#making-mods-general
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yeah, me too apparently.
ou is that the proper name for one of those? i only know apiary
honey every day oh woaw
Alveary is technically the name of the hive and Apiary is a place where bees and hives are kept.
(I only know the word Alveary because of modded minecraft...)
ohh
Though in modern English it wouldn't be entirely wrong to call that an apiary.
Gotta love alternative dictionaries indexing
alveary and apiary are both correct, though apiary is the modern term
new info!
alveary I stole from minecraft mods
technically alveary is an archaic word for any beehive or beehive-like-thing
the plan is to have the island trader bird also construct buildings (and maybe upgrade the island farmhouse)
the birds and the bees...
i think bees were classified as a sort of bird in medieval england? not wholly sure tho hmmm
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)
oh that's fun!
hmm this is what love of my life and 2nd fav website https://bestiary.ca/ says
I spent way too long making this a viable map location when I'm not even gonna do anything with it. LOL
holy shit that is such a cool idea!!
god those computers are fucking giant
giant cubicles with giantt desks and giant computers
It's the scene from the intro
yas
Which also means the cubicles are so off-center it's not even funny
But I did enable this:
thats why u quit
honestly i lost any sense of perspective in SDV 
freaky
omg the skeleton-
Skeleton's already there as part of the scene, I just added strings to all the desks, LOL
It's John Carmack's 28-inch 1080p monitor from 1995 that he coded Quake on:
oh my
quake mentioned
jesus christ that thing could be a toaster oven
horrifying
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
hehhhh wtf-
benefit of the doubt, he's working on editing a Joja commercial involving kids but still.
I did a double-take
did i miss something
he's running security. that kid's committing thought crime about eating fresh grapes without paying
yes
this guy from the intro:
He's looking at a picture of his own kid, whom he has never seen due to being locked inside Joja for years
omg that one goth femme from the casino worked there too?!
oh i knew the blonde lady from festivals works at joja but i didn't remember/recognise the goth chick
yep
honestly that girl should show up in more places. she's already got like four appearances
They have cubicles? I would kill for cubiclds
petition to make the one goth femme from the casino/festivals into an npc
those desks look way too high
and not just bc I
(My lawyer says i need to say it's a joke)
..hot enter too soon
red guy is 90 degrees at his shoulder
hit*
Standing desks
dammit i am too tired to type
not high enough </3
girly on the left could live inside her computer monitor
https://www.nexusmods.com/stardewvalley/mods/35358 shout out to portraits for extras
dats her in row 2
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
i like my npcs as set-dressing ๐โโ๏ธ
The bottom part of the screen is my doing, but I'm really just mirroring the desks down
you get no portraits
YoU get no portraits :k
๐ซ
I just want an aggressively goth npc (cough cough abigail is NOT goth enough for the rep she has as the goth romanceable)
The location's also a bit more saturated because it has the ambient light from the abandoned Joja Mart instead of being grey, LOL
forsy is making a goth npc i think right?
How aggressively goth
i think theyre goth i dont know the subcultures that well
Look
if you pay discord money every month you can post red dress blonde lady in this very server. incredible
hmm, more extra
What that guy is not goth at all
if i see one more vertical video with POV written over someone's face i am going to evaporate
wow atra tiktok critically panned in the sdv discord server
white base mentioned. gundam fan identified
What is a white base?
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
a spaceship
was it not u
๐ค
it's literally you
well, cool alt npc
Here's a short video of me walking around, you can see where the things not being aligned messed with the tile layering xD
Wow i can't believe im making a goth npc
they don't dress like abigail cmon
is there a gsq for book seller in town today
im being gaslit

XD im sorry i really wasn't thinking too much about "is this goth" haha
I just wanted to draw a leather jacket
im not sure if it was ur intent but they look very androgynous /pos
And the rest of it kinda fell into place from there
black nails the choker
How much of the music do you recognize
yayyy goth npc!
It was, actually haha.
(no)
-# 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
Pretty much all of it!
Despite it not being styles of music I like at all haha
cmonnn tell us about the music you like ๐ /silly
Is there one in BETAs
Also no
Is it in scope
I think a different mod has one
ill just be that different mod
Spacecore maybe?
:(
EDM ๐
....i know roughly 5 artists so I will google that later 
It stands for electronic dance music lol
If it doesn't have bass to rattle your teeth I do not listen
It sounds electronic. And u dance to it. In the club
I... did not expect that answer for some reason
A good
is always nice
Quiz 2 is there a today is festival gsq
honestly the only way i can describe my music taste is 'gay'
yes!
yayyyyyyy my tens of hours scouring the wiki due to my stupid ideas has succeeded!
So, rap?
no I like to sing along and I can't talk that fast 
but lots of dramatic vaguely alt music lol, I honestly suck at defining genres too-
(My wife is gay and all she listens to is rap lol)
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!
oh, do you mean new dialog lines that only show up under certain circumstances?
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
(listening to music rn lemme find a sever-safe example hmmm)
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
https://music.youtube.com/watch?v=2dQDgC9On1Q (yayyy found one that's server safe and also won't make ppl question my sanity that much!)
if memory serves, there's no way to make it persistent except to repeatedly reset it. the game simply replaces the spouse's dialogue at certain times of day
-# not a C# person so sadly I cannot help :/
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)
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
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
what i do is intercept the NPC code and preempt the normal interaction. in the right circumstance, i just add the dialogue right then
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
(what is the context of this)
anyways u can prob do shouldSayMarriageDialogue.Value = false to bonk vanilla marriage dialogues
after that push ur dialogues to TemporaryDialogue however desired
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
That quote was from a readme I found on (presumably) ichortower's github
here's the exact function i was talking about https://github.com/ichortower/HatMouseLacey/blob/develop/SMAPI/Patcher.cs#L129
and yeah chu that line is me yapping in my shared code library
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
I know, I just don't consider any (or most, anyway) of the music from that video to be goth haha. I might be wrong though, like I said I don't like any of it.
Ah ok, yeah that's fair lol
is any dialogue in MarriageDialogue.json that not character spesific means used by everyone? can't find the real use of it in unpacked
basically
yeah, it's a fallback. If, say, the game requests "Indoor_Rainy6" and that particular NPC doesnt' ahve that, it goes there
ah okay thanks
Yay, my bridges are working now.
Now I just need to figure out how to move the warp totem coordinates.
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
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
is the map outdoors? remember you can always force it with the ambientLight r g b event command
nope, indoors
or well unspecified but i know it's indoors because a character has his inside outfit on
i'll try that event command though
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
the default values for an indoors location are (day)100 120 30 and (night)150 150 30
if you have an AmbientLight map property with no value it'd also be plain white
to me this looks like full brightness? not sure. the map itself has lighting specified but it isn't applying i guess
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
oh nooooo i'm breaking things so bad the event force quit itself
guh ambientLight command didn't work
you could try the ambientlight map property
i have that
i think i'm gonna have to overhaul all of this ough
events in a dungeon are asking for trouble
btw this is before/after the event plays. green vs blue, if anyone knows wtf is up with that
it also shuffles the setpieces around but i'm not pressed about that
replacing the entire dungeon with an actual location didn't solve the lighting problem for the event. here's the script in case i'm missing anything obvious: https://smapi.io/json/none/3d8e32d1d6884971822400e5dda2516e
and the map with said property
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": "$l"
}
],
"When": {
"Relationship: Abigail" : "Married"
}
}```
It will revert.
(Not necessarily to original if other mods also patch it, just yours won't be applied anymore.)
nice, i just wonder if this method will overwrite base text completly even the conditions not true anymore
thanks
sorry for question again, but i wonder if there's a better way to do this? or the only other way is i need to write another operation on same target again
"Operation": "ReplaceDelimited",
"Target": ["Entries","Indoor_Day_1"],
"Search": "Hi, honey! Smells good, doesn't it? I made you breakfast! [194 195 210 211 216]#$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": "/"
},```
What does the original line look like?
the search one
since i use / as delimiter it will search entire line, so i put the entire line to match the search condition
i mean entire line as a match search condition
Why do you need to search it if it's already the entire line? Why not just append the entire line?
append make the line double since its adding the text you input in value no?
Why use TextOperations at all? Why aren't you just replacing the entry normally?
You just want to add $l, yar? Why not just append that like in here?
i do that at first, but i basicly just adding new line break or portrait on the text
thats what i asked before in here and someone suggesting using this instead
Aah I missed the line break.
i want to add line break #$b# and $l at the end, but idk if this support multi check like that on single operations
If you're searching and replacing the entire line anyway, the only thing that makes it different from a normal EditData is that it breaks with an error message if any other mod changes this line at all.
Yeah, in this particular case, since you are replacing the entire line anyway, it's better to just replace the entry normally instead of using TextOperations.
You would need to use a delimiter of (as in, a space) and search for honey! to replace with honey!$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.)
yeah this what im worried about how to do it correctly since basicly what i want to do is making special portrait for Abigail that have more portrait in it
my first approach was copy paste all the line i want and put it like this
https://smapi.io/json/content-patcher/788bfb2e93404b36ad669c2c56602c09
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.
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"
}
},```
Yep!
okay noted
thanks guys, i was trying to understand this
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/text-operations.md#common-fields
then stumble on how to multi search + value on single operation since writing different line for same the target feels not right
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
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)
uh-huh. so what if it's
assets/
-- Locations/
----map.tmx
-- Sprites/
----tilesheet.png
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)
ah well now you mention it's an SMAPI feature
its still through the content pipeline like the usual way is
just that SMAPI no longer yells at you for it if you do it right
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
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
it being a .tsx wont matter, but that will work as long as you've loaded the png to Sprites/House
that's a bummer
i mean i'm glad it works just annoying i have to give it a globally unique filename hahah
you can also just rename it in the .tmx if you're done editing
i am literally never done editing
it doesnt need to match the file name unless you plan on making revisions
well then. perish i suppose
you give me source control and then ask if i plan on making revisions
you can still revise if you edit your map in notepad++
my map always exists in a superposition of both tiled and sublime
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
nooo..
then you can just delete it when publishijng
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
you can always bug iro into adding support for implied modid prefixes in Tilesheetinator
i cant imagine that'd be too difficult a feature to add
i don't even know if tilesheetinator supports tsx files
i dont think it makes a distinction
but in a positive "it supports them" way
however, dont take my word as gospel
iro is online on mobile right now
/!\ Irocendar Alert /!\
and i DID check if it's the right irocendar
i would be surprised if you confused them now, being green and all
ye of so much faith
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
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
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
I got as far as overriding attachmentSlots() before realizing it did not come with any of the other stuff and went "oh no"
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
it does not come with any of the other stuff
oh well that's fine then
I think it might swap which button counts as Using it though which is gross
it's fine, you just override either leftClick or doAnimateSpecialMove as you need
oh wait no this dummy tool of mine is a melee weapon
boggling why attachmentSlots is even a thing on Item
i'm happy with that. i'm less happy with the input handling explicitly checking for is Tool tool && tool.attach(obj)
this wouldnt be an issue if Item.attach() was even a thing
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
well then attach should simply be virtual as well
tools are generic enough
I will make it a tool, but begrudgingly
i will do so after ive pondered the moon for a bit
oh yeah lunar eclipse
unfortunately sydney is completely buried in cloud lol
i'll take another look. i'm all about the moon u no
i know this, moonberry #year of the eclipse
good luck with the clouds. unfortunately the overlapping cloud bug is only fixed in 1.6.16
I saw the eclipse! My first one ever! (I think)
so bright
check this
do i look red to u
no but thats precisely the issue
must've been moving the other way
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
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.
Had this open. Couldn't get it to work for some reason.
Maybe I have to just blindly install a bunch of dependencies. That usually fixes any issue I have.
Did u have the older .net
I'm pretty sure, yeah.
Mystery, i never got it to work either so many windows is answer 
can shaders do pixel color replacement through some mapping?
like can i replace every red with blue, etc?
Yeah, I'm not anything more recent. Although Microsoft is making this increasingly more difficult.
yep, pixel manipulation is the idea of shaders
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.
microsoft is a lot like that. good luck downloading any kind of select legacy build tools
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 ๐
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
if its valid hlsl it'll do what its supposed to do
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
Simlink time
How would that solve the issue if Blueberry does not want to rename the source of truth png
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
I'm only now realizing that my Item being a Tool instead means I don't hold it above my head anymore

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
Yes, there's specific keys for those: https://stardewvalleywiki.com/Modding:Dialogue#Item_dialogue
whats the name of the default sprite used by characters when wanting to switch them to it during an event?
ah right i completly forget about this guide
thank you
Do you mean using e.g., changeSprite Shane to change Shane back to his regular sprite after having put him in his JojaMart one or something?
They cut a fixed set of tiles each frame iirc
So increasing range actually just makes them cut weirdly
Tbh it's Weird
@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 
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 
I don't think there's expectations here, just gratitude that the site exists tbh
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
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
I think you're worrying too much, yeah 
Rest assured the "that's very cool" far outweights the other part 
More well put together? I've legitimately seen numerous worse paid resources for various things over the decades. 
I'm glad 
To be fair, this sounds like you haven't tried to view the tutorial on mobile.... 
This is also true, I've paid for textbooks that turned out to be drivel 
Hey guys.
Is it possible to reference another mod's sprite sheet when I edit a sprite with conetent patcher?
It Dependsโข
Mobile exists? /j
What do you want to do exactly with their spritesheet?
And do you know if they Loaded it into the Content Pipeline?
Not yet.
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)
It's really, really odd, isn't it?
I am going to modify one of the buffs that an equipped item gives.
I'd prefer if the modified buff uses the same sprite as the original.
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?
It's almost like people won't question someone who's already being considered an authority on the subject!
Brainz mods Rimworld iirc
Is Brainz a person, a programming language, or an npm package
The creator of harmony
I would be willing to bet all three are true though
Maru sometimes starts in her hospital outfit which I donโt want
You mean Mr. Pardeike?
Hmm, maybe I used the wrong term. Not "modifying". Maybe overlapping with the original but with a superior buff.
(as I call him in my head alone)
Then the example I gave is probably what you want
I just went to check and apparently his last name is actually Pardeike so I wasn't evne incorrect to do so
It probably is in the content pipeline though, just gonna need to double check
huhh doing changeSprite Maru didnโt do anything though :/
So if it is, is it possible to reference the buff's sprite?
Whether it's ethical or not is another topic
Yes, you'd use whatever asset name they put as their Target for the texture load
Okay. Thank you for the answer!
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.
Do you guys think there's a mod for Clint romance?
There are at least two, I think
Yes I thought that one was romance! He's also included in Looking for Love, I believe
(And Looking for Love)
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?
I would probably use Harmony to prefix the relevant functions and selectively reduce the quality before the game does its own checks
relevant functions meaning every time the game generates an item?
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
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
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
hard coding inventory sizes would also be a problem
since modded sizes are very much a thing
is the World.ObjectListChanged worth looking into?
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
What if u just lie to game about size of ur inventory
Give urself a secret 37th slot to do stuff with
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
Maru Winter made her change to her default sprite somehow :')
did u set indoors
no i just did changesprite maru winter lol
hmmm
is the asset named indoors?
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
mm yeah
pain
Well you could always add an appearance data with high priority to her that makes her wear her regular outfit specifically during your event.
i wonder how it would interact with appearances changing mods
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.
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)
Supposedly they are following their schedule but I dont believe thats working out LOL
Schedule json: https://smapi.io/json/content-patcher/42838e293c2c407cbbcd60f4c5337c25
Content json (Has vaels glade/house info): https://smapi.io/json/content-patcher/b9414bb8e9aa416d9523498ba9bf1a6b
its telling me theres an error with the magicwarp format but I'm struggling to see whats actually wrong
wait a minute
Usual check butโฆ Did you sleep?
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
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
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?
it doesn't, those are player-only (magicwarp/touch action warps, generally)
ah really? I couldve sworn thats how I had them leave their house before and that was working
the buildings-layer Action doors and such are compatible with NPCs, but not the back layer TouchAction ones
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
I think that's on the Warps map property, though I don't remember offhand, just going by the wiki + memory atm
https://www.stardewvalleywiki.com/Modding:Maps
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
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
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? 
I just. patched them in content patcher using the wiki guide, making properties directly in tiled still is above my pay grade
No, that's a AT feature request, other mods don't know how AT is internally holding the textures
Their schedule works now! Wahoo! Now their shop is broken but uh. I'll figure that out
I'm in shambles
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
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
Oh I'm pretty sure ebagi doesn't work on meads in general
It only supports specific artisan goods
hmm perhaps thats why then
Disco is general bc you just have to write down the id of the base item
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
Not for mead specifically
and my brain.. my dumb smooth brain glazes over everytime
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 
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 
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
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
yup, I'm using simple -- what was it called again let me see lol
simple flower mead lol
Yep
si the monoculture and polyculuture a perfection thing or is just counting crops towards the acheivement?
it's for both achievements and perfection
part of perfection is getting all the other achievements IIRC
oof okay
hows these sound
has anybody here converted a LUT into a shader for stardew mod?
did you get an answer to this? you have to use BETAS
yeah i got an answers in modded-farmers. ill go without cuz i dont wanna add another dependency for such a small thing
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
I think that's mostly good, but I would be more specific about monoculture/polyculture and mention the achievements
do NOT make conditional NPC data, it will break things
what you want to do is instead set UnlockConditions instead.
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
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
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"
That's a good thought actually
You gotta remember that content patcher let's many illegal things happen by lying to the game 
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
I think so too, because his appearance changes quite a few things - Koda's whole schedule changes once he's introduced, Inke manages the FIASA shop and stuff. It's already broken a couple people's multiplayer games, where one person sees Inke literally overlap Koda at the shop
is there a decent way to test multiplayer as a single human haha
you can just fire up multiple copies of the game
then join using the ip address localhost
oh!! I was way overthinking it, ty
Is it possible to do something like the Trout Derby/Squidfest seasonal 'events' but with forage?
how do you mean? itโs possible to make a passive festival and itโs possible to spawn forage but what are you thinking
Like instead of catching fish, you have to find foragables to turn in for prizes
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
maybe take a look at those special days in the summer when the beach has extra forage?
easier to just have a conditional map patch probably
I would want it to require the forageables to be found that day like Squidfest or have something like the golden tags in Trout Derby
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
Like actually trade ins instead of a shop, but knowing a shop would work if I have to is helpful ty
whereas with FTM/SC you can spawn as much as you like
tbh I would recommend using FTM for this, you can control forageable spawns down to the tile
like the desert trader which trades in items and not money
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?
IIRC Unlockable Bundles have that
sure it's just regular forage spawning
yeah UB has custom prize machines with custom currency
Is that a framework or a mod to check out the coding of as a reference?
framework
Farm Type Manager, its a framework originally made for spawning forage on farms, but it works anywhere
Would I have to deal with map compat? 
And/or can I just use the normal forageables in some way?
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
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'
hmm yeah that'd need C#
fairly simple C# so if you're looking for an excuse here's your chance
I think it's easier to just be like "buy stuff with wild horseradish"
sounds like it could be similiar to finding a lost note or a Qi box, if that's the C# that inspires ye
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?
if I want to link SVE crop info, should I use the fandom.com site or the wiki.gg site?
you canโt do schedule changes on the fly because theyโre calculated the night before. you could have them roam in a square though
kk thx
Ooooo ok noted
Can I make a forage that's larger than 1 tile?
iโve never used FTM only spacecore for spawning
No but item extensions let u make stumps
What about like a faux bush that you can get forage from during a certain time, but completely disappears the rest of the time?
i think you might need custom bush to get stuff from a bush
unless you want to fake it with maps
Dang it
i assumed youโd 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
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)
vanilla passive festivals have different maps jsyk
Wait what
We have to change the whole map? Meaning compat hell? 
i think this is an example of location != map
you donโt have to change it but you can
Ok good, you scared me lol
why donโt you want to change it so bad
I do not want to have to deal with manually making it compatible for every mod that changes the area 
iโd argue that itโs on those mods to add compat for you in this rare case. since you canโt EditMap for them
they would just target your map
(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)
Ohhh ok
i think i missed that
Whoa! But also that would still mean less compatibility in general though right, since every mod author would have to update their mod(s) with the compat?
well yes thereโs no perfect solution. however it would be at bare minimum one patch thatโs 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. youโre also within your rights to:
- say your mod isnโt compatible with xyz
- 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
I'm guessing with building placement, in the case of doing a conditional map edit?
Also ty for the explanation 
any map edit to a vanilla map has the Pelican Town Real Estate Problem. compatibility is never perfect or complete, itโs 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 didnโt run into other squares
actually i wonder if conditionally loading the forest would be a horrendous idea
youโd 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
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
i see five options here:
- donโt 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 havenโt fully considered
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
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 iโm being overwhelming i thought it was a fun exercise trying to work out all the ways to do this
Y'know i thought the passive fest stuff can partially edit maps
Does it rly replace all of forest just for trout derb
Me neither I'm just sowing confusion and chaos
No no not at all, I like knowing all of the potential options so i'm quite enjoying this lol
iโve personally only messed with active festivals and never played the game with a passive festival even lol
ok iโm off to do my Actual Job but iโll backread later if thereโs more

can someone yell at me to release what I have instead of hyperfixating?
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
Ok, I'm going to test and make sure you can actually catch the swedish fish
and then I'm gonna release it

(i got curious and checked the files because the ice festival which is much older has its own copy of the forest)
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
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 
It was what i suspected thx for checking
Like tourists in festivals, they are part of the map
part of the year round forest then? (out of my depth now) since the derby just adds a few bits here and there
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
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?
They're real NPCs mostly
mostly curious because theyre fairly spread out so its interesting to know how they're implemented
Spawned in with c#
wait, they are??
Yeah
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
i think that's part of the new ephemeral NPC thing pathos was talking about a bit ago
so excited for it
Ohh, I see
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 
well we already had temporary NPCs, guess they needed another word for it
midnight im gonna use it to make motorcycles
eeexcellent
cus its ephemeral they spawn in the garage every day/whatever i forgot so no need for cursed stuff
Can I make a forageable that hurts if you walk on it? Or alternatively, if you pick it up?
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
Hmm. Hurts when you pick the berries in the BearFam basement, but that's on some kind of bush
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
Oh lord the number of theoretical dependencies is growing 
framework authors, the real MVP's 
heheeee excited to see (I'm assuming LOL) immersive seasons shenanigans
Yassss
i love betas
(already using betas and spacecore for the totems)
Ooooo ok
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
you can migrate them by using FormerCharacterNames
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
yes you can do that
however you should prefix the character name with {{ModId}}, not just PineJohn
changeMapTile <layer> <x> <y> <tile index> what is the tile index?
idk how to choose the tile to replace it with
hover over it in tiled, it's the third number
in the tilesheet?
no stamp it onto the map
ohh i see
You can also open the tile properties for that tile on the tile sheet
me when the tile i wanted doesnt actually exist
do i wanna draw it
or do i wanna leave it
oh i thought you drew that
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

does anybody have the correct mgfxc.exe which is compatible with the latest version of stardew
It's v3.8.0.1614 or something like that.
I did separated phones with and without receivers, but it's a different style phone
namely these guys
If you go to the nuget page for it you can just look for the version uploaded like 4 to 6 years ago
basically like Leah's phone since she does take a call
oh hey that's perfect
and ur already a dependency
:3
thank you past Midnight for foreseeing my need today
Magic
So I made my c# mod for a previous existing idea on nexus. But should I
just release it as a separate nexus module?
how does one do the showcase?
right click>apps>publish
ok wait im still confused on what tileindex is
helloooooo is there a way to make a buff invisible?
i see this
AAAA congrats fishstick!!!
it's the number sprite it is on the sheet
so 102?
Ty!!!! I love that you call me fishstick btw
Starting at 0
you can give it an invisible texture but if you hover over that spot you're still gonna see the popup
It's the number of the tile on the sheet starting at 0, that part's important
uhhh 96 128
It looks like the non-receiver phone is 102
If you click on it in Tiled, it just tells you
It's in the picture you sent
Red phone with receiver is 90, without is 102
i always make my tilesheets 10 wide so i can count more easily if absolutely needed
super useful when doing night/day tiles
i should start making my tilesheets multiples of like. 8 or something
Would changing one aspect of the intro constitute an entire new nexus module page?
there are no rules โจ
is it a new mod? if yes = it gets a new mod page
well. there are some rules but no rules that apply to what qualifies as "good enough" for a mod
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
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
I have my mod dreamy intro which just alters the intro with visual recolors and edits
today ive learned key to the town does not let me enter an npc's house if their door is locked by friendship
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 Iโll just add a requirement would that allow me to join mod contest I just want to get the participation badge
Requirements are fine
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
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!
add "custom_giant_crop_tapper_item" to the context tags of your tapper here is the full guide https://github.com/zombifier/My_Stardew_Mods/tree/master/CustomTapperFramework
then look at ExtendedTapItemData
Would the giant crop be considered the machine's input item?
Asking for a mushroom
this sounds like the use case for rolling a custom output method for your machine using C#
unless you hardcode the output every single crop (vanilla and modded)
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)
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
this framework is the closest to what you want: https://www.nexusmods.com/stardewvalley/mods/26220
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
are you trying to drag more than one zip into the mod page
oh
I forgot to make it a zip ๐
been so long since I did this
hmm, still wont let me drag and drop the zip
Oh
it's good now
thanks!
is there an easy way to set environment variables while debugging
wait I might have figured it out
(context- debugging into a stardrop profile)
I see the code of where the bounding box of the Scythe is, but I'm trying to find where exactly is that bounding box used to select the tiles cut, so I can change that code.
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 ?
You may not.
(sorry for my poor eng)
Shiko does not have open permissions. If you cannot get permission from the author, you cannot post it.
ok i see ty for being honest
I suppose is this?
{
if (location.terrainFeatures.TryGetValue(v, out var terrainFeature) && terrainFeature.performToolAction(this, 0, v))
{
location.terrainFeatures.Remove(v);
}
if (location.objects.TryGetValue(v, out var obj) && obj.performToolAction(this))
{
location.objects.Remove(v);
}
if (location.performToolAction(this, (int)v.X, (int)v.Y))
{
break;
}
}```
yar its that getListOfTileLocationsForBordersOfNonTileRectangle
extremely silly method
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
user problem /j
I tried finding mods that they had in common, but I have all of them too
normally I might handwave it, but it's causing a red text death spiral on startup
What's the red text
r they all windows
yeah, but I'm windows too
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```
fear
the relevant code is this:
Perfect, will replace it with a function that gets all the tiles in between
I'm checking for nulls so I don't understand where this is coming from
OH WAIT
firstordefault can return null
is it talking about the delegate u have
I am so stupid
no it's one of the dynamic calls
It calls out line 79 though
cus of the .TileAction i guess
I think a is null inside your delegate which explodes when the dynamic is trying to be converted
call me old-fashioned or whatever but "FirstOrDefault" being able to return null sounds like it was misnamed /lh
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
ah. that name implies to me that it wants a default return value if nothing satisfies the First
There's also an overload that lets you set what the defaultValue would be, if it can't find one
like doing ?? <whatever> on a nullable
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
ah, yes, like this. i figured this would be the standard invocation
I can, but in this case it's simpler to just handle the null case
I feel like Iv'e had things explode inside the predicate bc of null too so I'd worry about that as well
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
That's what I was saying ๐
Well I'm at an HEB
I'm busy making particles myself
Whoa-
well that looks cool
that looks so good!! is that the thing you were working on with polygon rendering earlier?
It is!! Though I actually ditched the polygons shortly after that. The only thing rendered with primitive polygons is the lavendar background (its actually 6 triangles hidden beneath the frame)
The rest is shaders
Well shaders and textures obv. The particles in that video are from the wizards cauldron lol
how are you dealing with loading the shaders?
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");
}
Ah fuck
(I will switch to Path.Combine eventually)
Tells me all I need to know
ah so just using File directly and presumably compiling with mgcb?
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
maybe I can pester pathos for Effect support in ModContent
Does it not actually work? I'll be honest I didn't even try
I havent tried it, but file extensions are whitelisted, and mgfx files aren't on it afaik
It is interesting that .fnt is supported but .mgfx isn't
for what its worth, .tide is also not permitted by smapi despite the fact it would work otherwise
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
Well you will get the warning in console of direct file access, and if the smapi security hardening happened that would potentially be impacted
What direct file access warning?
it would also just be nice to have it be more cleanly wrapped
If I used Shaders often enough it wouldn't be too hard to write my own little loader function for it
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
I have never even heard of paranoid mode
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
Sounds like something I would never have to worry about users seeing, thus I need not pay it any mind 
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
until pathos turns the screw and it becomes compulsory /j
I'll simply hide my file loading inside an encoded #line directive
Surely this won't get me confused for malware
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 
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 ๐
really, how did this work??
the i18n must've been loading all on it's own
If, theoretically, someone loaded a blank to Characters/Dialogue/{{ModId}}_<NPCNAME> then your edits would apply to it
I have a blank
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
So, the dialogue has been showing in the game though, which I guess was just directly through the i18n all this time
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.
where'd the dialogue come from 
I- how is any of this working?!
(With the exception of config options, which CP will check your i18n for)
Did you also do a blankLoad on that asset?
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
No, a DT also doesn't do anything without being used in a patch.
this is good. smapi should slap you if you're working with tIDE
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
Possibly useful input: it's often helpful to test using just your mod (and its dependencies)
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
well, that and the lines for gift taste dialogue are in the gift tastes themselves
and not in the dialogue.json
Yar, that'd do it.
have things been this broken and I just never noticed?! ๐
Guess so
I don't talk to him enough, obviously
Well if you were directly Loading a json into some asset, i18n tokens won't work there either
hey, look i put my npc into the game and forgot to actually load their dialogue
it's because he has almost no dialogue in the i18n tho, just to be clear
we all make mistakes XD
Can I add 2 different forageables to the same bush, that grow at different times of the year?
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
bush logic might need Bush Bloom Mod
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 ๐ญ ive used the json parser over and over too and it says everythings fine
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
Are you accidentally Loading this file, instead of using Include?
but the tmx -> xtile conversion is slooow
and due to casey you can have tiled write the .tide directly now soon
pretty sure i used include, maybe i typed it in wrong? sorry im very inexperienced with modding
WAIT{ // load blank first "LogName": "{{ModId}}_farmerguy - Dialogue", "Action": "Load", "Target": "Characters/Dialogue/{{ModId}}_farmerguy", "FromFile": "{{blankFile}}" },just changed the name, but this is loading a blank right??
๐คฆโโ๏ธ
You seem to have both Load and Include here.
is your dynamic token is correct...?
You should change the Load part to load a blank.json instead.
like is it loading something something/blank.json
should be now that I changed it I think?
OH. omg thank u ill go adjust that ๐ญ โค๏ธ
Yeah, that'd be loading your blank.json to that asset
so the target should be that? sorry if I'm not getting it
Oh, I was talking to herbergubi.
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 ๐คฃ
New quote added by atravita as #7579 (https://discordapp.com/channels/137344473976799233/156109690059751424/1478588290956267520)
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
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.
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
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
Oh, ok
off topic, but where can I check out the rest of these quotes? I've never tapped one until today and I'm wondering if it's ever happened to me now
... I am just now realizing that this isn't even the dialogue json I currently have, but a copy in the same folder which I have vscode searching through. It was just guy before I added the mod id 
There are so many levels of silly here
Theoretically would've still worked though
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)
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
there's an overlay from cursors drawn over water in the game
there is also a period where the water is green ๐ค
i don't really remember whenit happens
but it's a short period where the water gets super green
Like this?
oh nvm
crab mating season. summer something but i forget exactly. 13-17 or something like that
them crabs gotta mate ig
seems like a random detail when stardew isn't very realistic
nevermind on the nevermind
still says there's no content pack with my unique id when the mod's in my mods folder
can you link your smapi log, or at least paste the whole error for context?
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".
this is my manifest
i saw that, but it's not enough context for me. what is actually barfing the error? (game? SMAPI? another mod?)
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
~~which is more performant? (not sure if the second would even work yet)
- having two copies of an 80x80 map
- 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
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?
I assume this is towards me? I just fixed the issue after I realized I had json instead of png at the end of my assets ๐คฆโโ๏ธ
I quit the game first though like I said, and when I patch reloaded again, I only got the asset errors... not the id ones.
that was not related to you, that was my own question
Oh, sorry ๐
no worries
That makes a a lot more sense when you point it out lol
I fixed the issue in the other message I sent, but thanks for offering to help me out. Idk why resetting smapi let it direct me to the real error again, but it must be like resetting a computer when in doubt
https://smapi.io/log/f30d46ab2b134176b5eeae44c893b89c
exhibit A: a dungeon entrance that works
exhibit B: a dungeon entrance that throws the error above
EDIT: solved, see below
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
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?
never mind, it's definitely related to me clicking on the door
Where are you, wintery blue tones?!
!json can you share your content.json?
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.
sure can, it's not my mod, im editing it to make the window09 at line 317 have seasons, eventually more but im just tryna get this one to work
can you upload it to smapi.io/json ? discord doesn't show the whole file
how would I do that ๐โโ๏ธ

