#making-mods-general
1 messages · Page 558 of 1
yeah same thing
make it edible now 😋
Can you take a screenshot to show what your gate image file looks like?
ive made alternate textures fence before, but dont remember if i did gates 
potentially stupid question, does it follow the gate example in the Alternate Textures example pack?
Did you check that the mod you're copying works properly?
yes ive used it quite frequently
And you're sure it's got the gate textures on the same file as the fence?
i have it set up exactly how they have their files set up yup
ive got gate in gate and fence in fence :3
i dont know why mine isnt working like theirs is =-=
If you have the fence and the gate in the same image file, they need to just have one .json. If you do a gate separately, it has to have an image file without a fence.
Can you share your json for it, please?
sure
I did a gate conversion the other day and it was confusing
Hmm, the only thing that looks off in yours is those long bits in the middle of each sheet
"Action": "EditMap",
"Target": "Maps/Railroad",
"MapTiles": [
{
"Position": { "X": 10, "Y": 56 },
"Layer": "Buildings",
"SetProperties": {
"Action": "Warp 14 19 BathHouse_Entry"
}
}
]
}
should be it right
does edit map understands that I wanna edit purple layer and not the visual one
Looks ok to me. The SetProperties field is how you tell it to edit the purple layer.
ooh neat
So that I can see what this section is supposed to look like, can you change the fence and gate tiles from this screenshot into the textures from the mod you're copying? As in use the paint bucket on them to select the working mod's textures and then take a screenshot of that so I can compare, please?
sure thing
oh nvm something happened to the mod since the last time ive used it O_O
so it was a fail from the getgo 😓 srry srry
Oh dear, that's annoying for you
Try following the example from the AT github like Kattia asked about before
waah oh well yea ill do that 
Download the gate texture image and make sure yours lines up with it
yay it worked tyy
always forget that 💔
I always have to make lots of edits to my layering once I get the map in game
Do you know how to patch reload so you can edit the map while you have the game open?
patch reload id
These objects will be drawn on top of the player if the player is North of them but behind the player if the player is south of them.
am I stupid 😭
im always disappointed to re-remember how the front layer actually works vs how im hoping it works
but in this case since your sinks are in a wall, you should be able to put them in Buildings2, if theres no tile that has both the wall and the sink at the same time?
yeah Ig thats the only way
I may be wrong but I think the layers go Buildings, Buildings2? Aba knows I bet. I always thought the "Buildings" was the 1, just not displaying that 1
Mb you're right put a 2 there
unless the layers are zero indexed or whatever 
I do Buildings1
And the way the Front tiles work is that you have to be two tiles south to show in front of them. If you're on the tile directly south you will have sinks on top of you.
Yeah I couldn't get them to work so I just decided I would not put gates on my fences
As far as I'm aware they don't give you anything special?
ill just make a disclaimer about the gate on fence
this is responsible for so many of my tears 😭 i wish it was more precise, like a very fine line that goes right where the bottom of the tile is, not the whole ass human sprite below. dashed my hopes and dreams of sick looking planter boxes in my greenhouse map
what is this specifically?
(i missed what the issue is)
when gate is placed on the fence AT will try to turn it into a fence instead
quick question btw
if im making a mod with 2 main files (CP and AT) do they use the same Mod ID?
and if not how do i get a second one if anyone knows
Do you mean mod id or update key?
Because you get a second mod ID by just writing another one
If they are meant to be bundled together rather than alternate versions of the same thing, then usually people just give one of the mods the update key because updating one will update the other as well
If they are meant to be alternates, you want subkeys so that people with the AT mod don't get notified about the CP mod updates and vice versa.
aah i see
then they'll get the same key 
i plan on keeping them updated at the same time and ill add a config to the cp version if i add more than like 4 variants
subkeys 
Does this mean they are alternates?
oh i found it https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks
i didnt know about subkeys until just now (very happy
) learning so much from you guys
I forgot is it okay if I add tilesets outside of the maps folder with tsinator
or ill have to do some magic with it
Yes, Tilesheetinator will automatically add them with the correct syntax
Darn, I have done my subkeys incorrectly
If they are meant to be used mutually exclusively, please give them subkeys. It's annoying to get notified about updates for a version you're not using.
Oh great my attempt to fix the subkeys has resulted in Nexus duplicating one of the files. Ahhh!
ill see about doing that then 
Quick question When creating a mod with SMAPI / C#, how do you guys get running code logs? For example, Debug.WriteLine("Hello World") ?
Basically, how do you debug it when testing it in Stardew?
this.Monitor.Log
check https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Logging
Excellent. This is what I was looking for. Cheers.
Anything else I should add here?
Is there a way to make a big craftable that modifies the buff duration of the input item?
Can anyone check if "Game1.player.addDailyBlessing();" works with smapi? It's supposed to be a valid method but my visual studio setup is saying it's not found. Wondering if I'm actually doing something wrong here
Hello, hello there!
I've been working on some mods that could use some feedback
If anyone is interested in bringing feedback that is
Iirc the buff is associated with item data, so you can only do this if you are doing the buff custom too
So you'd have to make an alt version of the item with longer buff
I currently have several custom potion objects, and I want to create a machine that changes the duration of these potions to be all day, alongside increasing their price (which I think I know how to do dynamically)
Yeah price u can just do with price modifiers
But buff is as I mentioned data associated instead of instance associated
is there any way to do a warp and play the sound from a single action
playSound and warp
using just tiled properties
If you did control the buff yourself then you can just have it do different buff depending on the item, maybe higher quality give more buff idk
Maybe add some sort of rug to the side rooms? IDK, I'm just not a huge fan of the floor texture in large quantities (It's not your fault, I just think that the base game texture is a bit ugly is all 😅)
what kinds of mods? 
You have to use a framework for this, BETAS or MMAP could both do it i think
What exactly do you mean by controlling the buff itself?
Are you the one who is doing addbuff on the player
Instead of simply putting in buff data in data/objects
Probably not. This is a content patcher mod
I see, thanks!
Hmm, mods that enhance the social world of Stardew Valley, I'm just a beginner but I have been cooking with what I have
hmmm
I do think your layout looks nice though!
we usually love giving opinions when asked (or maybe thats just me
) so feel free to share
Yeah then the best bet is just a second potion item imo
Big Potion
Probably. Though I can hold off on this feature (I was already planning on having it be a version 2 feature, I just wanted to see if there was an easy way of doing it).
I also know that I will eventually need to create a C helper mod for this if I want to do some of my more ambitious ideas. My goal with this project was to create a mod that I could come back to and work on as I get better at modding.
Suree. Well, the mod is called Town Talks and here is the description from the content.json.
"Pelican Town has opinions about your love life. Custom dialogue, letters, and reactions from villagers as your romance situation gets increasingly unconventional. Requires Free Love.",
Core mod 😌
Some of the stuff you want could probably be done via certain frameworks though
Love the concept, always wondered if the villagers didnt have any thoughts about what the farmer was up to, running around eating raw fish and romancing people, jumping into peoples beds to give them gifts, that sort of thing
theres a lot to comment on so their take on the romance part sounds fun
Yep! This mod is by far my most ambitious mod thus far (my previous mods only added one or two machines and some shop items).
And I know, in fact I'm already using EMC!
For example if you use spacecore then you could:
- Have eating the item run a trigger action
- In that trigger, use If to check which quality tier of item you have
- Apply different buff depending
I said quality mostly because that's a easy thing to change and check
Here is another mod I just finished as well, it's called Pierre's Spiral and here is from the manifest.json.
"Pierre watches your farm grow more successful every season and slowly, visibly loses his composure about it. Letters get increasingly unhinged. Dialogue gets increasingly strained. He is fine. He is absolutely fine.",
Also, slight correction. I'm using Calcifer, not EMC. I was originally going to use EMC, but I decided to scrap the features I was going to use it for (mainly bc I didn't like them 😅)
!! not sure what to say but ill say this; I usually never have any interest in most NPC mods (kinda find NPCs boring) but oh man the spiraling one, that one i would like to have, very much
🔥 (in other words, the highest praise i can give)
Oh well if u only use calcifer for furniture tile actions
Then you can change completely over to spacecore if u want
Currently I'm only using it for defining custom categories I believe
Yess, it's just ideas that I just came up with and began making so I'm not sure how they'll work on others playing on them
Yeah that is also a thing spacecore has 
do you mean compatibility wise, with other mods, or?
But yeah I don't think it's big deal to change or whatever, maybe only if u commit to doing this
I'll look into switching over (I'm actually reading through their docs as we speak 😅)
I mean I'm not sure how it would work when others would want to try it out, I have been testing it so I'm not entirely sure
If you think the mod has enough meat to it then just post it on nexus
It's ok if there's bug
Suree, I'll make sure to post it, it's just that I have been working on other projects and mods
(obligatory not an expert -again) but i would also make sure that it follows good practices, especially if you havent published before. stuff like that it doesnt overwrite large parts but edits where possible, doesnt change things that it doesnt need to. general consideration about how modular it would be when used with other common mods. technically no one HAS to make their mod compatible with anything else, but well, we all got a lot of mods and some have a lot lot 
Of course, of course, I make sure for my mods to not interfere with any other mods one might have
Jeeze, call me out by name why don't you (/jk). I totally don't have a list of mod ideas I want to work on that seems to constantly be growing by the day 😅
Here is an mod revolving around Willy, called Willy's Trust, here is the manifest.json
"Willy doesn't sell his best gear to just anyone. Earn his trust through real fishing achievements to unlock his rarest stock — and expect letters along the way whether you succeed or not."
im a true model of hypocrisy lecturing anyone about this
got old mods that i still havent updated on nexus that use Load instead of EditImage, and probably 15-20 unfinished minor mods that ill likely never get around to polishing 
Here is another mod paired with Willy's Trust called Willy's Tall Tales. Here is from the manifest.json.
"Willy sends you seasonal letters about his fishing adventures. They are completely unverifiable. He is absolutely sincere about all of them.",
guys was it possible to make map and npc mod on phone?
Yess, it's entirely possible
Gotta post this to r/fuckPierre
you mostly just need a text editor for the npc part
the map part im not sure, need to find a tmx editor that works on mobile
...ok stupid question but whats the difference between active and passive festivals
is it that active ones require you to be present for them to work therefore locking you out of a map for a day or is it that they have activities to take part in 
alr tysm for the information 👍
Here is also another mod related to Pierre's Spiral, called Pierre's Sanity Meter, here is from manifest.json.
"A hidden mechanic expanding Pierre's Spiral. The more successful your farm becomes, the further Pierre unravels — through five sanity stages from Concerned to Completely Unhinged. Players never see the meter but they'll feel every step of the descent. Recovery is possible.",
@lucid iron btw in relation to the parrot trinket replacement mod and the sound CueSwap bit, I checked my notes and the texture i edited was based on a bluebird from Elle / junimods, and their permissions are closed. my bird is somewhat changed but imo not enough that you wouldnt be able to tell they had the same base. so wont be able to publish that one unless i redo the sprite completely from scratch, which i dont really want to 
I did come up with one mod last night that I'm super excited about, but is also probably way above my current skill set. It would essentially add 7-9 special slots to your UI screen. There'd be:
- 1 to 3 "Quick Access" slots that'd have a keybinding to use.
- 3 slots dedicated to the horse flute, warp scepter, and pan. The flute and scepter could be used with key binds (with a togglable confirm dialog for the scepter), while the pan would just let you click the panning spots without switching to the item.
- 3 slots that can hold an infinite number of stone, wood, and hardwood
And finally, a special toolbar that can be switched to that displays the items in these slots. Items cannot be placed in it unless they are already present.
This is entirely self serving on my part bc inventory management is a pain. I know there are several similar mods, but none of them gelled well with me.
Active are the ones in which time doesn't pass, you can't leave the map without ending the festival, the map is locked the entire day for any other purpose, etc. Like the fair or the flower dance.
active festivals are things like luau
- you go to a place and it locks you in
- theres a main activity of some sort you gotta participate in
- you leave and it becomes 10pm or whatever
passive is like night market the map changes and you go there and/or leave as you please
aaah ok
ill try to make my festival thing a passive one then
that way no one gets static locked
Please consider calling it Cargo Shorts Pants Inventory or something like that
just because it would be funny
guys does this app work for stardew map editing?
counts on fingers
I think i'll need to make at least 3 outside maps and at least 7 inside maps 
i could prov reduce the amount of outside maps to 2 i;d reduce to 1 but then that'd be a pretty big map 
or at least be bigger than i'd want
i don't want you to feel like you have to trek 10 miles to get from the bus to like someones trailer for example
ah making maps is fun! ...well, until its very decidedly not fun any more...
(looks at personal maps that are pretty on one part and plain tiles on the rest when my energy ran out 😂 )
the issue with maps always looking smaller in tiled and turning out massive ingame is a very annoying one too
It works with tmx files so it might!
this method does not exist in the decompile
i keep hearing that making maps is fun
i usually lose energy quickly though when it comes to it, i think i just have a hard time sitting still
So, copilot and gemini are both lying to me? lol
oh thanks for letting me know!
AI - lying?! why ive never
Well yes, they are lying software, that's what they do

!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
sdv isnt obsfucated so u can just see everything 
I do not have fun making maps, I have no design skill. I'm good at Tiled's technical aspects but that's it.
Haha, but really they must be getting that information from somewhere right? All AI does is copy and paste
uhhh no
oh no
its more like autocomplete a sentence
No, generative AI does not just copy and paste
i already played the #rules card and it's prob better if we dont derail into another ai discussion imo 
its making up things based on similar stuff its seen before. so you get semi-brand-new bullshit
(ill stop engaging now)
Okay, scratch all of this. Is there a place I can find all the fields of stardews classes? For example, the player properties and methods of Game1.player?
the effects of the statue of blessing is applied in StardewValley.Object.CheckForActionOnBlessedStatue
decompile the game to find out more
Yes, in the decompiled code
man
Is that documented somewhere or do I investigate myself?
im trying to like visualize and procrastinate opening tiled
the game is still closed source so no i don't think anyone's documented everything
If it was also documented anywhere we would be telling you that instead of just pointing you to the game's code, sorry
Right. Well, I can hope and dream. Thanks guys, much appreciated
Making maps....fun?
(Jk, jk)
alright, i get the point, im a freak
/jk
LMAO
Judging by the number of map mods you are not lol
Just unusually outnumbered right now haha
Dw i’m right there with you 
I have a couple maps drawn on paper
Yayyy 
If I wanted to do that with C# would it be difficult? Or possible at all?
I... think it would be Harmony territory, so hard

It’s ok i’ll just explain in my mod not to put peg people, dinosaurs, or silks on tables lol
Wait so if you were to make a tablecloth mod using FF, you’d have to have a different tablecloth for every table size cause it can’t differentiate?
-# Dum idea make the item a fish and use moby dick

Usually people just make different tables in these cases
You would need new art regardless, and it's easier to manage shadows if it's 1 piece of art
So if you wanted 5 tablecloth options on 10 tables there’d be 50 different tables? 
Yeah that's not uncommon
That’s terrifying
-# wait would that actually work though?
Well sort of
Moby dick makes fish have a different sprite for inventory and held item
The held item sprite is the one used when placed on table
But it was a joke ok 
Lol
I mean I’m absolutely not against using cheesed methods as long as it has the functionality I want
I think a good way to handle different colours is to have the different shapes in CP and the different colours in AT
And by "a good way" I mean "it works best for my brain so I want other people to do that please" xD
AT requires a menu though, I want things to be dynamic to use
Like my silk playstand, you pick a stand and then just click on it with whichever color silk you want
Maybe u want that chroma key mod
Chroma key?
The silk functionality works with FF just fine, I can even have a different sprite if you place it on the ground (yay!), but if you put the silk on a table it would break :(
So my thought was if C# can add some sort of identifier to new ‘table type’ furniture so it can differentiate between normal tables and the special table, it’d have full functionality without any weirdness
Which would allow dynamic table cloth mods too. It’d be so cool to just pick a tablecloth and lay it on your tables imo
It's a mod that let you recolor furniture arbitrarily
That’s really cool, bet people would like that with the mushroom playhouse
How would it help with the furniture functionality though?
Ah ok. So if you have 5 tablecloths options and 10 tables, chroma key gives you dynamic variations for every color of the rainbow on top of that
Instead of needing like 700 table options in order to get 14 colors of each
or gifs
On the mod page? Yeah it does
nicee
What is harmony and why would it be needed?
!harmony
Harmony is a framework for patching .NET code, allowing you to take any portion of the game's logic and insert or substitute your own. This gives you more flexibility and control than SMAPI helpers and events, at the cost of being typically more complex and difficult to use safely and correctly, and more likely to break with a future update of the game and/or SMAPI.
If you are trying to do something that isn't possible or practical with SMAPI alone, then Harmony is usually the solution.
For more information, refer to the following:
- Harmony Modder Guide - Intro, Use Cases, Initial Setup
- Tutorial: Harmony Patching - Types of patches and code examples
- Decompiling Stardew Valley - For finding methods to patch
Hi, how can I check which locations in "Data/Locations" are farm maps (goal is to filter out locations the player can't visit because they didn't choose that farm layout in the beginning)?
It's needed if you need to alter the game's code
You don't need to do this because the other farms don't exist in your game
There's only a single Farm location created per save pretty sure
They are returned in "Data/Locations" unfortunately, I'm staring at them right now 🙁
That is the underlying data
If you are in C# and a save is loaded, you can iterate all the locations that were created using Utility.ForEachLocation
With that in mind could you elaborate on why you want to filter out the other farm's data?
npcs "helping" around the farm (repairing fences and filling the pet bowl) is built into marriage right
I decided to make custom potions for the increased duration thing, primarily bc I already made sprites for them (and bc I realized how fun an all day potion effect would be for someone like me who hates timed buffs)
From what I gathered I need to check LocationData to get information on where specific fish can spawn (in LocationData.Fish, optionally considering LocationData.FishAreas).
But if I just get all that from "Data/Locations" I end up with maps the player can't go to to get that fish, because they're on another layout. So I need to filter out all farm maps the player hasn't chosen, and I certainly don't want to rely on a farm_ prefix or something hardcoded.
Please let me know if I'm approaching this from the wrong direction - but I will check out Utiliy.ForEachLocation!
Yeah, the real confusion here is assuming that Data/Locations is locations loaded into the game. It's just location data. Just because a location is there doesn't mean it's actually in the game.
You can add location data to it, and not actually create that location in the game itself. That utility method is probably your least manual best!
Thank you both 🙂
It is true that you want to look for the fish in the data yes. Utility.ForEachLocation would be what you use to get the actual GameLocation instances that were created for this save. After that u can use location.GetData()
It's possible for a location to have no data btw, make sure you check for null
Re: Harmony
Use Harmony as a last resort. SMAPI will handle 98% of your modding needs. Another 1% can be done using C# reflection. Harmony is the last resort for modders, as it can change some things so drastically that SdV and SMAPI can't recover.
(Cue ichor coming in to vehemently disagree with this Harmony fear-mongering /lh)
Yeah from my understanding Harmony a big no no for mods?
Like people actively avoid mods that use it
Harmony gives me dissonance. 😁
People are silly to do so
I think i am done with it
Harmony isn't bad, it's just more complex
Do you want it showcased?
Would be nice yeah
I'm a purist. I even think that reflection is... Dirty.
It makes sense to me but people will be as silly as they like and I don’t want to kill my mod off the bat, even if it’s mostly built for me personally
But .. sometimes having the engine itself is the only way to gitter done
Would it be worth asking pathos if there’s any alternative method to do it without harmony?
How are they even going to know if you're using Harmony?
Wait what
I thought frameworks had to be listed as requirements in the download, and SMAPI popped up a harmony warning?
Do I need to do anything to showcase it or someone else can do that?
Harmony is not a framework mod
It is a library that is used by the modmaker which is already included in SMAPI
I've found that IF you can get pathos' attention, and state your used case, and it's a useful one... it tends to end up in the next version of SMAPI. 😉
And if SMAPI warned for Harmony, then almost every framework mod would have that warning
And only people like Hackswell who will even call it a crime lol
We may embrace the dark side folks
SdV is a car.
SMAPI adds connections all over your car so you can trick it out in a mostly safe manner.
Reflection is hacking the OBDII computer to get it to change how your car runs.
Harmony is disconnecting hoses and wires on the fly (with the engine running) and doing utter wizzardry.
There are lots of things that can either only be done through harmony, or are impractical/buggy to do without harmony
I mean smapi does warn for harmony it's what the patched game code bit means
I know. It's just the Software Developer in me. It grates upon my soul.
I keep forgetting that modding is NOT software development (with its rigors and best practices)
Published it for you 🙂
If you can reasonably do something without harmony you should, but you shouldn't be afraid of harmony
It's just not something ppl care about
yoo thank youu
Just that Harmony is a very advanced method for rewriting code. That most of us would probably screw up.
I try to do stuff without harmony but usually cus it's a fun exercise
I also have a mod with 20+ harmony patches so
I have 76 mods running right now and this is how many of them are using Harmony
Woah.
You should def link it on modded farmers tho, I think some players might be interested
congrats!
oh right
I do things other than modding and I don't see what's so bad about it? It's no worse than il weaving or source generation, both of which are common practice
Ok ty guys! Knowing it’s technically possible now - how difficult would it be in this specific use case? I’m sure it’s above my skill level but like by how much?
On the other hand, most of those harmony patches are for, as someone said, frameworks. Which are usually developed by very experienced modders.
The only flavor of harmony I'm against is skipping prefixes that copy large chunks of original function
I was able to figure out how to use Harmony...but then I couldn't figure out how to write the C# to change what I needed to :D
Hahahahahaha
How much C# do you know?
Yes please god anything but ontimechange
How much do you know of other programming languages?
Ontimechange is excellent for stuff you don't need to check often! Much better than ontickupdate for slower updates
No I mean for cp specifically
(I can look at C# and understand ruffly what it does and how it works, like some of the stuff Chu’s shown me from HMK - but I have 0 experience in actually doing it)
The 10-minute cp lag spikes are terrible
is C# harder than py
You should just try doing it and see how it goes
or like lua
Not really it's just different, both python and lua are not static typed
I find C# incredibly difficult, SO much harder than Python
Not really. The main difference is that it has types and lua and python (mostly) don't
hmm
C# has a lot of fancy extras too, but you don't have to use any of them
I should be able to do something as long as I stick to the documentation right
I've used both C/C++/C# and Perl/Python. If you aren't familiar with static typed languages, it's a bit tough at first
I see
For simple things, the stardew wiki and ms docs should be enough
Sometimes I even use D-flat. 😉
C# is inherently more structured and stricter. There are good and bad that go along with that.
I’ve once again thrown myself into the deep end haven’t I 
I agree with chu that just trying is a good idea
Java was technically my first typed language, so in comparison c# is a walk in the park lol
Sorry for confusing and preaching! Mailia... use the tools you need to get what you want done.
Ignore anything I've said. 😉
(java 8)
The wiki has enough info to get you going with a working mod and then from there it's experimentation, really
Wasn't C# microsoft's "fork" of Java?
Yesnt
I mean Microsoft had a direct version of Java. Ish.
For a very loose definition of fork, yes. 😉
Not a fork, but it borrowed a lot of ideas from Java
But improved on them with the benefit of hindsight and money
My first typed language was ANSI C... on a 6502 CPU (Atari 800XL)
As much as I'm personally displeased with MS itself... C# really isn't bad as a language. 🙂
I avoid c/++ bc the tooling sounds like a nightmare
C# is amazing
make -j16
For the genre of language it is in (strongly typed, with gc, big standard library)
I love it
.... and then there are the.... Rustaceans. 😉 It's probably better to not speak of their kind.
I’m guessing it would be harder to make it framework-esque so I could give it to Leroy? Like better to just code it for my use case and let other people change it to be frameworkable themselves?
I imagine a big reason I am struggling so much with C# is that I don't know what types are haha
I've played with rust but I'm lazy and the fact that it's not as batteries-included has deterred me from making any larger projects with it
The difficulty increase could potentially be much lower than you'd expect!
Yeah... in Python and Perl... you can squish almost any data type into any other data type. This can be good. Or utter chaos.
If you find you can grasp how to do it at all it might not be a big jump to making it a framework
(I think we've diverged into #programmers-off-topic talk, by the way.
)
Languages atra likes
- Rust
- Python (not for good reasons)
- C#
I want the challenge. I'm learning Rust, learning embedded controllers, AND using no_std. What could possibly go wrong?
Languages atra hates:
- Perl
- Any LISP (and yes I do write skill these days)
Perl > Python. 😛
Languages atra would probably like if they had time to learn:
- Zig
- Julia
You each get one more off-topic message
Just... that it's dying and not "cool" any more
Done
making mods amirite
See, Abagaiane? We're talking about mods!
https://www.nexusmods.com/stardewvalley/mods/26654
I do wish discord had a better way to transition conversations between channels
As I have been complaining in SMC, taking screenshots of the mod is the worst part of making a mod for me
Beaches definitely needed more crabs.
Absolutely
Especially when it's a mechanical mod
You are allowed to use a gif
If I take a screenshot of just my screen, it's not big enough to include the entire thing I need to show. If I do the whole map, I can't easily crop it to 1920x1080. Waaahhh
Wem: They take a snapshot of their monitor with their mobile phone? 😉
Ohh ok, there are guides on the wiki for making frameworks specifically?
Man how am I scope creeping myself into being a framework person 
When did this happen
Mailia: Noooo! Don't go to the Dark Side!!!
No, the only guide on the wiki is for how to get your mod set up in your IDE. After that you get reference information for SMAPI and a bit for Harmony.
Neither, just for regular mod page images

Once you make a framework... other mods DEPEND on it. Then you're always fixing OTHER people's mods, and never having fun on your own.
Ok so i’m gonna be here asking questions a lot then
That's what we're here for! 😄
Not really, but that's because the structure highly depends on what you're doing a framework for and how you want people to interact with it
It's very much self-sufficiency land in C#
I can give you advice for specific things though
Or "make a friend who is willing to let you bug them every 10 minutes" like I have with iro
But isn't self-sufficency the modus operandi of SdV? 😉
(iro is taken /j)
I think that’s already me with Chu even before deciding to do C# lol
Have you seen our json modding documentation compared to other games??
Content Patcher is utterly BRILLIANT, IMO.
I was trying to mod another game and I couldn't even find an explanation of what the file types were
See that’s why I would give it to Leroy- 
The reason c# is less well documented is because generally speaking, frameworks are very narrow in scope and it's easy to map out exactly what they can do. Whereas c# can do literally anything, and encompasses the entire game instead of just one slice
Both CP and SMAPI are indeed very well documented, from my experience. Could it be better? Always. But compared to other projects, it's got it going on!
Even CP, popular as it is, "only" replaces and edits files
But CP good enough for like 70% of the things modders want to do. If you stay in that, you're set!
And even then, that's SMAPI doing the actual edits! CP just orchestrates it all lovely-like.
Exactly! But CP and SMAPI were written by brilliant developers, who actually understand modders' needs and wants
There are these pages on the modding wiki as well: https://stardewmodding.wiki.gg/wiki/Tutorial:_Harmony_Patching
https://stardewmodding.wiki.gg/wiki/Tutorial:_Transpilers
Oh look one is for making framework mods: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Framework_Mods
Absolutely! I think it's great that so much can be done with just the frameworks that we already have! I was just adding onto my previous message to highlight just how much c# can really do
Do it specifically for your furniture and get it all working
Then you can revisit how you might let other object gain these properties
<controversialOpinion>CP is great for your mod. It's the FEATURE CREEP that drives you into SMAPI 😉 </controversialOpinion>
Not at all controversial! As much as I love working with c#, I still prefer cp for content-only mods, or even c# mods that do lots of content things
And many times, CP and SMAPI work together You do the basic edits in CP, and just have a little SMAPI code to change the behaviour.
There's also a user on the official wiki who has some C# tutorial stuff on their user page but I have forgotten who it is. Apparently there's a lot of old or poor practice stuff on there but it was still helpful for me as a person who knew zero C# when I started trying to make C# mods.
Yeah lol, CP and FF are AMAZING. I’m just extra lol
I think I'm just about finished! All I have left to do is to clean up some files and write nexus mod page and guides! Definitely the most ambitious mod I've made thus far (it also has 3 new special orders)!
I need to replace a sprite? CP. I want it to behave other than SdV does it? SMAPI/C#. You CAN do both in C#... but CP is sooo easy!
Ok i’ll do that then thank you 
My first c# mod was based on plato's horribly dated mod template
Conversely if I'm doing both behaviour and content in a mod and just need one or two assets loading/replacing? I'm probably just going to do that in C# to avoid needing to bundle an entire separate CP mod.
Luckily, my first C# mod was just taking over someone else's SdV 1.4 code and updating it to 1.6.
Mine was a horrible harmony patch to fix a vanilla bug
SdV: Modding soo guud, you can patch the bugs yourself!
Skipping prefix with a bunch of copypasted code
copypasta code? 😉
I'll get to work on finalizing things later today, I have my first ever SVE playthrough to continue!
Also, is it normal to have NPC clones in SVE?
What the fuck did you just say about me you little bitch, I'll have you know I graduated top of my class etc etc
It's a known bug, not sure if there's a fix
I agree with this but there is a goblin in my head that wants to optimize for smapi mod counts
From what I saw online it requires editing the save file, which I don't feel like doing 😅
The goblin made me do everything in one big OnAssetRequested
I edited my savefile because Mr. Qi was being a little @#%@#$ and not giving me Qi seeds. After 3 years, it had never shown up. HA! I'm smarter than you, Mr. Qi!
(It isnt abnormal for the game to produce clones no)
You can debug killnpc to fix it
That's not so bad, especially if you use preparsed asset names
They might come back tho
Thanks, I'll try it!
-# i used string consts sorry
Nullnnow.... killing innocent NPCs. What madness this world is!
I use both 🗿
But yeah in this case I don't needed cp's big selling points (tokens) and do need the foreach
Mmmm... foreach()
I'm the type of madman who plans on releasing their biggest mod yet in version 0.9.0 instead of 1.0.0 because I still have 4 or 5 sprites left to make but don't feel like doing them rn 🫨
ForEach is the only thing that would have me consider a CP competitor
Ok plan is i’m gonna work more on my mods content (gotta make sure i’m able to publish a version in the next 11 days, even if super cheesed lol), and then whatever time I have left (if I have time left) will go towards learning C# stuff for the extra features I want
Hey if dev art is good enough for hit indie title slay the spire /jk
I am still ruminating on foreach local tokens
Atm I feel it would be done internally as a transient "include" patch constructed at processing time
But idk how it'd be presented on the content pack format
My first thought was "Wait, that game's gorgeous", before realizing I was thinking about "Slay the Princess" (I've never heard of slay the spire before 😅)
Really? Wow
You'd be shocked at how little media I consume
I was thinking about creating another mod, does anyone have any ideas
It basically singlehandedly kicked off the roguelike deckbuilder genre
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
The sequel entered early access recently and it was a big enough event to get a front page splash on the steam store
Yeah no
I try not to start new mods if I have not yet posted all my wips (emphasis on try
)
I mean I live under a rock too, it's just a different rock I guess lol
Sounds painful and awkward
The github page is where we tell people to put their ideas, so if you want an idea from someone that is where to go.
That's why I said, yeah no
What were you looking for then?
I would, but I don't have enough experience with modding to help with anything 😅
I can help you if you have questions about the execution, but all of my limited creative capacity is going to my own projects rn
I hand out scope creep for free if u have an inspiring wip 
Hey. Hey chu. What features should I put in my festival framework chu.
Jokes on you, I already have way too much of that already Throws shades on and casually walks away from explosion!

hey can someone help me with fashion sense its my first time using it and i got help yesterday and today i wanted to test some stuff i dont know how to make the model not down below like in the screenshot and also i want it smaller but not loosing the sprite size here is also my code
im reallly desperate ahahah
The ability to set different event icons! Currently they are always stars or flags, but I think it'd be cute if someone could create custom icons for festivals (like an egg for the Egg Festival or a jelly fish for the moon light jelly fish thing)!
Oh that actually is a fun idea
I'm glad you asked 
So let's say the basic features are something like change lewis to someone else, and let you customize the player control bits right
Yeah
I think it would be fun if u supported star token analog
And also if you could have mini sub events that the content modders can script
I'm not sure how "smaller but not smaller" is going to work. How can it be smaller without reducing the sprite size?
Like if i talk to Lacey in Fashion Festival she could show me around
And give me a hat
I thought about that, but I'm not sure it would be useful without c# anyways, since you'd have to script in ways to earn it
Do you mean like change it to be a higher resolution?
Well i saw in the bodymodel thingy on github that there is a thing called scale and it can change how in the game the sprite size is drawn
Oh I love that!
Yeah it is quite cursed underneath
Like someowhere to this size i achieved it with another mod
I think calico eggs is a pretty good take on the concept though
So really all u need is "i promise to yeet this item from the world after end of fest"
Well, where is your Scale field? I don't see it
Thats the thing i dont know where to add it in the code without it going red and breaking
Well the item implementation isn't too hard, but my thought is still like. Is there a meaningful way to earn points with just cp-accessible methods
Just put it right above BodySize. Anywhere on that level works
I guess if you were doing something like the trout derby that would work
With some other frameworks potentially? It's a bit hard to say since meaningful is pretty arbitrary
I could use BETAS to give u 1 tuxedo egg every time u talk to someone in the fest but is that meaningful to my fest? I dunno
And a busy mom
Oh yeah a more technical side thing
How terrible would it be to have 2 active festivals in 1 day
i tried and now its red again?
like 2 passive?
oh wait
active as in like cutscene kind
That is because you need a comma after it, see how all the others have commas?
or active as in just actively existing
No 2 active in context of wren's proposed festival framework
For example east scarp currently has a spirit's eve thing that isn't a festival, just everyone in ES agreeing to move their NPC there
Is it feasible to have that be an active festival too or is it too cursed
I feel like festivals already take too long, gameplay wise, I would get frustrated with two back to back as a player
Well it's been like 75% finished for probably the last year, it's not likely to come out any time soon
Yeah that's fair but I guess the question is also what exactly happens if 2 mods add festival to same day
You can't have multiple active festivals on the same day, files are named by date
i did that it worked its not red anymore but uh it doesnt do anything in the code this is how its said on the site do i need to make it a scale x and y?
It reads custom machines for me?
You mean Lookup Anything right?
I must be doing smth wrong then; Ill check, ty. the recipe does work so Im confused why LA doesnt show it
yes
na its a simpel CP recipe
No, it's just a single number. Set it to 2 to make the sprite half the size of what it is right now.
1 input 1 output
LA works on the VMV custom machines, I use it to cheat and find out the recipes
i tried it and nope still is the same size
i feel kinda dumb
Try making the BodySize values half what they are now
it just breaks the sprite weirdly should i dm you privatly for this?
No, this is the appropriate channel for help
Also, I am going to bed as it is nearly 3am
You will just have to keep reading the fashion sense docs and experimenting more
Try making the scale much bigger and see if that does anything. Then you'll know if it's at least having an effect.
okay still thanks though goodnight
Good luck!
goodnight aba!
Do u think u can post the content.json for the machine? I wonder if it's LA bug of some kind
Normally it does parse recipes that aren't custom output method
Maybe your recipe is on a machine that has custom output so it got skipped?
Hmmm, I just created a new mod that just uses Content Patcher which goes well with my other mods. It's called Your Turn and here's the manifest.json.
Name": "Your Turn",
"Author": "Lenchito",
"Version": "1.0.0",
"Description": "Gives the farmer a voice. Reply to Pierre's spiral, call out Willy's tall tales, push the Scholar gently, weigh in on town gossip, and finally say something back to the people who've been talking about you all year.",
"UniqueID": "Lenchito.YourTurn",
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
},
"UpdateKeys": []
I've also made another called Seasonal Secrets, here's from the manifest.json.
Name": "Seasonal Secrets",
"Author": "Lenchito",
"Version": "1.0.0",
"Description": "Hidden forageables appear across Pelican Town on the first day of each season and specific calendar dates. Rare flowers bloom on your farm, magical crystals appear around the valley, and ancient artifacts surface in hidden spots.",
"UniqueID": "Lenchito.SeasonalSecrets",
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
},
"Dependencies": [
{ "UniqueID": "Satozaki.FarmTypeManager", "IsRequired": true }
],
"UpdateKeys": []
Tell me what y'all think about it
Hmm there’s not much to go on tbh
Hmm, what do you mean by that, do you think it needs more additions?
i dont really have much feedback to give bc i still dont really know what each one entails
is the first one additional dialogue options within events? are you adding in dialogue for the farmer? are there consequences?
and then for the second, any hint to what the forageables do/represent? is there a story lurking there?
Yess, I am adding additional dialogue for the farmer in the first mod I shown and there is consequences because some responses lower your friendship with a NPC while some are just there to be funny
Here is what goes with Seasonal Secrets since it wouldn't be complete without it, it's called The Scholar's Journal and here is from the manifest.json.
{
"Name": "The Scholar's Journal",
"Author": "Lenchito",
"Version": "1.0.0",
"Description": "A series of letters from a mysterious scholar who studies the valley's magical secrets. Delivered across two years, each letter reveals a little more about who they are — a former farmer who left, and has regretted it ever since.",
"UniqueID": "Lenchito.TheScholarsJournal",
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
},
"UpdateKeys": []
maybe you could share the just the description part with us and some pictures of the content in game? that might be easier to give feedback on
Sureeee, I get them right now 😁
I made this mod that pairs well with my other mods that I mentioned, called Town Talks- Social Arc.
Expands Town Talks with a four-phase social narrative arc. Rumors begin, gossip spreads, opinions form, and Pelican Town eventually adapts to your unconventional love life. Includes festival moments, a saloon scene, phase letters, and cross-mod integration with Pierre's Spiral and Willy's Tall Tales.",
It requires Free Love as a big part of its structure so yeah 👍
I don't have screenshots at the moment but I'll be sure to get them as soon as I can
oh wow you must have spent a lot time making all these mods?
i like being silly
Yesss, I really have, I'll make sure to post all the mods I made on Nexus so others can see and download themselves
How would I go about checking whether "IsDarkSkinned" is true or false for a spouse...?
if it's not possible, I'll figure out a workaround... but it feels like it shouldn't be that hard. my brain's just not in it today
I know Unique Children does some stuff with that
sweet, I'll see if I can swipe some code
do u want like a GSQ
a when condition would be preferable; I'm trying to make a dynamic token
(do GSQs work for dynamic tokens...? I've never tried)
no they dont
cool, that's what I thought. (I'm learning! hurray!)
I'll try to yoink some code in a sec
the IsDarkSkinned thing is a little odd since it's only used 1 place, birth when a child is chosen
and the child ends up with either dark skin sprites or not dark skin sprites as result
I'm using it to determine what color hands are used when rocking a baby for custom spouses, bc I really don't want to edit a million sprites to get the hands the right color for each possible modded spouse
well u would have to change the sprites dependent on the spouse's height anyways right 
I could just make it a config for players... but that feels a little lazy
I mean yeah, but I think the baby is big enough to allow for some leeway there
we'll see. I'm currently doing my first tests 🥲
if it really doesn't work, I'll just use the normal big ass 22x16 baby and tell people to deal with it lmao
I gave the baby some ozempic so it's a little smaller
adding a token for this is not too hard, but is a little bit of C#
is there an upstream location for error handler & save backup?
I'm not sure what you mean by upstream in this context
i think its in the smapi repo if u mean source code
(also I misremembered & Error Handler isn't a separate mod folder anymore, it installs Save Backup and Console Commands)
but yeah, the source code for both is here
https://github.com/Pathoschild/SMAPI/tree/develop/src/SMAPI.Mods.ConsoleCommands
https://github.com/Pathoschild/SMAPI/tree/develop/src/SMAPI.Mods.SaveBackup
they install automatically with SMAPI, e.g. into Stardew Valley/Mods on Windows, and there's no internet connection involved during installation
eyyyy! I figured out a placement of the baby that works pretty well for Abigail through Harvey. (you see like a pixel of Harvey's hand, but I don't care at this point)
so as long as the modded spouses have their hands in that range, I should be good!
I think Abigail and Harvey have the biggest height difference, so I think I should be good for modded spouses, as long as they're not itty bitty
(emotional support fact: several vanilla tilesheets and spritesheets have stray pixels)
so its basically canon
I remind myself every day that nobody is looking at the pixels on my sprite sheets as intensely as I am
many of them have stray MISSING pixels eye twitch in That One Time I Looked At Pants
the bass.
its free exposure therapy for all ourseses OCD
I "fixed" a few of the marriage candidates walking sprites when I gave them babies to carry. some of the shadows did not make sense to me
and I am NOT an artist
how did you feel when you learned sebastian is an uneven number of pixels wide and stands off center
I've dealt with that for years tbh, every since he was my guinea pig for giving him a baby to carry
very relatable
the amount of my vanilla texture edits that have an internal description that includes "+pixel fix" is .. many 
also I am apparently not going to be doing an unofficial VPR ESR recolor
I'm apparently gonna be updating the official one
whoaaa
did you get scope creeped
me every day of my life with my mods oops
i walked in here and read this XD
"oops fell and accidentally took on another mod" 
I'm not sure what this qualifies as, creep-wise
Well I mean I was already making it
oops, I started a mod that I have a bajillion ideas for and won't publish for years
mostly just for me, now it's just more official
I've learned I have to be in the right mindset for modding... not too depressed, not too happy though. juuuuuust right
oops i tripped over another npc i dont know if i'll ever finish
OMG fr though 
i have a lot of ideas but not always the motivation or.. i guess enough ideas to finish them
it's motivation for meeee
that and sometimes i think my ideas are just too weird to turn into mods haha
eh, there's the one that turns Pam into a horse
See, I said I'd maybe do a Wizard friendship mod if he wasn't a marriage candidate and now I am procrastinating considering that by doing VPR recolors LOL
someone wanted me to make it so babies can work in the mines
that's on the to do list just bc I think it'd be really funny
oh right there's the mod furniture smithy thing that exists now right
making progress on something cause youre avoiding making progress on something else is still progress 🤷♀️
something something circle around and maybe get there in the end
I COULD be trying to write something that suddenly feels scary, or I could spend a really long time going over the inconsistent foliage color on a tree to recolor it, apparently the tree won
man dont get me started on the trees
and then I thought it was over, I just neeed to do the minimaps
ive spent so much time fixing the vanilla ones 
i once did a very bad thing and recolored a bunch of trees to match a recolor i had (kinda) made myself and i dont even use them because i found a recolor i like more.
and tldr, I have now reshaped the beach to more closely match the ingame landscape, because when I creep, I CREEP
I'm currently living with the anxiety that 1.7 will make my mod obsolete... I guess we'll see
which part was the bad part Ketchup, just that you didnt end up using them?
where can i find ur mods... asking for a friend(s)...
the bad part was i spent all the time for nothing XD recoloring those trees was hard damnit
Oh wait I should ask here tbh.
lmao I just have pregnancy and birth events up now; putting Mpreg events in the next update I think
i don't know how people draw minimaps, it's so much
minimaps scare me
🤔 i thought it was possible to give animated textures to things.... like trees
just editing minimaps is hard enough
oooh thats a nice texture you got there 
would that be possible with the content patcher animation mod?
I'll keep my eye out 🫡
i thought cpa was kinda dead now, but i think spacecore can do animations
"C# only" is the base case. Anything can be done with C#
oh nvm
Well that's true CPA supports animation, but this is a 40-frames animation, for every pine trees in the game...
MMAP does a rustle, shake back and forth, and those sorts of effects for furniture, maybe it could be used somehow? if you wanna make decorative trees that sway 😅
I want to appy the animation to the wild trees.
have you asked chu about it?
they're very friendly and helpful in most cases ive seen #bestChu 
I'm not sure where CPA came from
Oh I missed Forsy's msg
Don't use CPA
If you are capable of writing the C# yourself it would plausibly be easier to just do it yourself, especially since you then get access to the whole tree and not just its texture
In case you want to make it sway or something
Unfortunately I don't know how code in C#, lol.
@left nova You leveled up to Cowpoke. You can now share images in all channels!
Best just left it to people who can, if it's possible to do with C#.
You asked about C# though 
Yeah, I asked if it's possible to do it with C#, because worried about how much this would affect the game as animation.
If a C# mod could do it, there is no need for this animation tbh.
ohh youre looking for an existing framework, not looking to make it?
Yeah, I don't think I can make it myself, so I ask for the possibility lol.
i think they're saying that a lot of things are possible, but that someone has to actually do that thing.
Literally anything is possible with C#
can you make stardew into skyrim
its just Pierre on the first day chasing you off the farm shouting "Neva shuda come here!"
game ends
Flight?
Make a big 500 by 500 tiles island and make fortnite there
100 stardew villagers shooting each other with slingshots
I think that's something c# doesn't even required lowk
made this thing
with https://nixos.wiki/
I can declare all my mods
mods = {
"Seasonal Cute Characters" = {
slug = "stardewvalley";
# version = "x";
};
};
mods' = [
(pkgs.buildEnv {
name = "SaveBackup";
paths = [./dist/SaveBackup];
})
(pkgs.buildEnv {
name = "ConsoleCommands";
paths = [./dist/ConsoleCommands];
})
];
and it produces that in the screenshot, dependency management is also done
All this via the unofficial nexus api
basically
their underlying graphql api and their frontend api are kinda easily reverse engineerable
The graphql api is public i believe
It is
👀 v3 is new to me
It's new in general! Very very recent
Still very much in the "subject to change at any moment" phase
I haven't sat down and figured out how to download a mod using v2 or v3 apis
So I'm just doing the v1 way to get a link
v2 is on the way out :(
i dont think v2 ever had a way to download
when it comes to abandoned mods am I allowed to update them even if permissions do not say so?
Nope, if permissions aren't open (or there are no permissions) you can't without contacting the author and getting the ok
You can make a personal update mod no issues but you can't release that
I would also look on smapi.io/mods for alternatives
How long is one tick? Is it 100 miliseconds?
It depends on the framerate but it tries to be approximately 16 milliseconds
1/60th of a second basically, for 60 FPS gameplay
If your framerate sucks though it'll be different
It's one frame exactly; the real time equivalent depends on framerate
Maximum framerate for stardew is 60
Unless you're DH who has done weird things to it
Is this mmap tas
So how can I make motion happen every 100ms or longer?
Yeah, i was about to ping you.
I recognized my md tables 
That would be 1/10th of a second, and 60/10 is 6
You can't really do this
What you may be wanting is spawn interval
For example a smoke tas is a single smoke cloud tas that has some random motion and spawns from the tile every few ms
is there a guide on how to make additional animal skins? just like the coding part?
How much it would affect the performance if I use spawnInterval instead of Motion?
They do completely different things
I'll be able to give better advice if you describe your usecase
Do you want to change existing animal sprites or add new ones
... I had an old version of LA, sry
thanks 
it did show stuff from vanilla tho so pff
LA didn't support modded machines immediately after 1.6
but yeah update ur mods
i worked so hard on that feature 
So I what I'm trying to do is apply the leaves on the trunks with 0.25 scale, and use motions to move it like this.
Hmmm maybe it could be achieved through some motion + acceleration + acceleration change? It would be quite jank tho
silly question time, LA stands for which mod again?
Lookup Anything
OH duh
Do you want it to be happening all of the time
Subpixel animations 💔
I'm currently looking for how to pull it off first.
Then maybe thinking about weather etc
does the tree specifically need to be animated into those.. slice like sections, or is the gif more a mockup sort of thing?
Also are u in C# or content
Content Patcher, I'm not enough tech-savy for C# 
its a cool idea but omg it made me so dizzy and nauseous just looking at it for 2 seconds
So rn I think the easiest way is to animate the whole tree using spacecore
(i am easily nauseated though)
add new ones like elles barn animals and stuff
This one u just draw all the frames by hand
And it goes brr
the article i linked goes through each bit of code youll need in your json, pretty much
did you see it?
The first one I posted is animated by hands, though it has like 40 frames.
That's why I'm looking for the alternative way to do it.
I'm trying to make mock-up version like newer pixel art game doing with their leaves.
https://x.com/Phuji38/status/2031872114211406048
This spot is a fast-travel point in our game🛑⏩
#WishlistWednesday #gamedev #pixelart #indiegame
The reason why i don't think mmap really helps here is because it cannot hide the underlying tree
If you still wish to try this is what I'd attempt
Besides the motion and acceleration I'd do a alpha fade to make the shaking layer go away eventually, and add spawn interval to continuously bring in more shaking layers
This mod demonstrates only how to put a tas on a tree it doesn't do anything fancy https://www.nexusmods.com/stardewvalley/mods/40491
If i was doing it I'd absolutely go with spacecore anim way 
Maybe script the frame creation bit with PIL at most
Can I ask how much performance it would cost for 8 frames animations for every trees?
If u did it and it's not too slow on ur own game then ship it 
But it's almost certainly more performant than spawning TAS
When u make a tas it has to be net sync'd and kept updated with complex logic
The frame animation stuff in spacecore is not as much work bc it doesn't have all these extra bits
Yeah but there's no gsq for wind anyway
And the gsq check is on time changed 10min iirc
With spacecore u can pretend there's wind using the chance per tick to randomize it
It's not perfect bc all trees end up shaking similarly
So I can't make some tree shake and some don't with spacecore I guess?
Nah it's per texture
But yeah i don't rly know of any non C# way to achieve the exact effect you want
Lol, I know it would need a C# mod to make something like this.
Without nerd sniping/bribing someone to make a tree swaying framework to do the C# for you, at least!
(Not it.)
You can certainly try with the existing stuff ofc
Maybe it turns out pretty ok 
I think TAS stuff is better thought of as a projectile u launch
It woosh around following parameters and then goes away
A tree swaying is fundamentally not this, so u have to fiddle with numbers until it resembles that
hm actually i just checked
there r some xPeriodic things on TAS
maybe it will work if i just expose those
l
ok u can try, this version adds these 6 new fields
XPeriodic = true|false
XPeriodicRange = 0.0 // should be in pixels
XPeriodicLoopTime = 0.0 // should be milliseconds
YPeriodic = true|false
YPeriodicRange = 0.0 // should be in pixels
YPeriodicLoopTime = 0.0 // should be milliseconds
i say should bc all i do is set them onto vanilla tas 
Is there a debug command to list IDs for all letters that have been received/read? Going by the wiki I'm only seeing commands to set/clear flags.
(Specifically, I want to check if mailReceived commands from events are working right)
patch parse {{HasFlag}}
you can spot check 1 flag with debug gq PLAYER_HAS_MAIL Current mail
patch parse {{HasFlag|contains=your mail here}}
(Though keep in mind HasFlag also includes world state stuff not just mail flags)
I keep forgetting about gq, thanks
also didn't look closely at patch, thanks for the reminder to dig into that
personally i'd use the command that matches your actual usecase
if u were going to use the flag in cp when hasflag then do patch parse
if u have a gsq all written out then use debug gq
good point, will keep that in mind
recently finished (for now) a portrait sheet for my npc, and I think having different expressions to test with (and keep in mind) when writing the dialogue will help.
I still have so much left to do though 
there's something interesting I thought of when considering compat though
I do not use farmer portraits or anything like that (it would take me forever to make one, but I did start it 😅) But something I figured was probably the case with how it works is that the farmer expressions must mimic the character's six known defaults...
What I realized is that leaving the blush/unique portrait (as specified in the wiki) blank/filled in with the default is the best option when a character has a unique portrait that could go in that place, because I don't want to trigger the farmer's potential blush portrait at all, and especially not with an unrelated expression.
what gets me though is that I have multiple sad expressions, and farmer portraits won't recognize those in the game. I don't want that to break the immersion for some people :/
Actually, maybe there's something in the docs for that? I'll briefly check
nah, I don't see anything
wdym?
;th
The game only has 6 portrait commands which are generally recognized as the same emotions across all the characters
right
Is this a horrible mod name?
Allie: A Stop in the Valley
for what?
what is ur mod about
(sorry i use the thinking emote a lot and sometimes i'll hit semicolon instead of colon, and then enter, which sends the message instead of autofilling for the emote)
A custom NPC that moves to the valley, initally homless and will get a home and job etc while the story progresses
hmm i dont really know what u mean by "a stop" in the valley
does she leave the valley ?
no like she takes her car and stops in the valley, but then continue to live there
Not Just a Stop in the Valley but i guess that's pretty long
if you use the mod I talked about, the custom portraits can only account for those six unless made to work specifically with how one mod author formats an npc. That means that any custom portraits will only recoginize one sad emotion and not all of the extra ones I made, which will leave the farmer with the cheery default when those extra sad ones are used
yeah i was considering that, but i think it was kind of to long
thanks for ur input!
do you see what I mean?
ohh i see
i think a stop in the valley does work
im partial to titles that dont tell the full story
my own title isn't super accurate
but thats bc u gotta get to know the npc
yeah true!! ❤️
I avoided any blush emotions being used though, which is at least something.
here she is btw
cute!!
I'm basically sharing this so other modders can avoid the same situation if they are planning to add a unique expression in the place of the blush portrait
It's better to just leave it blank or fill it in with the default, which won't be used with $3
These look amazing! I love her hair!!
thank you!! i almost went crazy tryng to get it to work haha ❤️
well, back to the event grind now I guess
SMAPI won't parse manifests that have neither entrydll or contentpackfor right
Correct
Why people ask if my mod is compatible with other mod that change the same thing 😭
I mean, I wish I could make them compatible but i just dk how to
It can be hard for people on the user side to understand the time and effort required of a hobbyist to do stuff like that lol. what mods?
The BHI content pack I did today and some solarium spa mod I think
https://www.nexusmods.com/stardewvalley/mods/43694
This supposedly
https://www.nexusmods.com/stardewvalley/mods/42636
They both seem to edit the main bh entrance so there's no way of compatibility I think
is this the right way to make the player choose one answer? question null "...#huh?"/because ...#huh? is all in red in my json
You should talk to Jenna about it, obviously. but maybe you could find a way to add the ladder into the solarium map onto yours when her mod is installed.
Adding a custom warp to some modded map isn't that hard, I just wonder how to make them both work
she's around a lot!
Just dk how to do conditions without coding
it's json stuff actually
😔
Oh?
Something to do in content json then
"If this mod exists then load this, else edit that" something something?
I'm not entirely familiar with that so
yeah, something like that
Oh
yea u can do When HasMod
note that CP has no concept of else so you either do one of them unconditionally, and then conditionally do additional work, or setup mutually exclusive conditions
I do exactly this in my Useable Community Center mod to add SVE and CC Reimagined compatibility, so feel free to peek at my code for that one if it helps!
ping me if you need any help, it's super simple and I just did a few of these sorts of patches in my mod to do things like adding SVE compatibility for modded locations like the wizardhouse or secret forest
Does anyone know if there are limitations to the addnpcwarps field compared to the addwarps field? I'm trying to add an npc warp to the busstop, but whenever i try to change the originally working warp to an npc warp, my npc can no longer path through it.
okay question for tokenized text: is it possible to use tokens inside the localized string? or is it always treated as literal?
I guess I could just use a placeholder key
if you mean like [LocalizedText YourAsset:Key] -> "Key": "[LocalizedText ...]", I'm not entirely sure
but it does support {0} and such, e.g. in the vanilla map strings
"Farm_Standard": {
"DisplayName": "[LocalizedText Strings\\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]",
...
"MapPage.cs.11064": "{0} Farm",```
It wouldn't get parsed I believe, not unless TokenParser.ParseText() was called again on the resulting text
is there a guide to adding custom tilesets
besides being able to edit existing projects
have you read the "editing game files" guide on the wiki?
/gen
Not that I'm aware of, try patch exporting the map to check if your NPC warp is being added. Or use Lookup Anything in game.
It is the same way as adding tilesheet mods using Tilesheetinator. You put your custom tilesheet in a separate folder from your map, write a patch in your json to Load the tilesheet in game, and use Tilesheetinator to add it to your map.
this class has delegates nested so deeply it should be a crime
I broke them out into separate methods but it's still bad
the consequence of doing a cutscene at the end of a dialogue menu tree
kinda
oh so i need an app other than Tiled?
interesting
essentially what you need to do is add your png to the game files, but like.. through the content pipeline and not with physical files. I asked about the guide because it describes how to add and edit game files
You don't need Tilesheetinator but as someone who has made maps before it existed and then switched to using it (it's a Tiled extension, not another program) it is amazing and well worth using because it helps you easily bypass so many of the issues that people can easily fall into with mapmaking.
it's a plugin for Tiled
... 7 layers deep
Tilesheetinator is a godsend
Tsinator was made purely for sdv right
Yup
Nice
I'll try it
wait how do i know my bakery supports the 16x16 format
tIDE
the maps aren't originally tmxes
I see
Just a file with bunch of text and properties I suppose
And tmx is just a way to read and edit it
You should have started your map by using a vanilla one as your base and you should have snap to grid turned on
monogame's/stardew's native map format is tbin. stardewxnbhack is kind enough to export them as tmx for our benefit
Ooh
oops
you do pay a performance and file size penalty to use tmx, but for most use cases it's worth it
since you get some nice features in exchange
Mhm
is there any sort of resource to see how big each map is without me needing to load them up in tiled
Like being able to edit the files with a text editor which is a godsend
like a list of the names and the sizes?
yea
my pixel editor doesn't really let me see in 16x16
There's no grid settings for it?
Hmm, might be worth using photopea briefly to check it
Which may have the same setting
It's online, free, and has a grid
@daring skiff Heads up, you forgot the update key in Better Screenshot Mode! (It's been excellent, thank you)
It tells users there's an update to download
But not in my recent one
Oh
Very important if you want users to be aware of updates
Right right
where do i find the grid option
Turning the grid on is View -> Show -> Grid. Editing the grid is Edit -> Preferences.
im building a parking lot
which brought me to the question can you have multiple maps change on a festival day?
i thought it might be nice iof the parking lot is empty on everyother day but festival day
Yup you can do a higher priority load with a condition that it's a festival day
ah, damnit...
Door is not aligned with 16x16 grid
You can just move it so the door is centered in a tile and it's like 99% fine
