#making-mods-general

1 messages · Page 581 of 1

toxic topaz
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yea they're both 1.0.0

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and for "./My Content Patcher Pack" do i need to do anything with that?

half tangle
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you need to name it the same as your CP folder

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keep the ./ since that says "start looking from this folder where the csproj file is"

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so ./[CP]MeguminNPC

toxic topaz
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okay.... uhh i think it seems good. just when i try to build it it says the manifest doesnt exist. but thats because there is one in each subfolder and not in like the... main directory? idk how to explain it

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guess ill try to launch though steam

ocean sailBOT
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Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 15 C# mods and 1 content packs.

toxic topaz
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ah, wait i think i forgot to update the content.json manually, let me try again

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oh hey, i think its working

half tangle
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looks like the actual build part worked, though! One other tool I'll mention while I'm still here is the manifest builder. You can use it to build your C# component's manifest automatically based on info you put into your csproj file
https://github.com/KhloeLeclair/Stardew-ModManifestBuilder

toxic topaz
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yay, thank you. i dont really understand what i did the best. but it works.

half tangle
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I was just about where you are a little over a year ago - well done

toxic topaz
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now what i need to do next is use harmony to make a prefix to allow only my npc to bypass the restriction that stops npc's from entering the community center before its complete... or something like that

old edge
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Are circular warps still an issue?

gaunt orbit
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I will say that you should put the gamepath in a .csproj.user file (or use stardewvalley.targets) so that it doesn't break if other people try to edit the code on their own computers

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(or if you yourself try to edit it on another computer)

toxic topaz
gaunt orbit
urban patrol
ornate trellis
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spacecore unfortunately never fixed it for me, i had to make one map off limits for npcs so they dont get confused by looping

urban patrol
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damn

void aspen
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time to make one

whole prism
toxic topaz
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is there a way to make VS ignore this?

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because i have manifest's just not in the main directory... and it wont let me build because of that

void aspen
brittle pasture
whole prism
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love this

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so much...

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<33

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what will this mod do?

brittle pasture
void aspen
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maybe I add other flavours

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strawverry hcoloccalte

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both raw and baked

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just sprinkles as separate food

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ill finally add some recipes

patent lanceBOT
whole prism
primal garden
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Where can I find the names and item ids of animals?

whole prism
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As for animals, I am unsure

near imp
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Data/FarmAnimals.json

marsh reef
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chat, how do map patches work? do i need a tbin file, and how do i work with tbin files if so?

void aspen
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sprinkles, burned sprinkles, chocolate chips, burned chocolate chips
and the dough with different flavor and different stages of yippe

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

primal garden
brittle pasture
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and look at Data/FarmAnimals as mentioned

primal garden
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do animals have item ids or is it only its produce

urban patrol
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animals are not items but they have internal IDs

primal garden
urban patrol
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idk anything about AT

near imp
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AT's -gah enter key too close

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AT's documentation page has an example mod you can download that shows how to add alternate textures to animals

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(as well as many other things)

marsh reef
near imp
brittle pasture
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I'm obligated to say that you can alternately use the built in skin system to add new appearances to animals

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skins work with AT tools too

marsh reef
primal garden
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I already made a content patch version

near imp
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(also AT seems to have a bug with swimming animals, at least ducks. they walk on water like j- yoba)

primal garden
near imp
brittle pasture
urban patrol
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(i coded it and can answer questions)

brittle pasture
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elle's mods also use the skin system if you need examples that apply to vanilla animals

modest dagger
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cannot get portraits or dialogue to load for shops, is there something i'm missing besides in the shop json

ornate trellis
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your screen resolution is big enough?

modest dagger
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???

ornate trellis
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or, well, the window sdv is in

modest dagger
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what does this mean

verbal glacier
ornate trellis
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yes, like dolphins pinned message there

modest dagger
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works fine for other shops

old edge
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Yeah so you can’t have 3 npcWarps in one area?

ornate trellis
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and smapi aint saying anything?

modest dagger
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smapi is quiet

ornate trellis
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odd

modest dagger
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that's why i asked if there's something outside of the shops.json i was meant to do

ornate trellis
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it looks almost the same as what i have for fishmonger

modest dagger
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closed message also doesn't work, and the tiledata doesn't like care whether neith is there or not

ornate trellis
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not sure...the main diff between yours and mine is that i directly use the npc instead of loading an extra portrait and that i have an opening/closing time but otherwise its p much the same

modest dagger
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like i screwed up somewhere

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time to look at fishmonger

ornate trellis
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wait

modest dagger
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waiting

ornate trellis
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you do

"Id": "Wizadroid.TGW_Neith"

but name should be either the internal id of the npc, AnyOrNone , Any or None

modest dagger
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Wizadroid.TGW_Neith is the internal ID i thought

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unless

ornate trellis
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is that the internal id of neith?

ornate locust
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notices I forgot to update the version in the manifest >:|

ornate trellis
modest dagger
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...

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it isn't

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for fuck sakes

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as always void you are a saint

ornate trellis
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hm, that might be it then...since it counts as it no owner then and the wiki says

If omitted, the shop is opened regardless of whether an NPC is present, and no portrait or dialogue is shown.

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oh, thats really it

modest dagger
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yup

ornate trellis
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yippie, fixed

modest dagger
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(tho is should be closed right now so that's the next thing to look at)

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wait i wonder if

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i might have that mod installed that shops are always open

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that could definitely disrupt testing 😭

ornate trellis
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well, i mean, unless you got something in your map, i see no time in your shop json

modest dagger
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yup i do

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😭

ornate trellis
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if you just got self serve its limited to vanilla shops anyway

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i know theres one that includes custom shops i keep forgetting the name but i always wanted to dl that one lol

modest dagger
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okay so the self serve mod was why it was loading when it shouldn't

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but still no close message, my patience is running thin with this shop 😭

near imp
ornate trellis
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for Mr feesh i got it to work tho

modest dagger
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okay it works during opening hours now too so like

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good enough ig

ornate trellis
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i think it was setting the shop time in the map to 24 hours and limit the time in the shop json?

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hm yeah i think thats what it was...in the map i had it as 600 2600 and then directly in the owner part i set the actual opening time in the json

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not sure why i didnt get it to work for constance

modest dagger
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saving the day again void

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welp shop works fine now.

primal garden
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what is the latest version of smapi

modest dagger
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now I just need to set Neith's schedule to actually stay there instead of wandering off into the void 😭

verbal glacier
ornate trellis
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the seasonal island tilesheet aint actually used ingame, are they? (or are there any known mods that use those sheets) thonking

verbal glacier
severe cairn
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owa

ornate trellis
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hm, i do be wondering how that one would look with my retex when i get to thze GI sheets

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hm, this aint right

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hm, i see some issues with foliage too, well, thats not part of my mod so i cant do much, tbh constances ship having something growing on it looks funny

ornate locust
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maybe a layering thing?

ornate trellis
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theres a ton of recolor issues with vpr and maybe even simple foliage tho, hm

ornate locust
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if you wanted, you could pop the top of the ship on a higher layer, I mean

ornate trellis
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yeah i could, im not really that bothered tbh since it still looks kinda "on purpose"

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but uh

ornate locust
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Might prevent some future similar incompatibilities anyway

ornate trellis
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oh wait i havent updated yet gimme a sec

ornate locust
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That looks like Simple Foliage is getting in on the compatibility web

ornate trellis
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hm nope still happening even after the update, odd

eager tree
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Hi! I'm the author of crystal island. I will take a look at Simple Foliage's code and see how to deal with this issue

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they probably have a very late priority set

ornate trellis
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im wondering if theres also some vpr issues cuz theres mismatched tiles thonking

eager tree
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im not familiar with VPR, I'll take a look as well!

ornate trellis
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ok stardrop, lemme fully delete and reinstall, something ainr right

eager tree
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The last update asks for deleting the old files instead of replacing, in case you haven't done that already

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Hm no that's on my part actually

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just checked the code and a few items are asking for the wrong path if the compatibility patch is enabled, should be fixed with the next update!

ornate trellis
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ohh

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hmmm

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this aint good....crystal island might nuke my beach recolor

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damn

eager tree
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crystal island should not edit the beaches' assets. could you send me a screenshot of what seems to be the problem?

ornate trellis
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it might just be conicidence but my edit worked before enabling it, hm

eager tree
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is the edit applying and just not visually showing up, or it's not applying at all?

ornate trellis
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wait a dang minute, i just disabled crystal island and its still happening, wut

eager tree
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lmao

ornate trellis
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ayo wth is going on

eager tree
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you can type patch summary + your mod id (like patch summary BackedPotatoes.CrystalIsland) and see if the edit is applying and not showing up or if it's not applying at all

ornate trellis
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...its not applying anymore cuz conditions arent met, huh

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earlier today it worked

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i didnt do anything to the code today besides add waterfalls

eager tree
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what conditions does the edit have?

ornate trellis
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HUH, ok uh guess i messed up with setting a false dependency....emotiguy

eager tree
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lmaoo

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happens to the best of us

ornate trellis
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ok back to uh

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what was i doing

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btw

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are there any issues with doing priority late? i kinda want my mod to load after other recolors so it goes on top since i wont do literally everything on the sheet

eager tree
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added compatibility with simple foliage 🐦‍⬛
i'll see VPR now

ornate trellis
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uh

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im lost

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ok someone needs to help me make it make sense

eager tree
ornate trellis
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i enabled crystal island again

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my beach stops working

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its just the beach that doesnt wanna

marsh reef
eager tree
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what assets are you editing? you're editing the town's beach?
it helps if you send here your patch summary as smapi log SDVpufferheart

eager tree
ornate trellis
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i found the issue....looks like i cant edit any island sheets with your mod on? heres the code(not sure if its the best way to do it but yeah. i commented out the island code and patch reloaded and its back

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why my beach only tho...

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ignore i did the when thing to false for island, tho that mightve been the issue who knows

eager tree
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i'm taking a look, one moment

ornate trellis
ocean sailBOT
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Log Info: SMAPI 4.5.1 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 58 C# mods and 24 content packs.
Suggested fixes: One or more mods are out of date, consider updating them, SMAPI is out of date, consider updating it

eager tree
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a few of your patches lack "Update": "OnLocationChange"
could you try applying them and see if it fixes it?

craggy goblet
eager tree
eager tree
craggy goblet
ornate trellis
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yippie it works now

eager tree
ornate trellis
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now i can ignore the island for now teehee, until i get to know how to do compat for other tilesheets lol

gaunt orbit
craggy goblet
eager tree
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i edited them in my mod's files in case other other mods use it, like witchy grass recolor

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or at least theyre not used on the island

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which i dont understand

ornate trellis
lucid iron
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I wish there's expansion that add permanent-some-other-season-not-summer

ornate trellis
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permafrost

lucid iron
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game's got 2 extra location context and both r summer only lol

gaunt orbit
ornate trellis
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someone add the antarctica

lucid iron
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perma winter island with penguins n seals...

ornate trellis
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imagine a c# mod that takes away your health over time when youre cold and you need like a warming device to keep wark or something

lucid iron
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I think there's a few of those right

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Some associated with weather mods

verbal glacier
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doesn't weather wonders have hail damage

gaunt orbit
ornate trellis
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yeah but thats a wholeass weather mod that needs to be installed then

craggy goblet
gaunt orbit
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The Everwinter Peaks

ornate trellis
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i might be too damaged in my noggin from genshins dragonspine and BOTWs snowy mountains...

craggy goblet
craggy goblet
lucid iron
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What about permanent spring

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Spoilers it's permanent monsoon

eager tree
ornate trellis
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permanent fall halloween town

craggy goblet
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Permanent Green Rain 🫠

eager tree
ornate trellis
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that would be cool

eager tree
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LMAO

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the difference

craggy goblet
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lmaooo

ornate trellis
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a moss region...

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one of my npcs would love it there

lucid iron
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Can u add moss cows

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They r like highland cows but mossy

ornate trellis
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idk can you add a mechanic that lets you shear moss cows for moss

lucid iron
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Yeah that's just a weird shaped sheep

hard fern
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Rghh gotta ask my question while people are alive here

ornate trellis
lucid iron
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Eac means u can get both moss and moss juice from moss cows

hard fern
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So. How hard would it be to make a..

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A book

lucid iron
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Depends on what the book do

hard fern
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Like an interactive book that warps the player into the book

lucid iron
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Making it just readable is simple

ornate trellis
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can you just go "can be sh-sho-..404ing on the englisch languge

lucid iron
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Hm warp in is ez but warp out is annoying

hard fern
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<- i have too many ideas and some of them are absolutely ridiculous to try and put into the sdv universe

lucid iron
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I think it'd be lot simplier if it was a map tile book

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Instead of actual book item

hard fern
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I would assume warp out just be the farm warp totem place

lucid iron
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Still it's essentially a spacecore warp totem

lucid iron
hard fern
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Sigh

ornate trellis
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could make a book for warping in and another item as a bookmark to warp back to farm or something?

hard fern
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Warps are evil ig

ornate trellis
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shrug

hard fern
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Maybe i can just put up a stop inside the book realm that gives the player free farm warp totems

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That way they can just grab one and warp home

ornate trellis
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also a good idea

craggy goblet
ornate trellis
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yes, i am germ

hard fern
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🦠

ornate trellis
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have you ever heard of my most favorite german word- gets dragged out

hard fern
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Why the hell is that emoji called microbe and has NO OTHER ALIASES

craggy goblet
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like, emoji makers being unsupportive smhh

ornate trellis
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chu knows my fave word

craggy goblet
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Let me guess

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It's a super long one

ornate trellis
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:^)

craggy goblet
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Super weird too, perhaps?

ornate trellis
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you get one guess

hard fern
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German has so much long word

craggy goblet
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Does it have meat somewhere

ornate trellis
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yes

craggy goblet
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Ughhhhh

hard fern
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Top 10 German meat works

craggy goblet
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Rindfleischverpackungsettiketierungsgesetz

hard fern
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Words

craggy goblet
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or something

ornate trellis
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close

craggy goblet
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damn it

ornate trellis
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close as in if you jsut had it written how its actually named

hard fern
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Is German the type of language that you can just put more words together to make a compound word

ornate trellis
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but yes its Rindfleischetikettierungsüberwachungsaufgabenübertragungsgesetz

uncut viper
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(Please stay both English and on topic.)

hard fern
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Ok. Tea mods. Tea and crumpets mods

ornate trellis
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sorry, i needed this moment of sanity

hard fern
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Well ill probably test my book thing maybe today maybe never

ornate trellis
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world in a book does sound cool tho, js

strong kite
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Hello! I'm trying to add a recipe that allows for any item of a certain context tag using SpaceCore, which I've done before and so I'm reusing that code, however I'm struggling to wrap my head around how to implement other ingredients on top of the custom tag ingredient. It's probably simple but I haven't done it yet so help would be greatly appreciated HehSweatCloseup
Here's the code I've already got and works for the intended purpose. I'm looking to add Wheat Flour as an ingredient on top of this (which I know is ID 246)

                    "ProductQualifiedId": "(O)PBB_LumioseGalette",
                    "ProductAmount": 1,
                    "Ingredients": [
                    {
                        "Type": "ContextTag",
                        "Value": "sweet_berry",
                        "Amount": 12,
                        "OverrideText": "Any Sweet Berry",
                        "OverrideTexturePath": "TntDove.PBB/Objects",
                        "OverrideTextureRect": {
                            "X": 96,
                            "Y": 96,
                            "Width": 16,
                            "Height": 16
                            },
                        }
                    ]
                },```
hard fern
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I have many ideas and like
None of the drive to make them

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Lol

ornate trellis
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for me is less the lack of drive and more the lack of energy, but mood

hard fern
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Idea is fun until i have to actually put in the work

craggy goblet
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oh crap it

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Same

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Searching these stupid letters one by one sucks

ornate trellis
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(just stating so it doesnt look like youre overlooked or anything)

craggy goblet
strong kite
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I may be getting a tad carried away just adding foods from pokemon but hey I'm having fun lol

hard fern
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Poffin

strong kite
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Unfortunately, Poffins just aren't really.. visually interesting? then again I don't think this is the first time Poffins have been brought up so maybe I should just add them lmao

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I just don't want to end up adding a million different recipes to the stardrop saloon HehSweatCloseup

jaunty shuttle
hard fern
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That's not what i want

strong kite
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Are there any other mods that use SpaceCore's context tags for cooking like this that I could look at for reference?

tender bloom
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Cornucopia does on some settings

brittle pasture
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cornucopia has examples in flexible recipes

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or just 6480's standalone flexible recipe mod

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you just add another entry to the Ingredient list basically

strong kite
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Alright, thank you!
-# okay i really should have been able to figure that out myself Tiredkip

jaunty shuttle
# hard fern That's not what i want

For having a warp specifically... maybe having the player place the book and then interacting with it warps them? Then they warp back to wherever the book was placed? Might be easier to find x placed object than trying to figure out what the players last tile location was

jaunty shuttle
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Oh awesome, nvm then lol!

strong kite
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I'm realizing I should probably have the Mod Author role here but I guess I'll wait until I've updated this mod lol

uncut viper
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You need to be level 25 in the server (Farmer rank) to get the mod author role.

strong kite
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Oh, really? Alright then I wont worry about it lmao

barren tapir
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Are there any mods that add new monster classes that I can look at for reference? I currently have the following

But don't know where to go from there.

final arch
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what are you struggling with?

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is Shooter inheriting from the Monster class?

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ig you could spawn it ingame somehow (maybe bind it to a key for now) and see what works?

royal stump
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shooter is the "shadow sniper" class, yeah

lucid iron
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Do u need to fiddle with these numbers or do u just need them to look different

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Even fiddling with these numbers is probably doable post construct tbh

royal stump
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yep, if the goal is possible with field changes, you can just edit them after creating a normal Shooter instance

lucid iron
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(in general try not to subclass any nettype stuff unless you really gotta)

royal stump
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yeah, pretty much any in-game entity won't save if it's not of a known class
also you can do a lot with Harmony if you check for a modData flag or some such

lucid iron
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Besides exploding save u may also explode people with mismatched mod version

half tangle
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These are good things to know. (I am probably somewhat responsible for giving Nullnnow bad info earlier related to this because I am always forgetting about how nettype stuff works - listen to these recent comments)

barren tapir
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My plan was to have the MyShooter class eventually do more than what could be accomplished by just changing field values (i.e., custom behavior). I was just starting with changing field values to see how to modify monster data.

With that in mind, later this week I'll look into just changing the field values of a monster instance (it won't do exactly what I want, but it'd be a start)

urban patrol
rich seal
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https://smapi.io/log/4f8e221354e44e7b9276c7afc576e32b
https://smapi.io/json/none/eaf256de49b8427586e9b8995105f280
Trying to throw together some aquarium fish, and I'm just playing around with vanilla assets and minimal effort right now just to try to understand how this works. What I have will load just fine, and I can put the first item into a fish tank just without issue; it shows up just fine, and I've verified that by using different sprites in the first index slot. However, it ONLY recognizes the first index of my image, even though thre are five images (each 24x24, total size 120x24) in a row. I'm pretty stumped at this moment; could someone help troubleshoot why nothing is showing in the log, and why my five "fish" all use the first index?

ocean sailBOT
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Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 7 C# mods and 2 content packs.

royal stump
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(oh, I misread "chu")

urban patrol
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haha yeah chu made it for me but my grasp on reading C# is shaky

royal stump
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just dug it up to check SDVkrobusgiggle
it seems like it's just manual spawn/despawn commands at a glance, though? not sure if it's safe to save while one is out

urban patrol
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UH OH

modest dagger
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thoughts on the texturing y'all does it read adobe/stucco

royal stump
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oh nvm, it's got a SMAPI OnSaving event to remove it

urban patrol
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good thing i brought it up before releasing the mod haha um

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oh okay phew

royal stump
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(I'm not entirely sure if that works on Android, but in theory it's fine)

calm nebula
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SpooderManager

urban patrol
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i've already warned my one (1) android player that i know of that this entire thing may not, and in fact probably will not, work on android

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it's spacecore dungeons so

calm nebula
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Why manage Spooder

urban patrol
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let spooder be free

patent lanceBOT
royal stump
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so it doesn't eat the xml generator, or reproduce apparently

calm nebula
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Smh

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Why spooder if spooder no eat

royal stump
# barren tapir Got it. So much for that plan (at least for now) 😅

If you decide to go with it later, I do have a custom monster mod here for reference:
https://github.com/Esca-MMC/PollenSprites
It's a little overdesigned in some ways since it started in SDV 1.4 or so & things have changed, but the basics are there, and it can be spawned in FTM packs with its type name ("PollenSprites.PollenSprite" iirc). I tried to heavily comment everything at the time. It's derived from "Ghost" with methods changed where needed.

Incidentally, aside from the save process itself, you need need keep the default (0 argument) constructor as-is if you make a subclass. The net code uses that to sync them across clients in an odd way, so not having it (or using it yourself instead another constructor) causes weird errors.

calm nebula
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Yes, you need a zero arg constructor for xml

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The net code is fun

summer spoke
#

Right, so I had some computer problems, but I'm ready to start again. I forgot, though, where do I save my manifest and stuff again? I just want to make sure before I go too far deep. If I'm remembering it right, I make a new folder in the Stardew Mods folder?

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And if it's right, it should show up on the black screen as running right?

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or am I missing something?

royal stump
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yep, the general structure is Mods/Your Mod Name/manifest.json, content.json, etc
usually with an assets sub-folder to put sprites or data in, but that depends on how you write the content
and yes, any loaded mods should appear in the SMAPI console as it boots the game up

summer spoke
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Right, thank you. I appreciate the help

royal stump
#

Content Patcher mods usually start the folder name with [CP], though it's not required

torpid sparrow
#

is it possible to remove the prize ticket from being a reward for a special order

royal stump
#

If it's a "normal" order that needs to appear on the special order board, I'm not sure about the best way to do that. If it's a custom board or just an SO you give out in an event/trigger/etc, setting the order type to anything other than a blank "" should prevent the ticket counter going up, it seems like.

brittle pasture
#

with c# anything is possible

calm nebula
#

It's just a stat

#

Just decrement the stat

royal stump
#

I feel like the timing would be difficult in CP alone, but yeah

if (this.orderType.Value == "" && !this.questKey.Value.Contains("QiChallenge") && !this.questKey.Value.Contains("DesertFestival"))
{
    Game1.player.stats.Increment("specialOrderPrizeTickets");```
brittle pasture
#

hmm yeah I'm looking at the right code now and I'm not sure we need C# after all

royal stump
#

(idk when the game dispenses the tickets, not having played)

calm nebula
#

"IncrementStat specialOrderPrizeTickets -1"

torpid sparrow
#

i dont know what decrement the stat means but i can

#

i was about to say im gonna figure it out SMCPufferSquee

#

thanks atra :3

royal stump
#

increase = increment, decrease = decrement SDVkrobusgiggle
but yeah, negatives work in those stat trigger actions (and stats won't go below 0, they just get removed from the list)

torpid sparrow
#

wait do i decrement stat with a traction

strong kite
#

I've added a set of foods that all use the same buff icon, but for some reason they use the buff icon for the first buff icon I implemented for a different food? Even though I've changed them to use a different texture in the BuffIcons.png

torpid sparrow
#

or in the special order

royal stump
#

if special orders can lower stats, then that's fine too

brittle pasture
#

hmm I think the only reliable way to do this is waiting for 1.6.16's ActionsOnReward field

calm nebula
#

Traction

#

I did it on location changed btw

#

Basically assumed you would likely switch maps anyways

torpid sparrow
#

hmmmm

#

i think maybe ill just put it behind a second year condition for this specifically as it makes the most sense

#

youre not gonna get to a heart level high enough with tilly by spring 8 for the event to make sense with her personality

#

i think i need to decrement stat for the construction order though

uncut viper
#

Won't the special order board itself still show that it grants a ticket, though. Wouldn't players be confused when they then did not actually get a ticket

calm nebula
#

You can get special orders in other ways

#

(In my case I'm just temporarily hiding the tickets until special orders unlock naturally)

strong kite
# strong kite I've added a set of foods that all use the same buff icon, but for some reason t...

This is what I had originally, cut down to the important parts. This works properly, pulling the first texture in the file.

                    "Buffs": [
                        {
                    "Duration": 10,
                    "IsDebuff": true,
                    "IconTexture": "{{InternalAssetKey: assets/bufficons.png}}",
                    "IconSpriteTexture": 0,
                    "CustomAttributes": {
                        "Speed": -250```
But this for some reason pulls the same buff icon as the one above. 
```                "PBB_LavaCookie": {
                        {
                    "BuffId": 28,
                    "Duration": 100,
                    "IconTexture": "{{InternalAssetKey: assets/bufficons.png}}",
                    "IconSpriteTexture": 1,```
brittle pasture
#

the board doesn't show the ticket reward; the ticket collection box does count the stat

#

or at least I think the board doesnt show? i need to play again

royal stump
strong kite
#

Ahh, thank you! I had a feeling that was gonna be the case

#

God I love a simple "Replace All" in Notepad++

royal stump
calm nebula
#

[[SpecialOrders]]

#

Thanks

royal stump
#

but yeah, orders that aren't actually on the board can either use another OrderType (EMP's custom boards do this too) or offset the stat before anyone notices

calm nebula
#

Special orders not normal quests always give one

strong kite
#

On another note, Is there a way I can make an item be very rarely hoe'd up from the ground like Cave Carrots are in the mines? Or is that like a special loot table specifically for the dirt in the mines?
Cuz I was also thinking of it like clay, but looking through the files I see "ChanceForClay" as its own unique value for each location which I imagine means I can't implement it like that

brittle pasture
#

you'd need C# I think; artifact spot drops are exposed in data but not the "base" drop from just hoeing regular dirt

strong kite
#

yeahhh I had a feeling. Alright, I think I can settle for just artifact spots (which I think I got figured out already, still need to test though)

brave fable
# modest dagger thoughts on the texturing y'all does it read adobe/stucco

i like the shape and style! imo the texture could be changed a bit, it's got quite a bit of low-contrast noise going on with the weathered patterning which you don't see much of in SDV, which usually seems to use lighting difference for texture rather than colour difference. typically SDV would probably also dither the surface here and there for texture, but i didn't want to overdo it since it's a mostly flat surface and dithering is more often used for curves.
also dropped in some simple shadows for depth, and removed the inner edges at the top corners. you may like it, or you may not SDVpufferthumbsup it was easier to redraw it than to explain it hahah

#

i remeber lumina (?) made some spanish revival style buildings a while ago that stucc in my mind as good examples of this sort of wall, mine probably looks real crusty by comparison. maybe i just watch too many spaghetti westerns

#

but yea long and short is that the brickwork is covered by the stucco so it's good to just have bits of it showing thru rather than the whole pattern

#

the palette is the same except for the tone used for the brickwork lines

nova gale
#

Oh hey blueberry, question for you

#

Did the info stuff you put in your mod menu require c# or is that something you can do via config file?

#

in your cooking mod

modest dagger
brave fable
#

mine's very simplistic in comparison, but it's just a quick mock

modest dagger
#

well its definitely nice to have references i couldn't find any on my own 😭

#

guess my first attempt was my best attempt

brave fable
#

pie aroma wafting out the window..

ornate locust
#

happens to be eating pie right now i did not steal that one, I promise

brave fable
#

honestly the first ones look really good too, just needs some cleaning up the soft blobby colours here and there, add a little polish, wham bam

modest dagger
karmic gust
#

@ornate locust hi there, I'm testing the compat for Spouses Move House and Star Crossed. When Emily moves in with Leah I have a map patch that covers her parrot because I move it into their bedroom in Leah's house but I noticed that it's left there when I have them turned off with SMH installed.

I wanted to ask if you'd be alright with me leaving that specific patch on. It just covers the floor, perch, and parrot with the floor and wall tile in her room.

#

Oops I didn't see you had just written here while I was writing that!

strong kite
#

I cant tell if my code isn't working properly or if setting the chance to 98.0 for testing purposes just isn't enough to guarantee the item to appear in an artifact spot LUL
Maybe I'll be better off making this a forageable found just on the ground like seasonal forages

ornate locust
#

I don't mind @! But I'm surprised my patch isn't making it go away since it should replace the whole room tbh... strange.

karmic gust
#

It's hardcoded in, as I found out 😵‍💫

ornate locust
#

Oh no

karmic gust
#

I did a wonky workaround by making them alwaysfront tiles

ornate locust
strong kite
#

Wait a minute.. Looking at Cornucopia's code, it has "ForageableIsTillSpot" as a field, that might just be what I want to do.. although there doesn't seem to be factors limiting it by season or location?

karmic gust
#

It's kinda funny because you can still click and hear the bird squawk but you can't notice when you're just looking haha

ornate locust
#

Yeah that should be fine then

#

It looks like I put the boxes on either side of it so it won't get in the way of that

brave fable
#

a new level of winter tilesheet problems. the sky background has a visible seam in winter that i've not noticed in other seasons. ignore the pink trees

karmic gust
#

Okay sounds good!

autumn tide
lucid iron
ornate locust
#

huh

#

that isn't tiling right at all

#

That's definitely the left part of the mountain on the right behind the cliff there

royal stump
#

I'm not really familiar with spacecore's spawnable system, but you'd probably have to setup forage spawns with its system rather than let the base game's Data/Locations system do it

strong kite
#

Ohhh okay. If I'm remembering it correctly, it might be an extra item on top of the usual item then?

royal stump
#

yeah, anything defined with those would be extra forage in addition to the default spawns

brittle pasture
#

the reason you'd use FTM/SC instead of vanilla is if you don't want to compete with vanilla items in vanilla artifact spots

#

since they spawn new artifact spots on the world

strong kite
#

Alright, yeah that sounds like a good compromise for what I'm looking for then!

torpid sparrow
#

@urban patrol Hey nic, where are your patches for editing the worldmap?

#

nvm

#

found the json

#

silly

ornate locust
#

That's the best way to find stuff, ask and then you just happen to find it

strong kite
#

Wait SpaceCore adds Health and Stamina regen buffs HOLY

modest dagger
#

I probably still need to clean it up more but it definitely looks more stardew-esque than my previous attempt

strong kite
#

I got the Forageables working yippeeevee

#

I think with that I've finished implementing this whole batch of items I was working on today

#

The best part about figuring out how to do new things is absolutely being able to do them WAY significantly faster next time you want to. Can't wait to copy paste this same code next time I want to add a forageable heehee

modest dagger
#

also applies to art

#

definitely yoinkin blueberry's technique and applying it to my buildings and the texturing was 100% taking me the longest time

marsh reef
#

chat does anyone know of a tmx map file that's like, a bunch of nice shapes of grass? like, smthn you could copy paste from it to another map for ease of use?

torpid sparrow
#

uhh

#

town

#

forest

brave fable
#

omg no i just found my missing sialor mercury penant thing in the washing machine filter. my gorl has been cleaned into fine particles

#

mod is cancelled

strong kite
#

Kinda like my Potion Craft Herbs and Minerals mod heehee

urban patrol
#

it can cause duplicate tilesheets

#

you can set up terrain brushes if you want to automate drawing grass edges

marsh reef
urban patrol
#

if the tileset you're copying from doesn't exist in the current map (and that includes the same tilesheet but different tileset) then it'll duplicate

strong kite
#

It's literally almost 10PM and I finished what I started today why do I want to try and do more 😭

toxic topaz
#

how would i enable harmony in my project?

tiny zealot
urban patrol
#

i've never actually set one up myself because i can just draw the map faster lol

torpid sparrow
#

hmm i think ill have tilly give away some lny food during the first day of LNY and have it configurable for immersion

#

not so realistic for stardew but it's fun and i want it

calm nebula
#

Yes!

torpid sparrow
#

Tilly's not sleeping and idk why 2200 {{ModId}}.Tilly_TillyHouse 3 4 3 {{Lowercase: {{ModId}}_Tilly_sleep}} she's cranky when she doesnt sleep well

tiny zealot
#

what does your patch to Data/animationDescriptions look like?

torpid sparrow
#

oh wait that one wasn''t lowercased

#

boo

tiny zealot
#

ah yes, the key there needs to be lowercase

modest dagger
#

smh missing a single character like that couldn't be me i don't make mistakes like that 😤

tiny zealot
#

also, if that's her home location, you could try 2200 bed for the "go to sleep" schedule point (make sure you have the lowercase animation key sorted out)

torpid sparrow
#

Oo

#

I’ll check her home location I think it’s there

tiny zealot
#

if that's where she wakes up, it most likely is

torpid sparrow
#

oo it is

#

will try that

#

fun!

marsh reef
torpid sparrow
#

yay bed worked thanks ichor

marsh reef
#

i mean there is a tileset with the same name alr here but its not like... connected clearly bc it doesnt take me to it, but like

toxic topaz
#

does this look right?

modest dagger
toxic topaz
#

is that a no?

marsh reef
#

it works fine

tiny zealot
# toxic topaz does this look right?

looks more or less right, modulo i'm not familiar with the function you're patching
make sure you call Harmony.PatchAll in your mod entry or similar, and make sure you put <EnableHarmony>true</EnableHarmony> in your .csproj (in a PropertyGroup)

brave fable
#

oops enter

toxic topaz
#

so what this is supposed to do is bypass that only for my custom npc

toxic topaz
brave fable
toxic topaz
#

so change the bools to void's?

calm nebula
#

(That's a pass-through postfix so technically it's fine but)

#

Your logic is wrong tbh

toxic topaz
#

im not surprised its wrong lol, i have no clue what im doing

brave fable
#
public static void Postfix(NPC __instance, string locationName, ref bool __result)
{
    if (locationName is "CommunityCenter" && __instance.Name is "yumyoboi.MeguminNPC_Megumin")
        __result = true;
}
#

should be fine

calm nebula
#

I'm pretty sure you should also be checking which location rhe game is checking

stoic chasm
#

Hellooo people. I have a question: Have any of you any experience doing stuff with the negative hearts mod? I wanna add dialogue and stuff with it, but I'm not too sure how

brave fable
#

huh i haven't looked at passthrough postfixes before. wonder if i'm missing out

tiny zealot
#

what do they do?

calm nebula
#

It's just slight different syntax for the same thing

toxic topaz
#

for this "make sure you call Harmony.PatchAll in your mod entry or similar"

does this mean i have to name the file that?

#

because i tried this and it didnt work...

tiny zealot
#

no, it just means you have given the function attributes to tell harmony what to patch with it. but at some point when your mod runs you have to tell harmony "patch all the functions i have told you about"

#

some time in your mod's Entry method is a standard place to do so

toxic topaz
#

like this?

tiny zealot
#

something like that. give it a try

toxic topaz
#

i dont think the patch worked, im still getting the infinite schedule loop error

nova gale
rich seal
#

Lots of pain trying to do the things I wanted to do, but hooray for procrastination; I rewrote a chunk of my mod, cleaned up the code, renamed a lot of stuff so it's easier to manage later, and most importantly, I figured out how to properly do multiple animal skins AND make aquarium fish after lots of struggling. I am no coder, but I feel good knowing I have working templates should I hate myself enough to make more of those lol

#

That said, I hated making aquarium fish. I couldn't figure out how to make an indexed image with all the sprites that works, so I resorted to a bunch of loose sprites. It works, but It's a bitter victory.

nova gale
#

Spite sheets aren't too bad, but understanding the indexing can take a minute

rich seal
#

Well it took me well over a minute lol. Spent like 2 hours trying and failing to get something as simple as not using index 0. Everything on the modding wiki made sense, and I followed it tightly, but I fell on my habit of just using one sprite at a time. Like I said, bitter victory lol. Maybe I'll try indexes again later, but for now, loose sprites banzai 🎆

tender bloom
#

If you end up tackling it again, the important bits to remember are that it counts in book order (left to right, then top to bottom) and it counts in “units” of one sprite size (like 16x16pixels for objects)

marsh reef
#

@brave fable , should i try a thing yes or no?

brave fable
#

𝒶𝒷𝓈𝑜𝓁𝓊𝓉𝑒𝓁𝓎

gaunt orbit
#

Though you wouldn't use __result for a passthrough

void aspen
#

It's also great with EditImage shenanigans to get coords easier

brave fable
#

if you have photoshop you can also use 'divide slice' > 16 wide x 16 high to find your tilesheet indexes

void aspen
#

Maybe there's aseprite alternative for this exact feature but I haven't seen any tool that would properly mark indexes

brave fable
#

note of course this starts indexes at 1, so you'd have to subtract 1 for SDV indexes, which start from 0

void aspen
#

At some point it's something one can eyeball after a while of practice, especially if you use nice resolutions that are easy to count

fierce vault
#

Actually nvm

void aspen
#

Ghost ping

fierce vault
#

(Oh, sorry Wem for the invisible ping!)

marsh reef
dire kestrel
brave fable
#
if (true && Game1.soundBank.GetCue(cueName) is ICue cue && !cue.IsPlaying)
    location.localSound(cue.Name, tile);

annoyingly localSound doesn't seem to mark cues as playing so this just spams a million sounds each frame SDVemoteconfuse

royal stump
#

yeah, a lot of sound-related features are very trial and error

uncut viper
#

that doesnt sound like it should make sense

marsh reef
#

blueberry, 25 or 30

uncut viper
#

they all just get back to the same cue.Play in the end dont they?

brave fable
#

30 is an excellent number

void aspen
#

I hate 5 based numbers

#

Make it 32

marsh reef
#

question about tile animations, does it break ingame if you have too many things it runs through?

royal stump
#
/// <remarks>
/// <para>Cue instances are unique, even when sharing the same name. This allows multiple instances to simultaneously play.</para>
/// </remarks>
public Cue GetCue(string name)```
brave fable
#

ah.

#

well that'll learn me not to read the docs

#

thanks for the excellent tip

royal stump
#

that's from the XNA decompile on pathos's repo, so I'm not sure if they're written down anywhere else SDVkrobusgiggle

#

(been a while since I looked up the FNA docs or w/e)

uncut viper
#

they show in ILSpy

brave fable
#

yeah they do show up on hover in a mod sln

uncut viper
#

the soundbank wrapper thats from is actually from SDV itself

#

("that" being the function blueb was using)

marsh reef
brave fable
#

hmm nevermind, it still plays a million sounds since localsound apparently makes its own cue to play, so checking if my instance is playing is pointless

#

predictable problem if you think about it before writing it

#

guess i'm just not thinking today haha

marsh reef
#

wanted to make a tileset of grass that when placed in order looks like wind is blowing past, it works for one go by.. kinda, then it breaks completely

uncut viper
#

i think esca's point was that Every sound related function makes its own new Cue

#

why not just store the Cue

brave fable
#

yeah i interpreted that as 'save the cue instance' without thinking 'am i actually using my cue instance when playing'

royal stump
#

(more generally, I just expect some sound features to require odd workarounds or not function through the wrappers and interfaces)

brave fable
#

i'll just find a condition that hopefully can't be called multiple times per second

royal stump
#

meanwhile I was just stubbornly figuring out how to get VS to show that text without searching directly

marsh reef
#

how does it.. end up like this when it's so nice in editor

urban patrol
#

try using the bulk tile animator? that could be a result of timing being off or something

marsh reef
urban patrol
#

but if they're all timed the same but the game is laggy then you may have hit the limit of what your computer can handle

marsh reef
#

mmmm, i assume i had them holding for too long

#

🙂‍↕️ bulk animations worked, gotta now consider 🤓

#

:3 i think... im possibly doin too much

ornate drift
#

oh jeez 😭

rain inlet
marsh reef
rain inlet
marsh reef
#

oh okay

#

forgot to save... wumbus mad at my lack of knowledge

ornate drift
severe cairn
primal garden
#

this is my textures png

fierce vault
primal garden
near imp
#

(also sorry for the late ping i was doing some Epic-Backreading™)

sly beacon
long jungle
#

How can I make an active mail flag that won't be sent to the player's mailbox at all?

verbal glacier
#

via trigger actions, you set it to received so they don't show up in the mailbox

rain inlet
verbal glacier
#

allows for the game to check certain conditions

long jungle
# rain inlet i still haven't learned modding yet, what would be the goal for doing this?

Yup, as Magnolia said.

"Mail flags" are basically markers. Some vanilla mail flags are markers for what the player has already achieved, where the player has already been, and a lot of other stuff about the player's progression and at what point of the game they already at.

Very useful for setting conditions on when stuff should happen. Perfect for strictly chronological things.

#

Mod makers basically use them for the same things, but for their mod.

verbal glacier
long jungle
rain inlet
#

ahh ok thanks

long jungle
verbal glacier
#

ah, good catch SDVpufferthumbsup

wicked gulch
#

Hi!
Is there a MailFlag, quest ID or CP condition that defines whether year 3 Trash Bear quest is completed?

verbal glacier
#

I believe it is 777111 but I need to double check

wicked gulch
#

Is that a quest ID?

verbal glacier
#

event id

wicked gulch
#

got it, thank you! Will check it too

verbal glacier
#

in EventIds.cs in the game code 777111 is listed as the eventID for TrashBearCleanup

opal hull
#

I'm working on a mega modded Community Center bundle content pack, and when testing I got a bunch of red errors when I tried to open the Pantry bundles menu. Does anyone know what the error means I did wrong? I don't understand it 😅 https://smapi.io/log/a1af1488a6c14d9bad51edfc0ef84def

ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 92 C# mods and 203 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

verbal glacier
#

could you maybe share some of the individual .jsons?

opal hull
verbal glacier
#

are you loading your patch or are you editing the data?

opal hull
#

I'm.. not sure. I'm using ChallengingCommunityCenterBundles as a framework basically. I asked someone for permission to just edit their jsons code, and it seemed to work for the Crafts Room, but messed up when I clicked the Pantry. There's a dll file in the mod package, so I'm assuming that is what's loading or editing the data that I have in the json for me.

#

But I really don't understand how dlls work, so I hope that's not the problem lol

verbal glacier
#

hmm, I feel a bit lost about this myself, so anyone else with more knowledge might be able to help you better, I don't believe it is anything to do with the .dll. My only guess is that you could copy and paste your .json stuff into the correct .json

wicked gulch
verbal glacier
opal hull
verbal glacier
#

ah, hope someone else can guide you better than I can 🙏

severe cairn
wicked gulch
severe cairn
#

tytyy

jaunty shuttle
#

How difficult is it to convert clothing to FS?

ornate trellis
#

probably depends on the type of clothing, hats are probs easy and so might be shirts but anything pants area....may yoba be on your side

rich seal
#

Last night I was playing with making fish. I have working items (easy part), I have working fish tank sprites (mildly difficult), and now I'm working on actually making the fish be catchable. Problem is, I can't seem to catch my fish. Not because it's hard, but because I keep catching other fish lol. Is there a temporary way to make my modded fish absurdly common for testing purposes? I've set it up to spawn at all times at the beach during all seasons for the sake of testing, but for the life of me I can't find my own fish lmao. No Smapi errors either; I just can't find the fish I made.

verbal glacier
#

targeted bait?

rich seal
#

...I'll be honest, I forgot that was a thing

#

Testing that now lmao. I foresee myself being frustrated for not trying that sooner lol

ornate drift
#

now that i have all my custom food added i gotta also put it in a shop

toxic topaz
#

does anyone know why my harmony patch might not be working? harmony is enabled and the patch is apparently applied in modentry. but it doesnt do what i want it to

vale holly
brittle pasture
toxic topaz
brittle pasture
#

returns true if location is inaccessable and should use "Default" instead.

gentle rose
#

what are you trying to do?

brittle pasture
#

they want the ruined CC to be accessible for schedules for their NPCs

#

the code is obviously missing the check for location name

toxic topaz
brittle pasture
#

make sure to add that too

gentle rose
#

ah

toxic topaz
gentle rose
#

it didn't make a difference because your bool was the wrong way around, now that you're going to fix that you need to add it back

toxic topaz
#

bool was the wrong way around?

brittle pasture
#

you want false yes

toxic topaz
#

okay, ill change it to false

rich seal
# rich seal Testing that now lmao. I foresee myself being frustrated for not trying that soo...

Let it be known that I am a fool; my fish weren't spawning not because I needed better spawn rates, but because I ONCE AGAIN forgot to enable the file in my content.json file. Fished a whole ingame day with targeted bait, but the fish didn't show up once. Accidentally tabbed to my content.json, and saw it wasn't there with the rest of my fish-related stuff. Guess what fishing-related content ended up working right away after enabling the file in content.json? 🤦‍♂️

autumn tide
#

well, it works now so that's good!

rich seal
#

Yep. Got my fish working in every aspect that a vanilla fish would, so it's a victory. Just a bitter one because I KEEP MAKING THE SAME MISTAKE lol

toxic topaz
# brittle pasture you want false yes

yes, you're right, in my logger the other characters that cant access it have it set to true, so false is for access

but now even though i updated it to false, it doesnt override it to false... idk

#

oh wait, that might be a lie, i didnt get the infinite loop error

#

she moved POGGERS oh my goodness

#

thank you so much

primal garden
#

What's better for adding custom items content patcher or json assets in yalls opinion

latent mauve
#

JSON Assets is obsolete/on life support updates only, use CP when possible

primal garden
#

is there a good guide/example to add custom items to stardew with content patcher

lucid iron
#

What specific type of item do you want to add?

primal garden
tiny zealot
lucid iron
#

Yeah it's just one data objects edit then

#

But you probably want to add ways to obtain it

primal garden
#
    "Format": "2.8.0",
    "Changes": [
        // add item
        {
            "Action": "EditData",
            "Target": "Data/Objects",
            "Entries": {
                "{{ModId}}_Pufferchick": {
                    "Name": "{{ModId}}_Pufferchick", // best practice to match the ID, since it's sometimes used as an alternate ID (e.g. in Data/CraftingRecipes)
                    "Displayname": "Pufferchick",
                    "Description": "An example object.",
                    "Type": "Seeds",
                    "Category": -74,
                    "Price": 1200,

                    "Texture": "Mods/{{ModId}}/Objects",
                    "SpriteIndex": 0
                }
            }
        },

        // add gift tastes
        {
            "Action": "EditData",
            "Target": "Data/NPCGiftTastes",
            "TextOperations": [
                {
                    "Operation": "Append",
                    "Target": ["Entries", "Universal_Love"],
                    "Value": "{{ModId}}_Pufferchick",
                    "Delimiter": " " // if there are already values, add a space between them and the new one
                }
            ]
        }
    ]
}``` what does delimiter mean?
iron ridge
#

the seperator

primal garden
toxic topaz
#

does anyone know why when im trying to do a sleep animation like this, the animation works, but it isnt 32x 16 like its supposed to be? It just defaults to the normal 16x32 ignoring the settings that are supposed to change that when using spacecore. https://smapi.io/json/none/72524570280045f79cfa306c7f70ec10 heres the json file for it too

royal rover
#

I'd like to make a mod to add mid-day save capabilities, but I feel like I'm jumping straight into the deep end, so any recommendations/help/pointers would be appreciated. I looked into QuickSave, but I noticed it uses Harmony to overwrite a bunch of the functions and is iffy when it comes to compatibility with other mods. What I'd like is a mod that lets me go to my bed mid-day and save what has happened so far in the day without continuing onto the next day.

Questions I have so far:
When storing data via JSON files, do they always get overwritten when the mod is updated?
I see that storing data via SaveData doesn't actually save the changes until they go to bed for the day. Is there a way to force the game to write changes to the save file without moving onto the next day?
Are there any downsides to storing data via GlobalData and just using a key based on the save folder name?

So far I'm thinking
"Detect when in bed" -> "Save day state"
"Load save" -> "Detect saved day state" -> "Update map and entity data to match the saved day state"

lucid iron
#

The general problem with mid day save mods is that many C# mods don't consider the possibility of a save/load happening in the middle of a day and so they only cleanup in DayEnding rather than Saving/Saved events

lucid iron
#

Normally I support making your own take on concept but given the cursed situation here I really recommend just adding whatever you want to quick save

#

It's open source, send in a PR

#

I personally have a mod that probably breaks pretty badly with quick save but fixing it would be a monumental overhaul of the feature which explodes, so i am just leaving it atm

royal rover
#

I was definitely planning on reviewing quick save to see what issues they had to overcome. Sounds like I might just want to fork it and make any adjustments directly to it rather than write my own.

calm nebula
#

@tender bloom okay if u were to add histogram to stardew what would u add

brittle pasture
#

(if you wanna do stuff without the scalpel that is harmony you're gonna need a chainsaw twice the size of a regular one)

royal rover
calm nebula
#

Chainsaw? Where?

brittle pasture
#

often it's either harmony and just put the code in the place you want or read and write state every tick (and consequently make the mod only usable on $3000 gaming PCs)

marsh reef
brittle pasture
#

it is more prone to breaking on updates yes but SMAPI is very resilient and has specific rewriters to account for function changes

marsh reef
lucid iron
#

But I think it's mainly transpilers that die here since base game is good about not changing method signatures that much

#

If u harmony patch another mod then it is wild west SMCPufferjail

#

You can get access to the next version of game and preemptively see if anything explodes

tiny zealot
lucid iron
#

I do try to use the saved events nowadays but it's kinda annoying that i now need a saveloaded + saved instead of just a daystarted

#

And sometimes the timing of saved is no good

brittle pasture
#

counterpoint: ||if I put my fingers in my ears and say lalalalalala loud enough I can keep pretending mobile doesn't exist||

floral stream
#

phones and tablets arent real

calm nebula
#

(I've played more hours mobile than pc)

#

Unmodded mobile

royal rover
#

I just want a mid-day save so I can play my 600 seconds/10 minutes run and not have my game paused for 5 days on my laptop 😛

lucid iron
#

Y'know what if instead of mid day save as a mod

#

You just put the sdv process in ur swap

#

And take it back when u r play again

#

Disclaimer this isn't a particularly serious idea

calm nebula
#

U sure

lucid iron
#

NoU

royal rover
lucid iron
#

I think it's perhaps a little more practical on one of those handheldy things

#

Like ayn thor

#

Vs ur multi purpose pc

brittle pasture
#

run game in linux vm ez

brittle pasture
lucid iron
brittle pasture
#

(if any of your mod breaks that's a them problem and you'd need to fix that anyway; QS just chooses to fix it on their side instead of/in addition to sending patches to the original mod)

lucid iron
#

So serializing that would have been big pain

#

Putting the whole game process in somewhere else would dodge this problem cus it's still all "in memory" lol

calm nebula
#

I legitimately dont think this is a bad idea

#

Work software does smth like this lol

royal rover
#

Looks like CRIU could freeze and save the process for me, since I'm using Linux

ornate trellis
marsh reef
marsh reef
#

is there any addon to tiled that lets you use a keybind to move around with the selected tile to place?

tender bloom
# calm nebula <@432221784302026793> okay if u were to add histogram to stardew what would u ad...

Per-day stats:

  1. hours per day spent fishing
  2. g per day? I know people like to get high score here
  3. mine levels added/newly traversed/lowest mine level?
  4. total number of forage picked up
  5. number of plants harvested
  6. number of monsters killed/total damage dealt?

Per-game stats:

  1. date of first friending everyone
  2. date of level 10 skills/mastery
  3. CC completion date
  4. perfection date (obvs not all games get here)
primal garden
ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 11 C# mods and 5 content packs.

brittle pasture
primal garden
#

TY

ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 11 C# mods and 5 content packs.

brittle pasture
#

you didnt load

#

you need a third change

#

with Action Load

#

ignore the TargetWithoutPath stuff just replace with the name of the png in your folder

#

also what I said about {{ModId}}_ applies to the key in the Data/Objects change as well

#

(and use underscore, not a space; space has special meaning in several places)

primal garden
#

what about this tho 21:39:49 WARN Content Patcher Ignored (CP) Roblox Cola > EditData Data/NPCGiftTastes: TextOperations > 1 is invalid: the Value value '{{{ModId}} BloxyCola' couldn't be parsed: '{{{ModId}}' can't be used as a token because that token could not be found.

verbal glacier
#

three {{{

#

should be 2

primal garden
#

Tysm for the help it was really usefull

ornate drift
#

how do you add custom items to a custom shop

#

cause i lowkey forgot everything 💔

near imp
#

that is a suspicious group of brackets

brittle pasture
#

first autoformat your brackets

verbal glacier
#
"Action": "EditData",
            "Target": "Data/Shops",
            "TargetField": [
                "AdventureShop",
                "Items"
            ],
            "Entries": {
brittle pasture
#

you dont need TargetField if this is a totally new shop

verbal glacier
#

oh yeah

#

whoops mb

ornate drift
#

but they all close the brackets

ornate locust
#

the best part of putting a ramp to a door is that I can glue this to the door and then not worry about ANY compatibility stuff because nothing moves the entire saloon door

brittle pasture
#

that code looks correct; if you want another item add another entry to Items

#

with the ItemId set to the id of the custom item

near imp
ornate locust
#

the entire thing is on the building, so it has to move the entire building to be a problem

ornate drift
#

like this?

ornate locust
ornate drift
#

does anyone have the shop wiki

verbal glacier
ornate drift
#

tyty

primal garden
ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 11 C# mods and 5 content packs.

brittle pasture
#

your Load block is in the wrong place

#

it should be a separate block in Changes

#

your Changes list has 2 entries currently; you need a 3rd one

#

and remove the extraneous closing }, too

primal garden
brittle pasture
#

as I said, a separate entry in Changes

#

Changes is a list [] containing objects {} separated by commas

severe cairn
#

Does anyone know the size of those like... event images? Something like Alex' mom, and the DnD game (altho that one seems to be a cutscene). Maybe something I need to know when implementing them?

brittle pasture
#

I wonder if there's a more useful analogy than stacks of burgers on plates

severe cairn
#

gonestly could check them myself but wanted to ask to be sure about cropping and all that

ornate locust
#

i am gonna fight the door of the community center

verbal glacier
#

those are in LooseSprites/cursors and they have unique sizes

ornate locust
#

look at this off center asshole

#

this side is fine

ornate locust
#

but... >:|

brittle pasture
near imp
#

1 patch with ramp for those using recolors & psychos who dont mind off center, 2nd patch with ramp that recenters door itself too SDVpuffersquee

ornate drift
#

uhhh what would be a good way to layout the shop items

ornate locust
#

this one's closer...

near imp
ornate locust
#

I think I have a plan to cover it

ornate drift
#

uhhhh does it make sense for a bakery to sell pancakes

brittle pasture
#

the bakery near my place sells jams, cookies, loose teas, candies and chocolates

#

and scented candles

#

you're fine 😂

ornate drift
#

oh okay

ornate drift
#

ew bot

#

😭

#

anyway

ornate drift
# torpid sparrow wdym

basically smth like:
cakes first
then muffin
then maple bar
then pies, cupcakes, etc etc

torpid sparrow
#

oh like in the actual shop menu

#

uhh id do small to large items

#

custom items before vanilla items in categories

#

so like

#

speedy muffin
poppyseed muffin
donuts
maple bar
speedy cake
pink cake
chocolate cake

ornate drift
#

i dont have cakes or muffins

#

just the ones i have shown

#

but i get yourp oint

torpid sparrow
#

oh then cupcakes
muffin
maple bar
pie
cake

ornate drift
#

yes

ornate locust
#

pixel scooched variants

lucid iron
#

Midnight wouldn't some of these slopes be hella steep

ornate locust
#

if the ramp is longer, it would potentially break events

#

Perspective is already quite jank in these buildings

#

so we're just gonna pretend the ramp is at a Stardew ADA-approved incline and those flowerbeds aren't half as tall as an entire human

lucid iron
#

I was thinking how irl sometimes there's ramp in a staircase

#

So that wheels can get up there assisted

ornate locust
#

well that's definitely not happening at Gus's, it's way too narrow

#

I think if someone assists George, they can walk behind him

near imp
#

its best not to look too closely at stardew dimensions, ive found huh

ornate locust
#

yeah boy, sizes and perspective are something

near imp
#

we've got (unmodded) blueberries half the size of melons so this ramp is par for the course and well within specs dogekek

ornate drift
#

oh wtf

brittle pasture
#

gotta doublecheck the ids between object and shop data match

ornate drift
#

"Cupake" face_with_bags_under_eyes

#

sigh

torpid sparrow
#

this isnt changing the schedule, ive never worked with queries and was using DSV (since the schedule has to apply with their conditions)

#

i havent gotten any errors

latent mauve
#

And you definitely slept after changing the schedule code?

torpid sparrow
#

oh pf no

latent mauve
#

(that screenshot is so hard to read)

torpid sparrow
#

i should be better at that

#

bc there's so much going on or? /gen

#

cut off from the rest of the entry

lucid iron
#

!json

ocean sailBOT
#

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

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

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

lucid iron
#

Just put it here we'll find it Sleepden

torpid sparrow
#

scroll to the bottom

lucid iron
#

Hm do u need this query

#

You can just have more When right

torpid sparrow
#

idk thats how DSV does it

#

and i didnt wanna stray from it

lucid iron
#

@ airyn smh judging u for code style

#

But anyways did you try patch export?

ornate drift
#

my hand is SO tired of copy and pasting

#

now i gotta add availablestock

torpid sparrow
lucid iron
#

Yeah so something in the terrible query is not ready

torpid sparrow
#

thinks

lucid iron
#

Or your target wrong?

torpid sparrow
#

im targeting tilly's schedule

#

and the other npcs are working

lucid iron
#

Anyways you can test the individual query tokens stuff

torpid sparrow
#

(written by dsv)

lucid iron
#

patch parse "string with {{tokens}}"

#

Do this on each of the tokens to find their value

ornate drift
#

is there a way i can make it so that an item can only appear in the shop on a specific day

ornate locust
#

Yaaay George can get in-

#

WAITAMINUTE

ornate drift
#

aint no one walking up stairs TWICE

torpid sparrow
ornate locust
#

how may dang STAIRS-

torpid sparrow
#

with pierre config

#

and it returns true

strong kite
#

It is so painful seeing one (1) missing comma create like 20 lines of error in the log 🥲

lucid iron
#

Do that and send log, im on phone rn but I'll look when home

latent mauve
torpid sparrow
#

i changed something and ill test again

#

then patch summary sadness

ornate locust
#

there's also stairs into the art room

#

no art allowed for George

verbal glacier
ornate locust
#

For the furnace, that's fine, he's not gonna hang out there anyway

lucid iron
#

Maybe instead of stairs george should just be given power armor

ornate drift
#

im gonna need to remember his schedule first

latent mauve
brittle pasture
#

[[Modding:Game state queries]] for more details on what conditions you can use

torpid sparrow
#

darn didnt work

latent mauve
#

Could also make room for a funny rocket-booster wheelchair event with Maru and George. 😛

ornate locust
#

this is looking more and more attractive

lucid iron
#

Unfortunately idk if patching stairs tiles would work cus those ramps are more than the tike right

hard fern
#

SDVpuffersweats george is never getting into my buildings huh

torpid sparrow
#

oh my god im fucking stupid

lucid iron
#

Hence need for editmap

torpid sparrow
#

im in the wrong json

ornate locust
#

And yeah there's added railing tiles

torpid sparrow
#

im in the alternate location

verbal glacier
#

oof

ornate locust
#

And that'd be crap for recolor compatibility

latent mauve
#

Well, in a thin enough hallway, just the stairs becoming ramp (without rails) would be enough

#

Custom tiles are gonna be equally a problem for recolor compat, so

#

that's moot

hard fern
#

midnight have u considered areas with wide stair, making half of it stair and half of it ramp like you see sometimes irl? 🤔

ornate locust
#

not really solving any of my problems there :V

ornate drift
#

so uhhh

#

how do you make custom NPCs sit on benches witha custom animation

#

do you make their schedule on the specific lower bench tile

torpid sparrow
#

yayyyyyy

hard fern
#

im going to assume tilly has been turned into an orange gradient square

torpid sparrow
#

yes she has

ornate drift
latent mauve
torpid sparrow
hard fern
#

i think he meant shorter than the other npcs

ornate locust
# hard fern oh, yeah no thats not fixing any problems, i was just curious as to if it had ev...

I hypothetically know these exist, but I have never actually encountered one, it's always more like buildings retrofitted to have ramps or buildings with separate ramp and stairs, so I don't feel that confident making it look good. I am also generally concerned about the perspective? Making the ramp look steeper and such. When I do a full map patch, I can make the ramp longer than the stairs were, but it's not as feasible in some spots like building doors where I need it to end at the same spot or else risk messing u pevents

ornate drift
#

not hips but like

#

below the hips? not sure

torpid sparrow
#

technically they do

hard fern
torpid sparrow
#

i think

#

idk

ornate drift
#

xd

torpid sparrow
#

her legs look super long bc shes got heels on

ornate drift
#

ohhhh thats fair

ornate locust
#

anyway I have a better solution for here because I can't make sense of why there is that much stair up in the first place, bam

hard fern
#

another one of my nails fell off :/

#

mod where you can give yourself nine inch nails but also be unable to do anything at all

ornate drift
#

vro i need to finish this fuckass SCHEDULE 😭

#

Sun, Wed, and Fri he's off work

ornate drift
hard fern
#

bleh i should uh. do something

ornate drift
#

like for example should i use the lower bench tile for him sitting

verbal glacier
#

yeah you would put 43 77

ornate drift
#

great ty

#

though im pretty sure the bachelorettes sometimes sit there

#

oh! theres another bench at the fountain

#

that works

verbal glacier
#

and some custom npcs (i think)

hard fern
#

ough damnit i have to fix my map patches

verbal glacier
#

rip

ornate locust
#

Speedy, important caveat

#

See the arm of the bench there? Snow appears on that arm in winter

#

it will show up over your NPC if they are set to sit there in the winter.

#

Also if you have them sit on a forward facing bench, the top of the bench will do the same

ornate drift
#

nah ima make him sit in the middle to avoid weird collision issues

#

oh

ornate locust
#

If it's one that has the top on the front layer

#

That one might be fine, just always check the layer

ornate drift
#

its on front 💔

#

the top layer

ornate locust
#

Yeah you gotta make sure to place your NPC when they sit so that nothing goes on top of them

#

it's a real pain

torpid sparrow
#

is there a condition i can put that is "only odd years"

#

and "only even years"

ornate drift
#

thanks for the tip tho

ornate locust
#

Better to know going in than to find out how I did LOL

#

The snow on the arm is a problem on the side bench mainly and I didn't notice it until I was walking by my NPC in winter sitting on the bench, it's so annoying

verbal glacier
# ornate drift vro i need to finish this fuckass SCHEDULE 😭

Also for your line of dialogue in your schedule, you would need schedule strings for him to say something. You would put \"Strings\\schedules\\Manny:MannyRead\" in the actual schedule. Then you would need to do editdata string/schedule/yournpc and than Entries: { "Mannyread": "your dialogue"}

ornate drift
#

oh i figured you could just include it in the animationdescriptions

verbal glacier
#

you could also do strings/animationDescriptions

#

but not written out in the actual schedule

ornate drift
#

isnt that how its layered out usually?

#

time - place - xy coord - facing direction - animation - animation dialogue