Value": "assets/blank.json" }, But that alone doesn't count for that does it? I don't have a great grasp on blank loading stuff yet.

#

It's a DT

uncut viper
#

No, a DT also doesn't do anything without being used in a patch.

brave fable
fierce vault
#

Well, I've already been changing stuff and have closed the docs once, so I guess I can't test for certainty anymore if the non config dialogue has been working

half tangle
#

Possibly useful input: it's often helpful to test using just your mod (and its dependencies)

fierce vault
#

This has me really curious though, because I know his gift tastes were working!

#

Oh

#

Might be because I had them loaded in the content json, which was directly calling from the i18n

#

hmmm

hard fern
#

well, that and the lines for gift taste dialogue are in the gift tastes themselves

#

and not in the dialogue.json

fierce vault
#

have things been this broken and I just never noticed?! ๐Ÿ˜…

#

Guess so

#

I don't talk to him enough, obviously

uncut viper
#

Well if you were directly Loading a json into some asset, i18n tokens won't work there either

hard fern
#

hey, look i put my npc into the game and forgot to actually load their dialogue

fierce vault
hard fern
#

we all make mistakes XD

jaunty shuttle
#

Can I add 2 different forageables to the same bush, that grow at different times of the year?

fierce vault
#

I find this all kind of funny! I just saved myself a lot of future pain

#

thanks for all helping with the portrait mod id's again! That's ultimately what helped me realize what was happening here

half tangle
#

bush logic might need Bush Bloom Mod

livid glen
#

Hello! ive been losing my mind over this issue all day and have been informed this might be the right place to ask? the log is a mess so please dont mind all the yellow, the focus is this:
Unexpected character encountered while parsing value: [. Path 'Changes', line 3, position 13.

i dont understand why theres so much issue with the changes line in nearly all the files. I've copied and pasted from guides and working mods and it always comes back to this problem ๐Ÿ˜ญ ive used the json parser over and over too and it says everythings fine

https://smapi.io/log/68c931b568ba48fa81aed04c58cceafa

ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 20 C# mods and 16 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
lucid mulch
#

and due to casey you can have tiled write the .tide directly now soon

livid glen
#

pretty sure i used include, maybe i typed it in wrong? sorry im very inexperienced with modding

fierce vault
#

๐Ÿคฆโ€โ™€๏ธ

devout otter
hard fern
devout otter
#

You should change the Load part to load a blank.json instead.

hard fern
fierce vault
livid glen
#

OH. omg thank u ill go adjust that ๐Ÿ˜ญ โค๏ธ

uncut viper
fierce vault
devout otter
fierce vault
#

Oh, idk how I missed that

#

I can't believe my mod was this broken, but still functioning just enough to hide it the eventual fatality

#

Actually I can ๐Ÿคฃ

patent lanceBOT
fierce vault
#

Is there a cp doc anyone knows that goes over all this blank loading stuff? I don't understand it well at all. I don't even really remember its purpose

ornate locust
#

Blank loading makes a blank file that you can edit. Like "Characters/schedules/Wizard" doesn't exist, I do a blank load and then I can edit it.

fierce vault
#

Oh, yeah, that seems familiar

#

thanks

half tangle
#

Another way to word it is: you're editing a file... but you can't edit a file that doesn't exist so you have to make a new file

ornate locust
#

And if you just straight load something, content patcher tokens and stuff don't work. So loading a blank and editing in the content is ideal

fierce vault
#

Oh, ok

fierce vault
torpid sparrow
#

its .q

fierce vault
#

Theoretically would've still worked though

fierce vault
#

any idea why i'd get this error when my manifest json looks like this? ``` {
"Name": "Jack",
"Author": "Parcy",
"Description": "",
"Version": "1.0",
"UniqueID": "parcy.jack",
//"Dependencies": [],
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
},
"UpdateKeys": [ "Nexus:42877" ]
}

#

oh wait

#

this is the error: No Content Patcher content pack with the unique ID "parcy.jack".

#

(Separate project, by the way)

rocky anchor
#

Hello to my little green beans!

#

Does anyone know where the colour of the ocean is set for winter? The tilesheet colours seem way too green

urban patrol
#

there's an overlay from cursors drawn over water in the game

hard fern
#

i don't really remember whenit happens

#

but it's a short period where the water gets super green

rocky anchor
#

Like this?

tiny zealot
fierce vault
#

I think i got it

#

That's interesting

hard fern
#

them crabs gotta mate ig

fierce vault
#

seems like a random detail when stardew isn't very realistic

fierce vault
#

still says there's no content pack with my unique id when the mod's in my mods folder

tiny zealot
#

can you link your smapi log, or at least paste the whole error for context?

fierce vault
#

sure

#

might need to close smapi for the log because of the amount of errors in it that I fixed though

#

this is the error btw: No Content Patcher content pack with the unique ID "parcy.jack".

tiny zealot
#

i saw that, but it's not enough context for me. what is actually barfing the error? (game? SMAPI? another mod?)

fierce vault
#

I'll get the log

#

oh wait, i just reset the smapi, and i'm getting errors for the portraits and sprites again, not the unique id. That's weird... the problem must lie there though. I'll try to fix it

urban patrol
#

~~which is more performant? (not sure if the second would even work yet)

  1. having two copies of an 80x80 map
  2. doing an OnLocationChange EditMap to edit the map's map properties

context: i have to create a second shadow realm copy of my dungeon to fake things enough to have events and stuff play~~
never mind, maybe i can load the same map to two targets and then always edit the second target

marsh reef
#

does anyone know, furniture framework, if im making a piece have rotations, is there a reason my layer that is supposed to be above everything now doesnt exist at all?

fierce vault
urban patrol
#

that was not related to you, that was my own question

fierce vault
#

Oh, sorry ๐Ÿ˜…

urban patrol
#

no worries

fierce vault
#

That makes a a lot more sense when you point it out lol

fierce vault
urban patrol
ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.22631.0), with 21 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

urban patrol
#

am i missing something

#

actually, that error might not be related to me clicking on the door. it says it repeats 38 times

#

i only clicked like 6 times

#
    "Action": "EditMap",
    "Target": "Maps/{{ModId}}_DollHouseBlank_ShadowRealm",
    "MapProperties": {
        "spacechase0.SpaceCore_DungeonLadderEntrance": "5 9"
    }
},```
is this the correct way to EditMap in this map property?
urban patrol
rocky anchor
woeful lintel
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.

marsh reef
woeful lintel
marsh reef