#making-mods-general

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fierce vault
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Ik it doesn't matter since it doesn't make sense anyway, but his house it too small for that

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(on the outside)

crude plank
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@brave fable hi hello, what exactly is the target for the frying pan sprites in LoC?

fierce vault
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I still have so much left to do when it comes to making his farm...

golden shadow
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In the CPA to SC converter, I am having trouble doing step 4. I have never used this before so I don't really know how to do what it is asking. Where is main.py?

lucid iron
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but again u dont have to convert to spacecore (using the script or by hand) bolbsun

latent mauve
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you seem to be missing a mascot, er, parrot perch.

golden shadow
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Okay, I cloned the repository but how do I place the mod folder into the same directory as main.py ? Is that a command I need to do to do that? Or do I do that through file explorer? Sorry if these are dumb questions.

fierce vault
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wem, your table is bigger than my npc's "bedroom", btw

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It's more of a bed nook

torpid sparrow
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a cozy little nook is nice

fierce vault
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yeah, I like it a lot better than what I had going on before

hard fern
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oww tabe

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Table

fierce vault
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I'm thinking about making custom wall borders/walls for his house too because I had an idea for something unique. This why development is going to take foreverrr

hard fern
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W

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Sorry im like mid-oyster

fierce vault
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Mmm, oysters

modest dagger
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never doing a roof again

golden shadow
torpid sparrow
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i dont know why this is happening

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this is so upsetting

lucid iron
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its cus ur recipe borked

brittle pasture
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feel free to post code for help

torpid sparrow
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guh

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one sec

whole prism
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but

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shouldnt it be 3 wood? and 12 sap?

torpid sparrow
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yes

whole prism
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its a great diet for the morning IMO.

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Jokes aside this is a hilarious but annoying bug

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hopefully they can help (idk how to fix)

modest dagger
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my only thought if u forgot to load the recipes

lucid iron
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usually its cus ur item's Name doesnt match

whole prism
torpid sparrow
whole prism
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i wonder if its mis matched somehow

lucid iron
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Try {{ModId}}.Tilly_SweetTea

brittle pasture
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yeah your recipe key doesn't match the item name

torpid sparrow
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fuck

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where

brittle pasture
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Data/CookingRecipes key

torpid sparrow
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"Entries": {
"{{ModId}}.Tilly_SweetTeaRecipe": {
"Id": "{{ModId}}.Tilly_SweetTeaRecipe",
"ItemId": "{{ModId}}.Tilly_SweetTea",

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there?

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oh no

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does the recipe key have to be the same as the item name?

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I'm still confused

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"{{ModId}}.Tilly_SweetTeaRecipe": "815 1 245 2/25 25/{{ModId}}.Tilly_SweetTea", which part of this needs to be replaced

brittle pasture
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remove the Recipe part

lucid iron
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If u only have one recipe just keep them the same for simplicity

brittle pasture
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when you buy a recipe item in shop, the recipe whose ID is equal to the item's Name is unlocked

torpid sparrow
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is that specific to buying a recipe?

lucid iron
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Yeah

torpid sparrow
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ah

proven spindle
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Is it related to this recipe name bug lol

torpid sparrow
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grumble

brittle pasture
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that was an old issue that was fixed in 1.6.9

torpid sparrow
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hm it did not work

brittle pasture
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did you buy the recipe again

torpid sparrow
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nvm fixed it

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i forgot to change the shop entry too

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thanks friends GUH

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how do i fix this for people who already bought the recipe and didnt realize

golden shadow
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okay i did everything the converter asked me to, but changing to "Targets": "Portraits/Sebastian, Portraits/Sebastian_Winter" still makes the custom animation stuck on the first frame

lucid iron
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They can just go buy the recipe right

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But there's a migrate recipes thing

calm nebula
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Use a trigger action

torpid sparrow
calm nebula
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If has recipe, grant other recipe

lucid iron
frank galleon
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I literally just came here to search for anything about that recipe trouble

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.

calm nebula
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If there isnt a trigger action for it, write apology mail or smth

lucid iron
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Send what the converter gave you

torpid sparrow
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so if has recipe, grant same recipe

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oh wait

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no

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i changed the key

lucid iron
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No iirc u can just migrate the recipe id

torpid sparrow
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actually if i change the id, wouldn't it re-add the recipe to the saloon?

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like it's technically a different patch right

long jungle
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How can I do a reverse HasMod condition?

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Can I put an exclamation mark somewhere?

torpid sparrow
torpid sparrow
modest dagger
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are you trying to prevent a mod from working if you have another mod??

torpid sparrow
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!HasMod

long jungle
uncut viper
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That's not how you do an inverse when condition

long jungle
uncut viper
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Just do a hasmod but ask for it to be false

calm nebula
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"HasMod|contains=my.least.favorite.mod": false"

uncut viper
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HasMod |contains=whatever false

torpid sparrow
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oh wait i was thinking gsq

uncut viper
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yeah what atra said

long jungle
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Oh, sorry, this is for the When

torpid sparrow
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yeah HasMod contains etc

lucid iron
long jungle
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Not GSQ

lucid iron
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This trigger action will let u change id of things

lucid iron
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You can use the CookingRecipe flavor

modest dagger
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blueberry I have used ur texturing method everywhere thank u so much for that

lucid iron
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Blueberry if loc is cooksassistant on the inside

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Who is the cook

uncut viper
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Viewers like you

brave fable
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lumbridge castle cook

long jungle
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Can I have two HasMods? One for true and one for false?

uncut viper
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I'm gonna blow your mind
You can even have three

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(yes. add as many as you want. but if you need multiple true ones they need to be the |contains form as well)

long jungle
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I'm gonna have ||FIVE||!

uncut viper
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(or multiple false ones. )

brave fable
torpid sparrow
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hmm 'Pathoschild.ContentPatcher_MigrateIds CraftingRecipes "Puffer Plush" {{ModId}}_PufferPlush "Puffer Sofa" {{ModId}}_PufferSofa' im confused by the single quote and also the "Puffer Plush"

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it says item id, but that's not an ID, do i need it?

uncut viper
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you can use single quotesi nstead of double quotes for the outermost quotes

lucid iron
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The single quote means u don't have to "

uncut viper
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which means you dont have to escape your double quotes

lucid iron
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Wow i didn't escape my escape

long jungle
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Escaping is escaped

lucid iron
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\"

brave fable
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it escaped...

uncut viper
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chu didnt escape their escapes SDVpufferpensive

lucid iron
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I meant this oops

torpid sparrow
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ah ok

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ill escape

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but what do i put in place of Puffer Plush

uncut viper
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theres no reason Puffer Plush isnt an item ID

lucid iron
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Your old recipe id

torpid sparrow
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oh fuck nevermind

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yeah

lucid iron
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It's old to new kinda logic

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Ppl installing your update will get this run one time and that's that

torpid sparrow
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worked

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yayyy

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thank you

whole prism
urban patrol
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does anyone know where the information on migrating trigger action IDs is? i seem to remember it being in the CP docs but i can't find it, and then i checked the trigger actions page on the wiki but it's not there :/

whole prism
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๐Ÿซ

urban patrol
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nothing worse than not being able to find something you know exists

uncut viper
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I don't believe there ever was one for migrating trigger action IDs

lucid iron
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i think u just do it manually

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marktriggeraction applied if old id had been applied

urban patrol
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oh hmm :/

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okay

toxic topaz
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is adding a custom junimo possible? the way junimos are done seems really strange...

lucid iron
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C#

whole prism
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Quick question

I used to add mermaid pearls, and other decorative items to the aquarium fish tank as actual fish-like logic in Data/AquariumFish. I'm going to be migrating to where it's properly added (i believe the limit is 2-3), so this time its not registered weirdly.

Is there a way to migrate this so when I update, users don't see blank images at the bottom of their tank?

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Or is there anyway I can approach this differently

lucid iron
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you want to add them as decor?

whole prism
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yup!

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i believ i know how, but

lucid iron
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i remember those being pretty hardcoded

whole prism
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oh

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oof

long jungle
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Would be nice to see those, though...

lucid iron
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like u know how clay gives u a little castle

golden shadow
lucid iron
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pretty sure u cannot just do that

whole prism
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etc

whole prism
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tysm for letting me know

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...hmm...anyway I can pitch that idea in the 1.6.16 alpha channel? or is that too much of a project

lucid iron
whole prism
urban patrol
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if there's no built-in way of migrating them like i thought there was, should i bother cleaning trigger actions like this up? this is from way back when i didn't know how to name things

    "{{ModId}}Edwin10hearts": {
                "Id": "{{ModId}}_EdwinHearts10",
                "Trigger": "DayStarted",
                "Condition": "PLAYER_FRIENDSHIP_POINTS Current EdwinPayne 2500",
                "Actions": [
                    "AddMail Current {{ModId}}_EdwinProtectionSpellInvite now",
                ]
            },```
like they all work but i know better now and i had intended to fix them
uncut viper
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No one can decide if its too much of a project or not but the dev team

whole prism
lucid iron
uncut viper
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That said I'd be surprised if they changed fish data at all in 1.6.16 instead of waiting for 1.7 to data model it

lucid iron
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u can change the key to match the id perhaps

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trigger action is a list so the id is what game cares about

golden shadow
lucid iron
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well like i said at the very begining

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the easiest way is to just keep using CPA, but make a copy of all the patches and change them to target seb winter

golden shadow
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and just change it back when it's not winter?

lucid iron
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no u just have 2 sets of patches

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targetting the 2 different assets

golden shadow
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ohhh

whole prism
# lucid iron lol

You know, this really doesn't make me feel as bad as a coder, at least I know some code like this still exists in systems no matter how hard we try

lucid iron
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no need for dynamic stuff really

golden shadow
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so is it okay to delete spacecore?

lucid iron
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well if u downloaded spacecore just for this then yea no need

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i forget if cpa itself had a spacecore dependency

long jungle
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If you guys will need to add a new mod as a requirement for your mod...

as replacement to the old unmaintaned one.

Would you just straight up make the newer mod a hard requirement so that users will be forced to install it?

lucid iron
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yea

long jungle
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Thanks. I'll finally migrate from Slingshot Framework to Extra Machines Config.

lucid iron
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you should also put a note on your mod page about it

long jungle
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Yup. On the front page on bold and the file description before download

strong kite
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Gonna bump this now that it's been several hours. There's more details if you jump up to the replied message and then scroll down a bit

golden shadow
lucid iron
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so in the content.json there's a "Changes": [ blah blah ] list right

golden shadow
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yeah

lucid iron
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you would extend that list with your copied patches

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each patch is a single { "Action": "EditImage", ... } block

golden shadow
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so just put it in changes?

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or like you said, extend the changes list with the winter seb one?

lucid iron
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yes, add more of these { } blocks

urban patrol
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is there a way to find+replace in files but either exclude some instances or even go one by one to accept/reject?

lucid iron
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vsc let u do that

golden shadow
lucid iron
lucid iron
urban patrol
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oh yay i'll use that instead of n++ then thanks

lucid iron
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usually u should use something helpful, but its not important for the functionality

golden shadow
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I am getting this twice now

lucid iron
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what is up with this file123 thing NotteThink

golden shadow
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both targets are different

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
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send whatever you have currently

marsh reef
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๐Ÿ™ the Back layer of my farm is finally finished .. i think ๐Ÿ™‚โ€โ†•๏ธ

rich seal
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What do you call it when you start to love your bad placeholder image? Because this stupid thing is distracting me from actually working on my mod lmao

hard fern
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Omg

golden shadow
lucid iron
golden shadow
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yes

lucid iron
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as in do you have a file named that

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under those folders

golden shadow
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i do

lucid iron
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i was gonna refer back to this but you censored all the important bit RunRun

golden shadow
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file123 is SebastianHairBlow1

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same as log name

lucid iron
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ok i was wrong about log name being unimportant

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you need it to be unique

golden shadow
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OHHH OKAY

lucid iron
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this is why CPA is cursed lol

golden shadow
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so if i just change the log name for the winter one itll be fine?

lucid iron
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yea give that a shot

golden shadow
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IT WORKED

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LIFESAVER

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oh thank you so much

empty owl
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i tried adding custom tracks to the jukebox DOESNT WORK ๐Ÿ˜ญ

golden shadow
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I'm literally so happy it's fixed I was messing with this for like 7 hours yesterday

lucid iron
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do u still need to hear it first NotteThink

brittle pasture
brittle pasture
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it should match the key (ie. Custom_Music1)

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(also consider prepending {{ModId}}_ to it to make it more unique and avoid the risk of collision)

empty owl
brittle pasture
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that looks fine, feel free to give it another try

empty owl
empty owl
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pray

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๐Ÿ™

empty owl
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should add the ID field on the jukebox thingy too?

brittle pasture
empty owl
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idk what the hell this mean-

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could be the format?

brittle pasture
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possibly; this error happens if your .ogg file happens to be in a codec the game doesn't support

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you can post your file if you want to and we can investigate

empty owl
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tho im gonna try with .wav

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YESSSSSSSSSSS

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IT WORKS NOW

brittle pasture
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(for future reference, only Vorbis is supported for .ogg files)

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(your .ogg was probably saved as some other format)

empty owl
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Now i can hear waterfall when im indoors :3

empty owl
empty owl
brittle pasture
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remove the unused .ogg file? sure

empty owl
brittle pasture
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if the audio file is .wav that line doesn't matter yes

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if it is .ogg removing it doesn't make your .ogg file work

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you need to reencode it in an audio software of your choice to the Vorbis codec

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wanna clarify just in case lol

stoic chasm
#

SDVemoteconfuse SDVpufferchickcry Hello people, I require assisstance for adding my npcs house to the game. I have been trying (and failing) to understand several different tutorials I've found. Nothing makes sense

tiny zealot
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if you plan to publish your mod, i recommend figuring out the codec and using ogg over wav to get serious file size savings. this recommendation gets stronger the more audio files you have

urban patrol
stoic chasm
urban patrol
#

!npc check out the first link here

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:

brittle pasture
# empty owl like this?
  1. the key needs to match the ID field (I think)
  2. you don't have to type out the mod ID directly; literally use the string {{ModId}} and Content Patcher will replace it at runtime for you
rotund compass
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would u guys recommend a simple stardew mod as a good idea for a first (non academic) coding project?

brittle pasture
#

otherwise I think that looks fine

empty owl
brittle pasture
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the string before the colon : yeah

acoustic summit
empty owl
acoustic summit
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Difficulty-wise, theres lots of information, documentation, support and tutorials for most things - which makes it a lot easier to learn

urban patrol
# rotund compass would u guys recommend a simple stardew mod as a good idea for a first (non acad...

i'd say it depends on what you mean by coding; creating content patcher mods is incredibly easy compared to other games, but is more like advanced data entry than actual logic and coding. to make a C# mod is more complicated and would be actual coding, but reading and interacting with the game code for SDV can be tricky because it's so unique. it's recommended to already know C# (or another OOP language like java) or be willing to learn it

nova gale
torpid sparrow
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also r u looking to practice C#? or a different language

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just "coding" is very general

stoic chasm
urban patrol
brittle pasture
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(I'm kinda a purist so I don't quite consider content pack modding to be "coding"; at best it's a stripped down declarative language without, say, recursion unless you count chu's thing)

rotund compass
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coding coding not cp "coding"

stoic chasm
torpid sparrow
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for new locations you'll need to 1. load the map 2. create a location 3. add a warp to that location

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for your exterior, are you making a new area or patching into an existing vanilla place?

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ex. are you inserting a house into the Town or Mountain

urban patrol
ocean sailBOT
#

@urban patrol You leveled up to Rancher. That's level 250. Woot!

urban patrol
#

!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!

torpid sparrow
#

no way rancher

urban patrol
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i'm ourple (or i would be, were it not for the cheeto dust)

stoic chasm
torpid sparrow
#

you're like an inverted sweet potato

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hmm

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i actually dont know how to go about enlarging an existing map

urban patrol
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you just expand it right and down

torpid sparrow
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so same patching method?

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that makes sense

urban patrol
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or a load yeah

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however i wouldn't enlarge Forest

torpid sparrow
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oh wait maybe i misunderstood

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yeah i was thinking interior

torpid sparrow
#

an interior you'll have to do the whole load, location, warp thing

stoic chasm
torpid sparrow
#

the link nic sent will tell you how

urban patrol
#

would looking at an example content pack help?

stoic chasm
#

Maybe? I'm not too sure

torpid sparrow
#

this is better actually

urban patrol
torpid sparrow
#

there's a simple example in there

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hi miriam

urban patrol
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also, if you're feeling overwhelmed, it's okay to take a break if you need. we've just given you a lot of homework lol

toxic topaz
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hi everyone, i have another question. how hard would it be to add a standalone bundle to a custom room i made?

urban patrol
#

you can use unlockable bundles

toxic topaz
#

ooh thank you ill check that mod out

stoic chasm
#

Thank you two for the assistance, I really appreciate it. SDVpufferheart SDVemoteheart I think I'll go take a break then come back to this-

urban patrol
#

is there a proper way to migrate buffs or do i just change it

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old me had absolutely zero idea what to add their mod id to

brittle pasture
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buffs aren't saved, you can just change them

urban patrol
#

yippee

faint ingot
#

Am I correct in saying the HasItem event precondition will not work for weapons?

verbal glacier
#

Could you try something like (W)0 for the rusty sword?

urban patrol
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hmm i think it would? weapons are items

faint ingot
#

I will try it out I realized that addItem works for weapons so maybe it does after all

verbal glacier
#

Hope it works :D

royal stump
#

yeah, that should work for any qualified item ID (or unqualified if it's from Data/Objects and would use "(O)")
the code and modding docs generally use "item" to mean any category of item, vs "object" which is the "(O)" kind of item

marsh reef
#

@brave fable finally finished the effect

faint ingot
#

How can I see what mail flags have been set? I don't see it in the patch summary unless I'm missing it

urban patrol
#

patch summary full

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i think it's under HasFlag or HasMail or something

faint ingot
#

thank you and excuse my basic question but how can I then get this big output into a file for searching

urban patrol
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the smapi log parser

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you can also find the log in your files and open it in a program but like why would you when the log parser exists and makes it so pretty and filterable

faint ingot
#

that worked thank you I was looking for the location of the log files which I got from the parser website

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So I can see from my output that I DO have the flags sdvhead.LawAndOrderSV_mmf_weaponspot_Spa, sdvhead.LawAndOrderSV_mmf_weapon_bat

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but these conditions seem to not be working:

#
            "When": {
                "HasFlag: anyPlayer |contains={{ModId}}_mmf_weapon_bottle": "true",
                "HasFlag: anyPlayer |contains={{ModId}}_mmf_weaponspot_Spa": "true"
            }```
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sorry copied the wrong one that should be weapon_bat not weapon_bottle

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oh wait I think I missed the update rate

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that was it... it's working now ๐Ÿ™‚ this is what happens when you take a break from modding I guess ๐Ÿ˜›

zenith quail
#

im thinking of downloading a mod but my dumba** has never done it before so how do you do it(on pc)

ocean sailBOT
zenith quail
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woah

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thx

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does it matter where i download it from

fossil osprey
#

It doesn't really matter no
In general we advise to download mods from Nexus Mods, as it's where the vast majority of mods are
Some mods are on other platforms, like Ko-fee, but they are an exception

primal garden
verbal glacier
#

I believe it should be 3 instead of 4

primal garden
#

it works now tysm

woeful lintel
#

@tender herald hello there, are you still maintaining your mods? I'm thinking about discontinuing the Catalogue Framework (closing the Nexus page) because you're literally the only one to use it, and its code is really bad (I learned a lot about how to make a framework since then).
I'd recommend you change how your "Clothing and Hat Catalogues" mod works: using Spacecore's furniture tileproperies instead of the Catalogue Framework.

fast plaza
#

So I'm looking into reworking some stuff in my mod to make use of spacecore so I'm not sitting here reinventing the wheel but worse. I just thought I should confirm, should I be asking permission to use spacecore or other frameworks before I make them a dependency? I haven't really worked with other peeps mod frameworks before so i dont really know what the like... etiquette is.

peak isle
fast plaza
#

Okay thats reassuring! Thanks!

hard fern
#

sometimes i think of mod of theseus... like how much have i changed from my original idea to the point where you can't even call it the same mod anymore....

gentle rose
#

frameworks are out there to be used! if someone put all that effort into documenting something for other authors, it wasn't because they didn't want them using it

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also yes, poor casey gets enough pings as it is SDVkrobusgiggle and only some of them are me sending her silly things

stoic chasm
#

Hello friendssss. I have a question: How do I make windows change depending on the time in the interior of a house?

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Oh, and light. How do I add lights?

stoic chasm
#

What are those?

stoic chasm
#

Oh thank you! Where do I enter those things? Do I do that in Tiled?

verbal glacier
#

Yes under Custom Properties

strong kite
#

Does anybody know how to have a food apply 2 different buffs with different icons using SpaceCore? Using CustomFields for SpaceCore's custom buff just causes these two buffs to merge under 1 icon

stoic chasm
verbal glacier
#

same thing i believe

stoic chasm
#

Alrighty, thank you!

verbal glacier
strong kite
#

I might just have to accept these limitations or maybe try to ask SpaceChase themself if they know why their buff effect is doing this?

primal garden
#

How would I add custom dialogue for a npc when a player gives them my custom item

ornate trellis
#

use the dialogue key AcceptGift_(O)ItemID

strong kite
#

Is Ginger and Ginger Ale's ability to remove Nauseated hard-coded, or is that aspect just handled elsewhere in the code?

calm nebula
#

The context tag they share

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I wanna say is ginger_item but that might be wrong

royal stump
#

looks right, yeah (Farmer.doneEating)

if (consumed.HasContextTag("ginger_item"))
                {
                    this.buffs.Remove("25");```
#

and ig the buff itself checks for that in game1

if (Game1.player.hasBuff("25") && Game1.player.ActiveObject != null && !Game1.player.ActiveObject.HasContextTag("ginger_item"))
{
    Game1.addHUDMessage(new HUDMessage(Game1.content.LoadString("Strings\\StringsFromCSFiles:Nauseous_CantEat"), 3));
    return false;```
strong kite
#

Oooohh Okay, good to know!

#

Had a bit of cope that Qi Seasoning might work like that, but it has no context tags feelsbadman

severe cairn
#

I looked through the decomp code real quick (did it myself using the guide, so it shouldnt be out of date ^_^)

my brain is fried rn after classes tho, so can somehow show me the snippet or like tell me what file/row number of code that runs when the farmer puts fish into a fish tank? I can follow it myself from there, just need to find that spot first, and its a bit overwhelming currently.

I looked into the files FishTankFurniture and TankFish, but let me know if its somewhere else! I'm gonna go make some food so I'll check back in a bit

#

like the part that adds the fish into the fish tank to be more specific

final arch
#

tankfish is the correct class, yeah

acoustic summit
#

Looks like most of the logic is in checkForAction, adding on (for me) line 189 for the base logic

#

Though generic updates to whats in the tank are in the refreshFishEvent? (UpdateDecorAndFish might be easier to access though)

severe cairn
# lucid iron What's your goal here <:bolbsun:459112137680224279>

I want to have a fish tank already have fish in it for an NPC (and also fish cant be removed, I believe i found that part of the code already, but people feel free to lmk anyway in case im wrong)

so i thought i should look at what code runs when the farmer does it, how the fish gets added which would make it easier for me to understand what he rest of the code does with the fish, then maybe I can write a new item or something that would already have an existing fish inside, like a fish tank but stripped of the interactive features and only use the fish behavior stuff basically

I like having as few dependencies as possible, and I already have some C# knowledge so its something for me to do when i take breaks from coding uni stuff... Coding as a way to take a break from coding ๐Ÿ˜ญ just realized how that sounds lmao

lucid iron
severe cairn
#

Yea that's the plan, just need to find a starting point to follow first haha

lucid iron
#

Tank fish not that relevant to what you want since game just make those once the item is in

severe cairn
#

Tyty

lucid iron
#

I'm guessing it's performDropIn or something like that, don't remember exact name

toxic topaz
#

how would you specify a specific dried fruit if you're trying to put it into a bundle?

royal stump
hallow prism
#

Vanilla bundle cant do that afaik, delixx mod can

strong kite
#

Is there a tool or a functionality of Notepad++ I'm missing that would let me add a new set of lines to multiple existing entries in my json file? Something like the replace function but as far as I'm aware that can't put things on lines other than the one you're trying to "replace"
Just checking before I go manually pasting in a Context Tags line one-by-one to all of my existing entries that don't already have it

tiny zealot
#

some fancy text editors can do things like that but afaik notepad++ does not have such a feature

#

generally it's called "multiple selection" or similar. you can have multiple carets and apply the same edit to all of them at once

strong kite
#

Ahh, gotcha. Alright

tiny zealot
#

you might be able to hack it with find/replace by putting line breaks in your replacement text but i have no idea if that works

strong kite
#

Unless it's a symbol you need to use for line breaks, I don't think it works. Could be wrong though

iron ridge
#

you can use \n in the replacement text once you enable the checkbox for \n, \t, etc

royal stump
#

yeah, afaict from personal use, the "find" doesn't detect extended symbols correctly, but replace does, and you can highlight -> ctrl+H to include hidden symbols in the find

calm nebula
#

If it's empty it can be omitted

strong kite
faint ingot
#

Is there a way to have a trigger action run from a map touch property (building layer)? In the past I've done this through running an event via "TouchAction PlayEvent" but in my current use case that isn't a great option.

royal stump
#

(though TouchAction is the Back layer one in all cases; the Buildings-layer Action is for right-clicking and such)

#

though in retrospect I probably misread your mention of that a bit

faint ingot
#

OK - I might see if I can figure it out myself in c# since I have a very small c# component to the mod already.

calm nebula
lucid iron
faint ingot
#

I have so many dependencies right now I can't add any more. You add it to MMAP instead ๐Ÿ˜›

lucid iron
#

Dw half of everyone has spacecore

tiny zealot
#

but no one can agree which half /j

stoic chasm
ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26100.0), with 110 C# mods and 151 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

royal stump
#

(oh right, spacecore does have that, I just missed it by searching touchaction instead of touch action SDVkrobusgiggle)

tiny zealot
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"/>.

stoic chasm
#

ooooh okay, thank you!

royal stump
tiny zealot
#

i think the location and npc errors are currently because the map is broken

royal stump
#

if nothing else, it'd probably be a good idea to trim the space out of the ID Kandie.SurpriseEverythingGift_Kan Kan
(unless this mod's already public)

stoic chasm
#

Okie dokie, I will do that. Thank you al for the assistance. I think I might go sleep for the night and work on this later-

scenic ferry
#

hello gang i come with what is probably a silly question
I set up configs for my portraits to either be Vanilla or Nyapu style
Trying to now set up my NPC Appearances section to comply with the config selection
How do I use the selected config in a "Condition": field ?

#

would it be like {{Vaels Portraits=Vanilla}} or something ? like the HasMod token?

gaunt orbit
#

your config option is registered as a token, so you can use it like any other token/cndition

scenic ferry
#

i am very new to tokens im afraid

gaunt orbit
#

it would be like "MyOption": "MyValue" in your usual When section

scenic ferry
#

are you able to add "When": to NPC appearances??

gaunt orbit
#

no, what I mean is you would make the edit adding the appreance itself use when

#

you could insert it into a GSQ using tokens but that will add more work for the game to do

scenic ferry
#

ahhh i think i get it

tiny zealot
#

i like to use config tokens in my loads and not bother with whens and conditions

#

for things like this in particular where the config controls "which of these is active"

gaunt orbit
#

I think that is advanced cp

tiny zealot
#

fair enough

modest dagger
#

h o u s e

verbal glacier
#

h o u s e

scenic ferry
tiny zealot
#

pretty close. what i meant was this:

{
  "Action": "Load",
  "Target": "Portraits/{{ModId}}_Vaelithar",
  "FromFile": "assets/portraits/Vaelithar{{Vael Portraits}}.png"
}```
to replace your two separate load patches
scenic ferry
#

oooo i see i see! More efficient

strong kite
#

God ADHD sucks, I keep starting to do something for the mod, but then in the middle of that I think of another thing I can do for the mod, and then ANOTHER thing and now I just don't know what I'm finished with for the moment and what I still need to do Azusob

scenic ferry
#

and now that the configs are set up, have i gone back to what i was doing at first? No of course not
Working on map edits now โœจ

strong kite
#

I feel that

#

I've been bouncing between so many different aspects of my mod. My main thing I'm tryna do is just add more recipes so each crop has a use, but I keep getting distracted by things like rebalancing and respriting my work from 2 years ago lmao
And then I proceed to add like 14 new giant crops or smth

#

And I keep adding so much so sporadically that I'm not actually remembering everything I need to test when I launch the game

barren tapir
#

Would adding an OutputMethod to crab pots allow you to increase the number of produced items by some amount, or would one have to define a harmony postfix for CrabPot.DayUpdate that increase the quantity of said crab pot's heldObject?

barren tapir
#

Making me think I was in the wrong server /jk

strong kite
royal stump
barren tapir
strong kite
barren tapir
#

I think my username on Nexus Mods is Nullnow since Nullnnow was already taken IIRC

strong kite
#

Interesting Thonking

barren tapir
#

Either that or I just misspelled it ๐Ÿ˜…

whole prism
#

quick question

#

is this how you check if a mod is not installed?

iron ridge
#

iirc you have to do hasmod |contains=false or something

whole prism
#

OHH YEAH

#

tyy my mind was not workinnn

scenic ferry
#

all good ive done the same thing more times than i care to admit

barren tapir
#

It gets even worse when bouncing between multiple different programming languages.

scenic ferry
#

god event scripting is such a pain
maybe i should just make npcs with no events and just really good regular dialogue LOL

barren tapir
#

I believe the most programming languages I was concurrently working in was 5 or 7

scenic ferry
#

i hate jumping back and forth to figure out what damn tile to move them to

barren tapir
#

More if we count quantum simulators

strong kite
#

I am. very thankful to as of now have stuck to just one programming language at a time HehSweatCloseup

whole prism
barren tapir
#

It's the joy of being in tech college while also working 2 jobs ๐Ÿ˜…

void aspen
#

having a 9h shift after being 8 hours in college is so stupid

brittle pasture
#

crab pots dont interact with OutputMethod or machine data at all, but are deeply evil hardcoded pseudomachines

strong kite
#

Alright so I CLEARLY do not remember how to replace what comes out of a keg despite already having code in place for it pichusad

fossil osprey
#

aw don't

strong kite
barren tapir
# brittle pasture crab pots dont interact with OutputMethod or machine data at all, but are deeply...

It's completely fine if you don't know this, I only ask bc I need to get back to work soon so I can't test this rn. If the post fix just increased the number of held items by 1, would it keep doing so every day (i.e., after 10 days without harvesting items you'd have 11 fish), or would it only add it one time (i.e., after 10 days without harvesting items, you'd have 2 fish) (This is the desired output).

And if it is the former of the two options, I'm assuming one could add a flag/mod data to the crab pot to check whether it should increment the number of items?

strong garden
#

Does anyone know how to make a gambling minigame mod for Stardew Valley? Or are there any example mods I can reference?

barren tapir
#

Final question before I hop off, are there any tutorials on how to add a new merchant to the game?

calm nebula
#

Aren't there already two gambling minigames

strong kite
tiny zealot
#

afaik to add a minigame you make your own IMinigame and go to town with C# about it

brittle pasture
#

[[Modding:Shops]]

strong kite
#

Alright, so I'm trying to make a forage put into the keg give an Energy Tonic as its product. I get no errors in the log but it's still giving me juice. Anything I'm missing here? This same code already works for modded items turning into custom modded artisan goods, but I'm trying to have it give a vanilla item this time

            "Target": "Data/Machines",
            "TargetField": [ "(BC)12", "OutputRules" ],
            "Entries": {
                    "349": {
                        "ID": "349",  //These aren't working regardless of if they're "(O)349" or not
                        "Triggers":
                                [
                                    {
                                        "RequiredItemId": "(O)PBB_EnergyRoot",
                                    }
                                ],
                                "OutputItem":
                                [
                                    {
                                        "ItemId": "349",
                                    }
                                ],
                            "MinutesUntilReady": 600,
                    },```
#

And this code comes between the 2 other items I have, and both of those still work

brittle pasture
#

you need to use MoveEntries to move your rule to be above the vanilla juice rule that is snagging your forage item

strong kite
#

omg the one I didn't use the MoveEntries rule for cuz I didn't actually understand what it did Waaa

brittle pasture
#

OutputRules evaluate top to bottom, first eligible rule gets picked

toxic topaz
#

what do you guys think of the bundle

strong kite
#

alright that's completely on me Tiredkip

brittle pasture
#

also consider using a more unique ID for your entry to avoid collision

strong kite
#

Was about to ask wym but I think I understand lol

#

Also maaan the mod I'm making feels perfect for bundles but I don't know if I want to add that on top of the mod I've already got, especially when I don't have any clue what I'd give as rewards
I keep straying a little too far from the fact this is meant to be a mod that adds the berries from Pokemon lmao

#

I might make a companion mod somewhere down the line or just.. say screw it and add it to this one anyway

#

But I got this keg thing working! named the entry PBB_RootTonic

#

Oh right isn't there a way to override the stats restored by eating food?

brittle pasture
#

the edibility/buffs field in object data

strong kite
#

I'm looking at the wiki for modding objects in the edibility section, I'm not seeing a field for it? Unless you mean just using the Edibility field which is what I'm looking to overwrite because I want to have this item restore only stamina and not health

calm nebula
#

Spacecore might have that

strong kite
#

Ohhh shoot that might be where I saw it!

#

Yup, found it immediately in the ReadMe on GitHub LUL

whole prism
strong kite
#

man I honestly really love modding, for this game especially. I keep thinking I want to make more mods but then my other crops mod project stares at me from the corner

toxic topaz
scenic ferry
#

question gang, can I make an item quest with multiple types of items required? IE 10 fiber 2 wool 1 cloth? Or would I have to make it like a special order type of thing, or multiple different quests

whole prism
#

You can have a chain of quests, but most of the time, special order

autumn tide
#

oh lucy beat me to it

scenic ferry
#

SDVpufferwaaah maybe ill just rework it to be one type of item then

whole prism
scenic ferry
#

its important for like character story so i refuse to make it timed and having a chain of quests just seems excessive

autumn tide
#

aw crap :(

autumn tide
scenic ferry
#

glad you let me know about the timed thing though before i spent an extra hour looking into making a special order lolol

uncut viper
#

Untimed special orders are in 1.6.16 or 1.7, I forget which.

whole prism
tiny zealot
whole prism
#

six seven

#

is not allowed

#

in this Household.

uncut viper
#

(I double checked, its in 1.6.16)

autumn tide
#

YAY

#

ty buttons

whole prism
scenic ferry
#

all the more reason to not make it a quest chain if im just gonna change it later lolol

uncut viper
#

Important to note that there is still no expected release date for 1.6.16.

calm nebula
#

Is there an unexpected release date

void aspen
autumn tide
#

there's no expected release date for any of my mods either SDVpufferheart

uncut viper
void aspen
#

too bad his real horse sprite is way too big for stardew

#

but I love how it turned out

strong kite
#

I'm thinking I might be able to use trigger actions to implement the 2 buffs for that one food item I had been trying to troubleshoot earlier. But I don't actually know how to implement trigger actions. All I know is that I found SpaceCore has "UseForTriggerAction" in ObjectExtensionData but I don't know where to put the actual trigger action

uncut viper
#

Data/TriggerActions

autumn tide
strong kite
void aspen
#

do you need that for food

#

object entry already includes that no?

autumn tide
#

nah, just object

void aspen
#

oh

cyan canopy
#

the immersive spouses mod still bugs(on the 1.6 fix) and has elliot stop at like the 3rd tile on the path to the right of the farm, any idea why? they just stand there indefinetly.
is it something with adding the mod midday or?

strong kite
#

So I'm hoping this can work around that

void aspen
#

Never used spacecore sadly

autumn tide
cyan canopy
#

ah mb

#

yeah wrong channel

autumn tide
#

no worries :)

cyan canopy
#

i was in the search results

#

looking for an answer. forgot clicking takes you to different channel

strong kite
#

But now that I've figured it out, it works!!
The only downside is the DoT effect isn't on the Burnt debuff, but... I may just have a solution for that

#

I'm gonna just implement these as actual custom buffs. Although I just realized I don't know if I can do one of them cuz it uses the squid ink ravioli buff to grant immunity to debuffs and idk if that functionality is hardcoded or not

brittle pasture
#

iirc the ravioli buff effect is hardcoded, but you can specify +11 Immunity in other buffs for the same effect

#

hardcoded as in if you use the same buff ID it should work; the +11 Immunity is in case you want the same effect on another custom buff

strong kite
#

Alrighty! I've been doing the former but if I'm gonna make just fully custom buffs then I'll use the latter, thanks!

#

Is there also a way to make it cure debuffs when eaten?

brittle pasture
#

that I think really needs C#

strong kite
#

Ah, I wont worry about it then

marsh reef
#

question about very simple npcs, how many portraits and animations do i need accounted for if im making an npc that just resides in their house, can be talked to a little, and i guess can recieve presents? they wont be at festivals or events, they solely exist in thier home

modest dagger
#

i mean if you don't want them to emote 1 portrait would work but you'd still need walking animations if you want them to move around

strong kite
#

Oh god I just had an extremely ambitious idea in the middle of trying to set up the custom buffs ๐Ÿ˜ญ

modest dagger
#

it happens to us all

craggy goblet
#

-# but honestly, same ๐Ÿ˜”๐Ÿ‘Œ๐Ÿผ

strong kite
#

I have a food item thats only purpose is to put you to sleep, which I have do through lowering stamina. I genuinely don't know why you'd ever drink it, but I have it as a loved gift for Krobus so there's some reason to make it.
However, it's less-than-subtly related to a certain pokemon and while making these buffs I noticed the "ActionsOnApply" field, and then the trigger action for adding a quest.
It would be SO cool to add a questline for this pokemon that you receive from drinking this item for the first time

marsh reef
strong kite
#

But that would require making an NPC, Dialog, maybe even a new map?? I don't know and it kind of scares me ๐Ÿ˜ญ
-# and also completely beyond the original scope of this mod

strong kite
#

But I might do it, I'm sure there's great tutorials for adding NPCs and whatnot, just something I've got literally ZERO experience in lmao

#

Thankfully art-wise I might be covered cuz I can use sprites from the Mystery Dungeon games

craggy goblet
#

Oh now that's a nice idea

strong kite
#

but like.. I should really get the current task done of setting the custom buffs up ๐Ÿ˜ญ

craggy goblet
#

Probably, yeah. ๐Ÿ˜…๐Ÿ˜† You can do it!! ๐Ÿ—ฃ๏ธ๐Ÿ”ฅ๐Ÿ”ฅ

marsh reef
modest dagger
strong kite
#

At this point I've kinda forgotten where I actually am in the process lmao

marsh reef
modest dagger
#

Here's an example of my own, you'd only need the 4 four for a working NPC

round dock
strong kite
#

maybe the quest reward would be changing the item that originally puts you to sleep into a really powerful buff item (no idea how I'd do that HehSweatCloseup)

#

As a reward for anyone who actually uses it in the first place lmao

marsh reef
modest dagger
#

she's doing dishes ๐Ÿ˜ญ

marsh reef
modest dagger
#

no ur right she's a witch

marsh reef
strong kite
#

Cant wait to open my game for testing and learn I missed like 20 commas

modest dagger
#

she's a good witch! Her whole shtick is she goes around undoving children and raising them

#

(i can never do that for the farmer's kids tho that'd be insane amounts of C# probably)

#

I was thinking the best I could do is maybe if the farmer doves their kids I could have a rookery that has 2 more doves appear? idk

strong kite
modest dagger
#

Schrรถdinger's bracket

round dock
strong kite
#

also uhhh Bruhuhuhhhh
[Content Patcher] Ignored Pokemon Berry Bushes > Include data/buffs.json > invalid: must set the Action field.

round dock
#

Iโ€™ve never used Notepad++ but VSCode is so helpful with missing commas and brackets

strong kite
#

Especially since it's not an error referring to a specific line

brittle pasture
#

every block in Changes must specify an Action field (like Include to include another json file, EditData to edit data, Load to load a new asset/image file, etc.)

strong kite
#

OH- duh mario_facepalm

scenic ferry
#

Could you screenshot the include in your jso-- oh nvm

strong kite
#

"So I just went with what I know" no tf I didn't as it turns out LUL

craggy goblet
#

Happens to all of us ๐Ÿ˜…

strong kite
#

I was gonna say this was a reminder that I don't know what I'm doing, but I always knew that LUL

floral canyon
#

Hi everyone! I wonder if someone would know how to help me. After releasing my Luxury barns and coops mod I have realised that some of the stuff I envisioned is actually less functional than I thought. My biggest problem right now is that 1. auto grabber doesn't work in luxury barns or coops. I have no idea how to fix this. other problem that is less annoying but still 2. since my barns and coops are not upgrades to vanilla barns and coops, I haven't found a way to make it so that having luxury building would full fill the requirement of any other buildings. basically you can't even buy cows if there's only luxury barn on the yard.

brittle pasture
#
  1. is strange, wdym not working
  2. has to be bypassed with C# for now (though maybe I can add that to EAC)
strong kite
#

okay SpaceCore's Health and Stamina regen buffs are really weird.. they're making any other effect on the buff doubled...

wicked gulch
#

Is there a way to prevent spring onions to spawn in unwanted places? I remember experiencing this bug on vanilla Stardew even so not sure if its hardcoded or not. Tried to use "NoSpawn Grass" and NoSpawn All" tile properties but it doesn't work

floral canyon
wicked gulch
mortal blade
floral canyon
strong kite
brittle pasture
#

doing this will explode your game

wicked gulch
wicked gulch
mortal blade
#

Sorry. I was making a really bad joke. That flag does not exist.

brittle pasture
#

I'm more interested in how that info was obtained, because animal houses are not instanced locations and thus should never have location data
there was indeed a Barn type, but it applies to the building instance and nots its interior (which must be AnimalHouse)

#

(it's also deprecated and are migrated to the generic Building type)

floral canyon
#

oh i figured it out. apparently theres base game logic that auto grabber starts working only when you have placed it. so picking up the auto grabber and putting it back makes it work. ah man it's going to suck to put that in the mod description

brittle pasture
#

but yeah the auto grabber thing is weird and makes me think mod interference

#

hmm I don't recall that being the case
(SVE's Premium buildings come with autograbbers and they work fine)

floral canyon
wicked gulch
void aspen
#

feeling like making a mod that adds bathrooms to each house and also expands the sewers to connect them all

#

is there one yet

#

I kinda stopped doing mods due to loosing interest a little ๐Ÿ˜ญ

brittle pasture
#

I recall someone did make a pelican town bathroom mod

void aspen
#

oh man

#

whatever then

brittle pasture
#

obligatory dont let this stop you etc

acoustic summit
#

2๏ธโƒฃ ๐ŸŽ‚

strong kite
#

wait what do you mean that making these custom buffs now lets my item have 2 separate buffs with the SpaceCore health regeneration thing...
not while I'm in the middle of reporting the issue on GitHub ๐Ÿ˜ญ

mortal blade
#

birdb: You're modding auto-grabbers?

old egret
#

Require the Bathrooms for Everyone and just do the swears in the mod?

void aspen
#

swears

old egret
floral canyon
mortal blade
#

I just downloaded the "aviary" combo barn/coop.... and want separate auto-collectors for "dairy" and "egg" and "other" products.

torpid sparrow
#

hmm im having issue getting Sonny from RSV to show up in an event

#

hes just invisible? or something i dont know. But he won't appear

#

no errors

#

nvm he shows up now

#

for some reason

#

omfg

nova gale
#

Sounds like you should add the sewer expansion part as a companion mod to the bathrooms mod

#

Oh. Someone suggested that already! Well I second it!

mortal blade
#

Looks like "Auto-Collectors" [BC(165)] are handled at the start of each day by:
StardewValley.FarmAnimal.dayUpdate(GameLocation)

nova gale
#

This is what I get for responding to things as I scroll

mortal blade
nova gale
#

It's not my companion mod, I dunno

mortal blade
#

a la Mario? ๐Ÿ˜‰

void aspen
nova gale
#

But I'm pretty sure you can add custom minecart systems in 1.6 so it probably could

mortal blade
#

I know the Frontier Farm has a minecart system because its so large

#

With [CP], can you add/modify a "chest" that disallows or allows certain items to be placed inside?

#

.oO( Time to TRFD )Oo.

strong kite
#

Alright, the idea sounds way too cool, I'm adding a questline to my silly Pokemon berry crops mod

#

I have no idea just how involved I want this to be though.

#

But I will definitely need to add a new map (very simple I think), probably an NPC, bundles, a portal/teleporter in the Wizard's Tower, and maybe even a cutscene with the Wizard. NONE of which I know how to do yet ๐Ÿ˜ญ

#

No better time to get started tho lmao

latent mauve
#

I'm procastinating on my Legend of Zelda NPC Overhaul mod again because I don't really feel like fighting with drawing Riju and Daruk's sprites right now. >_>

#

Number of other mods released since I started work on that one: 9

strong kite
ornate trellis
ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 62 C# mods and 26 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

whole prism
#

helloo

#

quick question

#
"When": {
    "HasMod|contains=gizzymo.canonfriendlyexpansion, LenoraRose.EvelynGeorge": false
},
#

Is it possible to add two mods to this?

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like two checks

marsh reef
#

wait okay so for a most simple NPC all I need is walking png, portraits, and then set them up with the content pointing to the data .jsons?

latent mauve
#

So that'd look something like:

    "HasMod|contains=gizzymo.canonfriendlyexpansion": false,
"HasMod|contains=LenoraRose.EvelynGeorge": false
},```
if canon friendly expansion and EvelynGeorge are different mods.
whole prism
#

tyty

mortal blade
#

.oO( Can you make an iridium quality Chest? )

uncut viper
#

if they're both false you can also just put them both in the same condition

#

assuming you want an or

#

if you don't then keep em separate (I wasn't sure which you wanted so I wanted to mention it)

latent mauve
#

(they had them in the same condition before, so I just used the existing entry to show them split just in case they needed to make one true and one false, but thanks for clarifying!)

latent mauve
#

(Example: Gil)

#

But for an actual NPC that walks around and has persistent dialogue, you will be better off looking through the tutorial to make sure you've got all the components.

#

!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:

whole prism
#

can I make an NPc of kirby walking around and giving hugs

#

speaking of which...I obtained a new kirby...again..

brittle pasture
#

might be worth reporting to Casey but for now it shouldn't happen on a new save

#

(...you're not changing this in an existing mod release right)

ornate trellis
#

yeah i changed a few things because i previously did the groups inefficiently

toxic topaz
#

i was going to just make a character mod lol, but it kinda turned into a whole progression chain that expands the desert by a ton lol PES_Hands the ideas are just so cool i cant help myself

latent mauve
#

I still have to fight with Zora's domain and the Goron caves eventually D:

ornate trellis
ornate trellis
brittle pasture
#

maybe
I'd also point to this line and say that there should be a check that spawnId exists

ornate trellis
#

ok

#

oh wait, theres no bug report tab on the modpage, hm

toxic topaz
whole prism
ornate trellis
#

oops, accidentally replied to myself lol

gentle rose
#

I hear if you say "spenny" three times in a mirror and then ping her she shows up

#

but it's definitely mostly the spenny thing

ornate trellis
#

i wasn't sure if it was ok to ping but alright xD

gentle rose
#

only one way to find out SDVpuffersquee

ornate trellis
marsh reef
ocean sailBOT
#

Oops, couldn't parse that file. Make sure you share a valid SMAPI log.

toxic topaz
#

so for day tiles and night tiles in tiled, do you just give the X and Y coordinates of the tiles that are present during day/night and it swaps it out automatically?

strong kite
#

I'm not exactly sure what's going on here but I definitely did something wrong..

#

I'd try and give more details but at the moment I'm eating dinner, so I'ma post these for now and if anyone needs more info I can post them

marsh reef
#

actions applied has two things but a {} instead of [] ๐Ÿค”
or like, no [] outside of it

void aspen
#

(CP, GMCM) Visual Fences mod!

Wanna have a pretty hardwood fence early game? Or you like the cute wood fence but want it to last longer? Want your farm to look pretty even with cheap fences? This mod is for you!
This mod is using a config menu to visually change all placed fences' textures to match any material you choose! Will have option to pick custom material for each fence type independently soon!
https://www.nexusmods.com/stardewvalley/mods/44853

Nexus Mods :: Stardew Valley

Visually change the way your fences look to match one material

strong kite
#

Oh shoot- OHH so I need to change the {} with [] probably?

marsh reef
strong kite
#

I'll give it a shot!

marsh reef
#

๐Ÿ™

strong kite
#

Well I've got red errors which I think means it's actually able to read that line of code how it's supposed to, so I think that was right!
Now to figure out what the red errors are about

marsh reef
#

that or change this and the ending one with the brackets bc

strong kite
marsh reef
#

what's the red say

strong kite
#

"After parsing a value an unexpected character was encountered: :. Path 'Changes[0].Entries.NightmareSmoothieDebuff.ActionsOnApply[0]', line 87, position 13." The relevant info which I think I understand?

ornate trellis
#

as a starter

void aspen
#

there's a lot of places that use arrays with []

strong kite
void aspen
#

And not {}

strong kite
#

No red errors! allthethings

#

Or Yellow yet

#

holy smokes it actually worked HOLY

#

I forgot that the food item itself is kind of borked but it gave me the quest!

mortal blade
#

So... an Auto-Collector (BC)165 is ALSO a "Chest" class. Is there anything in CP that would allow/disallow items into a chest?

strong kite
#

and unfortunately I can't fix the food item because it's an issue with SpaceCore Tiredkip

marsh reef
ornate trellis
#

whats the issue? O:

strong kite
ornate trellis
#

ohh

strong kite
#

And I only think that's a bug because the HealthRegen buff DOES work like that, where setting negative values basically gives a Damage over Time effect

marsh reef
strong kite
#

But If I can I think I'd prefer it like this cuz It's a little more thematic

marsh reef
#

HAAHH

strong kite
#

So I can remove the code for now

strong kite
#

And wait for an update to SpaceCore or something

marsh reef
#

๐Ÿ˜ž you donโ€™t want instant death?

strong kite
#

I already reported the issue on GitHub

strong kite
#

You're still dropping in about 3-5 seconds but still

mortal blade
#

Quick! Healing potion! ๐Ÿ˜„

strong kite
#

Actually you'd need a Stamina potion

#

If you lose all your Health, Stinky Harvey performs (unwanted) surgery on you and you come back in the same day

mortal blade
#

Mana potion? ๐Ÿ˜‰

strong kite
#

But losing stamina forces the next day

mortal blade
#

You're ebil. ๐Ÿ™‚

strong kite
#

Well lore-wise it makes sense lmao

#

It's based on a pokemon all about bad dreams

mortal blade
#

I mean that in the most positive taking-over-the-entire-tri-state-area kinda way

strong kite
#

Oh gosh darnit I forgot to remove a bracket

ornate locust
#

"unwanted surgery" do you expect him to just kinda let you die?

strong kite
ornate locust
#

while you die

strong kite
#

I never said it was a perfect plan LUL

ornate locust
#

You're just not well enough to take to dinner, sorry, I must let you die

strong kite
#

oh wait a minute I don't know if I actually had to remove the code

mortal blade
#

Do not the Code.

strong kite
#

maybe I'm just hallucinating but don't items already in your inventory not update to new stats and effects?

void aspen
#

nope not always iirc

strong kite
#

Yeah that seems to have been what was happening

void aspen
#

some stuff is needed to be trashed or put in the new stack to get the updated effects

mortal blade
#

chest.addItem(producedObject)

Is there any way in CP to intercept this or make an inclusion/exclusion list? Doubtful, but just checking. ๐Ÿ˜‰

marsh reef
#

tntdove, do you have a ss of a working damage over time? ๐Ÿค”

strong kite
#

ss?

marsh reef
#

screen shot ๐Ÿค“

strong kite
#

Well a picture cant exactly capture the damage ticking down heehee

marsh reef
#

๐Ÿคฃ of the json code bro

strong kite
#

I can take one real quick. It's pretty simple though, if not a little buggy as I've found

#

It uses SpaceCore for the record

#

Basically just this, set the number to however much damage per second you want.

#

Decimals like this wait until enough time has passed for a full 1 point of damage to be taken. So -0.5 would be 1 damage every 2 seconds

#

That's for buffs ftr

marsh reef
#

๐Ÿค” how many values have you tried for the stamina degeneration?

strong kite
toxic topaz
#

hi guys, how difficult would it be to be to make a 5 level dungeon with multiple variations per floor like the mines. as like a new feature? and going up instead of down

strong kite
#

I found that buffs/debuffs persist through death

#

So it was a loop of Harvey performing surgery and me keeling over immediately right there in front of him

ornate locust
#

Harvey: scratching his head what am I doing wrong here

marsh reef
marsh reef
marsh reef
strong kite
#

Or magical void fire, better get the broom so you dont walk into it

marsh reef
#

i assume you've ensured that positive works

strong kite
#

Yes

marsh reef
#

that is very peculiar ๐Ÿ™‚โ€โ†•๏ธ bc i downloaded the code to look at it in vsc and it really looks like they're both implamented the exact same way unless im looking up the wrong things ๐Ÿค”

strong kite
#

Maybe I'm doing something stupid? But like I don't think I have.
Then again I feel like me doing something stupid is more likely than SpaceCore being borked and me of all people being the one to discover it

marsh reef
#

have you done -1?

strong kite
#

I could try it

#

Although at that point I wouldn't even want to use it Azusob

marsh reef
#

no yea its just to see if negatives work at all

strong kite
#

Alright yeah doesn't seem to be working

marsh reef
#

idk how or if you could but if you can run an until loop ๐Ÿค”

strong kite
#

Strangely, these stats also double the other stat changes that a buff gives which I also discovered earlier?

#

Like this drink is meant to give -8 speed but the buff displays as -16 in game

#

Which I've also reported on GitHub

marsh reef
#

๐Ÿค”

#

try uh

#

putting the -100 in quotes

strong kite
#

I dont know about this one chief LUL

marsh reef
marsh reef
strong kite
#

Nope. Though strangely enough it didn't completely bork it like I was expecting

#

It just functions as it would without the quotes.
Which is.. not

marsh reef
#

๐Ÿคฃ

#

it makes sense imo

#

bc it says it grabs it as a float, so float to float or plaintext to float same thing if its numbers ๐Ÿค”

strong kite
#

Well, In the meantime while I wait for the reports to be seen, I get to script out a cutscene for the first time with very little knowhow ๐Ÿซ 

marsh reef
#

I ๐Ÿ˜Ž have to figure out why my game went from working to explosive death when i try to load my farm

strong kite
#

Ah.. maybe I should actually make this custom NPC so I can maybe use them in the cutscene

marsh reef
strong kite
#

Idk why I'm worried about eventually making a tilemap because it is lowkey, legitimately, just going to be a pure black void LUL
Or at least EXTREMELY simple

empty owl
#

this should work, shouldnt it?

marsh reef
strong kite
#

Actually the biggest question right now is if I make this NPC giftable

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Cuz I feel like ima want to set that now rather than later

marsh reef
#

do it

strong kite
#

Strangely enough being able to give this creature gifts and then have them send recipes in the mail would be cool as hell

marsh reef
empty owl
#

i just want to edit the catalogue price ๐Ÿ˜ญ

#

is too expensive

marsh reef
#

๐Ÿคฃ

empty owl
marsh reef
#

๐Ÿ™‚โ€โ†•๏ธ I think after price you gotta add "AvailableStock": "-1" .. maybe, done quote me

grave path
#

I was wonder where to find tutorials in modding... Id love to make a patch for 2 (or 3 mods). In the mod "Ecosystem Superpack Expansion" there is no water life in the trolley pond and koda's cove. Id love to had 2 or even 3 of otohimexoxo's sea life to the ecosystem mod. "Water Flowers and Sea Plants" to say koda's cove, and then "Axolotls in Stardew Valley" and/or "Fishable Frogs" to the trolley pond. I really think their stuff would be so pretty there but i haven't a clue how to do it myself.

marsh reef
grave path
#

oh okay, i'll have a look!

marsh reef
#

if you want to make ur own thing ive found it easiest to find a mod that does something similar and edit it from there

brittle pasture
# empty owl this should work, shouldnt it?
  1. (O)1308 is not a real item, (F)1308 is
  2. if you just want to change the price of the catalogue entry you can edit it directly instead of wiping and replacing (TargetField once more into (F)1308 and set the price)
strong kite
#

Im excited to see how much code I can cut out of the Character file heehee

marsh reef
#

its already very little especially if you dont need it to be roaming

strong kite
#

Well I just copy-pasted everything from one of the characters to work off of

#

So there is a LOT of fluff to trim

marsh reef
#

theres so little my dude needs to do im fully just making it from scratch

strong kite
#

Im just worried about how much Dialog I might have to give them

marsh reef
strong kite
#

I mean yeah it's just writing

#

But still. I dont know exactly how far I'ma take this. It obv wont be TOO far, but at least far enough to build up friendship

marsh reef
#

๐Ÿ™ my farm works again, the door to my lil guy's house works, i just need to make him actually spawn in... then fix up his house and i have 1/5 done ApolloDance

marsh reef
#

chat, why does the tutorial suggest i start with this blank.json thing but its yelling at me for it

torpid sparrow
#

give more info

brittle pasture
strong kite
#

oh no.. the sprites I was hoping to use I think are too big. Unless the NPC sprites don't have to be 16 x 32?

brittle pasture
#

you can make bigger NPCs, but you need another framework to not break their pathfinding

#

PoohCore I think

strong kite
brittle pasture
#

then go nuts probably SDVpufferrad

strong kite
#

They might move during scripted events, but not just walking around the world

marsh reef
strong kite
#

32 x 32 it is woop woop!

ornate locust
#

fyi

marsh reef
#

oh

ornate locust
#

Also make sure it is in the right path

ornate locust
strong kite
#

actually I'm wondering how many sprites I actually need LUL
Probably at least the 4 directions

ornate locust
#

wrong brackets, sorry

#

been forever since I set that thing up

marsh reef
#

he's "here"

#

idk why he like that though

toxic topaz
#

is there somewhere on the wiki that shows how to do those interactable dialogue boxes?

ornate trellis
#

thats a tile property

#

you know how to do those?

marsh reef
#

I'd also like to know

toxic topaz
#

i mean, i tried... but idk lol

ornate trellis
#

i can guess that but im asking to know if i gonna explain tile properties first or not

toxic topaz
#

sure, that'll probably help me

#

since not much come to mind when you say that

ornate trellis
#

well, it looks like you did the tiledata right since something is popping up?

toxic topaz
#

i did it using code tho, not tiled

ornate trellis
#

oh thats also a possibility

#

the way i do it is via tiledata in tiled tho. if you have troubles you could maybe post the code via the json validator for people to look at

strong kite
#

omg this is ridiculous.
While the overworld sprites were too big for the Stardew overworld sprites. The portrait sprites are too small for the Stardew portrait sprites ๐Ÿ˜ญ

marsh reef
ornate trellis
#

you unpack the game and then theres a folder called "strings" and in that folder is a json named "stringsfrommaps" and in there are, as one would guess, all the strings from maps

strong kite
#

Im gonna assume that the portraits can reasonably be less than 64 x 64 or that these can be comfortably upscaled

ornate trellis
#

vanilla portraits need to be 64x64 unless you use another mod like portraiture or spacecore to increase the size, they cannot be smaller tho

marsh reef
ornate trellis
strong kite
wispy bramble
#

you probably could

marsh reef
void aspen
#

It usually causes an error in logs

#

Did for me

ornate trellis
#

i mean, if the image size itself is 64x64 but you jsut draw a 10x10 in there that also works or w/e

strong kite
#

Honestly if I could use SpaceCore to make this character's portaits specifically 80 x 80 that would be phenomenal

#

Cuz then I just double the actual size of the portraits

wispy bramble
#

I kinda want to see someone fake having smaller scale portrait set by making each "pixel" actually be 2x2 pixels

strong kite
ornate trellis
#

anyway, i gotta dip. its past 3am and i gotta hit the hay lol

toxic topaz
#

i mean... like that?

void aspen
#

Buildings layer

#

Message

#

Action

#

One sec

#

You create a string entry and then use the entry key inside of Tiled using the Action:Message StringKey

#

No need to do i18n for that for now

toxic topaz
#

uhhhhh

#

ill try to figure that out i think

void aspen
#

Do you have Desert_WallMessage string entry?

toxic topaz
#

whats a string entry?

void aspen
#

The text you add via editing data

#

I suppose Desert_WallMessage is a custom and not vanilla message?

toxic topaz
#

yes

#

oh i think i get it

toxic topaz
#
  "Changes": [
    {
      "LogName": "Desert wall message string",
      "Action": "EditData",
      "Target": "Strings/StringsFromMap",
      "Entries": {
        "Desert_WallMessage": "It looks like something can be put here..."
      }
    }
  ]
}```

then id just include this i guess
void aspen
void aspen
toxic topaz
#

okay thanks ill test it out

void aspen
#

Don't forget the ""

toxic topaz
#

oop yea

void aspen
#

Also tile data looks like being too high for a player to reach so you may wanna lower it by one tile in case you don't reach it

#

It's also gotta a full square tile

#

Yours look too smal and rectangular

toxic topaz
void aspen
#

You need to make it be in the grid and ve the the right size

#

You can copy a tile data from some other map and paste it where needed if you struggle to get it work

toxic topaz
#

nice the box works, idk why its displaying this tho