#making-mods-general

1 messages · Page 585 of 1

faint ingot
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OK, I'm not sure what I'm using yet! but it built succesfully after commenting out that import and a couple of functions that I hopefully won't need.

round dock
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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 SDVpufferowo

brittle pasture
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(im ngl i dont even know what that import does because i cannot find the file it references)

marsh reef
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i got it

whole prism
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hey quick question, my mod got a "Some manually verified files", I dont believe those stamps leave untl you make a new version?

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How can I fix that?

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do I just make a new version and upload and hope for the best

barren tapir
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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!

whole prism
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sadly

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so it seems permanent until i update again

lucid iron
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It just means the virus scan said it's no good but someone looked at it and went dw it's fine

whole prism
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and ok

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yeah ima reupload with an extra quest and call it 1.1.1 i guess

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cause when i had that in the past, a lot of people didnt want to touch it cause they were cautious

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so ima fix it rq

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OH YEAH

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YAY THEY FIXE DIT

calm nebula
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Did you use a rar or zip?

whole prism
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TY NEXUS I WAS GONNA CRY

whole prism
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since Winrar isnt allowed i believe? last time i tried they didnt allow it

lucid iron
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rar has a high chance of tripping the scan yes

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I never had anyone complain to me due to sus files tho

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Usually it's their anti virus saying it's sus, not the nexus icon

barren tapir
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Does anyone know what method one would need to patch to change the quality of fish caught?

brittle pasture
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something on FishingRod probably

nova barn
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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 ;-;

barren tapir
brittle pasture
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not mods that SCA needs to function

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that'd be the section above

barren tapir
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I'll look through the fishing rod class once I'm finished testing my current script

brittle pasture
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you can ignore that section unless you're interested in other seasonal portrait mods to pair with SCA

nova barn
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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

brittle pasture
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yes

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(also for future reference #modded-stardew is the best channel for general modding-related questions)

nova barn
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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

brittle pasture
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(the people there definitely knows better)

round dock
toxic topaz
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ill send my script too

strong kite
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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

round dock
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Yes (?)

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Did you mean jump farmer or

strong kite
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Maybe?

round dock
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Or did you mean a more exaggerated jump?

strong kite
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I think both would be good to look at

autumn tide
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you can add numbers to dictate how far the actor jumps iirc

round dock
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Maybe you could try the jump <actor> [intensity] command and just tweak the intensity

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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

strong kite
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I'll try it with its default of 8 and see how that looks

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Ftr I mean the kind of surprise like you just saw the creature from your nightmares in real life

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just for reference

round dock
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Like this?

barren tapir
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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)

strong kite
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OOPS- That's not right!

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lesson learned, use advancedMove

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Right now I'm getting the basics scripted out, then I plan to go back through and spice it up with animations and such

autumn tide
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the npcs yearn the for the all-encompassing embrace of the void

strong kite
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Considering this cutscene is essentially supposed to unlock a rift into the void rawbea2LUL

autumn tide
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they extra yearn for the void

strong kite
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Alright time to figure out advancedMove's parameters

toxic topaz
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mine just dont want to get animated properly Gladge

autumn tide
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good luck SDVpuffersalute

whole prism
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Finally

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fully documented my new quests thats been in teh works for weeks

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for aquatic sea fish 1.3

strong kite
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ah rats not the Wizard too-

toxic topaz
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the only thing i can think of is that the sprite doesnt like going up... so it doesnt play the animation

urban patrol
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that’s probably overriding the walk cycle

toxic topaz
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sure

toxic topaz
urban patrol
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hmmm

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what does the junimo spritesheet look like? i’m on mobile

toxic topaz
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i mean i reduced it to only this

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since thats all i need

urban patrol
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and you loaded that to RedJunimo?

toxic topaz
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yes

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the junimo is red in game, so i know its working

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and the running animation is working after it drops the bundle

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but not before

marsh reef
marsh reef
urban patrol
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couldn’t hurt to try

strong kite
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im getting far enough into developing my cutscene that troubleshooting it is getting longer and longer cuz i gotta sit through the whole cutscene 😭

urban patrol
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you can use event tester*

*but watch out

marsh reef
strong kite
round dock
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(hang in there! the feeling of accomplishment feels good once everything is sorted out)

marsh reef
urban patrol
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that’s the real reason i mod lol

toxic topaz
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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

toxic topaz
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now im trying with the full sheet of just copy and pasted down

marsh reef
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Copy paste the guy on all of them

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Yes

toxic topaz
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omg its working

marsh reef
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Nice

toxic topaz
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it looks so good now omg MeguHeart thank you so much

marsh reef
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Always

round dock
toxic topaz
round dock
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Or if I’m adding a side note, usage varies among people SDVpuffersquee

iron ridge
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not that unusual

strong kite
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The more I have to debug this event the less ambitious the other event I was thinking of is gonna be LUL

lament furnace
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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

round dock
lament furnace
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pet swap

marsh reef
strong kite
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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

marsh reef
toxic topaz
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you might be able to do stopAnimation aswell?

modest dagger
strong kite
round dock
strong kite
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man this aint even the ambitous part of this event 😭

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Okay the Wizard stopped moving IMMEDIATELY. I guess I should pause before stopAdvancedMoves?

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but also even though he stopped moving, the event still ground to a halt there..

urban patrol
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advancedMove Wizard false 0 -12 -1 0 3 50

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stop advanced moves is more for making NPCs who are looping stop their movements

marsh reef
strong kite
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I'll give it a shot

strong kite
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Now I can script out more of the scene!

whole prism
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ITS SO CUTE OMGGGG

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WHATS THE MODDDDD

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!!!!

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Darkai? smth

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i forgot

strong kite
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Darkrai

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It's gonna be in my mod that I'm in the process of updating

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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

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How would I do that?

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I guess I'll take a little break for the moment while I wait for more people to be here lol

past loom
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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

verbal glacier
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Just click the link of your mod and you'll see the nexus update key at the end

past loom
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oooh thank you!

eager tree
# past loom 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

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so you don't need to post it without the updated manifest

past loom
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yeah I realised that too late, it's uploaded already :'D It's fine though, I'll just add it during the next update

urban patrol
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if you don't have the update key, people who already downloaded it won't be notified of the next update

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so i would add it asap

soft granite
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I just finished and uploaded a portrait and sprite mod to Nexus Mods. How do I get the Mod Author role to post here?

urban patrol
uncut viper
past loom
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oh, that's good to know! I'll add it right now then, thanks guys <3

uncut viper
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If it was only uploaded like 2 minutes ago I would personally be rushing to add it before people downloaded it lol

whole prism
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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?

uncut viper
urban patrol
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oh my bad i thought pinging bouncer in here was equally acceptable

soft granite
uncut viper
strong kite
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Actually me rn (I still dont know how to add a TileSheet sprite to an event 😭 )

uncut viper
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Whether the error it'd cause would be disastrous or harmless, I'm not sure

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So I would probably make a repeatable (i.e. MarkActionApplied false) trigger action that removes the quest in that case

mortal blade
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Does IchorTower frequent this channel?

uncut viper
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Depends on your definition of frequent

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Not difficult to check though, his username is just ichortower

mortal blade
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Danke

toxic topaz
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hmmmm.... is this sufficiently good for a blown open path?

whole prism
whole prism
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but YES

urban patrol
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i like it!

whole prism
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thats so cool

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i love it

uncut viper
toxic topaz
uncut viper
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Hell you might even be able to have multiple of the same quest at once

whole prism
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Without using console commands

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All my trigger action checks for is just a letter, which I can delete

uncut viper
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It won't be given back to them automatically

whole prism
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but, would the game allow that?

uncut viper
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Once its removed, its gone. If they slept and thus saved, it's gone

whole prism
whole prism
uncut viper
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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

whole prism
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Awesome, thanks!

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Now, uh- how do I go about checking if a quest is active, and how to delete a letter

uncut viper
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Oh yeah, there's no GSQ for active quests until 1.6.16. I guess use the {{HasActiveQuest}} token in your GSQ condition

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"Condition": "{{HasActiveQuest}}" will be valid if they have the quest, invalid if they dont

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assuming you put a quest ID into that token

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HasActiveQuest |contains=whatever

whole prism
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for instance

uncut viper
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Then you would do {{HasActiveQuest |contains=ASF_Compat_RSV_QuestYsabelleShellDesign}}

whole prism
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ahh, tyy!!!

void aspen
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hii lucy hi button

buoyant moon
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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? SDVpufferthinkblob

strong kite
urban patrol
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yep

strong kite
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Awesome!

urban patrol
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you define the frames and the frame length so

strong kite
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This probably wont work first try but once I've written out the code I'll figure it out

urban patrol
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mine never do lol

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20 arguments means a high likelihood of something being off

lucid iron
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maybe u gotta make urself spreadsheet

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to fill in the blanks

urban patrol
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keep in mind that scale is multiplicative not additive (so should be 1 unless you want to shrink/grow it)

mortal blade
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Button: Random off topic: How are we gonna survive until autumn 2027?

round dock
buoyant moon
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yeah that was more just an example of what I'm thinking about

void aspen
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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

buoyant moon
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not the weirdest niche deep dive I've done but it's up there

round dock
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All of their love languages are gift-giving /lh SBVLmaoDog i didn’t build all of those crabpots for nothin

nova gale
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does anyone know if it's possible to make a mini-fridge varient that only accepts specific items?

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(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)

lucid iron
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why cant i put my mandrakes next to my cabbage?

nova gale
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sad sad panda

uncut viper
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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

nova gale
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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

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and broke hard when 1.5 came out 😛

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(to the point I remade dwarvish into dwarven expansion and stripped all c# components in favor of putting those parts in another mod)

strong kite
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That's the part I got wrong?? I was just off by 1 in which value I was on? Sadge

lucid iron
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if u wanna do the C#

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you can patch Chest.ShowMenu()

nova gale
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I could do that as an add-on mod or part of my Darkest Depths mod I suppose

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since Darkest Depths is already basically all C# all the time 😛

mortal blade
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I'd think that overriding .addItem(...) would also automatically integrate it with "Automation" mod

lucid iron
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supply your own InventoryMenu.highlightAllItems and grabItemFromInventory callbacks

toxic topaz
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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?

uncut viper
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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.

void aspen
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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

mortal blade
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Thank you for clarification, Button.

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I was just reading decompiled source code. 😄

uncut viper
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(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)

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Basically it just returns leftovers, or nothing if there are no leftovers.

nova gale
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interesting, so if I don't want it to add something I'd return all of the things yout ried to add?

uncut viper
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I would do what chu suggested

nova gale
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that's an interesting implementation but /shrug aight

uncut viper
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No I was specifically trying to say that addITem is not the way to go about it

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Because it does not whatsoever control what is or isnt allowed

nova gale
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oh gotcha

strong kite
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Alright just as I suspected, I need to figure out how to actually load this texture into the game..

uncut viper
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Unless you intentionally misuse it which may potentially break things

nova gale
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instead use the grabItemFromInventory and highlightAllItems

nova gale
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{
            "Action": "Load",
            "Target": "Mods/DwarvenExpansion/Tools/DwarvenPickaxe",
            "FromFile": "assets/Tools/DwarvenPickaxe/texture.png"
        },   
``` like that
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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

strong kite
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            "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
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And they're all in the same folder

nova gale
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someone else may have to speak to the bulk-loading part, I've never done that

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I load is as part of the json file so that my configs can include or not include the entire thing

strong kite
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Alright, I'll do that then

nova gale
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(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)

strong kite
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I should probably have a json for the Rift anyway

nova gale
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so I never mass-load textures

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I just load the whole spritesheet or not

strong kite
nova gale
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I always load my tilesheets under Mods/<modname> personally just so I don't conflict by mistake, but /shrug

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not sure if it's actually required honestly

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I also try to make it feasible to override my textures by other mods so folks can do retextures

lucid iron
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You want your mod id there

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Otherwise it doesn't matter too much

nova gale
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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

lucid iron
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Some parts of game expect some kinda prefix though

faint ingot
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Yay I was able to create a token in c# and pass it to my mod thank you @lucid iron !

lucid iron
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For example tilesheets r Maps/blah

lucid iron
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I'm glad it worked but i have no memory of this

faint ingot
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lol I did I meant @brittle pasture but you're super helpful too!

strong kite
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honestly my brain is not comprehending what I need to write rn

nova gale
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if I were you I would do Target": "Mods/TantDove.PBB/objects" personally

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for the objects spritesheet

strong kite
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Really? Even though that works just fine with what I've got?

nova gale
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(or Mods/{{ModId}}/objects most likely since thats probably your modid and it makes it easier to repeat in future mods)

lucid iron
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Yeah it's best practices

nova gale
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again, 10s of thousands of mods, the more folks follow the standard conventions, the lower the likelyhood of conflict

strong kite
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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 😭

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I may have figured it out but I'll have to actually get into game to see

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    "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
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For reference: These work

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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

whole prism
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Would this be right or wrong? Sorry im learning

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its very repetitve tho

urban patrol
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for the slashes do \\

uncut viper
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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.

void aspen
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why is there different slashes

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does json not care or its something to change

strong kite
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I don't know man my brain isn't comprehending things

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sorry.. Idk why I feel so exhausted with this 😭

void aspen
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its okay Im as clueless

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but I am pretty sure you may need to change \\ to /

strong kite
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yea I'll give that a shot

void aspen
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WAIT

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you were told by nic to do \\

strong kite
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Ye, wasn't sure if that meant just in FromFile or for ALL the slashes there

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Maybe I'm just sick of sitting through like 40 seconds of cutscene to see if it finally works 😭

urban patrol
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your load was fine

strong kite
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OH-

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Well on the brightside it convinced me to actually organize my damn assets a bit LUL

urban patrol
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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”

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yeah if you’re making a not-small mod i recommend grouping assets like the game does

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one tile sheet for crops, one for objects, one for TAS, etc

strong kite
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Well I'm not planning on there being another character, tho who knows maybe I will make one

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I mean especially after all of this heehee

urban patrol
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in general it’s more performant to load one big spritesheet than a bunch of small ones

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not hugely but still

strong kite
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yee. I've been doing that for tile sheets, but I havent been using subfolders

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Um. okay so it finally didn't cut off the event, but that doesn't mean the event isn't still borked 😭

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The Wizard walks off into the void and the texture doesn't actually appear at all

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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

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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

urban patrol
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double check your numbers one by one for the TAS

whole prism
urban patrol
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the issue could be you placed it off screen, or made it have a scale of 0, or it’s underneath the background

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i suspect it might be the y layer

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your sprite size is 2px by 3px

strong kite
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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

urban patrol
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nah if the wiki specifies pixel area it means it

strong kite
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I'm really hoping setting up the maps after this will be a lot easier 😭

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Cuz Ima need to modify the Wizard's House and add my own map for this plus a teleport between the two

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Hm.. still not working even when setting the size to 32 x 48

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For context: I'm trying to replace this book shelf here (Bottom left corner is on 5,4)

urban patrol
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oh i didn’t know this was a map change

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are you planning on it being permanent?

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if so i’d use changeMapTile instead

void aspen
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you gotta check the layers this bookshelf tiles on and then be sure you replace those or something

strong kite
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THAT'S A THING??!

urban patrol
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yes but with an asterisk

void aspen
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you can do the thing nic said too

whole prism
strong kite
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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

urban patrol
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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

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this requires three patches total

strong kite
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Well I'm already gonna be patching it so might as well

urban patrol
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  1. EditMap, unconditional, put blank tiles on Buildings2 or whatever. these blank tiles must come from the same tilesheet your desired future tiles are on
  2. event in which you use changeMapTile to change those blank tiles to your desired tiles
  3. EditMap, conditional on having seen the event, in which you patch the map to appear as desired
strong kite
urban patrol
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yeah i'd recommend that

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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

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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

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i don't recommend that though, even though it would be simpler

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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)

strong kite
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Alright well.. I've got a copy of Wizard's House file

strong kite
urban patrol
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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

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make it unconditional for now so that you can see how it looks in game before putting a When on it

strong kite
#

Not sure what that means but how do I load my TileSheet in Tiled?

urban patrol
#

are you using tilesheetinator? if not i highly recommend it

strong kite
#

I guess I'll get it lol

urban patrol
#

!tilesheetinator

ocean sailBOT
#

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.

strong kite
#

oh mf- windows is blocking it from running

urban patrol
#

good old windows

uncut viper
#

You shouldn't be running the file, you add it to Tiled

urban patrol
#

@ me when you've got it set up SDVpufferthumbsup the page should also have instructions for how to add tilesheet locations, and how to add tilesheets from those locations into your map

strong kite
uncut viper
#

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

strong kite
#

How do I add it to Tiled?

iron ridge
#

See the mod page for full installation and use instructions.

strong kite
#

Right- fair enough LUL

#

My brain is exhausted after today and it's only 6PM

whole prism
#

quick question

How can u send mail to urself? is it via debug?

#

for commands

strong kite
#

@urban patrol Alright I've got it set up. Or at least I've got my tilesheet imported into Tiled

urban patrol
#

and you added the tilesheet via tsinator's way, correct?

strong kite
#

Yup!

lucid iron
strong kite
#

damn this really looks like a nether portal

lucid iron
#

I think there may be dedicated mail command

#

But i like testing this way since it's the actual action to run

whole prism
urban patrol
#

for changeMapTile purposes

strong kite
#

Alrighty! That means make a new layer?

urban patrol
#

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)

strong kite
#

Hm.. well there's only 1 "Buildings" that's used there

urban patrol
#

then yeah i'd say make Buildings2

strong kite
#

Alrighty!

urban patrol
#

if you're done, now make an EditMap patch (you can see examples in the CP docs)

toxic topaz
#

looking at the stardew panoramic and knowing i kinda gotta do the same thing but for the desert scares me PES_Hands

urban patrol
#

MMAP SDVpufferthumbsup

toxic topaz
#

mmap?

urban patrol
#

misc map actions and properties

toxic topaz
#

yea what about it?

urban patrol
#

you can use it to put a panorama in your map

#

instead of reinventing the wheel

toxic topaz
#

ooh thanks that solves one problem

#

but i was talking more about drawing it lol

#

im bad at art and this is so daunting PES_Hands

ornate trellis
#
  1. take sdv vanilla panorama
  2. get sand tile
  3. put sand tile across bottom to hide the lushness
  4. edit sky to look warmer(more reddish/orangeish)
  5. ????
  6. Profit
whole prism
toxic topaz
# marsh reef what're you arting?

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

marsh reef
strong kite
#

@urban patrol Is it just as simple as this?

            "Action": "EditMap",
            "Target": "Maps/WizardHouse",
            "Priority": "Late"
            "FromFile": "assets/Maps/WizardHouse.tmx"
        }```
marsh reef
#

dead by daylight?

urban patrol
#

you don't need a priority, but you do need a FromArea and ToArea

urban patrol
#

based on the show

marsh reef
#

oohh okay

toxic topaz
marsh reef
#

yea :D

toxic topaz
#

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

lucid iron
#

Tbh if u dont care about having the panorama move with you then putting all that on Back-1 will work just fine

toxic topaz
#

well the cliff im making will be quite small

#

like legit just an overlook with a small set of stairs to the side

lucid iron
#

The thing mmap implements is having the bg move relatively to camera

marsh reef
toxic topaz
#

oh i was talking about the horizon mostly

marsh reef
#

the sand storm being off in the distance?

toxic topaz
#

uhhh, it would kinda be directly below you. but also a litte far off

#

so like the perspective

marsh reef
#

🧍‍♂️ it would be much more helpful for being lazy if atleast some of it was rolling past the visible area of the pano

strong kite
marsh reef
#

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?

urban patrol
#

yep SDVpufferthumbsup 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

strong kite
#

Ah, alright. So this should be good to go and ready for the next step?

toxic topaz
#

... i have no clue how CA did the gradient effect...

marsh reef
#

rough imo but i removed one of the hill as an example

toxic topaz
#

in the sky

marsh reef
#

ohoh

toxic topaz
#

gradient PES_Hands scary

marsh reef
#

depending on what stuff you use

#

apps

#

like the one i have has a tool for it

strong kite
#

I am definitely either done for the day or taking a couple hour break once I get this tile replacement thing done LUL

toxic topaz
#

pyramid FeelsGoodMan

marsh reef
#

that i can agree

whole prism
ornate trellis
#

im too lazy for more, but

toxic topaz
#

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

toxic topaz
ornate trellis
#

its a start

strong kite
#

ah shoot

ornate trellis
toxic topaz
#

also whats that thing on the bottom?

ornate trellis
#

i edited the sdv panorama lol

#

its just a random cliff because the iamge was empty

toxic topaz
#

ohh, the cliff im talking about is the map in tiled that im making atm

ornate trellis
#

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

urban patrol
#

they need to either be in the same folder, or you need to load the tilesheet to Maps/whatever

marsh reef
#

:3 @toxic topaz

ornate trellis
#

tis without

marsh reef
#

i didnt touch the trees

toxic topaz
#

oop wrong reply

toxic topaz
#

thank you

ornate trellis
#

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

toxic topaz
#

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

strong kite
gaunt orbit
#

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

lucid iron
#

Walls and floors r map i thought

gaunt orbit
#

They are

#

But xtile uses the pipeline to load tilesheets

lucid iron
#

Yeah i just feel like messing with their draw is funkier than usual bolbsweat

#

What happens if u just do it the naive way

#

Like if u literally did Load<RenderTarget2D>

gaunt orbit
#

Well what I want to do is continue to use tiles like normal

#

I want it to work with the normal wallpaper system

grave path
#

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.

real minnow
#

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?

strong kite
real minnow
#

tysm

lucid iron
real minnow
#

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")

empty owl
#

would this work? i want the hardwood recipe to give 5 instead of 1

lucid iron
#

I wonder if you ought to make a in-game mod instead

iron ridge
lucid iron
#

C# not that different than java

real minnow
#

ikk, this is also for a college project 😭

lucid iron
#

I am also making something along these lines rn Dokkan

real minnow
#

Ooooo cool!

lucid iron
#

But i don't think I'll get that deep into maffs

real minnow
#

so the db is local instead

strong kite
#

Does anyone know what I've got wrong here?

real minnow
#

try surrounding it with a try-catch thing and see what exception it wants you to catch

toxic topaz
iron ridge
iron ridge
strong kite
#

Embedding isn't a term I've heard used for this yet

void aspen
#

do you use tsinator

strong kite
void aspen
#

if you import your tilesheets via tsinator then they are automatically embeded

#

Should be

strong kite
#

Alright, in that case yes it should be embedded

#

unless I dont understand what Importing actually means

void aspen
#

Its something with your path

#

ugh my brain isnt working at 2am

strong kite
#

oh- uhhhhh.. i.. got it?

#

I just needed to remove the assets/ part of the FromFile

lucid iron
void aspen
#

I suppose if it works

#

I am not entirely sure how cp uses the pathfinding things

lucid iron
#

Keybind maybe but tbh I'm not fan of that

brave fable
#

mmmm book

strong kite
#

Now I need to figure.. all of this out. Setting the Tileindex to actually use my tiles and and then.. the wizard.. again..

toxic topaz
#

@marsh reef so i suppose the cliff would kinda look like this

lucid iron
#

Maybe u get a dwarven PDA

marsh reef
#

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

strong kite
#

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?

toxic topaz
#

i havent been to ginger island in like a year lol, so i havent even thought about that

toxic topaz
#

whatttt

marsh reef
#

🙂‍↕️

toxic topaz
marsh reef
#

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

toxic topaz
#

yea i do, ill check that out, because im not sure what clamping means

marsh reef
#

the upper left and bottom right corners of the allowed view area, if your view is bigger than it, it just centers around there

toxic topaz
#

whoa... the bus stop is really weird wth

#

hmmmm, im not really sure how id use this in my cliff though PES_Think

marsh reef
#

brb ill tell you in a sec

cunning kiln
#

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?

toxic topaz
#

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

cunning kiln
#

(Alternatively, I'm also interested in any tools that might help explain why pathfinding is going wonky.)

marsh reef
#

very poorly, red is the view clamp, blue is the pano, inaccurate scaling, but yk

toxic topaz
#

ahhhhh i see

marsh reef
#

ykyk?

toxic topaz
#

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...

marsh reef
#

the cliff is small, most ppl will see past the sides, its just so that its centered around the cliff

marsh reef
royal stump
toxic topaz
#

sure, ill implement that clamp rq and then put it in with a warp and see how it looks

cunning kiln
#

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?

royal stump
#

I haven't done NPC testing myself to know, but I think it just appears automatically

cunning kiln
#

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!

brave fable
#

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

brave fable
#

really incredible how much a custom ambient soundscape does for a location

toxic topaz
marsh reef
#

I see

toxic topaz
#

... my map isnt loading for some reason lol, gotta fix this rq

toxic topaz
#

oh, isnt

marsh reef
#

whats the error

toxic topaz
#

oh wait, i think the warp just isnt working... let me debug warp

marsh reef
toxic topaz
#

hmmmm

marsh reef
#

i think

#

you're looking for

toxic topaz
#

i mean it should be loaded... i dont see a reason for it not to be

marsh reef
#

"yumyoboi.MeguminNPC_Desert.." or "yumyoboi.Desert.."

toxic topaz
#

ahh, it might be that, let me try again

marsh reef
#

should be the first

toxic topaz
marsh reef
#

ohoh

toxic topaz
#
  "LogName": "Load Desert Expanse Overlook",
  "Action": "Load",
  "Target": "Maps/{{ModId}}_DesertExpanseOverlook",
  "FromFile": "assets/maps/desertexpanseoverlook.tmx"
},```
#

looks like thats done properly

marsh reef
#

wait sorry that's for, thats for messages, yes it's the second one, name.mapname

lucid iron
#

u only loaded map

#

need Data/Locations edit

toxic topaz
#

ohhhhh, thats what i was forgetting

#

i knew it was something

marsh reef
#

mine is called on as seen after Maps/

toxic topaz
#

okay now it should be good, launching now

#

... one of my tilesheets isnt put in my mod lol, let me fix that rq

brave fable
#

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

marsh reef
brave fable
#

warp ook will probably give you the right map as well if you wanna go monkey mode

toxic topaz
#

monkey mode

#

ooh

#

the dangerous skull cavern is basically the pyramid tileset

#

... or wait, its the the pyramid variant, idk

candid sapphire
#

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?

lucid iron
#

i believe that bug is known right

uncut viper
#

It's already fixed in 1.6.16.

candid sapphire
#

I saw people talking about it, but I didn't see anyone actually find the problem.

candid sapphire
lucid iron
#

Fixed Lewis skipping his matrimonial dialogue at the farmer's wedding.

ornate locust
#

oh wait

#

in beta

lucid iron
#

no its not monS

ornate locust
#

look I am bad at numbers

#

sometimes I see a number and it is not the number I am looking at

lucid iron
#

but yea if u have other similar things

#

!officialbugs

#

!officialbug

ocean sailBOT
lucid iron
hard fern
#

1.6.16 is our in your heart

candid sapphire
#

I see I see. Interesting, maybe I'll check that out next time.

#

It was educational at least lol

strong kite
#

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?

toxic topaz
#

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

brave fable
toxic topaz
#

@marsh reef omg, finally got it to work PES_Hands

faint ingot
#

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

lucid iron
brave fable
#

yep that's about what i expected haha

lucid iron
#

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

brave fable
#

oh that's perfectly elegant wtf

lucid iron
#

So if u want u can yoink this transpiler and then not do it when mmap installed (cus it'd be redundant)

uncut viper
#

I think you were misleading us when you said it was a terrible transpiler

lucid iron
#

All transpilers are terrible

uncut viper
#

don't blame the tool blame the tradesman

lucid iron
#

As in beautiful and terrible

#

Not as in low quality

tiny zealot
#

ah, the classical terrible

uncut viper
#

I think a well constructed transpiler is beautiful in all regards

lucid iron
#

I hold the ILGenerator like Sméagol yes

brave fable
#

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?

wary totem
#

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? 🥲

brave fable
#

MMAP, ba duba dop ba du
yeah, yeah

lucid iron
#

I think i have wrote down fix behind a compilation flag tho

brave fable
#

i'll just copy this one for now and download it later then SDVpufferthumbsup thank yooou

wary totem
#

Yes, it's a super small edit, just to try my hand at it.

lucid iron
#

Ah then the problem is your target

#

You gotta target the same thing sve targets (probably Maps/Custom_TownEast? Check sve's json)

wary totem
#

I've tried to changed it to Maps/Custom_TownEast but it's a no show 🥲

marsh reef
brave fable
#

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

marsh reef
lucid iron
#

Maybe u got a tile up there?

#

Iirc it was based on Back tiles

brave fable
#

nope, nada, no tiles on any layers

uncut viper
#

Transpile the color in the draw call to be transparent when it's over that specific tile 😌

marsh reef
#

make custom rain :3

brave fable
#

"specific tile" no as in when starting anywhere above the map

uncut viper
#

Even easier! Make it transparent if it started above the map

brave fable
#

yep, i need to redo the big pinks though since they're old and ugly

lucid iron
#

Honestly that's probably a thing i should do lol

lucid iron
#

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?

brave fable
#

yeah i do wonder if anyone will actually be able to see any of the weather effects given i'm testing at 4k

lucid iron
#

What does island north look like on 4k bluebs

old edge
#

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

lucid iron
#

So is there a route from custom_house to island south yggy

#

(custom_house is probably a bad thing to name a location)

old edge
#

I checked already for a long time I’m using addNPCWarps

lucid iron
#

Have you been to island south this save

old edge
#

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

brave fable
#

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

lucid iron
#

Vanilla bug no fix Sleepden

marsh reef
#

can you gift clothing to npcs?

brave fable
#

i hereby pronounce you game developer

#

no, all wearable items are non-giftable

ornate locust
#

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

brave fable
#

huh, i just assumed since i don't remember being there while it's raining and the background still looks nice and sunny

lucid iron
#

Yeah there's no rain panorama

cold wolf
#

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?

ornate locust
#

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

lucid iron
cold wolf
# marsh reef unnecessary?

It's not necessary, load the spring furniture, start summer and throw the error that the spring furniture is not working

marsh reef
lucid iron
#

If u wish to avoid this error, change it to a Load for spring (priority=Low) and a Load for {{seasons}} (priority Medium)

cold wolf
#

I'm new to this furniture making thing. 😅

lucid iron
#

I would also avoid using different asset names (keep your target token free)

lucid mulch
#

or just unconditionally load all 4 seasons and keep Data/Furniture as-is

marsh reef
#

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

tiny zealot
#

what chu said. your loads should be unconditional; if nothing requests the asset, it won't be loaded

lucid mulch
#

its a texture, smapi will always try to reload a texture asset when it gets invalidated, and if it fails that message happens

cold wolf
#

Okay, thank you very much!

opal glen
#

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

lucid iron
#

debug BefriendPets and then raise ur chance while testing?

opal glen
#

How would I raise the chance when testing? Just add that to the mod?

#

I already cheated the cat to 5 hearts

lucid iron
#

yea just change pet data

#

GiftChance

marsh reef
#

"GiftChance" : "21"

#

hi cringe

warm relic
#

hiii! can anyone tell me how to use quickQuestions on events?

warm relic
brave fable
#

ahhhh the game doesn't update the currently-playing ambient soundscape when changing locations even if the new location has a different soundscape

autumn tide
#

I can pull up the wiki thing for it if you'd like! ngl I always sucked at events SDVpufferwaaah

warm relic
#

I'm using the wiki dw!! problem is the game doesn't seem to register the answer to my questions

autumn tide
#

aah okay, could you maybe send your json/log so we can look?

warm relic
#

I think I might be using the wrong (break) thing

warm relic
brave fable
#

here's a QQ of mine

autumn tide
#

wait blueberry I don't think I've seen your mods what's your nexus?

toxic topaz
#

assuming the name is correct, would this warp work?

#

because for some reason it isnt

brave fable
#

this example doesn't use i18n, so you'll want to replace the displayed text of course

marsh reef
marsh reef
#

is 4 0 the correct tile you're wanting

toxic topaz
#

in the context of my overlay yea, or would it have to be for the desert map itself

marsh reef
brave fable
#

ah, is this warp map property embedded in your small map patch file?

toxic topaz
#

uh, i dont think so?

#

but the warp in my new map doesnt have that and it works fine

marsh reef
#

oh right map patch huh

brave fable
#

what map file is it in, and what map asset is that file targeting?

autumn tide
#

(also do you prefer being pinged or no?)

toxic topaz
#

well the warp would be right there in the desert

marsh reef
#

ppl who rather not get pinged will forever be confusng to me

toxic topaz
#

if someone doesnt ping me i likely wont even see their message

warm relic
brave fable
#

if you noclip to 4, 0 in the Desert map i think you'll find your warp works

warm relic
marsh reef
toxic topaz
#

and it doesnt work

autumn tide
#

one sec..

marsh reef
#

oh, does it try to warp you?

brave fable
#

well now you've used a CP token in a Tiled map, which will never be parsed

autumn tide
#

around the i18n guys

toxic topaz
#

i dont think so?

#

it just does nothing

autumn tide
#

...I'm like 80% sure

warm relic
#

ohh ok got it give me a sec i'll try

toxic topaz
#

i changed it to 33 0 and just tested it, nothing

marsh reef
brave fable
marsh reef
#

i meant the {{ModId}} as in how you set up the map in Content.json 😅

toxic topaz
#

okay changed it, now im testin

brave fable
#

the game is currently looking for a map literally named {{ModId}}_DesertExpanseOverlook since CP doesn't parse tokens in Tiled map properties

toxic topaz
#

im probably going to spend the entire day tomorrow working on that panorama artwork lol PES_Hands good thing im on vacation from work

brave fable
#

strange, now my ambient soundscape is changing between locations. odd game

toxic topaz
#

hm... no it still doesnt work

autumn tide
#

the downside of bullying people into having sleep schedules is having to follow your own demands SDVpufferpensive

toxic topaz
#

whats weird is i can warp to it through debug using the same name

marsh reef
brave fable
#

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.

toxic topaz
brave fable
toxic topaz
#

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

brave fable
#

use AddWarps as linked above, which edits the Warp map property (a walk-over warp)

toxic topaz
#

ahh, okay thank you ill add that

#

nice it all works MeguHeart

royal rover
#

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.

cold wolf
#

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.

nova gale
#

I assume, looking at the fish modding page, that you can't add fish to the mine levels via CP?

lucid iron
#

nop

#

i think u could maybe have stuff to lv20 and 40 but definitely not 100

nova gale
#

I shouldn't say I'm shocked, the mines are stupidly hardcoded 😛 but alas

marsh reef
dreamy dew
#

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?

marsh reef
toxic topaz
#

ohhh

#

so you just swapped out the warps?

marsh reef
#

🙂‍↕️ figured out i can do that, yes

torpid sparrow
#

Anyone know why this might be happening LOL

#

Her sleeping sprite is showing for everything

toxic topaz
#

sprites confuse tf out of me

torpid sparrow
#

I recently changed the end of each schedule to be bed instead of the sleep sprite

#

Is that screwing it up

tiny zealot
#

i doubt it, at least not on its own

torpid sparrow
#

Hmm weird

#

The player didn’t report any errors

uncut viper
#

did the player report any smapi logs

royal stump
torpid sparrow
royal stump
#

(possibly to indicate that they're actually unused, rather than needing to be transparent, etc)

toxic topaz
#

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 PES_Think

rich seal
#

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...

torpid sparrow
#

i should delete my own config file before uploading yes?

#

i did that before but i am feeling paranoid

royal stump
#

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)

strong kite
#

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?

brave fable
#

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'

marsh reef
strong kite
#

Good to know! I’ll give these a shot tomorrow

rich seal
#

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

strong kite
brave fable
#

!elliot

ocean sailBOT
#

Elliott has two t's in it...

strong kite
#

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 Tiredkip
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 HehSweatCloseup

brave fable
#

oldest trick in the book

strong kite
#

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

faint ingot
# uncut viper Just put it in quotes.

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.

viral ermine
#

finished my first mod :)

marsh reef
#

Hey blueberry

dreamy dew
marsh reef
#

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?

faint ingot
marsh reef
faint ingot
#

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)

marsh reef
#

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 🤔

brave fable
#

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

marsh reef
#

i just had a question and its literally in the abyss now

brave fable
#

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

marsh reef
#

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

marsh reef
#

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?

royal stump
#

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
marsh reef
#

well idk how accurate the number placement is but theyre placed where i need em, so that's nice

small kindle
#

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.

ornate locust
#

It isn't

small kindle
#

Oh good

ornate locust
#

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

small kindle
#

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?

ornate locust
#

sorry, your question's over my head. From what I know, portraits are just one size without frameworks and stuff to make them bigger.

small kindle
#

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

ornate locust
#

You're gonna need a dll or a framework, pretty sure.

#

Portraits don't scale without extra work

small kindle
#

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

ornate locust
#

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

small kindle
#

Ok, i wouldnt think so but you never know lol

marsh reef
stoic chasm
#

Does this plaque placement look okay? Does the gold clash too much with the other stuff?

fossil osprey
#

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

stoic chasm
#

Ah, I see. Mmmmmm... Yeah, I don't really want it to have all the focus. How would I go about desaturating it-? Sorry

fossil osprey
#

depends what software you use, on aseprite you can simply lower the saturation of an entire selection

hard fern
stoic chasm
#

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

fossil osprey
#

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

stoic chasm
#

Oohh okay, cool! Thanks for your help! SDVpufferheart

fossil osprey
#

(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?"

glass herald
#

Does making npc dialogues requires C# or nah?

hard fern
#

[[Modding:Dialogue]]

glass herald
# hard fern no

Okay how about making custom responses? Like you have to type questions and stuff yourself and then the npc will respond whatever you said?

hard fern
glass herald
#

Hmm

hard fern
#

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)

glass herald
#

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

hard fern
#

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

glass herald
#

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!
...

▶ Play video
#

But instead of the game's existing NPCs, it's your own npc

glass herald
#

Something tells me that I needed C# for this

hard fern
glass herald
#

Fahh

#

😭 _ _

glass herald
#

Thanks btw

hard fern
glass herald
#

Hmm, just like training an AI

barren tapir
# glass herald 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 😅

fossil osprey
#

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

barren tapir
#

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.

glass herald
#

Don't worry I'm against AI anyway, speaking from experience

#

Thanks for the heads-up though

barren tapir
#

Okay!

glass herald
fossil osprey
#

this one

#

They made another video about the dialogues of the game, it's awfully big

barren tapir
#

IDK if you need a system quite that complex, but Animal Crossing does do a very good job at this if I recall correctly

glass herald
#

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?"

barren tapir
#

Are you trying to create an NPC Webscrapper that pulls random lines from the Wiki?

glass herald
#

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?"
barren tapir
#

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

glass herald
#

But instead of multiple choices, you type them manually

void aspen
#

I'd love if npca could say something about the clothes we wear

#

Or things we did

glass herald
#

Noted

void aspen
#

Token made up

#

Something simple yet cool

#

Maybe they could rate it depending on the color tag too

barren tapir
#

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 😅)

void aspen
#

Or prices

glass herald
#

The amount of possibilities of this idea

barren tapir
#

How are you going to handle different languages?

glass herald
#

I guess I'll also handle that by myself

barren tapir
#

I wish you the best of luck in this endeavor!

hard fern
barren tapir
#

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 😅)

hard fern
#

well, genai is banned here

barren tapir
#

Genai as in Generative AI, or AI in general?

hard fern
#

generative ai

barren tapir
#

Gotcha.

toxic topaz
#

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

fossil osprey
#

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

toxic topaz
#

Yea… well I can vary it a bit, and maybe make a cosmetic or two myself. Ty

barren tapir
#

Is it possible to add an "Action OpenShop" tile property to a map via content patcher, or can that only be done in C#?

lucid iron
#

You just add that yep

#

People usually write it into tmx or use CP EditMap MapTiles

barren tapir
#

Thanks!

merry river
#

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?
royal stump
#

are you sure that's up to date? that error shows spaces between the numbers in the lowest value

merry river
#

I don't see any spaces at least but I might be mistaken?

royal stump
#

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)