#making-mods-general
1 messages · Page 585 of 1
From my experience, most of the translators I've worked with have atleast read a bit with dialogue commands. In case of any type of confusion, I just ask them not to touch the keys and dialogue commands I've set up 
(im ngl i dont even know what that import does because i cannot find the file it references)
i got it
hey quick question, my mod got a "Some manually verified files", I dont believe those stamps leave untl you make a new version?
How can I fix that?
do I just make a new version and upload and hope for the best
Fixed it! Turns out it was an issue with calls to Monitor. Now the code not only runs, but does what its supposed to do!
I wouldn't worry about it tbh
ive looked, a lot of other mods updated 2-3 years ago hjave not gotten that tag removed
sadly
so it seems permanent until i update again
It just means the virus scan said it's no good but someone looked at it and went dw it's fine
even though its pure JSON? oof
and ok
yeah ima reupload with an extra quest and call it 1.1.1 i guess
cause when i had that in the past, a lot of people didnt want to touch it cause they were cautious
so ima fix it rq
OH YEAH
YAY THEY FIXE DIT
Did you use a rar or zip?
TY NEXUS I WAS GONNA CRY
pure zip file
"Send to -> Zip" not even WinRar or anything
since Winrar isnt allowed i believe? last time i tried they didnt allow it
rar has a high chance of tripping the scan yes
I never had anyone complain to me due to sus files tho
Usually it's their anti virus saying it's sus, not the nexus icon
Does anyone know what method one would need to patch to change the quality of fish caught?
something on FishingRod probably
I have a question as a person new to modding
there's one i want to add from nexus to my smapi called "Seasonal Outfits - Slightly Cuter Aesthetic"
my concern is like.. in the "mods requiring this file" which ones do I actually need because a lot of them I am not interested in ;-;
Ahh, I was looking in the fishing minigame
Mods Requiring This File = mods that need SCA to function
not mods that SCA needs to function
that'd be the section above
I'll look through the fishing rod class once I'm finished testing my current script
you can ignore that section unless you're interested in other seasonal portrait mods to pair with SCA
so if i just do the like. base one the portraits and their sprites will be what theyre advertised as? like the one says its needed or requirement
yes
(also for future reference #modded-stardew is the best channel for general modding-related questions)
if im doin it i do want the portraits to match but idk how much of it is their own work and what is other ppls stuff
sorry that these are very dumb questions i just want to be accurate so i dont have to ask questions latewr
(the people there definitely knows better)
Head over at #modded-stardew we can help you out there
(this channel is for mod making instead)
i hate to keep asking but im so confused whats wrong with my event where my junimo doesnt have an animation in the first half...
ill send my script too
Isn't there an animation for the farmer where they jump up in surprise? I know Pierre has something like that and I feel like the farmer does too but I just can't think of where that would be
Maybe?
Or did you mean a more exaggerated jump?
I think both would be good to look at
you can add numbers to dictate how far the actor jumps iirc
Maybe you could try the jump <actor> [intensity] command and just tweak the intensity
By way of reference, 4 is good if you're trying to convey that they jumped in surprise, you can increase that according to your liking tho
I'll try it with its default of 8 and see how that looks
Ftr I mean the kind of surprise like you just saw the creature from your nightmares in real life
just for reference
Like this?
I've officially made pseudo-code for (hopefully) all of the required harmony patches for the mod I'm working on! Currently they are as follows:
- A method to set the minimum quality of harvested non-forage crops [Finished and working]
- A method to set the minimum quality of fruit trees [Not Written Yet]
- A method to set the minimum quality of caught fish [Not Written Yet]
- A method to change the quantity of items caught by a crab pot [Finished and working]
- A method to give animals a chance not to eat that day [Not Written Yet]
TBH, this mod has been going a lot smoother than I thought it would. Granted, I'm sure trying to figure out ExtendedMastery(?) compatibility will be a pain, alongside trying to create a custom shopping menu (granted that'd be for a future version)
Yup!
OOPS- That's not right!
lesson learned, use advancedMove
Right now I'm getting the basics scripted out, then I plan to go back through and spice it up with animations and such
the npcs yearn the for the all-encompassing embrace of the void
heheh well there's something real funny about that 
Considering this cutscene is essentially supposed to unlock a rift into the void 
they extra yearn for the void
Alright time to figure out advancedMove's parameters
mine just dont want to get animated properly 
good luck 
Finally
fully documented my new quests thats been in teh works for weeks
for aquatic sea fish 1.3
ah rats not the Wizard too-
the only thing i can think of is that the sprite doesnt like going up... so it doesnt play the animation
try getting rid of the animation of the junimo
that’s probably overriding the walk cycle
sure
no, no change
and you loaded that to RedJunimo?
yes
the junimo is red in game, so i know its working
and the running animation is working after it drops the bundle
but not before
Copy paste it to be a 4x4 no? Bc it’d be tryna read off the image I think
i have the video here
4x4?
ill try it
Yea four rows of the same thing
couldn’t hurt to try
im getting far enough into developing my cutscene that troubleshooting it is getting longer and longer cuz i gotta sit through the whole cutscene 😭
you can use event tester*
*but watch out
Write out the whole thing see if it works
Ye that's what I'm doing.. mostly 
(hang in there! the feeling of accomplishment feels good once everything is sorted out)
Why do ppl talk in parentheses
that’s the real reason i mod lol
when i tried this the first time, the junimo wasnt even visible until it placed the package, then it cut out from indice 1 and 3 and went invisible on 0 and 2
Yes that’s good then
now im trying with the full sheet of just copy and pasted down
omg its working
Nice
it looks so good now omg
thank you so much
Always
I usually talk in parenthesis to soften my statements. 🙂
wow, now that its all complete i feel like this works really well ngl
good use for the "explosive bundle"
Or if I’m adding a side note, usage varies among people 
Peculiar
not that unusual
The more I have to debug this event the less ambitious the other event I was thinking of is gonna be 
Any way to test a spritesheet? I've been having trouble with alignment, and I can't force the pet which I'm changing the sprites to make the pose I want to test
Not really, it’s more usual in these spaces
depends on what spritesheet
npcs can be with https://sprites.pillow.rocks/
pet swap
I feel like it makes more sense to just chime in politely rather than to be speaking in a must have been the wind manner but tbf it’s my first time being in anything like this
Why do the wizard be gettin stuck here 😭
/advancedMove farmer false -1 0 0 -14/viewport 8 8 false true/waitForAllStationary/faceDirection farmer left/jump farmer 8/emote farmer 16 true/pause 100/faceDirection Darkrai up/faceDirection Wizard up/emote Wizard 8 true/advancedMove Wizard false 0 -12 -1 0/waitForAllStationary/emote Wizard 16 true/pause 100/emote farmer 28/
He gets into position, but just doesn't end the walking animation
Running into big boy two wide man maybe?
maybe try this? uhhh, that should stop it i think
you might be able to do stopAnimation aswell?
wow who'd do that (i do that)
that's possible.. probably didn't happen to the farmer cuz they move into that column way before being beside Darkrai, whereas the Wizard's last movement is moving towards Darkrai
Hm, I see what you mean
that’s a fair assessment but people speaking in parentheses to convey a certain tone or emphasize a certain message is pretty common around here
Will try this
man this aint even the ambitous part of this event 😭
Okay the Wizard stopped moving IMMEDIATELY. I guess I should pause before stopAdvancedMoves?
but also even though he stopped moving, the event still ground to a halt there..
put a facing direction and a pause into the advanced move
advancedMove Wizard false 0 -12 -1 0 3 50
stop advanced moves is more for making NPCs who are looping stop their movements
🙂↕️ idk just a thought very possibly just not it though :3
I'll give it a shot
I see
Yayyyy this worked!
Now I can script out more of the scene!
why is that pokemon there..i loved them i forgot their name its been 5+ years!!!!!
ITS SO CUTE OMGGGG
WHATS THE MODDDDD
!!!!
Darkai? smth
i forgot
Darkrai
It's gonna be in my mod that I'm in the process of updating
hm.. I just realized, I wanted it to have in the cutscene the rift appear. I have it made and in a tilesheet but I dont actually know how to have the event use that. I wanted to do it like how the game makes the magic book appear in the magic ink cutscene but idk if that's gonna work
How would I do that?
I guess I'll take a little break for the moment while I wait for more people to be here lol
hi! So I just uploaded my first mod, very excited about that, but there should be an option to get the update key somewhere, right? Where would I find that on nexus? I thought it would be somewhere while I worked on the draft, but I didn't see it anywhere
Just click the link of your mod and you'll see the nexus update key at the end
oooh thank you!
when you're posting a new mod, you can first save it as a draft, then click on the draft's mod page
it will be the last numbers of the page's URL
so you don't need to post it without the updated manifest
yeah I realised that too late, it's uploaded already :'D It's fine though, I'll just add it during the next update
if you don't have the update key, people who already downloaded it won't be notified of the next update
so i would add it asap
I just finished and uploaded a portrait and sprite mod to Nexus Mods. How do I get the Mod Author role to post here?
make an account on the official wiki and wait for further instructions from @outer glacier
(In addition to this, unless it was only uploaded like, 2 minutes ago, I would also bump the version number again for adding the update key, so that Nexus also shows that the mod has been updated for people who already downloaded it)
oh, that's good to know! I'll add it right now then, thanks guys <3
If it was only uploaded like 2 minutes ago I would personally be rushing to add it before people downloaded it lol
Hey there, I got a question.
My upcoming update for Aquatic Sea Fish is releasing quests for 4 mods, Tilly, SVE, Ridgeside, and East Scarp. It works flawlessly, however, there is something I just remembered.
If a user uninstalls one of the mods, and an active quest (via my mod) is going, will the game remove the quest since the NPC is now null? Or, do I make a JSON that auto detects if one of the quests are active, and if the mod isn't installed, and deletes it from the player?
(Also tbc about this Bouncer won't message you after you made an account, you have to message Bouncer yourself to request the role)
oh my bad i thought pinging bouncer in here was equally acceptable
Thanks! I read through the pinned messages on the "mod-showcase" channel and it was still a little unclear
The quest will not be removed automatically
Actually me rn (I still dont know how to add a TileSheet sprite to an event 😭 )
temporary animated sprite
Whether the error it'd cause would be disastrous or harmless, I'm not sure
So I would probably make a repeatable (i.e. MarkActionApplied false) trigger action that removes the quest in that case
Does IchorTower frequent this channel?
Depends on your definition of frequent
Not difficult to check though, his username is just ichortower
Danke
hmmmm.... is this sufficiently good for a blown open path?
Good to know. Also, I was thinking of making a JSON to auto-delete the quests if not installed. However, if deleted, can the user retrieve the quest again? Or is it locked?
I would delete both the letter, and the quest, when uninstalled, that way my trigger action can start again, but, I don't know if that's all I would need to do
A very conveniently shaped stairs
but YES
i like it!
A quest can be repeated as many times as someone wants to run some AddQuest action for it
the bundle is magical, so of course it has stair making properties haha
Hell you might even be able to have multiple of the same quest at once
I'm saying that if the average user uninstalls a mod with a quest running, it disappears, and they reinstall on the same save file, can they still get the quest back again?
Without using console commands
All my trigger action checks for is just a letter, which I can delete
It won't be given back to them automatically
but, would the game allow that?
Once its removed, its gone. If they slept and thus saved, it's gone
If they followed the same steps again is what im saying
I mean, starting the quest all over again
Then yeah, if you have some way to run the AddQuest action or send a letter with the quest in it again, theyll get it
Awesome, thanks!
Now, uh- how do I go about checking if a quest is active, and how to delete a letter
Oh yeah, there's no GSQ for active quests until 1.6.16. I guess use the {{HasActiveQuest}} token in your GSQ condition
"Condition": "{{HasActiveQuest}}" will be valid if they have the quest, invalid if they dont
assuming you put a quest ID into that token
HasActiveQuest |contains=whatever
This is how the quest looks:
ASF_Compat_RSV_QuestYsabelleShellDesign
for instance
Then you would do {{HasActiveQuest |contains=ASF_Compat_RSV_QuestYsabelleShellDesign}}
ahh, tyy!!!
hii lucy hi button
Spending my afternoon digging into the idea of love languages and figuring out what they are for the characters and how things would play out in a relationship between them as a result
e.g. Leah is oriented toward gift-giving for expressing affection, but does she prefer receiving quality time or acts of service? 
Im gonna assume this'll work even if the sprite isn't animated?
yep
Awesome!
you define the frames and the frame length so
This probably wont work first try but once I've written out the code I'll figure it out
keep in mind that scale is multiplicative not additive (so should be 1 unless you want to shrink/grow it)
Button: Random off topic: How are we gonna survive until autumn 2027?
Gleaning from her 14H, it kind of feels like it’s quality time. You can ask ideas from #modded-stardew fs tho
yeah that was more just an example of what I'm thinking about
is there a way to make LS/Cursors tilesheet have x2 resolution?
I wanna do some icons but they won't fit into 16px tiles
not the weirdest niche deep dive I've done but it's up there
All of their love languages are gift-giving /lh
i didn’t build all of those crabpots for nothin
does anyone know if it's possible to make a mini-fridge varient that only accepts specific items?
(I want to make an alchemy cabinet mini-fridge item that just accepts the reagents from my mod, but since the potions are cooking recipes, I'd like it to be a mini-fridge so they automatically pull when crafting potions)
why cant i put my mandrakes next to my cabbage?
sad sad panda
Highly recommend against subclassing though if you can at all avoid it, since then you need to register with SpaceCore's serializer to not explode saves
yeah, I had to do that with my old mod on 1.4 and it caused no end of trouble for serializing and deserializing to the save
and broke hard when 1.5 came out 😛
(to the point I remade dwarvish into dwarven expansion and stripped all c# components in favor of putting those parts in another mod)
That's the part I got wrong?? I was just off by 1 in which value I was on? 
I could do that as an add-on mod or part of my Darkest Depths mod I suppose
since Darkest Depths is already basically all C# all the time 😛
I'd think that overriding .addItem(...) would also automatically integrate it with "Automation" mod
supply your own InventoryMenu.highlightAllItems and grabItemFromInventory callbacks
huh this is a problem.... and idk why its happening. shouldnt the overlay get rid of anything that isnt in the overlay within the defined area?
addItem does not return null if the item isn't allowed. addItem (and other similar functions for other types of inventories) return Items because they need to if the container can fit some of a stack but not the entire stack of items.
overlay works a bit silly, itd be better if you have a wall initially and then replace the rectangle with the entrance
or vice versa
(And by "returns Items" i mean "returns Item?s even if the code doesnt say it bc it returns null if the chest can fit everything in it, thus your cursor should now be holding "null" instead of holding the items you just added)
Basically it just returns leftovers, or nothing if there are no leftovers.
interesting, so if I don't want it to add something I'd return all of the things yout ried to add?
I would do what chu suggested
that's an interesting implementation but /shrug aight
No I was specifically trying to say that addITem is not the way to go about it
Because it does not whatsoever control what is or isnt allowed
oh gotcha
Alright just as I suspected, I need to figure out how to actually load this texture into the game..
Unless you intentionally misuse it which may potentially break things
instead use the grabItemFromInventory and highlightAllItems
you load it with a Load action
{
"Action": "Load",
"Target": "Mods/DwarvenExpansion/Tools/DwarvenPickaxe",
"FromFile": "assets/Tools/DwarvenPickaxe/texture.png"
},
``` like that
the FromFile being relative to your mod root to the actual file, the Target being where it is in memory to be referenced by the rest of your mod
"Action": "Load",
"Target": "TntDove.PBB/objects, TntDove.PBB/crops, TntDove.PBB/giantcrops, TntDove.PBB/rift",
"FromFile": "assets/{{TargetWithoutPath}}.png"
},```
Like this? rift is the asset I'm looking for, the other 3 have worked with this for 2 years lol
And they're all in the same folder
someone else may have to speak to the bulk-loading part, I've never done that
I load is as part of the json file so that my configs can include or not include the entire thing
Alright, I'll do that then
(so basically the texture load, event, dialog changes, item/tool changes, etc are all in one file and my config includes or excludes the entire file in my case)
I should probably have a json for the Rift anyway
So in my case for the target would I use TileSheets/rift? if I got it right at least. Based on vanilla game (or another mod)'s files?
I always load my tilesheets under Mods/<modname> personally just so I don't conflict by mistake, but /shrug
not sure if it's actually required honestly
I also try to make it feasible to override my textures by other mods so folks can do retextures
since I suck at art and i want others who don't suck at art to override my assets when they get fed up with my ugly vanilla mashups
Some parts of game expect some kinda prefix though
Yay I was able to create a token in c# and pass it to my mod thank you @lucid iron !
For example tilesheets r Maps/blah
Did u confuse me with someone 
I'm glad it worked but i have no memory of this
lol I did I meant @brittle pasture but you're super helpful too!
honestly my brain is not comprehending what I need to write rn
if I were you I would do Target": "Mods/TantDove.PBB/objects" personally
for the objects spritesheet
Really? Even though that works just fine with what I've got?
(or Mods/{{ModId}}/objects most likely since thats probably your modid and it makes it easier to repeat in future mods)
Yeah it's best practices
again, 10s of thousands of mods, the more folks follow the standard conventions, the lower the likelyhood of conflict
Sorry i'm gonna have to put a pin in that for now cuz that's not relevant to what I'm tryna do right now and my brain is failing enough as it is 😭
I may have figured it out but I'll have to actually get into game to see

"Changes": [
{
"Action": "Load",
"Target": "TileSheets/{{ModId}}_Rift",
"FromFile": "assets/Rift.png"
}
]
}```
That's how I've got it in its own file, I just followed what I did for my character portraits and sprite which worked for those
For reference: These work
guess I'll post my assets folder too. None of it's organized into other folders so like if one works I feel like the other should too
Would this be right or wrong? Sorry im learning
its very repetitve tho
whatever target you loaded it to, put that, not just Rift
for the slashes do \\
Those will possibly all be a day late to trigger (I'm not sure). You may want to make them LocationChanged instead of DayStarted. Again though, not sure.
You've put all your stuff in the When conditions, which will work but I suggested putting them in the conditions of your trigger actions themselves. It doesn't make a huge difference but it may affect whether or not the trigger action applies late or not. Easiest way to find out if your setup works is to try it.
Like this?
I don't know man my brain isn't comprehending things
sorry.. Idk why I feel so exhausted with this 😭
yea I'll give that a shot
Ye, wasn't sure if that meant just in FromFile or for ALL the slashes there
Maybe I'm just sick of sitting through like 40 seconds of cutscene to see if it finally works 😭
OH-

Well on the brightside it convinced me to actually organize my damn assets a bit 
we escape slashes in slash-delimited fields like events to distinguish between “this is part of my texture” and “please proceed to the next event command”
yeah if you’re making a not-small mod i recommend grouping assets like the game does
one tile sheet for crops, one for objects, one for TAS, etc
Well I'm not planning on there being another character, tho who knows maybe I will make one
I mean especially after all of this 
in general it’s more performant to load one big spritesheet than a bunch of small ones
not hugely but still
yee. I've been doing that for tile sheets, but I havent been using subfolders
Um. okay so it finally didn't cut off the event, but that doesn't mean the event isn't still borked 😭
The Wizard walks off into the void and the texture doesn't actually appear at all
shake Darkrai 400/playSound {{ModId}}_DarkraiCry/pause 500/warp Darkrai 1 23 true/temporaryAnimatedSprite TileSheets\\{{ModId}}_Rift 0 0 2 3 0 0 0 5 4 false false 5 0 1 0 0 0 hold_last_frame/screenFlash 1 2/pause 200/emote farmer 16 true/textAboveHead Wizard \" My Books! \"/move Wizard -2 0 0/waitForAllStationary/faceDirection Wizard up/emote Wizard 8/emote Wizard 12
I made the rest of the texture completely black ftr, so even if I have it slightly mispositioned I can at least see if it's appearing at all
double check your numbers one by one for the TAS
Question, if a specific mail/quest is not active, and I try to remove it anyways, will it error? Or not? I was wondering so I can have it detect any of the quests, and do a group delete
the issue could be you placed it off screen, or made it have a scale of 0, or it’s underneath the background
i suspect it might be the y layer
your sprite size is 2px by 3px
ah heck wait a minute I thought the width and height meant how many tiles it took up in game to determine how much it should use from the sheet
nah if the wiki specifies pixel area it means it
I'm really hoping setting up the maps after this will be a lot easier 😭
Cuz Ima need to modify the Wizard's House and add my own map for this plus a teleport between the two
Hm.. still not working even when setting the size to 32 x 48
For context: I'm trying to replace this book shelf here (Bottom left corner is on 5,4)
oh i didn’t know this was a map change
are you planning on it being permanent?
if so i’d use changeMapTile instead
you gotta check the layers this bookshelf tiles on and then be sure you replace those or something
THAT'S A THING??!
yes but with an asterisk
you can do the thing nic said too
https://smapi.io/json/none/09746c0abc9e4b6c86aaaf2b568efbab
Not sure if this would run, but sending it by for anyone who might know
I was thinking I'd just have it be a temp thing and then once the event ended it would trigger the replacement in the map
if you're trying to patch the map starting within an event and continuing forever after the event, i would use changeMapTile in combination with a regular map patch
this requires three patches total
Well I'm already gonna be patching it so might as well
- EditMap, unconditional, put blank tiles on Buildings2 or whatever. these blank tiles must come from the same tilesheet your desired future tiles are on
- event in which you use changeMapTile to change those blank tiles to your desired tiles
- EditMap, conditional on having seen the event, in which you patch the map to appear as desired
I would assume it'd be fine
So for this I need to get the map edit figured out first?
yeah i'd recommend that
you also don't have to use changeMapTile, you can use changeToTemporaryMap, but your edits to the map won't appear until the next day by default
you can of course increase the update rate but the fastest you can do is OnTimeChange, which is expensive, ESPECIALLY for vanilla assets like Maps/Town or cursors
i don't recommend that though, even though it would be simpler
a compromise could be using an update rate of OnLocationChange instead, and ending the event with a warp out, but again that's still a little bit more expensive than DayStarted (default)
Alright well.. I've got a copy of Wizard's House file
I should probably figure out the actual map change before determining how to implement it?
yeah, sorry, i was just listing all options and some pros and cons! to start with definitely just work out the final map patch and work backwards from there
make it unconditional for now so that you can see how it looks in game before putting a When on it
Not sure what that means but how do I load my TileSheet in Tiled?
are you using tilesheetinator? if not i highly recommend it
I guess I'll get it lol
!tilesheetinator
You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.
See the mod page for full installation and use instructions.
oh mf- windows is blocking it from running
good old windows
You shouldn't be running the file, you add it to Tiled
@ me when you've got it set up
the page should also have instructions for how to add tilesheet locations, and how to add tilesheets from those locations into your map
Well that explains why it did nothing
Windows is probably blocking it because it is a javascript file so like it is just a buncha code
Similar to it blocking you from running a random .exe it cant verify
How do I add it to Tiled?
See the mod page for full installation and use instructions.
@urban patrol Alright I've got it set up. Or at least I've got my tilesheet imported into Tiled
and you added the tilesheet via tsinator's way, correct?
Yup!
debug action <any trigger action>
damn this really looks like a nether portal
I think there may be dedicated mail command
But i like testing this way since it's the actual action to run
ty
make sure you're not replacing anything that already exists on the map (e.g., overriding Buildings tiles)
for changeMapTile purposes
Alrighty! That means make a new layer?
if needed yes
if there's already a Buildings3 for example, just not in use in that area, you can use that
it MUST be named one of: Back, Buildings, Front, AlwaysFront (with an optional number, positive or negative, appended on)
Hm.. well there's only 1 "Buildings" that's used there
then yeah i'd say make Buildings2
if you're done, now make an EditMap patch (you can see examples in the CP docs)
looking at the stardew panoramic and knowing i kinda gotta do the same thing but for the desert scares me 
MMAP 
mmap?
misc map actions and properties
yea what about it?
ooh thanks that solves one problem
but i was talking more about drawing it lol
im bad at art and this is so daunting 
- take sdv vanilla panorama
- get sand tile
- put sand tile across bottom to hide the lushness
- edit sky to look warmer(more reddish/orangeish)
- ????
- Profit
what're you arting?
WOOOAAAHH IT WORKEED
It got rid of their quests!
TYSMM LEGENDARY BUTTON

im working on the map, but what im doing is making a cliff that overlooks a desert landscape. with a pyramid in the distance, but the pyramid is also center focus. and its also in like a sandstorm or something.
basically a preview of the map that comes up after you descend down from the cliff onward
*im trying to
the panorama will likely be crap lol
well, depending on how you do it, the more sky you add to the top (the higher the cliff is then suggested to be) but then the less you actually need to draw, and depending on how you wanna do the sand storm, everything under the haze of the sand doesnt need to particularly look amazing
@urban patrol Is it just as simple as this?
"Action": "EditMap",
"Target": "Maps/WizardHouse",
"Priority": "Late"
"FromFile": "assets/Maps/WizardHouse.tmx"
}```
dead by daylight?
you don't need a priority, but you do need a FromArea and ToArea
no, dead boy detectives, my expansion mod
based on the show
oohh okay
true, i can picture how i want the haze to be... and with it i can hide a lot of imperfections 
yea :D
it might have to be a little taller than this though... (the bottom) because i want it to look maybe like more top downish?
idk
Tbh if u dont care about having the panorama move with you then putting all that on Back-1 will work just fine
well the cliff im making will be quite small
like legit just an overlook with a small set of stairs to the side
The thing mmap implements is having the bg move relatively to camera
🙂↕️ imo too many hills for it to be the desert, but like, a fair bit you could easily cover almost completely if you do the storm like BOTW does
oh i was talking about the horizon mostly
the sand storm being off in the distance?
uhhh, it would kinda be directly below you. but also a litte far off
so like the perspective
🧍♂️ it would be much more helpful for being lazy if atleast some of it was rolling past the visible area of the pano
"Action": "EditMap",
"Target": "Maps/WizardHouse",
"FromFile": "assets/Maps/WizardHouse.tmx"
"FromArea": { "X": 5, "Y": 2, "Width": 2, "Height": 3 },
"ToArea": { "X": 5, "Y": 2, "Width": 2, "Height": 3 }
}``` Like this?
bc then like, you could make a little section of map where you're walking around in the sandstorm with partually see through animated tiles on the alwaysfront section
ykyk?
yep
slightly harder mode is cropping your map to be just that area but that's not necessary for now, just letting you know of the possibility
Ah, alright. So this should be good to go and ready for the next step?
ill try to scuff it rq hold on lol
... i have no clue how CA did the gradient effect...
rough imo but i removed one of the hill as an example
wdym
ohoh
gradient
scary
I am definitely either done for the day or taking a couple hour break once I get this tile replacement thing done 
that i can agree
im too lazy for more, but
and that would be a little bit closer to the center, and then just like little dunes across the bottom, and the sun higher up, and a haze starting at the horizon (or becoming super apparent at the horizon) that starts dark and grows lighter
whoa 
its a start
ah shoot
yea it looks good so far i think
i have no clue how you did the gradient and other stuff though lol
also whats that thing on the bottom?
i edited the sdv panorama lol
its just a random cliff because the iamge was empty
ohh, the cliff im talking about is the map in tiled that im making atm
you can really do well with jsut taking bits and bobs and and there from the sdv assets tbh. what i did was take the sky of the panorama and slapped some gradient map over it. quickly drew a simply pyramid and just took the sand tiles from the dessert and copy pasted them
where is your custom tilesheet located, and where is your map located
they need to either be in the same folder, or you need to load the tilesheet to Maps/whatever
:3 @toxic topaz
tis without
damnnn that looks insane 
i didnt touch the trees
oop wrong reply
ohhh
can add some mountains in the far distance for more dephs, shrink down some palm trees for variety, take some of the desert sheets cacti etc
you can cut out some of the mountains of the original panorama, make em yellow and have them act like sand dunes
Would that be like this then?
ooh yea, for the horizon tho i was planning on it mostly being sand as far as the eye can see fading into haze
if anyone looks in my mods files before they discover any of this they're going to be like wtf is all this lol
because this is advertised as a new character mod
@urban patrol Would I just be better off keeping them in the same folder?
I've been thinking about doing a walls & floors framework that among other things lets you use shaders as wallpapers/flooring but I still haven't figured out an elegant solution to loading RenderTargets into the asset pipeline, and that would definitely be needed for it to work
Walls and floors r map i thought
Yeah i just feel like messing with their draw is funkier than usual 
What happens if u just do it the naive way
Like if u literally did Load<RenderTarget2D>
Well what I want to do is continue to use tiles like normal
I want it to work with the normal wallpaper system
So sorry im new... i tried putting axolotls (a mod on nexus) into the mod "Ecosystem Superpack Expansion".. Im not sure what im doing wrong; i simply replaced the targetfield, has mod section and the Id area.. they just won't show.
Hii, I'm developing a java application for people who play stardew valley, and i'm trying to check to see if the user has the actual game before my program grabs a texture file. Does the .dll file only exist on the linux system, or does it exist for mac and windows?
welp I've tried this as well as putting them in the same folder, I keep getting the same error
All systems
tysm
Ah then i guess it's about consequences of giving a RenderTarget2D to a Load<Texture2D>
What will the app do 
It's basically a calendar that keeps track of growth, profit, and will implement artisan goods as well
(yes ik there's a github link that does that but I'm like "... what if it can do more than that")
would this work? i want the hardwood recipe to give 5 instead of 1
I wonder if you ought to make a in-game mod instead
wouldn't that be more convenient as a web thing or a mod?
C# not that different than java
ikk, this is also for a college project 😭
Ooooo cool!
But i don't think I'll get that deep into maffs
Not really since the application uses a database to grab info and I do not want to pay for a cloud db 😭
so the db is local instead
try surrounding it with a try-catch thing and see what exception it wants you to catch
omg thats amazing, are you going to turn that into a keybind?
you can't make try catches in content patcher..
did you embed the tilesheet when adding it?
Uhhh.. not sure-
Embedding isn't a term I've heard used for this yet
do you use tsinator
Ye I was told to download it for this
if you import your tilesheets via tsinator then they are automatically embeded
Should be
Alright, in that case yes it should be embedded
unless I dont understand what Importing actually means
that's been my brain since like 5PM 
oh- uhhhhh.. i.. got it?
I just needed to remove the assets/ part of the FromFile
I am gonna make a book
Keybind maybe but tbh I'm not fan of that
mmmm book
Now I need to figure.. all of this out. Setting the Tileindex to actually use my tiles and and then.. the wizard.. again..
@marsh reef so i suppose the cliff would kinda look like this
But come to think of it maybe it's more of an ipad
Maybe u get a dwarven PDA
🙂↕️ I see I see, I'd personally suggest having it be wider with the cliff and pano middled at the bottom then view clamping it, so that it feels closer to a cutscene of an entry rather than a place to be looking around
and
depending on if you're good with changing the floor tiles or making a custom secion of this bit rq, the island tilesheet has the effectiveness of cliff edges for that side of a block
changeMapTile Buildings 5 2 2/changeMapTile Buildings 6 2 3/changeMapTile Buildings 5 3 34/changeMapTile Buildings 6 3 35/changeMapTile Buildings 5 4 66/changeMapTile Buildings 6 4 67
How do I get these to use the right TileSheet for the TileIndex?
ooh you're right, that does look good
i havent been to ginger island in like a year lol, so i havent even thought about that
i've never been to it :3
whatttt
🙂↕️
hmm.... ill try to do what you mean rq
assuming you have the game unpacked, check out the bus stop for an example of view clamping if you need
i only recently got the game and got more interested in being able to mod stuff than setting aside time to finish the game, but ive been making a custom map and not wanting to make too many of my own tiles so ive looked at mostly all of the tilesets
yea i do, ill check that out, because im not sure what clamping means
the upper left and bottom right corners of the allowed view area, if your view is bigger than it, it just centers around there
whoa... the bus stop is really weird wth
hmmmm, im not really sure how id use this in my cliff though 
so yea this is the allowed section
brb ill tell you in a sec
Doing some troubleshooting (technically as a player, but this is troubleshooting that will hopefully be used for debugging later). When you see a bunch of NPCs stack up and stop (and then, after a chunk of time, start to release a few NPCs at at time), is this usually the result of a broken/misplaced warp point?
And is there any way to see warp points outside of Lookup Anything's map properties data?
i was thinking of having a short event where when the player enters the map it takes control and has the player walk to the edge of the cliff to view the whole panorama art
something to evoke the feeling of majesty? idk
(Alternatively, I'm also interested in any tools that might help explain why pathfinding is going wonky.)
im drawing it for you 🤓
very poorly, red is the view clamp, blue is the pano, inaccurate scaling, but yk
ahhhhh i see
ykyk?
with mmap wouldnt it just cut out what isnt on the screen though?
or wait... idk im not sure how all that works
i set the outdoor value to true in the map, so...
the cliff is small, most ppl will see past the sides, its just so that its centered around the cliff
clamp works on all
If I remember right, SpaceCore logs warning-level messages if the NPC scheduling code can't find a path between maps. You could install that if you haven't already, and check the log/console for those.
sure, ill implement that clamp rq and then put it in with a warp and see how it looks
Thanks, Esca! I have SpaceCore installed; is this data in the general SMAPI log, or do I need commands to see more detail for SpaceCore?
I haven't done NPC testing myself to know, but I think it just appears automatically
Actually, looking at the SMAP log, I'm seeing some SpaceCore data that looks relevant. Not sure what to do with it, but I think it's enough to take this to modded tech support. Thank you!
mmmm yes the game specifically checks for debrisweather and season fall when there's a negative windgust value, or else it constantly stops the wind cue completely every frame
somehow i thought a little whoosh would be simpler
anything? 🤔
really incredible how much a custom ambient soundscape does for a location
im just putting the warps in now and about to load it up 
I see
... my map isnt loading for some reason lol, gotta fix this rq
oh, isnt
whats the error
oh wait, i think the warp just isnt working... let me debug warp
is it just not sending you?
i mean it should be loaded... i dont see a reason for it not to be
"yumyoboi.MeguminNPC_Desert.." or "yumyoboi.Desert.."
ahh, it might be that, let me try again
should be the first
...
ohoh
"LogName": "Load Desert Expanse Overlook",
"Action": "Load",
"Target": "Maps/{{ModId}}_DesertExpanseOverlook",
"FromFile": "assets/maps/desertexpanseoverlook.tmx"
},```
looks like thats done properly
wait sorry that's for, thats for messages, yes it's the second one, name.mapname
oh yea with this you set it up to be what you'll call on it to be
mine is called on as seen after Maps/
okay now it should be good, launching now
... one of my tilesheets isnt put in my mod lol, let me fix that rq
incidentally warp takes a fuzzy query, so you can simply do warp megumin and it'll put you into the first best result from your mod
🙂↕️ and remember to fix the file location for the set
warp ook will probably give you the right map as well if you wanna go monkey mode
monkey mode
ooh
the dangerous skull cavern is basically the pyramid tileset
... or wait, its the the pyramid variant, idk
Yo I just made my first useful mod. Fixing the missing dialogue in the wedding event.
But really it should probably just be a bugfix in the actual game. Is there a way to let someone know about the bug/solution so they could actually put in the game?
i believe that bug is known right
It's already fixed in 1.6.16.
I saw people talking about it, but I didn't see anyone actually find the problem.
Ah well that's good lol. I guess this mod will be useful until then
1.6.16 is out
oh wait
in beta
no its not 
look I am bad at numbers
sometimes I see a number and it is not the number I am looking at
If you've checked that it's not a mod bug:
- Report gameplay bugs to the Stardew Valley developers here: https://forums.stardewvalley.net/forums/12/ (do a quick search first so you don't report something they're already looking into).
- Report typos or translation errors here: https://forums.stardewvalley.net/forums/32/
Alternatively, you can emailsupport@stardewvalley.net
and rn theres a thread for .16 testing #1387907186713301072
1.6.16 is our in your heart
I see I see. Interesting, maybe I'll check that out next time.
It was educational at least lol
Seems like there's more people here so dont mind me asking this again
changeMapTile Buildings 5 2 2/changeMapTile Buildings 6 2 3/changeMapTile Buildings 5 3 34/changeMapTile Buildings 6 3 35/changeMapTile Buildings 5 4 66/changeMapTile Buildings 6 4 67
How do I get the event to use the TileSheet from my mod for the TileIndex?
im so confused why im getting the error about the tile sheet not being allowed to be an absolute path even after i got rid of the old path and made it into the one in the same folder...
oh, wait nevermind
oh while you're around, did you ever solve the issue of raindrops falling on sky backgrounds?
is it possible to use CP tokens for the X/Y coordinates in a map edit? I think it's not valid JSON if I put {{tokenx}},{{tokeny}} without quotes
Yeah i wrote a terrible transpiler
yep that's about what i expected haha
Just put it in quotes.
I think what i did was get all background not null to go into the IslandNorth branch
So i just steal same thing game does to prevent rain on bg
oh that's perfectly elegant wtf
So if u want u can yoink this transpiler and then not do it when mmap installed (cus it'd be redundant)
I think you were misleading us when you said it was a terrible transpiler
All transpilers are terrible
don't blame the tool blame the tradesman
ah, the classical terrible
I think a well constructed transpiler is beautiful in all regards
I hold the ILGenerator like Sméagol yes
all transpilers are beautiful
oh well if this just works i'll just download mmap. have you tested if it loads in 1.6.16-alpha?
Hey guys newbie modder here, I'm trying to make a small edit to an SVE map (TownEast) with CP but the edited part won't show. I don't get any errors from SMAPI, this is my content. Any ideas? 🥲
MMAP, ba duba dop ba du
yeah, yeah
A different unrelated transpiler is broken in 1.6.16
I think i have wrote down fix behind a compilation flag tho
i'll just copy this one for now and download it later then
thank yooou
Is your tbin 3x3 size?
Yes, it's a super small edit, just to try my hand at it.
Ah then the problem is your target
You gotta target the same thing sve targets (probably Maps/Custom_TownEast? Check sve's json)
I've tried to changed it to Maps/Custom_TownEast but it's a no show 🥲
Eyyyyyyyy nice bro, btw, set the clamp to one past the end of the map if you want to be able to see the last block, idk if you have that or not already
almost perfect, for some reason raindrops can splash at the very top of the screen
i'll just assume this is vanilla and pretend not to care
do you have anything placed there ? 🤔 😭
oh fair
nope, nada, no tiles on any layers
Transpile the color in the draw call to be transparent when it's over that specific tile 😌
make custom rain :3
sick trees, are those yours?
"specific tile" no as in when starting anywhere above the map
Even easier! Make it transparent if it started above the map
yep, i need to redo the big pinks though since they're old and ugly
Honestly that's probably a thing i should do lol
far left one? or
I didn't test with a particularly large screen so i never noticed this
But it presumably affects ppl with big monitors on island north too?
yeah i do wonder if anyone will actually be able to see any of the weather effects given i'm testing at 4k
What does island north look like on 4k bluebs
I’m getting this errror _-> 14:17:38 WARN SpaceCore Scheduler could not find route from custom_house to islandSouth while honoring Gender female
I keep triple check my npcWarp and it does say something on top about the beach map
So is there a route from custom_house to island south 
(custom_house is probably a bad thing to name a location)
I checked already for a long time I’m using addNPCWarps
Have you been to island south this save
I have a map in tiles with one npcWarp to my custom_house the other I’m adding using the addNPCWarp
So they do have a route I believe. I think I have beeen
i don't think it's supposed to rain at island_north, but yes there are also occasional rain splashes in the sky even in places without any tiles on any layers
Vanilla bug no fix 
can you gift clothing to npcs?
It isn't?
I could swear I've been there while it was raining because of the birds
you gotta find the bird in the rain to get the gem, that thing
huh, i just assumed since i don't remember being there while it's raining and the background still looks nice and sunny
Yeah there's no rain panorama
Hi! I made some furniture that changes with the seasons, but Smapi throws an unnecessary error when changing seasons, even though the furniture works. Does anyone know how to prevent this from happening?
Oh yeah it DOES rain there in island north, because there's a bird in each of the four cardinal directions you have to get a gem from when it rains
and north is included
unnecessary?
Always load something unconditionally
It's not necessary, load the spring furniture, start summer and throw the error that the spring furniture is not working
sounds like ur tryna load them as seperate things? what're you using to make the furniture
If u wish to avoid this error, change it to a Load for spring (priority=Low) and a Load for {{seasons}} (priority Medium)
I'm new to this furniture making thing. 😅
I would also avoid using different asset names (keep your target token free)
or just unconditionally load all 4 seasons and keep Data/Furniture as-is
hmm, idk how you're using it but if you're able to make an FF portion of your mod(s), its seasonal portion is quite easy to get working
what chu said. your loads should be unconditional; if nothing requests the asset, it won't be loaded
its a texture, smapi will always try to reload a texture asset when it gets invalidated, and if it fails that message happens
Okay, thank you very much!
does anybody know of a way to force pet gifts? I'm slightly altering what a cat can drop and I'd like to test it. Wondering if there's a better way than just relying on the RNG of hitting a 20% chance of gift and then a 1.7% chance of the specific gift
debug BefriendPets and then raise ur chance while testing?
How would I raise the chance when testing? Just add that to the mod?
I already cheated the cat to 5 hearts
hiii! can anyone tell me how to use quickQuestions on events?
hello!!
ahhhh the game doesn't update the currently-playing ambient soundscape when changing locations even if the new location has a different soundscape
I can pull up the wiki thing for it if you'd like! ngl I always sucked at events 
https://stardewvalleywiki.com/Modding:Event_data#:~:text=true to add).-,quickQuestion,-%3Cquestion%3E%23
I'm using the wiki dw!! problem is the game doesn't seem to register the answer to my questions
aah okay, could you maybe send your json/log so we can look?
I think I might be using the wrong (break) thing
is there a way for me to send only the event lines? the json it is in is quite big
wait blueberry I don't think I've seen your mods what's your nexus?
you should be able to!
this example doesn't use i18n, so you'll want to replace the displayed text of course
if you set up the map to be named {{ModID}}_DesertExpanseOverlook yea
is 4 0 the correct tile you're wanting
in the context of my overlay yea, or would it have to be for the desert map itself
4 0 is the location from which you're going
ah, is this warp map property embedded in your small map patch file?
oh right map patch huh
what map file is it in, and what map asset is that file targeting?
ahh I think you're missing the \" guys in the beginning here
(also do you prefer being pinged or no?)
well the warp would be right there in the desert
ppl who rather not get pinged will forever be confusng to me
if someone doesnt ping me i likely wont even see their message
I don't mind it!
real ngl
if you noclip to 4, 0 in the Desert map i think you'll find your warp works
wait where exacly
i changed it to here
🤣 exactly what i put in my name, people still reply without replying to my message to ping me 💔
and it doesnt work
one sec..
well now you've used a CP token in a Tiled map, which will never be parsed
around the i18n guys
...I'm like 80% sure
ohh ok got it give me a sec i'll try
i changed it to 33 0 and just tested it, nothing
go back to the yumyo
consider adding and editing map properties with CP, in this case with AddWarps:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editmap.md#edit-map-properties
i meant the {{ModId}} as in how you set up the map in Content.json 😅
ah lol
okay changed it, now im testin
the game is currently looking for a map literally named {{ModId}}_DesertExpanseOverlook since CP doesn't parse tokens in Tiled map properties
im probably going to spend the entire day tomorrow working on that panorama artwork lol
good thing im on vacation from work
strange, now my ambient soundscape is changing between locations. odd game
hm... no it still doesnt work
alr I'm gonna go and sleep now, but hopefully I could help out!
the downside of bullying people into having sleep schedules is having to follow your own demands 
whats weird is i can warp to it through debug using the same name
does it attempt to warp you
that simply means your map property isn't formatted correctly; again, try editing the map properties with CP instead of adding them directly in Tiled.
no just nothing
sure ill try that
and if that doesn't work, share the content file here via https://json.smapi.io as usual
wait...
"SetProperties": {
"Warp 6 4 {{ModID}}_DesertExpanseOverlook 20 19"
}
}```
whats the thing for the walk over warp?
is it just warp: ?
since it isnt an action warp
use AddWarps as linked above, which edits the Warp map property (a walk-over warp)
It took a while since my search doesn't look through DLLs unless the object is already decompiled and open, but I eventuallly found it at GameLocation.performAction. That is a long file.
Thanks @lucid iron and everyone else, it's not throwing any errors now :)
I was going crazy, I definitely won't be doing any more furniture mods, I don't like them.
I assume, looking at the fish modding page, that you can't add fish to the mine levels via CP?
I shouldn't say I'm shocked, the mines are stupidly hardcoded 😛 but alas
😎 this discussion actually helped me do a thing ive been putting off bc i thought it would be more difficult
What is the purpose of the white block in texture files?
I notice some sprite sheets of a building or character in the game, specifically looking into one's mod files, I notice they don't leave the unused space empty.
Instead, they leave a white block usually, or any other color. What is it for?
ooh what is it? 
my farm adds a section between itself and marnies bc the south of my farm is the ocean
🙂↕️ figured out i can do that, yes
Anyone know why this might be happening LOL
Her sleeping sprite is showing for everything
sprites confuse tf out of me
I recently changed the end of each schedule to be bed instead of the sleep sprite
Is that screwing it up
i doubt it, at least not on its own
did the player report any smapi logs
as far as I know, that's not required or functional, it's just a thing CA did in empty portrait slots and such
no ill ask for one
(possibly to indicate that they're actually unused, rather than needing to be transparent, etc)
i think i might just make a super rough copy of the desert pyramid panorama tomorrow, just enough so that it looks good enough to make sense. and i can make it better later 
My workflow is horrendous and morale super low. I was reminded of NPC tastes, and I have an unknown number of items (aka I don't actually know how many), and I keep thinking I missed something. I hate NPC gift tastes, but I didn't want to just be lazy and leave them out or just lump em all in universals (even though I did for like 20 items). A torture of my own making...
i should delete my own config file before uploading yes?
i did that before but i am feeling paranoid
C# and CP config stuff automatically generates a default one if it doesn't exist at launch (or ig technically when the mod looks at it)
Question: would there happen to be an easy way to quick swap a map’s textures?
For the map I’m gonna make I’m copying the Emily’s Dream Sequence area, and for the textures I’ve just recolored everything. Would there be an easy way to just swap all the textures to the recolored ones in Tiled?
yep, you want this button to replace the full tileset with your own, which requires that you create a new TSX file, possibly via 'new tileset'
you could map patch it out and back 🤔
Good to know! I’ll give these a shot tomorrow
I was today years old when I realized Elliott's name was not Elliot. I was driving myself nuts here, but I seriously never noticed his name ended in tt. Explains why my NPCGiftTastes patch kept failing lmao
Omg I did the same thing when I set up my gift tastes file 😭
!elliot
Elliott has two t's in it...
On another note, I’m def gonna have to push any further big content additions to my mod for another update cuz dang I got really frustrated and confused today 
I’ll add the Npc and zone for them, bundles related to them, maybe a second event, but other than those I do not want to push myself considering I’m on a pseudo time limit 
oldest trick in the book
I REALLY need to get my mod to a state where I’m happy to push out the update, and then see how much more I want to add
I'm confused at the moment because if I send the token from c# to CP as a string, it 'accepts' the token but when I put the value as X in an editmap (in quotes), CP complains that the token can't be used because it isn't restricted to integers. If I try to send the token to CP as an int, CP rejects the token saying it can't be mapped.
I found some info in the extensibility guide that it looks like I need to indicate the token is bounded ("When registering a token, a token is bounded if you implement HasBoundedValues or HasBoundedRangeValues. ") but I'm not sure how to do that - if anyone can help point me in the right direction.
finished my first mod :)
Hey blueberry
I guess that makes sense. We can know which part can be utilize even without function, or which to totally avoid because of it.
If I make a farm, and build on it what not, and update it later with the npcs that I’m making once I finish them, will that work out fine or will everything explode?
usually it's safe to add NPC mods to an existing save. sometimes it's a bad idea to remove them though.
🙂↕️ bc assuming I place placeholder blocks on the map, it would be fine to replace them later when I finish em?
I would think so, make sure when you are creating your NPCs and objects that they use unique internal names (preface them with your ModID)
Ofcofc, I’m just making sure if I get my custom farm to being playable, it’ll work just fine to add to it later assuming it doesn’t overlap anything I’ve placed 🤔
you'd want to prevent anything from being placed on tiles you plan on making inaccessible later, otherwise players can lose objects, crops, trees, etc on those tiles. they won't be removed, just clearly misplaced, probably visibly clipping through tiles
other than that, add or edit as you need, avoid ID changes and conflicts, changing data of existing items and crops, etc
alr epic
i just had a question and its literally in the abyss now
really it just depends on what you're changing. if you change an item's data but it already exists in the world, that instance will still use its old values. if you change an NPC schedule that would affect the current day, it will still use the previous schedule. if you remove an item entirely, it'll become a safe error item. if you change a map layout, everything in it will remain exactly where it was before.
if you're making parts of a map unusable, you're going to want to avoid changing anywhere that wasn't already unusable, which may mean adding a big tile object with NoSpawn All Placeable T
mmmmmm, i think once i start playing it'll literally just be the change of placing down their houses with them in em, I think other than some ponds i gotta add rq there's nothing else to add
and they dont leave their house or go to events, so
OH, chat does anyone know off the top of their head the size of the hitbox of the cabins?
and, how does the style picking work?
Data/Buildings says they should be 5x3 tiles (so 80x48 pixels if needed that way)
"Size": {
"X": 5,
"Y": 3
},```
and it depends on what you mean, but it has a list of defined "skins" in there; I think the start-of-game cabins are coded to use those in order, and at the carpentry shop there's a menu option to pick
oh i see i see okok ty
well idk how accurate the number placement is but theyre placed where i need em, so that's nice
how important is a content.json length in terms of like keeping it short? The one I am working on is going to be like 5k lines with my current plans but idk if thats a lot of like not a big deal lol.
It isn't
Oh good
When people shorten their content.jsons, it's generally by putting things in other jsons for sorting purposes so they can find stuff easier. Or so they can use hasmods to activate different jsons, etc
Ah ok cool. That makes sense, thanks
Didnt want to like nuke things with a json because I wanted a kinda pointless feature lol
One more question since I am here. Is there like a good way to scale portraits? Like I am trying to give 3 sizes for the ui/portrait along side an android mode and I am kinda just guessing or hoping its good lol. I am just kind of winging it to see what works but is there something out there that I have just missed?
sorry, your question's over my head. From what I know, portraits are just one size without frameworks and stuff to make them bigger.
Yeah thats fair. Its kinda a unique problem since the portrait isnt vanilla layout anymore and like a full body off to the side one so lol. Thanks though
I got one working real crisp but it has a dll and didnt want to include something like that in just a CP portrait mod so trying to figure it out the hard way lol
You're gonna need a dll or a framework, pretty sure.
Portraits don't scale without extra work
Can i ask if like...would including a dll in like a portrait replacer or something fairly minor like that be weird? lol or frowned upon? I am fairly new to modding so idk if theres like standard practices for things like that
If you need it to do what you need, it doesn't matter. As I said, there's frameworks and stuff to scale portraits, it's not that weird
Ok, i wouldnt think so but you never know lol
🙂↕️ there’s a fair number of creative things you can’t really do simply, so long as the mod runs and doesn’t make it a slide show I can’t imagine there’s too much you can do to be looked down upon unless you’re stealing stuff :3
Does this plaque placement look okay? Does the gold clash too much with the other stuff?
It's kind of taking all of my attention, depends if that's what you want to go for
You could desaturate it to push it back into the background
Ah, I see. Mmmmmm... Yeah, I don't really want it to have all the focus. How would I go about desaturating it-? Sorry
depends what software you use, on aseprite you can simply lower the saturation of an entire selection
hmm, maybe a silver plaque would look better?
A silver one? Huh. That's not a bad idea...but I do kinda like the gold. I didn't know aseprite could do that- That's cool
Yeah, if you're using it, select your sprite then go to Edit > Adjustments > Hue/Saturation…, and you'll have a little window with sliders
example on my awesome pizza soup sprite
Oohh okay, cool! Thanks for your help! 
(oh btw, to the person that made the concept of pizza soup, I need to share this very funny interaction I had with colleagues about it)
"- I know someone who imagined a concept of "pizza soup""
"- Uh, that sounds weird"
"- It's tomato soup with cheese, mushroom, and pepperoni, with pizza crust balls on the side"
"- …do they have a business I can buy it from?"
Does making npc dialogues requires C# or nah?
Okay how about making custom responses? Like you have to type questions and stuff yourself and then the npc will respond whatever you said?
ok that is uh.... c# but also i am not sure if you can really make the npc respond to "anything"
Hmm
by default you can't ask npcs anything, just the standard question answer dialogue
(as in, npc asks you a question, you pick a multiple choice answer, npc says their predetermined response dialogue)
I'm planning on making my own NPC and then applying that mechanic on that said NPC
Let me try and fetch a mod that does something similar
i feel like if you were to make an npc respond (at least somewhat) to anything you put, you'd have to probably make some kind of response system where the "npc" can detect keywords in your sentence and then output an appropriate enough response. the thing i think of is the mail system in animal crossing XD that lets them actually write you letters back
Okay the mod got removed by the author for some reason but it's something similar to this: https://m.youtube.com/watch?v=lVDdP6wGks0&pp=ygUtc3RhcmRldyB2YWxsZXkgbW9kIHRoYXQgbGV0cyB5b3Ugc2F5IGFueXRoaW5n
This mod lets the Stardew Valley villagers TALK TO YOU! 🌻 Ask them questions, enrage them, gaslight them, you name it! Just be careful of your reputation… 🐥
💎↓ BECOME A JELLY! ↓ (Get a badge, shoutout, early access, and more!)
https://www.youtube.com/channel/UCdFRfwJ4RVZaYy4QBDplRpQ/join
👾 FOLLOW MY TWITCH TO CATCH ME LIVE!
...
But instead of the game's existing NPCs, it's your own npc
Yeah like this kind of system
Something tells me that I needed C# for this
i feel like you need more than a little C# haha....

I'll try to make it work I guess, for now I'll do the multiple choice method as an experimental build
Thanks btw
for one you'd need a database of accepted keywords/word combinations, eg: recognizing something like "I love you", and then a database of ways they can respond, eg: saying "I love you too" back if the system recognizes that keyword.
Hmm, just like training an AI
No, training AI would involve some sort of ML algorithm. What Reflective is talking about would just be a dictionary mapping (I forget the name of the actual algorithm), with potential RNG weights added for variety.
The difference is that the algorithm doesn't need to "learn" what those key phrases are
-# Also, I'm not trying to talke about AI. I'm just trying to provide aid for if you try to look up resources 😅
The (original) animal crossing letter system is very well made, I've seen an interesting video about it
I can probably find it back if you want to take inspo from that
I just don't want you looking into AI training methods for this since it doesn't sound like it'd do what you need it to do.
Don't worry I'm against AI anyway, speaking from experience
Thanks for the heads-up though
Okay!
Please do, any help would be appreciated. I just need some kind of reference
As the holidays close in, it’s a great time to write letters to your friends and family… but what’s the best letter possible in Animal Crossing? How do villagers read them?
James Chambers' original post on letters (2018) -- https://jamchamb.net/projects/animal-crossing-letters
‣ Support on Patreon: https://patreon.com/hunter_r
‣ Beco...
this one
They made another video about the dialogues of the game, it's awfully big
IDK if you need a system quite that complex, but Animal Crossing does do a very good job at this if I recall correctly
This NPC I'm attempting to make is quite a unique one haha 😅
I just came up with it like "hmm, what if I inserted the wiki itself into the game?"
Are you trying to create an NPC Webscrapper that pulls random lines from the Wiki?
Not necessarily
I'm trying to make a complex type of mechanic where every question you ask it responds, either related to the game or non-related
Related:
- "What should I do at the first day?"
Non-related:
- "Are you from [insert game here]?"
Personal:
- "What are you?"
Hmm. In that case, an ML algorithm could actually be a valid means of accomplishing this.
However, you could also use the animal crossing system
But instead of multiple choices, you type them manually
Noted
Hey nice {{Farmer.Hat.Name}}
Token made up
Something simple yet cool
Maybe they could rate it depending on the color tag too
Yeah, if you want to take the easy route, you could use a ChatGPT backend. It'd definitely be easier than writing and training an ML algorithm from scratch (I say this as someone who did this in Highschool before ChatGPT was even a thing 😅)
Or prices
I'm planning on making the NPC a blank slate. Instead of your typical NPC, you're able to customize its personality
The amount of possibilities of this idea
How are you going to handle different languages?
I guess I'll also handle that by myself
I wish you the best of luck in this endeavor!
that would be the easy route, but also get your mod blacklisted from being mentioned in this server haha
Noted
I'm not sure where exactly that line of where discussions about AI is (this originally just stemmed from me trying to provide technical resources 😅)
well, genai is banned here
Genai as in Generative AI, or AI in general?
generative ai
Gotcha.
Thanks!
What would be rewards in a dungeon of a similar tier to that of stardrop tea?
I haven’t played Stardew for real in a long time so I forgot what good rewards would be lol
probably something like magic rock candy, or very rare skull cavern loots (autopetter, cowboy hats), but tbh there isn't much "very high-tier" rewards
Yea… well I can vary it a bit, and maybe make a cosmetic or two myself. Ty
Is it possible to add an "Action OpenShop" tile property to a map via content patcher, or can that only be done in C#?
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editmap.md#edit-map-tiles here's some documentation on EditMap MapTiles
Thanks!
Trying to get my spacecore spawnables to work again but I'm still stuck with the same error that had not existed prior to that change
{
"ID": "{{ModID}}_Trigger_Spawnables_winter",
"Trigger": "DayStarted",
"Condition": "SEASON winter",
"MarkActionApplied": false,
"Actions": [
"spacechase0.SpaceCore_TriggerSpawnGroup {{ModID}}_SpawnGroup_winter {{SpawnableCoordinates}}"
]
},
{
"Name": "SpawnableCoordinates",
"Value": "Forest 42,73,4,3/55,73,3,7"
},
{
"Name": "SpawnableCoordinates",
"When": { "HasMod: |contains=FlashShifter.StardewValleyExpandedCP": true, "House Location": "SVE"} ,
"Value": "Forest 18,69,2,2/17,79,3,2/22,79,2,2"
},
{
"Name": "SpawnableCoordinates",
"When": { "House Location": "Alternate" },
"Value": "void.peiming_PeiMingNewOutdoors 6,12,3,4"
},```
I'm using a dynamic token as there's three map patches and I did not have that error before I changed the spawn groups. the formatting looks right?
are you sure that's up to date? that error shows spaces between the numbers in the lowest value
Yeah, I haven't had any spaces between the numbers at all; this is what it looks like in VS Code:
I don't see any spaces at least but I might be mistaken?
you may want to check a patch export Data/TriggerActions~, unless that is already; I'm not sure why dynamic tokens would add them, but they affect whether those coordinates are 1 argument or 4
(ig the tokens wouldn't be in that)


