#making-mods-general

1 messages · Page 564 of 1

vernal crest
#

Yes I am about to toddle off to bed! Just trying to give my duplicants a bathroom first lol

opaque field
gaunt orbit
#

what's the method that the game has for parsing colors? It's not in ArgUtility

calm nebula
#

In Utility iirc

gaunt orbit
#

thanks

waxen rampart
#

!npc

ocean sailBOT
#
Creating a Custom NPC

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

calm nebula
#

String to Color iirc?

#

Smth like that

marsh reef
#

Chat, on a scale of adding a recipe (1) to needing to code a dll (10), how simple is making a custom crop?

calm nebula
#

2

lucid iron
#

2 cus you have to draw

marsh reef
#

Oh epic

lucid iron
#

1 if u have assets already

marsh reef
#

Nah ill jus draw stick bug or smthn

urban patrol
rocky copper
#

Playing around with Extra Animal Configs and I was curious if anyone knew; the GSQ "selph.ExtraAnimalConfig_ANIMAL_FRIENDSHIP" only applies in a couple specific locations like an animal's produce condition. Does that extend to ItemQueries replacing the animal's produce or is that too far removed?

brittle pasture
#

yes

marsh reef
#
               "Name": "{{ModId}}_Phil",```
If I'm making a plant for an item that already exists, do i put the `(O)###` for that item insetad of `{{ModID}}_Name`?
rocky copper
marsh reef
marsh reef
#

I've made something very cursed

void aspen
#

How many different When tokens there is?

marsh reef
gaunt orbit
#

why?

void aspen
marsh reef
#

if im adding something to a shop, where and what do i put to decide if you buy more than one of the item? I imagine it would go in Entries after the ItemId but idk :3

torpid sparrow
#

there's AvailableStock

marsh reef
torpid sparrow
#

ohhh

#

uhh i do not know how to do that

torpid sparrow
#

i'd look at that for a reference

marsh reef
#

🙂‍↕️ 🙂‍↕️ okok

torpid sparrow
#

oh i know for trading there is

#

like at calico desert

#

you get 3 artifact troves or 5 or something

brittle pasture
#

look at the "common fields" section of that page and the page it links to

void aspen
#

is there any Building Action that could work as a switch

#

I wonder if its possible to make a switch that could like load a patch or something

marsh reef
void aspen
#

and then unload back on switching it back

#

something like a volcano locked gates

#

I cant find a tmx example for it its just some stuff like this 😭

#

oh huh

brittle pasture
gaunt orbit
#

does anyone know where to find the weather debris sprites?

#

please tell me it's not cursors

#

it is cursors SDVpufferwaaah

void aspen
#

whats app with cursors

gray bear
lucid iron
void aspen
#

arrr

#

I suppose thats some motivation to learn coding

#

if tiled doesnt suggest any cp friendly alternative

lucid iron
#

You could maybe use mmap map overrides though

#

It does indeed let you apply a map patch, and unapply it when u want

void aspen
#

ooh neat

lucid iron
#

I guess it just depends on what your exact vision is

void aspen
#

I suppose using cp as only framework won't lead me that far

lucid iron
#

You gotta remember that content patcher is a framework with one job (edit content)

#

If the feature u want exists in vanilla and is not hardcoded then u don't need anything else

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This is often not the case

void aspen
#

I see

urban patrol
#

oh beaten by chu

void aspen
#

tysm both of you

urban patrol
#

i wish i was better at C#, i would love to dehardcode some dungeon-like things like buttons opening gates etc

void aspen
#

if only there was some built in Action that could swap tiles from a tileset like a one way animation

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this would allow a lot of things

#

or like generally more ways to work with tileset animations rather than just having only a loop option

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cuz it was hella funny to realize that animations get the properties of the tiles they go thru so I once had a tile that changed its collision every second

gaunt orbit
#

remastered field stone! new art, and it now has particles to indicate which tiles it affects. Also fixed some of the shader glitches

fierce vault
#

heeey quick question! Giving crops a "negative quality " would probably need C# right, since I’m guessing you can’t add new values like that with CP?

ornate locust
#

green wizard wants to hurt your vegetables

jaunty shuttle
void aspen
#

oh you have some shader overlay I see

#

looks so cool

half tangle
#

quality is fairly hardcoded, iirc. You might be able to do what you want to do using mod data, though... wait, can CP apply mod data or just read it?

uncut viper
#

CP can't even read it.

gaunt orbit
#

there is already a c# mod that adds a lower tier I think

half tangle
#

really? I thought I remembered seeing something about mod data in a CP mod...

fallow musk
# gaunt orbit

some minor sound effect here would be the icing on the cake

uncut viper
#

Some specific data models have a ModData field you can add to from the getgo

half tangle
#

oh, it's the GSQ for player mod data that I was thinking of

fallow musk
#

the visuals are already very cool

lucid iron
#

There's a prismatic quality C# mod

half tangle
#

(i.e. not helpful in this case)

lucid iron
#

So the good news is quality isn't technically bounded to just the 3 vanilla ones and i feel like item query may just let u set whatever number

#

May bc idk if there's a special check

uncut viper
#

No, every item has its quality "fixed"

lucid iron
#

But i don't think it'd display properly

uncut viper
#

Clamped to 0–4, then made into 4 if it was a 3

half tangle
#

yeah, I was about to look up the draw method

uncut viper
#

This is done on item creation, though, and a few other points

#

Not like, all the time

lucid iron
#

Yeah that's unfortunate then no memes allowed

#

Game should remove this so that i can spawn alien rarecrow with different hats

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Extremely vital feature

lucid iron
jaunty shuttle
#

Like an effect?

floral canyon
#

Hi guys! I wonder what is the best way to put two conditions in When argument. as in "When": {
"Time": "{{Range: {{night}}, 2600}}"
}, and then OR "When":{"Weather":"rain,storm"} ?

gaunt orbit
#

might look a bit odd on large farm maps but oh well

fierce vault
# lucid iron Maybe u could elaborate on what you actually want to achieve

I’m thinking of a mod that assigns a chance to certain crops to have a negative quality attribute. Basically, they cost less and heal less the worse the quality is. I don’t know if I’d want them to be barred from cooking/artisan goods, or to have one negative ingredient degrade the entire quality of the dish/product because that sounds like it would be extra hard if the above is possible.

The idea came when I was thinking about how cheaper joja products should have a chance to turn out poorly, to make it feel like getting cheaper seeds has some more consequences, without being overly punishing.

I also think negative quality produce could lend itself to maybe creating in crop diseases as well, but that’s a pretty complex idea 😅

candid veldt
#

Hey folks - have any of you ever run into this issue: 'Error trying to instantiate indoors for [building] - Constructor on type 'StardewValley.GameLocation' not found.'
Log: https://smapi.io/log/854ab094d6ce43daade3dc05ecfdabf1

It's for a map of a custom building, I have the building showing up in Robin's menu and both the map and location loading into the game and I am pretty sure I avoided most of the common pitfalls like directory climbing and stuff. I thought StardewValley.GameLocation was the default and adding a location type was optional?

ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24354 on Windows 10 (10.0.19045.0), with 5 C# mods and 2 content packs.

brittle pasture
#

code?

#

very strange error though hmm

candid veldt
#

The error also mentions not being able to find PotteryStudioInterior.tmx, but that was an earlier filename and my current filename is just PotteryStudio.tmx. I searched through my files and the only time I use that name is just an Id for an entry.

uncut viper
#

Your IndoorMap field should not start with Maps/

#

That gets tacked on automatically by the game

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(And to be better safe than sorry I would reload the game/save since you have some CreateOnLoad stuff)

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(After fixing it I mean)

candid veldt
#

Dude I never would have noticed that, thank you! gonna try changing that. ❤️

brittle pasture
#

also if this is a non-instanced interior like vanilla Barn/Coop/Shed/etc. you don't need a Data/Locations entry

void aspen
#

is there a mod that allows to use robin and wizard buildings on GI?

brittle pasture
brittle pasture
#

ie. Lumpy Eggplant or Molded Potato

candid veldt
brittle pasture
#

non-instanced = every building has their own interior
instanced = every building leads to the same map

gaunt orbit
#

Like greenhouse vs shed

brittle pasture
#

yeah you can't build more than one greenhouse in vanilla, but if you enable that (and make no other changes) every greenhouse will open into the same map

candid veldt
#

Ah, that makes sense, thank you!

gaunt orbit
brittle pasture
#

ooh, TIL

void aspen
#

my bad

gaunt orbit
#

Mainly what it means is that your interior can be treated like a regular location instead of an interior, so you can have warps, location data, events, npc pathing*, etc.

Also useful for converting existing locations into building interiors, which is exactly what the greenhouse does

calm nebula
#

This means the obviously someone needs tk make the farm cave a building

void aspen
#

its possible to edit both tile properties and map properties with edit data right

urban patrol
#

no, EditMap

mental dragon
#

Pretty sure this was fixed with creating a new save. I did remove all mods and recreate the map, but then i just ran a new save with everything and it worked. Save was probably glitched.

void aspen
#

oh right yeah meant that

#

edit map

autumn ivy
#

YAY.... i finally got Prismatic Scythe working, rename and recolor

ornate drift
#

when I'm a coder/artist pro, one day I'll make my own island similar to ginger island foxBoop

fierce vault
autumn ivy
#

lost my old nexus account had to make a new one so im in the process of updating and reuploading all my old mods

fierce vault
#

Might be doable for a plant disease mod if many conditions could be set in order for a replacement event to occur on certain crops.

barren tapir
#

What does it mean if you mod's DLL can't be loaded?

brittle pasture
#

the log shows why in Trace

barren tapir
#

How do you do that?

brittle pasture
#

!log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

void aspen
#

you should have fairly enough skill already to make one

#

all it takes is repurpose existing tmx with your own layout and maybe textures if you wish

barren tapir
#

All I'm seeing is Expanded Slime Ranching C 1.0.0 because its DLL couldn't be loaded.

brittle pasture
#

enable trace

barren tapir
#

Wait. nvm

#

I'm getting the following Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'ExtraMachineConfig, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'

brittle pasture
#

are you trying to hard reference EMC in your mod instead of using the API

barren tapir
#

I thought I was using the API. Give me a sec to double check

brittle pasture
#

(also feel free to post the full log if you need more eyes)

barren tapir
#

This is what I have in my csproj:
<Reference Include="ExtraMachineConfigs" HintPath="C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Stardrop Installed Mods\ExtraMachineConfig\ExtraMachineConfig.dll" Private="false" />

brittle pasture
#

yeah that's the hard reference in question

barren tapir
#

UGHHH

#

How do I reference the API instead? I thought I had followed the tutorials correctly

brittle pasture
#

you seem to have read the last section (Shared assembly reference) instead

ornate drift
barren tapir
#

Uggh, two steps forward, one step back 😅

How do you get the contents for the OutputMethod tag?

brittle pasture
#

content?

#

it's just a string innit

barren tapir
#

I don't have the error log rn bc I think dinner is almost ready, but I currently have "OutputMethod": "ExpandedSlimeRanchingC.InfusionStation: InfusionGemInput".

I can probably get the exact error message in just a sec

lucid iron
#

Oh u need the assembly name in here

barren tapir
#

How do you get the assembly name?

#
[game] Machine (BC)Nullnnow.ESR.infusion_station has invalid item output method 'ExpandedSlimeRanchingC.InfusionStation: InfusionGemInput': could not find type 'ExpandedSlimeRanchingC.InfusionStation'
lucid iron
#

$"{typeof(TrinketColorizer).AssemblyQualifiedName}:{nameof(OutputTrinketColorizer)}"

#

Do this in ur C# and print it

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It's a whole long thing and i believe u need at least up to the assembly name

#

I tend to do this edit in C# too so that I don't think about it

barren tapir
#

OH GOD EVERYTHING IS BROKEN.

In all seriousness, this is good. I can finally run the function in question to test it.

modest dagger
#

what's the command to play events again

calm nebula
#

Debug ebi

modest dagger
#

thank you atra

hard fern
#

: 🦐🍤

barren tapir
#

@brittle pasture Am I using GetExtraRequirements correctly? The machine has an extra requirement ("selph.ExtraMachineConfig.RequirementTags.1": "category_minerals"), but GetExtraRequirements is returning a list of length 0.

Also, thanks for the help!

brittle pasture
#

(GetExtraRequirements only works with exact item IDs; the tags version is GetExtraTagsRequirements)

#

(but neither of those are what you want)

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(why they are separate? uh I was stupid)

barren tapir
#

TYSM! I'll switch to that function after dinner!

And just double checking, I'd then be able to lookup the price of the provided fuel?

brittle pasture
#

they are the actual Items, so yes

barren tapir
#

Dope! I may be making progress at a snail's pace, but it's progress!

brittle pasture
#

and finally for the inventory field you want to pass Object.autoLoadFrom ?? player.Items into it

barren tapir
brittle pasture
#

the last param of the API function

barren tapir
#

NVM, I see it. You were talking about the fields for the function

autumn tide
#

hellooo so I successfully fixed all the bugs in my mod and now I'm playing it again and somehow all of said bugs are back andddd I genuinely have no clue how or why please help-

the mod is for weather totems of all vanilla weather types. the only one that has caused problems so far is wind. the totem itself works, but it shows up (if triggered during summer/winter, the seasons where wind does not naturally occur) as snow on the weather report

here are all the related files:
image edits: https://smapi.io/json/none/1993e1a58a3b437c8a7e32b12c49e3c3
strings: https://smapi.io/json/none/5a89df3c4f6549a0832e5dcd2064c465
i18n: https://smapi.io/json/i18n/46684bc4b3514085b0823d72c1ce24eb

thanks guys SDVpufferheart

gaunt orbit
# barren tapir How do you get the assembly name?

By default it is the same as the csproj filename, but it can also be set with the AssemblyName property in the csproj

You can also get it at runtime using typeof(InfusionStatue).AssemblyQualifiedName

lavish terrace
#

hey, if i wanted to do an alternative textures pack for, say, a custom mount (specifically this one! https://www.nexusmods.com/stardewvalley/mods/43704)
what ItemName would I use in the alt textures texture.json?

I know for horse it normally looks like this:

{
  "ItemName": "horse",
  "Type": "Character",
  "TextureWidth": 224,
  "TextureHeight": 128,
  "Variations: 1
}

but i guess my question is, what do i target instead since it's a custom mount?

#

looking at the custommounts.json from the file shows this entry beginning with:

"{{ModId}}/MagicalBroomstick": {
          "Name": "{{i18n:CustomMounts.MagicalBroomstickName}}",

would I just target (the mod's id)/MagicalBroomstick?

lucid iron
#

I don't know if you could

lavish terrace
#

ok fair! i wasn't sure if it was possible x3c

lucid iron
#

I imagine you can edit image it at least

marsh reef
#

can I also add to the Blacksmith's shop in this or must i add a seperate thing?

lavish terrace
#

well yeah, hehe I know I could just drag & drop files

lucid iron
#

So it'll be a texture replacer

#

Oh no i meant using content patcher

lavish terrace
#

ohhh!

lucid iron
#

So that people don't drag and drop

lavish terrace
#

yeyeye! that makes sense!

void aspen
#

I've seen some person video about a custom mount who recommended drag and dropping

#

Instead of using cp

#

Smh

lucid iron
#

Xnb mods...

lavish terrace
marsh reef
#

what tools do I need to be able to be making custom maps and such? like custom insides of buildings or farms

lucid iron
#

Tiled

lavish terrace
#

prolly wanna start with Tiled

void aspen
#

Tiled

#

And cp ofc

lucid iron
#

Specifically you want a tmx editor

lavish terrace
lucid iron
#

[[Modding:Maps]]

void aspen
#

Tiled is a tmx editor right

lavish terrace
#

i think u still need to add the tmx plugin tho

void aspen
#

One of

lavish terrace
#

it can do it ye!

void aspen
#

Why we got cooldown all of a sudden ugh

lavish terrace
#

i mean it's only 2s...

void aspen
#

I type a bit faster than that sometimes

#

And it's annoying

#

Well it's just me

lavish terrace
#

same, but i can wait ;w; i already get throttled on websites for reading too fast lol

#

no i got slowmoded too lol

hard fern
#

Dynamique slowmode based on how often messages ate being sent here

lavish terrace
#

(well, not reading specifically but clicking a bunch of links too quickly)

#

(which i do bc of reading)

lucid iron
lavish terrace
lavish terrace
lucid iron
#

You would need plugin if you needed to edit tbin

lavish terrace
#

that's what i was thinkin of x3c thanks

void aspen
#

Which makes it much easier for you

lavish terrace
void aspen
#

I personally also love the bulk animation plugin which allows to instantly animate high res animations in tiled too

#

But it's for some advanced stuff

void aspen
lavish terrace
#

well that's still pretty neat!

#

i had been using i think it's called SDV maps haru?

#

idk if they cover similar usecases or not but i've good luck with it

marsh reef
lavish terrace
# marsh reef 🙂‍↕️ 🙂‍↕️ okok 🤔, do i get that from the same place as tiled?

looks like that one's on nexus: https://www.nexusmods.com/stardewvalley/mods/40281 unless they meant smth else

Nexus Mods :: Stardew Valley

Create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content f

torpid sparrow
#

shoutout iro

lavish terrace
#

it has separate install instructions that aren't like sdv mods tho so make sure you follow them x3

#

wow can i spell lol (fixed it)

void aspen
#

I used it for my giant dark fountain animation

#

And like rouxls kaard too

lavish terrace
#

woagh that is NEAT

marsh reef
#

chat is there a 5 minute run down on the required knowledge of what I'd need to be able to edit this custom farmhouse mod? 🤔

barren tapir
#

I have the following item:

"Nullnnow.ESR.DEBUG_Infusion": {
                    "Name": "Infusion Debug",
                    "DisplayName": "Infusion Debug",
                    "Description": "{{i18n:Nullnnow.ESR.concentrate.description}}",
                    "Type": "Potion",
                    "Category": -7,
                    "Price": 0,
                    "Texture": "Mods/Nullnnow.ESR/alchemy_table",
                    "SpriteIndex": 10,
                    "ContextTags": [
                        "esr_potion",
                        "esr_infusion"
                    ]
                },

How would I return this item in a OutputMethod with a set price?

lucid iron
#

you have to make the item first

#

ItemRegistry.Create("(O)Nullnnow.ESR.DEBUG_Infusion")

#

after that u modify the Price

barren tapir
#

Thanks!

void aspen
#

Is bus hardcoded to go to the desert only? I'm thinking of adding a new location and make a bus stop there to be a second option for a bus ride

brittle pasture
barren tapir
#

(Hopefully) final question, how would you convert x number of days to minutes when changing the overrideMinutesUntilReady?

void aspen
brittle pasture
barren tapir
#

Thanks!

void aspen
#

I'll think of a way to make it without other mods and frameworks still for a practice

brittle pasture
#

you'd need C#, and your C# would need to have CS compatibility (if you're thinking of releasing it into the wild)

void aspen
#

Every road leads to Rome

marsh reef
#

tilesets in tiled, if im opening a few maps that all have the same exact needed tilesets, (Ive opened them all for one), why doesnt it read them for the other ones Im opening that are also the same requirements? how can i make it detect they're already open

void aspen
marsh reef
ornate locust
#

I don't think tilesheet loading works however you think it works?

void aspen
#

Wym by requirements and needed tilesets I'm genuinely having hard time understanding 😭

#

It's on me tho not you

marsh reef
#

Map A needs me to elect tileset X Y and Z, so I do, Map B needs the same exact files and names to be elected, but they're already open. Is there a way to not need to elect them over again?

ornate locust
#

Yeah tilesheet loading does not work how you think ti works

marsh reef
#

🤔

ornate locust
#

Are you useing Tilesheetinator?

marsh reef
#

yes

#

maybe

#

i installed it, it doesnt tell me enough info to know if i have it or not

void aspen
#

Press on the Map button on the top

ornate locust
#

No, I understand they aren't loading, I got that much

void aspen
#

Does it have four green buttons in the drop down menu

marsh reef
void aspen
#

Okay that's something

ornate locust
#

Hit Crtl+. and see what happens

void aspen
#

Or press the fix tilesets button in that said menu

marsh reef
#

oh, okok, i added the extracted stardew and fixed those, is there a way to add an extra folder for it to pull from?

ornate locust
#

Manage Stardew Tilesheet Mods

#

is the menu option you want

void aspen
#

For vanilla tilesets there's a separate button for that, for custom ones you choose a folder with Manage Tilesheet mods and choose all the needed tilesets there

ornate locust
#

You can add any mods that add tilesheets or any tilesheet folders you need in there

marsh reef
void aspen
#

Now you press > to add custom tilesets your map gonna use

ornate drift
#

does not appear ingame at all

void aspen
#

Iirc

barren tapir
#

Hopefully last-last question, how do you change the price of an item instance?

#

in c

ornate drift
#

like theres straightup nothing there

void aspen
#

Your shop doesn't open or it opens but has no item you added?

ornate drift
#

doesnt open at all

#

nope

void aspen
#

Is your TileData located on the purple Building layer

ornate drift
#

theres no prompt no interact button nothing

uncut viper
#

You didnt name it TileData

ornate drift
void aspen
#

It has to show the hand cursor

ornate drift
#

oh DAMNIT

#

i forgot

void aspen
#

Also naming it TileData also needed yeah

ornate drift
#

thanks

#

is the shop json supposed to go in the assets foldrr?

#

or it doesnt matter

ornate locust
#

It doesn't matter as long as you have it loaded in your content

ornate drift
#

oh

uhhhh
the shop json is an entirely different json

ornate locust
#

Yes but you need to LOAD your JSON

#

or it will not be used

ornate drift
#

im supposed to EditData then Load in content?

ornate locust
#

No no

marsh reef
#

where would i be able to see the collision of the map? does it just depend on what layer the tiles are on? or

ornate locust
#

I'm saying if you have a JSOn, you can't just stick it in there

void aspen
#

Only building layer has collisions by default

ornate locust
#

You need to include it

void aspen
#

Unless they have a Passable T property

marsh reef
ornate locust
#

like you need to do this, you need to tell your Content that there's a JSON wheerver and it's part of your mod

void aspen
#

Any other layer has no collisions by default

#

Back Layer can have collisions if you have a Passable T property on it too but that's not recommended

#

I recommend you checking wiki modding:maps page

ornate drift
#

like this?

void aspen
#

It has all the info

ornate locust
#

No, like I showed in the screenshot. You need to include all your jsons

#

sorry, Load is the wrong word, but you say "include" and people just think it needs to be in the folder, shoulda started with an example

void aspen
# marsh reef ohhhh okok

You can either draw collisions with invisible tiles on building layer or just have tiles naturally be a barrier

ornate drift
#

so like that

ornate locust
#

No target

ornate drift
#

alrighty

void aspen
#

You can easily understand how to properly layer stuff if you open any tmx and press H

ornate locust
#

Basically your mod just won't automatically look at your jsons. You need to hook them up to your content to tell it that they exist

#

if you have any jsons, you need to include them like this. The only exceptions are your manifest and default.json. And your blank loads, but you load them other places.

ornate drift
#

noted for next time, thanks

#

now theres an interact prompt but it doesnt do anything

#

like it doesnt show up the shop

void aspen
#

Probably something to do with the code now

ornate drift
#

well the json cant be invalid

void aspen
#

I'm pretty sure logs can tell

#

Is there anything else

ornate drift
#

they didnt give any errors in logs

void aspen
#

It does add an Item to the shop it seems

#

Do you initially load the custom shop itself?

urban patrol
void aspen
#

Wait unless it is the thing

#

Oh ya totally

ornate drift
#

still does nothing

#

and no errors in logs

#

hm....

ornate locust
#

hang on I think I see it

ornate drift
ornate locust
#

THis is what the start of my new shop looks like

#

and it looks like you have no ID?

ornate drift
#

oh i didnt specify it to the json itself

#

shit

void aspen
#

Wifi

ornate drift
#

does this work

hard fern
ornate locust
#

Also what Forsy said

marsh reef
#

😎 the kitchen no longer loads

ornate drift
hard fern
#

You can't use the token

void aspen
#

Tiled doesn't understand tokens

ornate drift
#

oh

hard fern
#

You have to write out your mod id

void aspen
#

Write it the way you have it in manifest

hard fern
#

So something like Author.Name_mycoolshop

ornate drift
#

speedy.mannynpc?

#

oh wait

#

speedy.mannynpc_BakeryShop?

hard fern
#

Yep

void aspen
#

Ye

#

Open your manifest

#

It's gonna be there

ornate drift
#

im starting to get the hang of this AE_YellowSparkle

#

thank you guys

autumn tide
ornate drift
#

YESSSS thank you so much

#

srry wizard for flooding the chat

marsh reef
#

can you effectively color pick in tiled?

#

🤣 no like, select a tile and it selects it to be then placed elsewhere

void aspen
#

In tiled

void aspen
#

Oh wifi

#

What's going on

marsh reef
ornate drift
#

np

void aspen
#

Oh you meant that

void aspen
#

I'm gonna ask you to teach me to make a custom shop later

ornate drift
#

its my first time making a mod KoopaSweat

void aspen
#

Good

ornate drift
#

consider asking @gaunt heath
she is GOATED

#

and she has lots of experience

void aspen
#

I wanna make two deltarune themed shops with spamton and rouxls kaard, but that's in the future

#

Can't wait to make my spamton g spamton sell trash for overpriced numbers

ornate drift
#

im gonna also need to figure out how to add custom items....

#

🤔

void aspen
#

Edit Data Objects iirc

#

Same thing you did with the shop

ornate drift
#

No includes?

#

actually wait

void aspen
#

I'm the worst adviser here so idk either

ornate drift
#

i can make Items.json, make IDs for items, and then include those in my content

void aspen
#

You don't really need multiple jsons

ornate drift
#

yeah but its less annoying to search for what you need to find

void aspen
#

I suppose you can use your shop json to add items too

barren tapir
#

I've done it!!! Tomorrow I plan on trying to add flavors to the output item to try and prevent combining potions with different prices.

void aspen
#

Changes Edit Data Objects Entries ModId_Item Name Id something something magic boom it works

#

I gotta learn it a bit better myself

#

Then you'll just add your custom object id to your shop item list and it's gonna work too

ornate drift
#

yeaaaaah but i should probably add the existing items first

#

its also gonna be annoyign to add each item individually

marsh reef
#
-SMAPI blocked asset replacement for 'Maps/FarmHouse': the '(CR) Kisaa's Cozy Rustic Farmhouse' content pack incorrectly set asset to a null value.```
I'm using the same tiles it previously has, just changed the layout. Why is it doing this? 🤔
void aspen
#

Farmhouse one?

marsh reef
mellow laurel
#

!tilesheetclimbing

ocean sailBOT
#

When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.

If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

marsh reef
#

this is the empty kitchen, and the edit i did, I have an earthy recolor on so ingame is colored different, but yk

void aspen
#

That's weird but you can just do the thing you got replied with

#

That usually doesn't happen with built in tilesets tho

marsh reef
ornate drift
#

is every object a 16x16 PNG?

#

items specifically

#

like food and whatnot

void aspen
#

But it shouldn't stop you from making a bigger texture for items tho

ornate drift
#

no i already have my PNGs done

#

just need to figure out how to get them ingame

cobalt lance
#

me and the gang rolling up to the clerb

ornate drift
#

what the fuck 😭

marsh reef
uncut viper
brave fable
#

or.... an item data definition...

gaunt heath
#

I'm too employed at the moment to help 1:1 though SDVpufferwaaah

patent lanceBOT
latent mauve
#

Based on your earlier screenshot, it looks like the entire tilesheet you were using was not set with the correct height and width per tile (somehow), so it tried its best to get to the next valid placement in game, but that is now one tile off.

marsh reef
#

bro ion even know what i changed to make it do this 😭

uncut viper
#

You saved your map when it had errors present from missing tilesheets

#

You can't make any changes to your map if there are any errors like that, even if you are not actually doing anything with the tilesheets or placed tiles

lucid iron
#

in C# is there any way to find out what the max texture size is

uncut viper
lucid iron
#

ik 4096x4096 is the safe value

uncut viper
#

Like, gpu safety?

lucid iron
#

yea

uncut viper
#

4096x4096 is considered the max generally yeah

lucid iron
#

the biggest u can go without drawing errors

uncut viper
#

I don't think it's based on like, any particular setting or gpu config or whatever

marsh reef
uncut viper
#

So nothing to check for

lucid iron
#

but i also hear conflicting things like some gpu can take bigger

uncut viper
uncut viper
#

so if it aint guaranteed to be safe then that pretty much just means its not safe so dont use it, since you dont know what your player has

lucid iron
#

maybe i should not be fretting about the day when someone has 4641 different grasses

uncut viper
#

Give them the ability to use multiple texture sheets if you do find yourself caring about the 4641st grass

lucid iron
#

i did that yea but that is +1 texture batch blobcatgooglyblep

#

(i do realize im being a perf goblin here when AT did not gave a faff about the same feature)

brave fable
#

pretty sure there's a member of Game1.graphics.GraphicsDevice or Texture2D that tells you the max

marsh reef
#

epiiic

lucid iron
#

well i should just not be a perf goblin i think MikuBear

brave fable
#

hm I'll take a look with my special eyes when I'm home

patent lanceBOT
lucid iron
#

It's also possible for me to improve the atlas stuff a lot too if i just store more info bolbthinking

#

but it becomes harder to debug for me so maybe i slacc

uncut viper
#

or maybe you just need better debugging utilities SDVpufferthinkblob

lucid iron
#

that sounds like even more work and therefore more reason to slacc

naive finch
#

Hello everyone, what exactly makes a mod android compatible? I only made retexture mods with content patcher and I don't have the android version of Stardew Valley to check it if it works or not

lucid iron
#

assume compatible until someone tells u it's not, then u tell them to use cinderbox SDVpufferthumbsup

#

in other words dont worry about it really

naive finch
#

Well... Someone did askSDVpufferwaaah

#

But they don't tell me if it works or not tho

lucid iron
#

if they ask without a log, then they didn't tell you anything

#

i did say someone tells u it's not rather than someone ask if works on android

naive finch
#

Aight then, I'll just tell them to use cinderbox instead. Thank you!

modest dagger
#

How are schedules read by the game? Bottom to top?

onyx panther
#

looking through String files is entertaining

tiny zealot
#

i am always telling people to read the map strings in the joja mart. they're so funny

#

taco sauce for babies. powdered wine. blue alien energy (get LAUNCHED). etc.

tiny zealot
#

the order is the same as the tables on that page, so imagine the game running down the list and saying "is there a key matching this form?" for each one, and as soon as the answer is "yes" it uses that schedule and stops

brave fable
#

cowboy sauce gets me. i don't even know if it's a joke or real

lavish terrace
#

is it made with real cowboys tho

brave fable
#

it's a shame there's so little to do in jojamart so people would actually go inside

lucid iron
#

i dont seem to have this field hrm

#

maybe i am being dum

brave fable
#

it's protected ❤️

lucid iron
#

[MobyDick] _maxTextureSize: 16384 intriging

brave fable
#

smaller than mine SDVpuffercoolest

lucid iron
#

but why...

#

i guess its gotta be opengl version thing

brave fable
#

glMajorVersion 4 glMinorVersion 6 btw

lucid iron
#

OpenGL version string: 4.6 (Compatibility Profile) Mesa 26.0.1-arch1.1

#

blobcatgooglyblep i dunno

#

linux reasons maybe

brave fable
#

oh that's true. also [13:05:48 TRACE SMAPI] Running on GPU: NVIDIA GeForce RTX 3070/PCIe/SSE2

brave fable
#

lmao

#

i was about to suggest running dxdiag instead but lmao

gaunt orbit
lucid iron
#

oh it spins puffer_wow

#

does the vanilla ones also spin

brave fable
#

no this is shader trickery and dark magick

gaunt orbit
#

yes, it's shader fun

lucid iron
#

well did wren apply the deep magic to vanilla obelisk

#

thats what i meant to ask

tiny zealot
#

shaders are fun and wholesome, don't listen to blueberry's lies

brave fable
#

oh i see what you mean lol

uncut viper
#

i like shaders

jaunty shuttle
#

Oh my god, you have unlocked so many never-before-thought thinkings for me

gaunt orbit
#

no, I would have to redraw them all and I have neither the time nor talent to do so if I want to get this done for the modjam

brave fable
#

hypnobelisk

gaunt orbit
#

also it would require changing the c# type of vanilla buildings, which is possible but sounds extremely dodgy

tiny zealot
#

i shouldn't even be on here. i'm gonna run out of time as it is

lucid iron
#

1.2 feature /lh

#

nah obelisks r fine cus they arent special type in the first place

#

i think they just work by action

gaunt orbit
#

yeah but my point is if the mod gets removed it might cause problems. I'm not sure how spacecore handles it

lucid iron
#

its not saved to the real save so i think it was fine when i tested

brave fable
#

pytk used to let you nominate a fallback type for the serialised copy, i don't know how spacecore handles the instance either

gaunt orbit
#

but would that erase the building, or just spawn it as a regular building

uncut viper
brave fable
#

-# .SDVpufferchick <-- chu's chicken

uncut viper
#

i for one will never support anyone using a 32768x32768 texture for their stardew mod

jaunty shuttle
#

I think that would literally set my laptop on fire

uncut viper
#

or for most things in need of textures, i think

lucid iron
#
[MobyDick] _maxTextureSize: 16384
[MobyDick] GPU AMD Radeon RX 7900 XT (radeonsi, navi31, ACO, DRM 3.64, 6.19.6-arch1-1)
brave fable
#

i would like 1️⃣ photo-realistic pam please

jaunty shuttle
#

I would never be able to open it again

lucid iron
uncut viper
#

but does it work on Every Possible Linux

brave fable
#

try

#

wow try does not look like it should be a word

lucid iron
#

it is pretty guardrailed as is

#

i think linux ppl should have the right to try and get <unknown>

tiny zealot
#

maybe linux people don't suffer whatever Fate windows users live with that makes smapi need to print out what gpu they're running on

jaunty shuttle
uncut viper
#

my max texture size is also 16384

lucid iron
#

what graphics device do u have button

uncut viper
#

[22:30:32 TRACE SMAPI] Running on GPU: AMD Radeon RX 6700 XT

lucid iron
#

maybe its amd thing

brave fable
#

you fools bought amd and now must live with 16384x16384 textures

lucid iron
#

my game gonna bebolbfar compared to blueberry's glorious bolbclose

uncut viper
#

whatever will i do

brave fable
#

better get your glasses to see your tiny textures grandma

gaunt orbit
#

I have a gpu from 2019 with 6gb of memory so I imagine my textures are smol as well

uncut viper
#

is it amd or nvidia or intel. you could provide valuable data points

gaunt orbit
#

nvidia. 1660ti

brave fable
#

[22:30:32 TRACE SMAPI] Running on GPU: 2019/PCIe/smol

uncut viper
#

if you ever check what your max is set to and its bigger than mine please do not tell me

brave fable
#

dont tempt me to load up an sdv debugger on my old work thinkpad

#

see the power of the nvidia t500

uncut viper
uncut viper
brave fable
#

indeed. most salient

#

salubrious even

uncut viper
#

salient.... like a salt water

lucid mulch
#

That code line for the gpu info traced back at least 6 years. So it might have originally been an XNA vs Monogame difference. That and until 8 months ago it didn't have the dedicated method and the try/catch and the graceful fallback

lucid iron
#
[MobyDick] _maxTextureSize: 16384
[MobyDick] GPU Mesa Intel(R) Iris(R) Xe Graphics (TGL GT2)
#

i dont own any nvidia bolb

brave fable
uncut viper
#

stardew nvidia bias clearly

lucid iron
#

so is 16384 the real rly safe number to use yggy

uncut viper
#

Probably not for phones if I had to imagine

lucid iron
#

weh

brave fable
#

don't devalue my investment

uncut viper
#

Do you have your old Nokia fliphone laying around to test it on bluebs

brave fable
#

flip phone? do you think i live in the future

#

and no my nokia brick died years ago

barren tapir
#

Ughh, that feeling when its almost midnight but want to keep debugging

brittle pasture
#

I'm 10 min late but I also wanna brag my max texture size is 32768

uncut viper
#

would it get me SMAPI blacklisted if i crashed my mod for anyone with a texture size higher than my max

brave fable
#

probably not unless it's targeted

uncut viper
#

i guess i wont ask for you and selph's steam IDs then

lucid iron
#

gang what happens if u build a petbowl not on Farm

#

is it useless

brittle pasture
#

last I checked I believe it's useless yes

uncut viper
#

it doesnt really do anything without a pet assigned to it to begin with but location doesnt really matter it seems

brittle pasture
#

could be wrong though

#

actually might be mistaking that with pets only teleporting to/from the farm

uncut viper
#

assigning a Pet to a PetBowl will set that pet's homeLocation to the location of said pet bowl

#

so as long as the pet can accurately find the pet bowl from that it's fine

brittle pasture
#

ok yeah I might be mistaken this with some other pet stuff I discovered some months ago

brave fable
#

pets and pet licenses only check the farm unless the pet's homelocation is already set

#

likewise marnie's event and menu both only assign to the farm

brittle pasture
#

hmm I think I'm right after all; it is only the farm yeah

uncut viper
#

i mean nothings stopping you from assigning the pet to any bowl

#

if you roll your own C#

brave fable
#

you can reassign them with bowl.AssignPet(pet)

#

addly. your spouse will only water bowls on the farm, but all bowls in the world are filled when raining

lucid iron
#

they wouldnt actually teleport to bowl would they

brave fable
#

not immediately no

#

inchresting. the default pet in the newgamemenu is a cat but the default constructor uses "Dog"

#

ape changed his mind sometime over 4 years

#

i'm not getting anything done today. just chasing all of your cruel nerd bait

brittle pasture
#

hmm I think changing the bowl assigning code to check every location instead of just the farm is innocuous enough to be in 1.6.16

uncut viper
#

I feel like that'd be an expensive check relative to how useless itd be to vanilla

#

especially since it would then need to deal with pets existing outside the farm

deep cypress
#

Did you find a fix?

brittle pasture
#

a year+ old message SDVconcernedCA

deep cypress
#

I'm having a missing tilesheet error, and that's the only person with the same error! A long shot, but, worth trying I figured.

#

What is tilesheet '.'???

gaunt orbit
brittle pasture
#

(oh I just think it's rare is all)

lucid iron
#

that sounds like the map is very exploded tbh

deep cypress
#

With 1.6.9 or some time later, was there a requirement for a certain tilesheet for each map to have?

half tangle
#

1.6.9 added a bunch of tilesheet checks

deep cypress
#

(It's an old thing I was working on, my kids are making me fix it. My 9 and 11 year old are upset their Ghost-infested dungeon is now broken!)

half tangle
rare perch
#

ive created a mod that edits some of the dialogue and event sheets files, but i think my content.json is loading them wrong. heres the error message in smapi upon starting the game: "EditData Data/Events/SebastianRoom: the FromFile field can't be used with an 'EditData' patch." should i be using load instead of editdata?

brittle pasture
#

a bunch of unused assets were also removed in 1.6.9, including several map tilesheets, so if your map was relying on those that's likely the cause

lucid iron
rare perch
lucid iron
#

no

rare perch
#

im using the content patcher github page and i dont see an entry on entries sadly SDVpufferwaaah

#

ill give it a read!

vernal crest
tiny zealot
#

entries is not an action but is one of the fields you can give to EditData

deep cypress
#

Map.RequireTileSheet is where the stacktrace starts, and I see that's a new check from 1.6.9. Thanks Cam! I suspect that might just maybe have had an error all along, but it didn't show and I didn't know. Something is a wild mess with it... It's a temporary level, I am going to probably entirely re-do the code for it...

rare perch
rare perch
#

oh thats so brutal

torpid sparrow
#

oh you dont have to do it for every individual line if that's what you mean

#

you can put multiple dialogue lines in one entry

rare perch
#

what if i specifcally need lines replaced? im genderswapping a character so i need the old dialogue to get completely removed. i figured editing the whole document would be easiest

torpid sparrow
#

ohh replacing

uncut viper
#

You just add the ones you want replaced to your list of Entries

torpid sparrow
#

you can overwrite it yeah

uncut viper
#

It's the same or less work as just editing the file directly, except infinitely more compatible

tiny zealot
#

you only want to Load to an existing asset if you intend to replace absolutely everything in there, and that's uncommon

rare perch
#

yeah, ive already done the work which is the frustrating part 🥲 live and u learn ig

vernal crest
#

It's not like you need to throw away what you've already done. You just copy and paste the bits you have changed and discard the ones you didn't.

#

Bleh, trying to test multiplayer with Stardrop was not a hurdle I was prepared to face today

pearl crater
#

hiya, how could i go about changing the movie theatre to stock all concessions at once? i'm having trouble figuring out their item ids, haha

torpid sparrow
#

i dont think they're items

tender bloom
#

They aren’t items, yeah

#

And the movie theater isn’t a normal shop either I’m pretty sure

royal stump
#

they're a very weird case where they have item IDs so they can exist in Data/Shops and such, and the theater does have a shop entry there with an item query for them
(assuming that's actually used, I haven't fully traced the logic SDVpufferdizzy)

#

but technically aren't items otherwise (ISalable + IHaveItemTypeId, but not Item)

tender bloom
#

Fascinating

pearl crater
torpid sparrow
#

is it possible in cp?

royal stump
#

so the theater shop has the entry Concessions in data/shops, which you could probably edit to force it to add more items, but idk if there's a way to directly include all of them

#

it's a shop with one entry being "Id": "MOVIE_CONCESSIONS_FOR_GUEST",

vernal crest
#

Hooray I figured out how to test multiplayer with Stardrop

royal stump
#

idk a lot about using item queries or shop data, but you might be able to add more copies of that with the same "ItemId" and different "Id", or some such trick

void aspen
royal stump
#

alternatively, ig you could spawn each known concession individually by ID; their qualified item IDs are (Salable)MovieConcession. + their ID in Data/Concessions

pearl crater
#

pretty much exactly what i was looking for! SDVemoteheart i'll give it a shot

royal stump
#

(those aren't recognized by commands like list_items since they're not items, but it may work for that shop entry SDViconghost)

deep cypress
#

Fixed my problem. Justin Case a year from now some other poor lost soul has this same problem, GameLocation changed A BUNCH of method parameters just a bit. The tilesheet thought it was sposed to be null cause i had an old location.EditTile() (or whatever it was, my kids have my computer, measage me if u need it whosoever ye be.)

void aspen
#

Justin Case is such a cool name

gaunt orbit
#

a good example is the furniture catalogue, which has only one entry that is ALL_ITEMS (F) @randomSale

void aspen
#

How I look at all that text at 7 in the morning

rare perch
#

im trying to genderswap sam. i have the portrait and sprite changes in the content.json, but i want all the dialogue to be in a seperate file for readability's sake. however, im getting a smapi error (im an artist not a coder rip). anyone know whats going wrong?

{
"Action": "EditData",
"Action": "Include",
"FromFile": "assets/Sam.json",
},

torpid sparrow
#

you have two actions

#

just include is fine

#

ur editdata patch would be inside the Sam.json

slow basin
#

im editing the 4 corners map to make my own what are these tiles that just have 1 2 3 4 5 6 7 8 on them, are those the farmhand house spawn tiledata or something?

torpid sparrow
#

on the paths layer?

void aspen
torpid sparrow
slow basin
#

tyyy

pearl crater
rare perch
void aspen
#

Making a custom farm is much harder than just some custom location so be careful with editing

slow basin
#

yee i just gotta release a map yknow cause ive never done one b4

#

i like doing new things

#

:3

royal stump
royal stump
fierce vault
#

If I wanted to make an event trigger once on particular day or after at any time beyond that, should I just... list out every day number except the days leading up to the event? Like DayOfMonth 3 4 5 6 7 etc.

pearl crater
half tangle
#

You can use {{Range}}... check the docs for syntax

fierce vault
#

oh, are you talking to me?

half tangle
#

oh, yep!

#

assuming that listing them is the way to do what you want to do, that's the easy way to list them

fierce vault
#

I think other modders here said doing a range for the day numbers could get wonky.

#

Because I remember attempting that for the last event, and someone mentioned it

#

Thanks though

half tangle
#

per the docs: "{{Range: 6, 14}}" // equivalent to "6, 7, 8, 9, 10, 11, 12, 13, 14"
so it's a matter of: if you need the numbers, that's the easy way to do that. I can't answer if it's going to do what you want it to do

fierce vault
#

the only thing that could potentially break what I need this event to accomplish is someone somehow avoiding the bus stop for an entire month and then failing to trigger the event on the next months excluded days. Probably not worth even accounting for tho

half tangle
fierce vault
#

thanks! I may just do it manually at this point, because my time is getting increasingly limited for anything fancy code wise

half tangle
#

I know the feeling - I pretty much called my code ready yesterday and am working on my nexus page

fierce vault
#

my modfest project will be cutting it so close! SDVpuffersweats

daring skiff
#

You got this.

fierce vault
#

thanks 😅 I'll be really happy when I finally let it free into the wild

#

I can't say I'll be done with it, because there'll be more content that I'll need to add, but still, finishing the first phase will be great!

#

the nexus page is going to be so last minute though

uncut viper
#

I'm also finalizing my mod and getting ready for nexus page but am also dealing with the very nagging feeling that I am forgetting something important I needed to do for it in the code

pearl crater
fierce vault
#

thankfully, there will be a whole month afterwards to add and fix things before any judging takes place!

uncut viper
#

If I want any chance on endorsements or downloads t hough, it helps to be bug free from the outset 😛

fierce vault
#

make it as good as you can, but don't let perfection stop you!

uncut viper
#

It's definitely far from perfect and that's fine, the nagging feeling is just telling me it was something important for functionality

pearl crater
#

welp. to reading i go

fierce vault
#

i can't wait to test all of my dialogue to make sure it works the day before releasing my mod lol

#

there's still a few days...

proven spindle
#

No idea if I'm going to get my mod out by the modfest deadline, but feel a bit better about it since at least I've got the tutorial entry up lol

#

(Still haven't heard back on whether it needs to be in an article tho)

fierce vault
#

oh, I hope it qualifies

#

anyone know if putting a /Season !Winter/ as a qualification for my event would work?

#

(to let it play in any other season)

half tangle
#

!Season Winter

fierce vault
#

Oh, thanks 😅

half tangle
#

(via the GSQ wiki page)

proven spindle
#

With GameStateQuery if it's an event precond (so /GameStateQuery !Season Winter/)

fierce vault
#

oh, I'm not doing a query

#

anyone know why I'm getting this errorContent Patcher] Can't apply data patch "Jack npc > Jack Character Data > entry #1" to Data/Characters: failed converting entry to the expected type 'StardewValley.GameData.Characters.CharacterData': Can't parse Rectangle from invalid value '{X: 0 Y: 0 Width: 16 Height: 23}' (path: MugShotSourceRect).. when I have this written as the mug shot:"MugShotSourceRect": "{X: 0 Y: 0 Width: 16 Height: 23}", I think it's exactly like button recommended in an example, so idk why it's not working here

proven spindle
#

Commas in between maybe?

#

X: 0, Y: 0, Width: 16, Height: 23

fierce vault
#

hmm, I'll try

proven spindle
#

X Y Width Height might also need quotes around each of them

fierce vault
#

Oh, I'll check that. Thanks!

uncut viper
#

{X:0 Y:0 Width:16 Height:23}

#

Sorry, parsing regex is difficult (for me). It's stricter than I initially thought

#

I did say it could be done two ways though and that was just one of them, I didn't recommend it over the other

fierce vault
#

oh wait, I also just noticed a misplaced " too lol. thanks button

uncut viper
#

Well it can't have any quotes in it whatsoever if doing that way

#

Or commas

#

Or spaces after the colons

#
"MugShotSourceRect": {
  "X": 0,
  "Y": 0,
  "Width": 16,
  "Height": 23
}

I would just do it this way

fierce vault
#

yeah, i was trying something different because the original example was also causing errors.

proven spindle
fierce vault
#

I'll just try it the second way button recommended 😅

#

having it on one line doesn't appear to be worth the hassle it's taking to figure it out

#

ooo

proven spindle
#

Basically this

"MugShotSourceRect": {
"X": 0,
"Y": 0,
"Width": 16,
"Height": 23
}
is the same thing as this
"MugShotSourceRect": { "X": 0, "Y": 0, "Width": 16, "Height": 23 }
Which you had above, just with an extra pair of quotes causing an issue
Line breaks in between don't do much in most cp entries, they're just there for easier human readability

fierce vault
#

Ok, thanks for explaining it, Si. I just got it to work!

#

did it the long way though, lol

uncut viper
#

Well, no, my version was actually supposed to be a string

#

You can either use a string or an object

#

It would be equivalent to "MugShotSourceRect": "{X:0 Y:0 Width:16 Height:23}"

#

Most people don't do the string version because... well, you know why now lol it's picky and has no benefit over the other form

#

But SMAPI has a converter to make it work anyway

fierce vault
#

thanks for the help

#

Oops... I guess my farmer doesn't have a lot to say 😅

fierce vault
#

ohhh man, I just realized this late into the mod that I'll need a separate portrait sheet for each of the 3 first days of spring SDVpufferchickcry

#

I already have the portraits, but they can not all be on one spring sheet!

floral stream
fierce vault
#

for that, there'd still at least need to be an indication in the box that the player is choosing to nod 😅

My farmer here doesn't even appear to be present in the conversation

#

After testing my character outside of his event, his sprite's now cut in half, so I think I've still managed to ruin the mug shot SDVpuffercry
And he's also disappeared from his one spot after I went to sleep...

all this stuff happens when I have a few days left and events to still finish! 😅 Maybe I should take a break

#

I hope his disappearing issues don't happen in playthrough where I'm not doing weird testing!

marsh reef
#

very peculiar issue, as you can see, some things are the wrong color, i have all mods that recolor the inside set to vanilla (to my knowledge), and the kitchen's window and that one square are throwing a fit. the bits on the left that are earthy recolored are mostly parts that are over written when upgraded with the addons, but those addons then also have the earthy recolor...

hard fern
marsh reef
fierce vault
#

the game cannot recognize that custom tilesheets (even of the same color) are meant to be a part of the same set as vanilla tiles

hard fern
fierce vault
#

custom tiles will not get over written by recolor mods

hard fern
#

( guess pretty obvious question...)

marsh reef
hard fern
marsh reef
hard fern
#

!log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

fierce vault
#

Oh, well that what I said!

hard fern
#

better safe than sorry

fierce vault
#

the vanilla tiles are getting overwritten

hard fern
ocean sailBOT
#

Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 98 C# mods and 111 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

fierce vault
hard fern
#

😔

fierce vault
#

It's reached my brain or something

marsh reef
fierce vault
hard fern
#

it's right here in your log

marsh reef
fierce vault
#

sorry, I'm not being clear

marsh reef
hard fern
# marsh reef

that's only the optional configs, it's still going to recolor the regular towninterior

#

as in, the outer walls

marsh reef
#

oh :3

#

what about the kitchen window

hard fern
fierce vault
#

There's an important thing about compatibility that I'm going to try to better explain in a moment, if this is a mod you don't want to run into with errors when you or others use recolors

marsh reef
#

look bottom middle of the first two

hard fern
#

🤔 im uh. not sure what's up with that janky window at the bottom

fierce vault
# marsh reef nope :3

So, I was mentioning that the vanilla wall tiles are getting overwritten because you (generally) don't want to have any vanilla wall tiles mixed in with custom ones at all for compatibility reasons, since recolor mods will only ever target the vanilla wall borders. Using your own custom walls with the vanilla walls will result in incompatibility every time a recolor mod is used.

This is not a big deal if it's a mod for personal use, but if you want more compatibility, you can just take all the regular vanilla wall tiles and put them in the same tilesheet with your custom tiles, and then only use the vanilla tiles from your custom tilesheet to build your map. These vanilla tiles will now be recognized as custom and avoided by recolor mods because they will not be pulled from the game's tilesheet, but yours.

#

Hope that makes more sense

marsh reef
#

🙂‍↕️ it is only a project for me yea

fierce vault
#

then that's not a big deal, just something to keep in mind if you think you'd ever want to use recolor mods for yourself on this map

marsh reef
#

🙂‍↕️

#

tyty

orchid glade
#

I have written a rather long mail for sending a new recipe to the farmer. Does anyone familiar with modding mail data know if I can control where the page breaks occur?

fierce vault
#

Oh, my name's actually Parcy by the way, I just got infected by a green wizard virus (and lead) so it'll be a little while before I recover 😅

marsh reef
fierce vault
#

for now, yeah SDVpufferchickcry

the condition is pretty serious

marsh reef
#

i have proof look

#

for those with eyes, "GreenWizzyboyLeadman"

fierce vault
#

😦

#

Idk how to combat that kind of evidence

marsh reef
#

better visibility with CIA level image editing

marsh reef
fierce vault
#

I'm definitely not wizzy-boy-man even if I'm green and wearing an (invisible) wizard hat though! You'll just have to believe me, since my name is "apparently" saying otherwise 😔

marsh reef
#

🤔 i dont see "apparently" anywhere on ur profile

#

this is so far beyond perplexing bro

#

like there's nothing even going on over there that could look like that

fierce vault
#

that's the same area??

marsh reef
#

yes

#

the floor is different bc i changed it previously, but

#

that's supposed to be the same area

fierce vault
#

Are you using someone else's custom tilesheet as well for the windows?

fierce vault
#

I guess not then. I just meant that there a tilesheets people often use as dependencies which include stuff like the windows you have on that wall.

hard fern
#

well this custom farmhouse does have custom tilesheets

#

i recognize it

fierce vault
#

I don't know how to help with whatever's going on here, other than to tell you to triple check what's going on in tiled I guess.

marsh reef
#

mmmmm, the window is from the same tile sheets the walls and stuff are from

fierce vault
#

oh, so you are then

#

ok

#

hope you fix the issue

marsh reef
#

I

#

think i fixed it

#

im cracked

#

yessirr

#

alr goodnight chat

vast talon
#

hi guys how do you make the npc only spawns in the world on thursday and disappear on the other day

fossil osprey
#

Make their "other day" schedule be outside of a map, I'd guess

vast talon
fossil osprey
#

What do you mean by that? What happen when you do?

void aspen
orchid glade
gentle rose
orchid glade
#

Yeah why not.

gentle rose
#

done

orchid glade
#

Thank you muchly 🙂

gentle rose
#

you are also a high enough level to request the mod author role, if you’d like, which would give you the ability to showcase posts yourself

orchid glade
#

I may do that!

void aspen
#

How do I know the difference between purple TileData properties and blue layer tileset properties in Modding:Maps?

#

Like how Passable is a layer property but Action is TileData property

gentle rose
#

I believe either works for most things, you can think of tiledata as an “override” for specific tiles and the tileset properties as a “default” for every tile using that tileset tile

void aspen
#

ohh I see

#

thats neat

#

thank you!

gentle rose
#

(I think. I did also just wake up though SDVkrobusgiggle)

void aspen
#

its okay ill test it the moment I get a chance

void aspen
dreamy dew
#

Can anyone know where Sebastian1 is from? Spotted it in mailReceived but it's not mail. I think it's some sort of dialogue from him?

vernal crest
hidden tinsel
#

hi! do you know if it possible to make a mod that changes the config of another mod?

royal stump
#

not without C# or the other mod specifically supporting that, as far as I know
there's a framework that lets CP packs read other mods' configs, but not edit them

#

or ig you can just bundle an edited config.json file with your mod, which is how some sites' mod packs do it

hidden tinsel
#

ok thanks!

woeful lintel
#

is anyone else having trouble logging into Nexus? The cloudflare captcha keeps failing

woeful lintel
#

sometimes I refresh and it doesn't even load in...

calm nebula
#

leroy I have bad news. you're a robot

warm relic
#

hello! saw somewhere that the NPCName had to be fully lowercase in order for NPCName_sleep to work properly. Is that actually a thing?

shy trout
vernal crest
near imp
shy trout
#

cool thank you!

eternal glade
#

i remember there being a webside with free stardew tilesheets from the community?? am i nuts? im looking for the waterfall sheets, im remaking Grandpas immersive farm (so original ik)

autumn tide
#

maybe you're thinking of spriter's resource? but if you want to mod, unpack the game instead

#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

autumn tide
#

spriter's resource isn't built for modding

eternal glade
#

i have, but i remember waterfalls being a pain for whatever reason?

autumn tide
#

-# no I can't maps SDVpufferwaaah

#

but I do think ik where the waterfall pngs are if you want me to send em over

eternal glade
#

YES PLs ty ty SDVpufferwow

autumn tide
gaunt orbit
#

aaaaaah I wish I had more time for modding

#

I wanted to finish my modjam mod tonight so it would be ready for the showcase stream tomorrow but I don't think I can finish it in time

autumn tide
#

wait when does modfest end

eternal glade
#

the huh huh??

torpid sparrow
#

5 days

gaunt orbit
autumn tide
#

oof okay

torpid sparrow
#

boaroo did but angelnaomi hasn't really afaik

gaunt orbit
#

oh weird, wonder why it's on the event calendar then

#

guess I missed my chance for free publicity SDVpufferwaaah

torpid sparrow
#

she's probably partnered but idk no enforcement lol

eternal glade
#

could someone explain or send me towards a tutorial on how the desaturated pallete mods work combatibility wise?

fossil osprey
#

Recolours have to change the palettes of any mod that add tilesheets that are not vanilla

#

so it's a manual labor thing

latent mauve
#

(mod authors will need to add recolored versions of their custom tilesheet files to match the most popular recolors where needed if they want compatibility, rather than expecting the original recolor mod author to do it on their end)

fossil osprey
#

Yeah, I realize I've worded that badly ^^'

eternal glade
#

so every mod with a recolor compatibility was essentially remade from scratch just with that pallete?

fossil osprey
#

yeah

latent mauve
#

If you use only vanilla tiles, you are compatible with most recolors without doing any extra work (I say "most", because some recolors are old and not updated for 1.6+, so some tiles aren't recolored)

near imp
#

ill add that the majority of recolor mods work like outlined above, while a few like Nightshade change the saturation etc of the game "on the go", and such wont need compatibility additions in the same way

eternal glade
#

oh damn add another layer of apperciation for my mods and their makers

#

i use daisy nikos earthy recolor

#

classic

#

so the waterfall asset is the only one rn i think i need to worry about maybe

near imp
#

hmm. wasnt there one of the tilesheets posted on nexus that includes those waterfalls? hang on lemme check. they may already have made recolor compat versions for the most common ones

latent mauve
#

I know there's at least one custom waterfall tilesheet that has basic recolor support

#

I know for Earthy there are a few 'waterfall fix' mods as well

eternal glade
#

i meant earthy sorry

eternal glade
near imp
#

hm cant seem to find recolor sets matching the one shared by Claude above (are those the vanilla waterfall textures @autumn tide ?). but its possible i just didnt download the tilesheets i saw them in, oor that i imagined the whole thing 😅

autumn tide
#

yep! straight from maps

sullen rain
#

What are the acceptable values for priority again?

autumn tide
#

it varies I think?

sullen rain
#

Oh nvm I found it

#

Late, Default, Early

near imp
#

i recently found out about Late+1 too SDVpuffereyes

sullen rain
#

Wha...?

#

What's that even mean

near imp
#

ikr! it gives back in school saying "oh yeah but ill do infinity+1 so there!" SDVkrobusgiggle

near imp
ivory plume
#

Technically priority is just a numeric value, where higher values are applied later. Early (-1000), Default (0), and Late (1000) are just names for points on that line; so Late + 1 is just 1000 + 1 (i.e. later than patches which use Late, but before patches which use a higher value).

(But you should usually use the names and avoid custom expressions like Late + 1 if possible, which can make your logic more fragile.)

dreamy dew
#

Is this a bug? The kitchen letter from Robin is titled "???" instead of a proper name I forgot, using SVE.

#

They did change the content of the mail itself, so I'm assuming it's that.

gaunt orbit
#

that is probably the case. I think you might have the wrong channel, though.

eternal glade
#

does anyone know how the immersive farms make the bus stop and grandpas shed apart of the map?

gaunt orbit
#

and part of the bus stop map is copied onto the farm map

dreamy dew
#

Where can I go about it?

near imp
#

im guessing they also do some changes to schedules like Pam's, to point her to the new bus stop?

gaunt orbit
gaunt orbit
#

there is no "new" bus stop, it's just a map edit

eternal glade
#

ohhhhh wait wait so its essentially just visible on the farm map

gaunt orbit
#

the part on the farm map is not the real bus stop

#

flash just copy-pasted the tiles from the bus stop into the farm map

eternal glade
#

and then it warps you to the real bus

gaunt orbit
#

yeah

eternal glade
#

same with the shed....?

gaunt orbit
#

the shed is in different spots depending on which farm maps you are using so I can't answer that

near imp
#

interesting. didnt realise they didnt do away with the old bus stop when also having it on the farm map. but if npc pathing is turned off on the farm map (? seem to remember reading something like this) then it tracks that they'd need to keep the original too

ornate locust
#

The part of it on the farm map is entirely aesthetic

eternal glade
#

either way dont i need the tile sheet for it? where do i get that?

gaunt orbit
ornate locust
#

It's just so you can see it from the farm

eternal glade
#

grandpas shed i mean

gaunt orbit
near imp
#

(my not having played SVE is showing SDVkrobusgiggle only curiously looked around in the files a bit)

gaunt orbit
#

the shed itself is probaly custom tiles packaged with SVE itself

void aspen
#

when did we got 1.6 on pc?

gaunt orbit
#

I haven't played it either, but I looked into grandpa's shed compat for a farm map I was doing. I wanted to make it into a real building

gaunt orbit
eternal glade
#

ok well im looking in the sve tilesheet folder now

void aspen
#

ohh I see ty

gaunt orbit
#

if I recall correctly

eternal glade
#

think i found olivias bathroom

gaunt orbit
#

the wiki has a full version history listed

eternal glade
#

ok found the sheds

lucid iron
#

for silly unittest reasons i directly made a GameRunner which would ofc use the vanilla LocalizedContentManager
it seems like this way doesn't normalizes any content paths (e.g. Data\\Achievements doesnt resolve to <game>/Content/Data/Achievements, i get <game>/Content/Data\Achievements and die)
how does game even work on linux yggy

#

i fixed the usecase i have by subclassing GameRunner/Game1/LocalizedContentManager so that Load normalizes the path so this is just out of curiousity

barren tapir
#

Is it possible to change a machines behavior when fairy dust is used on it (for example, increasing the base cost of the output item alongside instantly finishing its production)?

brittle pasture
#

with C# anything is possible

#

you probably want to harmony patch the relevant item drop in functions, just search for the fairy dust item code in the decompile

#

on my phone but it's either performObjectDropInAction or PlaceInMachine

torpid sparrow
#

how do i edit the grid size in tiled again

#

nvm im dumb