#making-mods-general

1 messages Β· Page 586 of 1

merry river
#

alright, will do that and see!

strong kite
#

Alright I'm pretty happy with how this turned out! There's a few small issues like the animated objects are no longer animated and for some reason the area under the steps is the wrong color but I'm not gonna be a perfectionist about this.
I even got to re-use an asset I had from a personal project! Although admittedly I think it is just a recolored Banana Tree from I think PPJA? so idk if that's a smart thing to use but honestly I just don't remember 😬

#

My main concern is that I don't think this is an area you're normally supposed to play in, so idk how much of this space is.. actually walkable HehSweatCloseup

void aspen
#

not so silly emily dreamscapes

#

😭

void aspen
barren tapir
#

How do you use dynamic tokens in shops? I currently have the following, but I'm getting an error stating that the tokens could not be found

merry river
#

are you trying to have a premium and a normal price for one and the same item?

#

huh, they do add spaces

strong kite
#

I just figured it out

barren tapir
#

The plan is to have those prices and unlock conditions apply to several different items. It works just fine with my i18n values

strong kite
#

Now I need to figure out how to get this loaded in game

royal stump
# merry river huh, they do add spaces

SDVpufferthinkblob odd...you could try adding quotes like \"6,12,3,4\", which should pass them as a single argument in the action, but I'm not sure if spacecore will trim the spaces out

merry river
royal stump
#

as far as I know, dynamic and local tokens don't support arguments like that

merry river
barren tapir
royal stump
#

I'd need to see the specific errors, but if any tokens are invalid, CP generally skips the whole edit

#

it may stop early with a warning/error if you try to use arguments in a token that doesn't support them, though I don't recall offhand

spiral lion
#

does anyone know why the back of the chair appers infront of the npc even thoe it is coded as "front" not "always front"?

fossil osprey
#

they probably need to go on another layer

lucid iron
#

u gotta put them on buildings

#

this is why most benches in the game have bushes behind

lucid iron
#

did you restart game when changing dynamic tokens

barren tapir
strong kite
#

Alright I'm gonna assume this means I didn't implement my new location properly?

royal stump
#

the console command patch export Data/Locations will make a copy of the current data like Stardew Valley/patch export/Locations.json, if you want to check whether your location's there

spiral lion
#

oh thanks!!

toxic topaz
#

@marsh reef omg PES_Hands it looks so bad. i know its just a rough draft but idk how im going to make it look good like how i want it to lol

#

maybe the lack of small objects for depth so its apparent that its far away is whats really missing

rain inlet
#

it looks amazing as a base!

strong kite
royal stump
#

ah, just loading the map isn't enough, you'll need to add an entry to Data/Locations for it to be used (which your sounds.json is trying to edit)

strong kite
#

im also getting this which istg I wasn't getting yesterday 😭

royal stump
#

does your mod have a Maps/WizardHouse.tmx inside its folder? FromFile can't target the game's own maps

strong kite
#

Indeed it does

royal stump
#

"FromFile": "assets/Maps/WizardHouse.tmx" is what you'd want there, the assets part's missing

strong kite
#

Alright, there's a funny thing about that though. Gimme a sec

royal stump
strong kite
#

I get this now, which.. come to think of it is not the same error I was getting before I dont think..

#

wait no it is

royal stump
#

I'd guess either the custom tilesheet(s) it's using need to be loaded (e.g. into a target like Maps/YourCustomTilesheet or w/e), or you edited it when the tilesheets weren't in the same folder, which causes weird issues

#

!tilesheetclimbing

ocean sailBOT
#

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

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

royal stump
#

though ig that looks like the first option, it's looking for a TntDove.PBB/Rift sheet that isn't loaded

strong kite
#

So does that mean the load here isn't working?

void aspen
#

it may have to be specified

strong kite
#

Oh right, I don't think I've implemented that yet cuz I was following Nic's steps. I want to have this patch change implemented permanently only after an event has played

#

well.. shit my bad-

void aspen
#

It's not something I myself know perfectly, I just check my own mod and it does have a patch mode there

strong kite
#

I got stuck on getting the right tiles to actually appear in the event and never got to the after-the-fact implementation yesterday

void aspen
#

depending on your tiles, you may need to put the "PatchMode": "Overlay",
line before FromFile

#

theres probably other types too

strong kite
#

Tbh I might be getting caught trying to do too many things at once right now

#

Like related to this mod

real minnow
#

Does anyone know where to find the 1.6 crop item textures? I looked into springobjects but can't seem to find anything

royal stump
#

the other thing is that the error is looking for "{{ModId}}/Rift", basically, so the map's reference might be different from the image's target

void aspen
lucid iron
strong kite
#

I'm getting too many errors now and it's kinda overwhelming Tiredkip

lucid iron
#

It's like Objects_2 iirc

real minnow
#

hell yea ty

void aspen
#

CA and his tilesheets

#

Im currently doing a sprite finder that gives a tilesheet path depending on the keywords

#

in excel

#

sadly importing it to google sheets breaks it

real minnow
#

real

fossil osprey
#

spreadhseet softwares incompatibilities πŸ˜” πŸ’”

void aspen
real minnow
#

found it, it's in objects 2.png :D

void aspen
#

huh

void aspen
strong kite
#

Im gonna remove assets/ from the file path just so I can get back to it being a tiny yellow error, JUST so I can focus on one thing at a time

real minnow
#

(this layout is so weird 😭)

void aspen
strong kite
#

Alright, it looks like the actual map itself is having issues too

void aspen
#

does objects 2 also have them

royal stump
#

Data/GiantCrops decides where those go, and the crops with giant versions added in 1.6 (i assume) are in there
the actual seeds and inventory fruit items are defined by Data/Objects and those are in TileSheets/cursors_2

fossil osprey
#

spritesheet naming system and ordering is so cursed

calm nebula
#

Cursors_2

#

Please, like you haven't made New Folder (2)

lucid iron
#

So good they made another one

fossil osprey
real minnow
royal stump
#

when I was little I got frustrated by a relative's old DOS pc where every game was like GameNa~3.exe, so I learned to label my stuff SDVpuffernerd

strong kite
#

oh wait a minute I might know what's going on now

royal stump
#

(but yeah, a lot of data just says "tell me where the texture is" and it'll be in any random file)

strong kite
#

Im changing the names of things but the maps themselves in tiled is still looking for the tilesheets with the old name

#

ok well it still isn't working.. but it's looking for the right name now!

#

Alright, got a new error from adding assets/ to the CreateOnLoad MapPath

#

although something tells me that's just not what I'm supposed to have there

real minnow
#

lowkey anyone want to vc while doing mod creation?

#

and/or development

royal stump
strong kite
#

is there like a simple mod I can look at for reference on how to add a new location..?

royal stump
#

I don't know anything about Portraiture directly, but you may need to look up the NPC's ID in the mod, which tends to be something like "Author.ModId_Tilly" rather than just "Tilly"
(whereas base game NPCs generally use their names alone)

faint ingot
royal stump
faint ingot
#

I wouldn't call it simple necessarily but it's well organized

calm perch
#

for some reason my custom npc only spawns at the bus stop even though i changed the location, anyone have any advice? :<

strong kite
#

I'll try both of those

royal stump
strong kite
#

I'm sure I'd be having less trouble if I just looked at the tutorials more thoroughly, but honestly I'm a lot better at seeing something and replicating it

pine kindle
#

I have a question about changing portraits. I've been using Portraiture and it's worked well, but when I try to change the portrait for a custom NPC from a mod, like Tilly, it won't work. Can anyone help me out by pointing me in the right direction to fixing this?

royal stump
toxic topaz
#

the line at the top would be the pyramid... and you'd decend from the cliff at the bottom, and the area would be a sort of sandstorm area

#

the borders would be one of those environmental blockages instead of a physical border, i gotta figure out how to do that though

lucid iron
#

It's hard to account for all screen resolutions tbh

#

I think if your map looks decent at 720p then it's fine

toxic topaz
#

ah, i meant like too small in like walking distance

barren tapir
#

Still have to add 52 more shop entries

lucid iron
#

You can do it in 1

#

ALL_ITEMS and per item condition ITEM_ID_PREFIX

barren tapir
#

OMG YOURE A LIFE SAVER

#

-# Technically I'll need 3 or 4 entries bc reasons.

I'll play around with this later!

barren tapir
#

But first Imma take a break to play some SVE

marsh reef
barren tapir
marsh reef
toxic topaz
#

its supposed to immitate really strong winds, and a message that pops up saying "you feel like you would get lost if you went any further"

marsh reef
lucid iron
lucid iron
#

You can use local tokens for that if u want

toxic topaz
#

well my mod is already doing C# and harmony lol, so i could prob implement it

barren tapir
toxic topaz
marsh reef
toxic topaz
#

arent you talking about botw woods?

marsh reef
#

πŸ€” oh am I

#

Maybe πŸ˜…

toxic topaz
#

now thats a big one, 120x120

#

probably going to be horrible to decorate lol

marsh reef
#

But, roughly drawing out where everything should be would help very much on scaling

#

Bc then you can visit it and see if it’s the size you’re wanting

latent mauve
#

I took the easy way out and just blocked Gerudo town's entrance with a sign that says "It looks like the way is blocked by a large sandstorm", but a Warp that just moves back to the start of the area is also pretty easy

toxic topaz
#

that would break the immersion for mine i feel

marsh reef
toxic topaz
#

also i want the sandstorm winds to hinder your movement, and obscure your vision a good bit

marsh reef
latent mauve
#

You might be able to make a mini event that triggers when you step on a tile that makes the farmer jump backwards

toxic topaz
#

ooh yea, i can just make it a status effect

#

also in this area i have the music "winter day ambient" and i really like it

latent mauve
#

Jump animation + movement while ignoring movement animation could mimic being shoved back

toxic topaz
#

feels perfect

latent mauve
#

And event means you could have the whooshy wind noise

toxic topaz
#

it sounds perfect

#

imagine you're on a cliff overlooking a sandstorm

#

i wonder if you can overlay two musics on top of eachother...

marsh reef
calm nebula
#

If you're looking for a refence for smth similar in c#

#

Look at the door in te sewers

#

Headed to the room with bugs

#

Hi lyoko

toxic topaz
#

for the bug lair?

#

ohhhh yea

#

that works perfect

marsh reef
#

Peak ball knowledge

wanton pebble
# calm nebula Hi lyoko

Hi! Sorry, I know I've been gone... a lot... but finally the goal is by July work and everything else life wise should have calmed down

calm nebula
#

No need to apologize!

wanton pebble
#

Before I forget this for the millionth time: Can anyone figure out from this log where C# is causing trigger action failures? From what Button let me know last time it likely wouldn't be my mod (Date Night Redux, which is throwing the errors) but everything it shows is basically a Pathos mod, a casey mod, or a very unlikely to cause trigger action bugs mod: https://smapi.io/log/50982a51599f421b997e0b7366db4725

If it is Date Night Redux, I'd need to know how to fix it, but generally just trying to narrow down how this is happening

ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 10 (10.0.19045.0), with 11 C# mods and 5 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

wanton pebble
#

I will say though - if nothing's showed up, the user's already stated they've removed some early stuff from the log, so I'm at least sus they're editing it

calm nebula
#

I agree it's a c# issue

lucid iron
#

You'll have to check every day started traction you run

calm nebula
#

Actually no

#

Smth is null and shouldn't be

lucid iron
#

Can u give us a list

calm nebula
#

can we get a patch summary and a patch export of Data/TriggerActions

barren tapir
#

Done adding the remaining shop entries

wanton pebble
#

I can ask them for that yeah, though I have their json validator of their patches too one mo

calm nebula
#

I need to drive somewhere anyways

wanton pebble
#

same believe it or not, going to visit my grandma in a couple mins

barren tapir
#

Now I just need to actually add the shop to the game! Which I will later today... Probably

whole prism
wanton pebble
#

LOL okay will do

calm nebula
#

I think it's weird there arent like line numbere

lucid iron
#

Hmm could it have thrown in GetActionsByTrigger

#

Instead of a particular traction

royal stump
#

guessing that's a typo, but assuming CP adds the key, it'll crash trying to look at the traction ID or w/e

void aspen
#

im not feeling like doing 16 object entries

torpid sparrow
#

Yippee

whole prism
void aspen
#

was is das

strong kite
#

Alright so I followed the tutorials for both adding a location and adding a map patch and they still aren't working. My theory is there's something wrong with the file path for those getting the textures for the rift portal

#

Cuz every time i load them in Tiled they appear as X's until I do ctrl+. for Tilesheetinator

void aspen
#

It is intended to not appear in tiled

#

tsinator is needed to make them appear for you not for the game itself

strong kite
#

oh.. huh

strong kite
void aspen
#

so as long as your tilesheets are done right and loaded correctly then there should be no errors

#

Id remove assets/ from your from file lines

strong kite
void aspen
#

and null value wha 😭

strong kite
void aspen
#

also your tilesheet path is wrong

strong kite
#

Or rather different people tellin me different things

marsh reef
void aspen
#

go to your tmx and open it in notepad

void aspen
#

!tilesheetclimbing

ocean sailBOT
#

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

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

void aspen
#

you need it to be just the name

marsh reef
strong kite
severe cairn
#

yeah whatever is nestled under your content folder needs to be added. My assets folder is in the same place as my content. I add assets to the filepath

Either its the TntDove thats unnecessary or you need to add .tmx

void aspen
#

could be

strong kite
#

Im actually gonna be mad if the prefix was the issue

marsh reef
severe cairn
#

ohh wait

#

it was figured out :0

void aspen
#

drop the content thing

marsh reef
void aspen
#

and also change the file path in tmx using the notepad

severe cairn
#

notepad 🩷

strong kite
#

Well I did things and now I have this on booting the game

#

"Load tmx into Maps" is the logname ftr

marsh reef
#

shouldnt it be uh, assets/Maps/RiftDimension... that's the wrong direction slash no?

#

oh no nvm

severe cairn
#

assets/Maps/RiftDimension.tmx

#

yep

strong kite
#

People either say put in assets/ or remove assets/ but never specify WHERE

severe cairn
#

got there before me lol

marsh reef
marsh reef
severe cairn
#

so basically just say whatever thats nestled

void aspen
strong kite
#

I added assets/ to the line and i dont get that error anymore

severe cairn
#

yeps

strong kite
#

Now I can see if the other things worked

void aspen
#

can you post your whole content here

strong kite
#

Sure, but not everything is loaded there

void aspen
#

only the map thing

marsh reef
#

you always need the full line in your content.json or whatever json you're loading maps on, your tmx file needs to not be climbing though :3

strong kite
#
    "Changes": [
        {
            "LogName": "Load tmx into Maps",
            "Action": "Load",
            "Target": "Maps/{{ModId}}_RiftDimension",
            "FromFile": "assets/Maps/RiftDimension.tmx"
        },
        {
            "LogName": "Add custom location to Locations",
            "Action": "EditData",
            "Target": "Data/Locations",
            "Entries": {
                "{{ModId}}_RiftDimension": {
                    "DisplayName": "{{i18n:RiftDimension_name}}",
                    "CreateOnLoad": {
                        "MapPath": "Maps/{{ModId}}_RiftDimension",
                            "DefaultArrivalTile": {
                            "X": 24,
                            "Y": 11
                        }
                    }
                }
            }
        },
        // add a warp from another map
        {
            "LogName": "Add warp to custom location",
            "Action": "EditMap",
            "Target": "Maps/WizardHouse",
            "AddWarps": [
                "6 5 {{ModId}}_RiftDimension 24 11" // warp from town (center of plaza) to custom location (tile 0, 30)
            ]
        }
    ]
}```
#

-# can you tell I followed the tutorial heehee

#

WAIT

#

I HAVE NO ERRORS

marsh reef
#

:D

strong kite
#

ON LOADING THE SAVE

marsh reef
#

lmao

toxic topaz
#

where would river stuff be kept in files PES_Think im thinking of making a quicksand river

toxic topaz
#

uhhh, like water

strong kite
marsh reef
#

townoutside or smthn

strong kite
#

I might need to alter the layering

toxic topaz
strong kite
#

ALSO THE MUSIC WORKS OMG THIS IS SO COOLLL

marsh reef
#

this, but for spring probably

#

or, no maybe summer/fall

toxic topaz
#

.....hmmmm, the rivers dont actually flow

strong kite
#

Uh oh, the layering is all kinds of screwed
This map was not originally meant for player traversal 😭

marsh reef
marsh reef
toxic topaz
#

this looks way too complex lol, maybe ill leave doing a quicksand river for a future update

strong kite
# marsh reef bruh what

I used the map for Emily's Dream Sequence which I'm assuming CA made however tf was needed because it's just for an event

toxic topaz
strong kite
#

So I have funny things like this

strong kite
#

I also don't have a warp out of here heehee

marsh reef
#

i need to find a sand tile one minute..

strong kite
#

BUT THE MAP LOADS!!

#

Massive progress that had me stumped for hours yesterday and today!

toxic topaz
#

hmmm, i guess id only need like 3 tiles, for borders and middle, and then just a few variations to animate it and have it be seamless

#

and then just spam alongside riverbed

latent mauve
strong kite
#

Actually the fact that walkable tile collision is.. creative to say the least here, that means I can expand the map!

toxic topaz
#

oh, rivers do actually flow, i just never noticed it until i was looking for it

latent mauve
#

There are animated highlight pixels on the river banks that imply motion also, yeah

#

Just got to use the actual animated tiles

void aspen
#

wait what rivers

toxic topaz
#

like that

#

but flowing fast downstream, and like quicksand

marsh reef
#

@toxic topaz if you're just making sets off images i dont believe it'll have the water attached, if it does, you will be able to see

void aspen
toxic topaz
#

i want to add a deep desert fish, and this is a perfect way to do it imo

marsh reef
#

😭 wait wrong person

strong kite
void aspen
#

open your map and press H

#

its gonna highlight tiles on each layer you're at

marsh reef
toxic topaz
#

thats so handy

toxic topaz
#

oh wait, theres a paths tile

marsh reef
toxic topaz
#

does that just mean what kind of water source it is?

marsh reef
ornate trellis
#

thats for when you wanna add water sounds

marsh reef
#

ooooooh

toxic topaz
#

ooo

void aspen
marsh reef
#

what kind of water sounds? like river or wayer fall

void aspen
#

27 When the location is created, add this tile to the BrookSounds map property with the babblingBrook sound.

#

waterfalls have different sound iirc

marsh reef
#

so i add the sounds to the map not the tile?

void aspen
#

afaiu you do tiles on paths layer and then do the map property to specify which sound you attach on what tile

#

I may be wrong

ornate trellis
#

yea

toxic topaz
#

hmmmm... so if its marked as water it automatically has this rippling effect?

void aspen
#

any tile on Back layer with Water T property will have the overlay yes

toxic topaz
#

i guess i could just fudge it and make it look like a sand river lol

marsh reef
#

i should set this tree to water

void aspen
#

why exactly

marsh reef
#

uh

#

because

void aspen
#

do you want it to be half submerged

#

like on beach farm

#

or be underwater completely

marsh reef
#

ooooo left half water

ornate trellis
#

if you want the water effect but a different color MMAP can do that

toxic topaz
#

ill download that rn then

marsh reef
#

yumyo idr if ive talked to you about my farm almost being done but technically i could clean up the files atp and post it as it is as a custom map 😎

void aspen
#

Farm Island have those and their lower part is having a Water T thing

toxic topaz
void aspen
#

idk about colored overlay hm

#

would be silly to just make a custom cursors png and hue shift it

#

but its hardcoded sadly

marsh reef
#

Animal crossing reimagination farm :3

ornate trellis
toxic topaz
verbal glacier
void aspen
#

yeah meant that

void aspen
toxic topaz
#

harmony is super useful for me so far, just used it to get rid of the toolbar when in my cliff map

void aspen
#

ill learn those frameworks one day

#

for now im purely cp and gmcm fueled

marsh reef
#

What is harmony?

iron ridge
#

!harmony

ocean sailBOT
#

Harmony is a framework for patching .NET code, allowing you to take any portion of the game's logic and insert or substitute your own. This gives you more flexibility and control than SMAPI helpers and events, at the cost of being typically more complex and difficult to use safely and correctly, and more likely to break with a future update of the game and/or SMAPI.

If you are trying to do something that isn't possible or practical with SMAPI alone, then Harmony is usually the solution.

For more information, refer to the following:

toxic topaz
void aspen
#

I will do it when I start learning 1.6.16 ig

#

before 1.7 come out

toxic topaz
#

the fireflies and the sun make this look so crap lol

#

i can just do like a night tile to replace hopefully...

marsh reef
#

So it’s like editdata for the game’s code?

toxic topaz
#

think so yea

iron ridge
#

i guess that's not a bad analogy

marsh reef
#

I see πŸ™‚β€β†•οΈ

subtle condor
# marsh reef What *is* harmony?

So the game stardew valley has like, I don't know, 10.000 functions or something. With harmony, you can kinda attach your code to the original game's function and use some of the values that the original function is using. I guess that is probably the simplest explanation XD

marsh reef
wanton pebble
patent lanceBOT
#

just gonna fire that reminder whenever. call it a vibe reminder (#7143257) (7h | <t:1776042863>)

toxic topaz
#

i might just take the sun out entirely and cover everything in the back with a haze gradient

wanton pebble
#

Thank you esca!

severe cairn
#

hii so I'm trying to remove the vanilla tilesheets from my map file, cus recolor mods really dont like them, but issue is that the game doesnt seem to recognize tilsheets from any folder except Maps? At least when used on a map...

Cus I use furniture.png, furnitureFront.png, and mine_slime.png which SMAPI will complain that it can't find when I delete them, but not for the other vanilla tilesheets. How do I make it find those files or will I have to keep those specific ones included?

marsh reef
#

What

toxic topaz
#

ohhhhh my goodness. these tiles are already animated

marsh reef
iron ridge
severe cairn
#

how do i do that O_O

uncut viper
#

With SMAPI 4.5.0

marsh reef
#

Yea I’ve been using custom maps with no issue whatsoever

iron ridge
marsh reef
#

Tilesheetinator, bottom blue option of the Maps drop down, select ur folder and what not, then ur tilesheet πŸ€”

severe cairn
#

but my smapi is 4.5.2 😭

uncut viper
#

For something in another folder you need to change the image source to (using furniture as an example) ../TileSheets/furniture

marsh reef
verbal glacier
uncut viper
#

Because it's from that folder in the unpack

marsh reef
#

4.5.0<4.5.2 dw

latent mauve
uncut viper
#

I don't know where mine_slime is from though

severe cairn
#

oh wait i thought you guys meant that it would do it automatically after 4.5.0, which got me confused cus it bugged lmao

#

a subfolder in Maps

#

for the mines maps

latent mauve
#

Ah, mines tilesheet references need Mines/ in front, they are special

toxic topaz
#

so small change of plans, im thinking of changing the map to be taller rather than just a square, and the river being like that aPES_Think

uncut viper
#

Then that one is slightly different and I'm not sure if Tilesheetinator does it

#

They can just start with Mines/

latent mauve
#

Thanks, I am half asleep still

uncut viper
#

Or whatever the folder name is, I can't remember if it's singular

#

I also woke up 5min ago SDVpuffersquee

latent mauve
#

I just remember that mines have a special exception

#

I just had lunch but it has not woken me up at all, LOL

uncut viper
#

Yeah they're the only ones that are actually in a subfolder in Maps so they're a unique case

latent mauve
#

Yep, Maps/Mines/mine_slime.png is the base texture

#

just checked

#

So your tilesheet's image source should be Mines/mine_slime in the TMX file

#

(which I usually check by opening it in a text/code editor, it's easier for me that way to not break it by saving with errors)

#

example from Skull Cave XML: <tileset firstgid="65" name="untitled tile sheet" tilewidth="16" tileheight="16" tilecount="384" columns="16"> <image source="Mines\mine_desert" width="256" height="384" />

subtle condor
#

I have a little bit of s very specific problem here, maybe some one knows what is happening XD so, I have a pretty flexible Map override function that triggers the functions removeMapTile as well as ApplyMapOverride. Then I also trigger reloadMap() after that, so that f.e. Water tiles get resetted. The weird thing is, it works perfectly fine in 3 out of 4 seasons. But only in the summer season, triggering reloadMap() completely erases my ApplyMapOverride and RemoveMapTile Changes. Why? XD does anyone have an idea? I looked into the code of reloadMap() (or rathrr loadMap()), but it has nothing specifically related to summer

severe cairn
half tangle
subtle condor
lucid iron
#

Town gets reloaded often iirc

#

For silly reason

#

Summer might be the ice cream stand?

subtle condor
#

The problem is not the reload itself, I WANT the reload, it just only deletes my stuff, in summer, for some reason XD

#

Oh yeah, important to add, if I remove the reloadMap() thing, it works perfectly fine (so the overrides ARE being triggered). I just want the reloadMap() for stuff like watertiles or something. I might do that myself if I can't figure out what is going on here XD

severe cairn
#

I cant get it to work 😭 people will have to survive with some vanilla looking chairs in her house and the slime floor not slay looking </3 am hungry

subtle condor
#

Hmm, the workaround would also not be that good. The problem is, I basically need my code to survive reloads, so I guess I have to find a way to fix it. Or I could do a postfix on the reloadMap thing and trigger my override after that, but yeah, I want to try to, first if all, understand, what the heck is going on XD

lucid iron
#

I think what i did is reloadMap first and then apply changes

#

If ur changes r surviving reload map then game probably didn't actually load new map asset bolbthinking

subtle condor
#

I tested the same thing on the mountain and it worked there. So it seems like it is indeed something with the town map, specifically in summer

subtle condor
lucid iron
#

im taking about the bit under if (force_reload)

subtle condor
#

Is it like that when I trigger reload and the map is town that any kind of special case is triggered or something? Or idk, maybe because the game has an override for the ice cream stand and thats why mine get ignored or so?

midnight sand
#

Hi!

Question: How Can I nest ANY queries in C#?

subtle condor
lucid iron
#

but yea town is funny cus it has it's own mapLoader

#

so that might be why ur stuff is getting yeeted too blobcatgooglyblep

lucid iron
subtle condor
lucid iron
#

i think u can already sorta do it right but if the escapes are problematic u could just make your own data asset

uncut viper
#

If you're in C# just check multiple GSQs with multiple CheckCondition calls

#

It's probably less string processing and more performant with short circuiting

lucid iron
#

since i really didnt want to deal with all this side effect

subtle condor
midnight sand
# lucid iron like GSQ?

For a Power it needs to be: if Config = =true then check if any of this books was read, if Config == false then this other book.
I can

  1. do the check outside the query and just pass the books needed
  2. in the query check any book against the config
  3. Nest any

I know how to do 1 and 2, but 3 should be possible too

lucid iron
#

yea i think u may just have problems if its a ANY "ANY "GSQ" " with multiple layers of "

#

idk how game splits stuff in this case it maybe work if u put more \

midnight sand
#

I dont need it at all, its just for the science.

lucid iron
#

yea id look at argutility SplitBySpaceQuoteAware then

#

since i also dont know behavior off hand

half tangle
#

you could also make your own GSQ and define the conditional behavior within that and then set the power's condition to your GSQ

brittle pasture
#

"ANY \"ANY \\\"GSQ\\\" \" " this probably works

#

but yes nest hell

uncut viper
#

Pretty sure you can nest ANY safely but if you can at all avoid it, especially in C# where it is easy to avoid it, I would question why someone would not avoid it

half tangle
#

The difficulty is that to define a PowersData, it requires that its Condition is a string

brittle pasture
#

hence custom GSQ

half tangle
#

yep

proud wyvern
#

i wish GSQs just used ( ) or something

uncut viper
#

A custom gsq is dead easy

subtle condor
uncut viper
proud wyvern
#

[ ]

uncut viper
#

That'd conflict with tokenizable strings

proud wyvern
#

{ }

uncut viper
#

That'd conflict with string.Format

proud wyvern
#

< >

uncut viper
#

Don't have anything for that one

half tangle
#

lol

proud wyvern
#

i had another one prepared

uncut viper
#

Unless someone out there is writing generic types in their custom GSQ

lucid iron
#

smh what about xml support

#

ANY πŸͺΏGSQ 1πŸͺΏ πŸͺΏGSQ 2πŸͺΏ

proud wyvern
#

i had BEGIN END in mind

uncut viper
#

If there's one non technical reason against <> it's that it'd confuse people even more about the argument syntax used in all the documentation

proud wyvern
#

i feel like quotes are the worst option out of the bunch haha

lucid iron
#

isnt xml how the data looks like on the xna side in the first place

uncut viper
#

I think if you're using ANY you're already resigning to the worst query writing experience anyway, let alone nesting it

lucid iron
#

we can use ( ) after they turn qualified item ids into a struct trust

barren tapir
#

What am I doing wrong here?

I'm trying to modify the Cannoli statue to open a shop when its clicked, however nothing happens. This works when I change the position to 6.7, which is a pillar by the statue.

I tested this both before and after giving the statue a berry (ideally, this shop would only open after the player has gotten the stardrop from old master cannoli)

lucid iron
#

that tile is for stardrop

barren tapir
#

Is it possible to change it once the player gets the stardrop?

lucid iron
#

yea kinda

#

you have to do dumb map patch to change that tile to the same tile but from a tileset not named untitled tile sheet

#

if u have any other choice i would just, not do this lol

barren tapir
#

Whelp, looks like I'm gonna make the pillar activate the shop πŸ˜…

#

WAIT, IS THIS WHY THE CANNOLI COORDINATES ARE THE SAME IN SVE?!?!

brittle pasture
#

no

#

the coord doesn't matter, what matters is the tile index/tile sheet

#

(Woods.checkAction)

#

(maybe it had to be the same in 1.5 idk)

uncut viper
#

Also SVE uses C# it can change whatever it wants

lucid iron
#

yea thats why im specific about the tilehseet name

strong kite
#

Alright major progress, I've got the map loading in PLUS the patch for the Wizard's House, however with said patch there is a small issue: This top left tile does NOT want to change 😭

barren tapir
#

Whelp, I got it working in vanilla stardew. Time to test it with SVE.

A part of me is tempted to make an Old Master Cannoli merchant portrait, but IDK how to draw humans

ornate locust
#

okay so how can I overwrite a community upgrade shortcut, because they seem pretty uh... overpowering

brittle pasture
#

they have map assets you can edit

strong kite
#

Is there a reason why one tile in particular might not overwrite?

tender bloom
#

Nighttiles

strong kite
tender bloom
#

Or daytiles

#

Or same tile on an upper layer

ornate locust
strong kite
ornate locust
#

(obviously this one isn't on the beach, but I was having this problem with a beach one earlier)

brittle pasture
#

beach... yeah

ornate locust
#

but huzzah, it does fix this one

urban patrol
#

you’ll have to put that one on probably Front2 i’m guessing

#

or Front3

strong kite
#

yep, the tile in question is on Front

#

Im gonna make a Front4 just cuz it's a change that wont always be there

barren tapir
#

What would be the game state querry for checking if a user has SVE installed?

brittle pasture
#

you can use the CP token directly

#

it'll then turn into TRUE or FALSE at runtime

ornate drift
strong kite
#

Alright, I've got that tile fixed. Now I need to give it tile data that makes it warp you somewhere on interacting with it, like a warp totem

ornate drift
#

yeah so putting the sitting animation below the bench tile did not work

ornate locust
#

Offset it up

ornate drift
#

i did that

ornate locust
#

Offset it up more

ornate drift
#

wait u mean like

#

uhhhhh

#

whats offsetting again...?

ornate locust
#

beat me to it

#

Basically you need to scooch him around via offsets until he sits on the correct spot

marsh reef
ornate drift
#

bear

barren tapir
brittle pasture
#

that's not a game state query

#

but yes

#

GSQs specifically refers to the Condition field in many vanilla data models

barren tapir
#

I'm getting a warning when I'm running without SVE installed since the position 7,7 doesn't have anything on the building layer in vanilla stardew. Is that normal behavior with the when statement?

brittle pasture
#

oh wait I read too quick

#

no that format is wrong

marsh reef
barren tapir
#

I had a feeling πŸ˜…

brittle pasture
#

When is a top level field in each entry in Change

#

it cannot be inside MapTiles

ornate drift
#

what offsetting in pixels like...?

brittle pasture
#

you'd need two blocks, one with a When for "no SVE" and one with a When for "has SVE"

verbal glacier
ornate drift
#

im guessing pos goes up and neg goes down

verbal glacier
#

i think the other way around cause a tile below would be a higher number

urban patrol
calm nebula
#

pos is down + right

#

neg is up + left

ornate drift
#

aughhhhh this game

calm nebula
#

it's computer graphics coordinate not math class coordinate

#

this is pretty normal for games tb

marsh reef
ornate drift
#

its ok dw about i xd

calm nebula
#

(at least you're not in 3d, all four options - z or y up, right or left handed - are all options)

ornate drift
#

okay thats KINDA close

#

should prob remove that shadow

toxic topaz
#

bear is my fav npc

#

so chill

ornate drift
#

hes just a silly lil dumdum πŸ₯Ί

#

uhhh whats the dialogue command again

#

!dialogue

marsh reef
#

hows that guy back

toxic topaz
#

they're all just bots

#

i dont think it looks half bad

marsh reef
#

πŸ™‚β€β†•οΈ real test is how stackable it is

toxic topaz
#

idk how ca has the patience to do all the art in this game lol, im running out already

#

it looks amazing PepeHappy

marsh reef
toxic topaz
#

well yea, money is a huge motivator

#

i touched art and coding for the first time a week ago lol

#

*with the intent of actually making something

marsh reef
#

πŸ™‚β€β†•οΈ i've taken a class or two, idk how to actually code bc memory go brrr, but I do know mostly how to understand what im looking at if i do for a bit

toxic topaz
#

ill prob change the white stuff to sand color PES_Think

marsh reef
# toxic topaz

πŸ€” you might wanna change it to a side to side motion rather than up and down πŸ€”

#

like rick astley's magical dance

toxic topaz
#

i cant really picture that....

marsh reef
strong kite
#

Do I need to do something special to get TileData from my tmx files to load in game?

toxic topaz
marsh reef
#

if it's on the Buildings tiledata section, there has to be a tile in the Buildings layer

urban patrol
marsh reef
#

it needs tile in its respective tile layer to be interactable/usable

#

oh and it requires to cover the entire block

marsh reef
#

not a screenshot, so i can draw on it

toxic topaz
#

do you want a version without the white stuff?

marsh reef
toxic topaz
#

ill give you all three then

ornate drift
#

auuughghgh i wanna add more but i dont know what to think of

marsh reef
ornate drift
#

is there like any way i can see more event keys

ornate drift
toxic topaz
#

@marsh reef

marsh reef
ornate drift
#

can you trigger the dialogue command here

#

idk how to do it

urban patrol
ornate drift
#

[[Dialogue]]

#

sigh

urban patrol
#

[[Modding:Dialogue]]

ornate drift
#

oh so THATS how you do it

#

ok ty nic :3

urban patrol
#

the : means search in the previous namespace

urban patrol
# strong kite Like all of this?

see how i have both blue and pink layers on the right? the blue ones are what you paint tiles on and the pink ones are what Objects (TileData) go on

strong kite
#

Oh, it's because I'm viewing the Objects layers specifically hold on

urban patrol
#

oh okay

strong kite
urban patrol
#

oh they can only go on non-numbered layers

#

but other than that it looks right

strong kite
#

bro 😭

urban patrol
#

numbered layers have no tile data and no properties, it's purely for drawing purposes

strong kite
#

That's so beans man

urban patrol
#

you can just cut and paste to a different layer

strong kite
#

Yea that's what I'll do LUL

barren tapir
#

My golden statue mod is finished! All I need to do is create a post on Nexus! I'll get to that after dinner. In the mean time, Im gonna work on the next mod in my Money Sinks series of mods!

tender bloom
strong kite
#

Okay I got the warp working, only issue is it uses the sound for a door opening and closing which is.. uh.. well not immersive let's just say that LUL

urban patrol
#

oh you can change what sound plays with spacecore

#

and possibly also BETAS let me see what i did

strong kite
#

I would prefer Spacecore just cuz that's already a dependency for my mod

urban patrol
#

i just don't remember where the warp action comes from, BETAS or spacecore (i use both)

strong kite
#

It's not vanilla?

urban patrol
#
// elevator ding
            "{{ModId}}_CCElevator": {
                "Id": "{{ModId}}_CCElevator",
                "Trigger": "Manual",
                "Actions": [
                    "spacechase0.SpaceCore_PlaySound crystal true",
                    "Spiderbuttons.BETAS_WarpFarmer handwrittenhello.dbda_DeadBoyAgency 6 18 0"
                ]
            },

yeah i needed both

#

the vanilla warp automatically plays the door sound

strong kite
#

Alright, lemme just get the Sound Effect I wanna use real quick

urban patrol
#

trigger action actions are very slightly different from tile actions

#

they're all broadly actions but you can't always use them all in both places

strong kite
#

next to vanilla game functions

#

The warp specifically

urban patrol
#

yes, it's a vanilla tile action that warps the player and plays the door noise

strong kite
#

Ahh

urban patrol
#

i'm saying that if you want to warp the player with a different noise, you could set up a trigger action like above, but you need BETAS (or some other framework that can warp the player), because you can't just use a tile action inside of a trigger action

marsh reef
urban patrol
#

"trigger action" here being a category, "trigger action action" being a type of action used inside a trigger action

#

"trigger action action" may also be called a traction because who tf has time to type all that

strong kite
#

Alright wait so I can't use the TileData Warp then?

#

Sorry I'm bouncing between this and another conversation rn

urban patrol
#

you can! if the door noise doesn't bother you

#

i was just trying to say that if you want to be fancy, there are options

toxic topaz
urban patrol
#

for example, most of the time i use tile action warp, but for my elevator, i did that trigger action because i wanted it to ding

strong kite
#

Well the door noise does bother me LUL
I found the sound effect I wanna use

#

Well not the one I was looking for but one that works well

urban patrol
#

in that case yeah you'll need to use spacecore + some other dependency (i really like BETAS because it has a wide variety of triggers, actions, and GSQs to choose from, but i bet MMAP can also do it, and perhaps others like MEEP? idk)

strong kite
#

Can Spacecore not do the play sound or warp then?

#

Warp judging by the code you sent

urban patrol
#

i'd have to check the docs

#

spacecore doesn't add too much in terms of actions though

#

BETAS is like adding more vocabulary and spacecore is more like being able to construct other sentences, in a kind of poor metaphor

strong kite
#

Hm.. Spacecore seems to have functions for warp totem object functionality but not like tile warps

urban patrol
#

yeah if it doesn't have it as a traction specifically you're SOL with it

#

but again, there are frameworks that do add it!

toxic topaz
#

@marsh reef I’ll check it in a bit, I’m making a chocolate cake right now

uncut viper
graceful ore
#

hello does anyone know where sdv keeps the (vanilla) sprites for paths such as cobblestone + weathered floor? i unpacked the xnbs and in the paths.png it made i just see logs + stone ^^'

strong kite
#

Ahh classic. I forgot a comma

verbal glacier
graceful ore
#

thank you πŸ™

strong kite
#

can I run two actions through the same TileData?

#

Like do I just put them in one after another, do I separate them with a comma, or is it just not possible? Cuz it wasnt letting me insert 2 separate Actions in Custom Properties

latent mauve
#

not without a framework, I think there's one that does this?

strong kite
#

Alright I think I'll just run the sound with Spacecore then

strong kite
urban patrol
uncut viper
#

I'm not sure of a framework that does it but both Spacecore and BETAS can also just run arbitrary Data/TriggerActions entries via tile actions so you can put as many actions as you want via those

latent mauve
#

Yeah, I think I was thinking of that as a workaround

urban patrol
uncut viper
#

(There may very well be a framework tbh I just dunno it.)

strong kite
#

Alright so what I'm hearing is I should finally cave and just add BETAS as a dependency
Not against it, just would've preferred not adding another dependency is all

urban patrol
#

the good news is that BETAS is pretty popular so lots of people have it already

latent mauve
#

(I went looking for MMAP in case it was there, which it isn't, but there are a lot of other cool doubled up tile property setups)

#
Can be used as either Action or TouchAction.
- Combines ChangeIntoSwimsuit/ChangeOutOfSwimsuit/PoolEntrance into one action so that a single tile is enough for entering a pool.```
this one is very nice, for example
#

I'm also reminded that MMAP is where the cool panorama property is xD

urban patrol
strong kite
#

I've added BETAS dependency, do I still want to keep the TileData boxes where they are?

urban patrol
#
    "Action": "EditMap",
    "Target": "Maps/CommunityCenter_Ruins",
    "MapTiles": [
        {
            "Position": {
                "X": 49,
                "Y": 17
            },
            "Layer": "Buildings",
            "SetProperties": {
                "Action": "spacechase0.SpaceCore_TriggerAction {{ModId}}_CCElevator"
            },
        },
        {
            "Position": {
                "X": 50,
                "Y": 17
            },
            "Layer": "Buildings",
            "SetProperties": {
                "Action": "spacechase0.SpaceCore_TriggerAction {{ModId}}_CCElevator"
            },
        },
    ],
    "When": {
        "HasMod |contains=Spiderbuttons.BETAS": true,
    }
},```

this is how i conditionally changed it to only happen when the player has BETAS installed (but if you have BETAS as a hard requirement, just put that Action directly into your TileData, no entire patch needed)
urban patrol
#

or BETAS instead of spacecore, like button said, they can both run trigger actions via tile data

marsh reef
#

my ftm isnt showing any errors but isnt spawning anything :(

#

mmm, hold

urban patrol
#

does trace have anything in it, maybe? i can't really help with that since idk FTM at all but you could check there since i know it doesn't log by default

ornate locust
#

Christ the bots are out today

iron ridge
#

quite a few

#

i think that one got around bouncer too? it was up for longer than they usually are

uncut viper
#

( SDVpufferpensive )

brittle pasture
toxic topaz
brittle pasture
#

(not sure if worth showcasing)

marsh reef
toxic topaz
#

ahh yea ill up the framerate

marsh reef
#

500 was aight

toxic topaz
#

well this is mostly just where the tide meets the shoreline, so i think ill just change the white stuff to be transparent and go from there

#

animation looks good at 500 though

marsh reef
#

oh bro i thought you were still talking about the quicksand river

#

😭

toxic topaz
#

this is that tho

marsh reef
#

😎 im so lost

toxic topaz
#

lol, ill try to apply the water texture to sand and see what it looks like in game

#

with the siding

void aspen
toxic topaz
#

idk, im just trying to make a sandbank(?) for my sand river

void aspen
#

One frame seems to be cut

strong kite
#

If all this code works first try (sans missing commas) I'm gonna be so stoked

marsh reef
#

oh but that's... wronk

strong kite
#

Okay I really messed up the brackets in a file Tiredkip

toxic topaz
#

...so turns out setting a tile as being water forces the water effect to be blue

#

and to flow upward

strong kite
#

Based on my understanding from seeing this error before, I'm guessing I used the wrong kind of bracket somewhere..

urban patrol
#

maps and locations are actually different annoyingly

strong kite
#

Alright, so do I need to add a new Action EditData then?

urban patrol
#

no, action editmap

#

or just build it into your map in tiled

strong kite
#

Aight I got it close enough LUL

urban patrol
#

i only made it a JSON patch because i needed a condition on it

strong kite
#

Oh! Alright!

#

wait... I already have it set up like that in Tiled... why did I do this in the first place HUH

#

Alright and it works perfectly!
Although I'm noticing a trend.. the sound effects I add are really quiet, even after I had turned up my sound effects volume

urban patrol
#

did you add a custom one?

void aspen
strong kite
#

are they being controlled by the sound slider...?

urban patrol
#

you can open it in audacity or some other software and increase the volume

strong kite
#

I just turned it up and they sound the same volume

urban patrol
#

just don't let it get into the yellow/red

void aspen
#

Wait I can make a tree that have monster cans on it

marsh reef
void aspen
#

Yummy

void aspen
#

Don't remember

strong kite
#

okay no they are affected by the sound slider..

void aspen
#

Wait that's for crates

strong kite
#

Okay no why does the music sound close to how it sounds straight from the file but the sound effects sound quieter than from the file??

marsh reef
#

i- ... what

spiral garnet
#

there is no like easy way to make animated furniture like you can make animated outfits right.

marsh reef
strong kite
urban patrol
#

hmm unfortunately idk anything about audio in the game really :/ idk why they would be quiet if you turned them up and also have the sound effects volume set to max

brittle pasture
#

it allows you to animate any texture region

#

debatable if they're 'easy' though SDVpufferrad

marsh reef
#

i've made some animated windows with it for my self but bro could look at em

strong kite
marsh reef
strong kite
#

The first sound effect I had added also sounds weirdly quiet 😭

#

Which I did recognize at the time

#

-# I am also curious if anyone recognizes where these sound effects are from

marsh reef
#

pokemon

#

tower

#

maybe

#

or

#

that one ship

spiral garnet
marsh reef
strong kite
#

The music is from Pokemon, but the sound effects I've shown off are not from Pokemon

marsh reef
#

idk

strong kite
#

Nope :)

#

hm.. I have an idea.. it's a terrible idea but it is an idea

marsh reef
#

what idea

strong kite
#

I'm gonna change them from Sounds to Music

#

Since I know Music plays at the correct volume

#

I know this changes what volume slider they're affected by

marsh reef
#

outside of bestbuys back when new consoles were mainly bought in person

strong kite
#

WTF THEY'RE STILL QUIET?!

marsh reef
#

they are quite quiet

#

it compared to a very calm part of mice on venus

strong kite
#

Yeah no it should not be QUIET quiet

marsh reef
strong kite
#

Is it because the Rift Ambiance has like 2 tracks for.. some reason-??

marsh reef
#

that doesnt mean much

urban patrol
#

that's just left and right audio i'm p sure

strong kite
#

Why is this happening 😭
I thought adding sound effects was super easy cuz it was at first, why can't ANYTHING just work properly first try Waaa
-# I mean I guess the music track worked properly first try so YIPPEE

marsh reef
toxic topaz
strong kite
#

Is there anyone I could ping and ask who might know what's going on?

urban patrol
#

if nobody online knows the answer right now, you can ask again in a bit. although i thought burritoblanket said it was pretty quiet in audacity

strong kite
#

Wait so is my Audacity software just lying to me then? Cuz it's pretty loud for me

#

oh jesus christ and I have it to playback at only 20% volume

urban patrol
#

you can try opening up a vanilla sound in audacity to compare

strong kite
#

Where are the sounds located in the Content (Unpacked)?

urban patrol
#

i think you have to do something special to extract them, but idk what

uncut viper
#

They aren't. They require particular unpacking

urban patrol
#

oh good button is here

strong kite
#

gahh dangit

uncut viper
latent mauve
#

Are you just trying to figure out the volume issue, still?

strong kite
#

Alright compared to vanilla sounds they sound fine? if anything they sound louder

latent mauve
#

Have you reloaded the game after changing them?

#

I don't think you can get away with just a patch reload for Audio Changes because of when they take effect.

strong kite
#

I'll try loading the game fresh after changing them to music yea

#

nope still quiet

#

Honestly set to music they're even QUIETER

#

I'm gonna try it the other way around, see what happens if I set the music to Sound

uncut viper
#

Audio changes should respect a patchb reload afaik, they just cant be undone afterwards without re-patching them with different audio

#

But I'm only like 80% on that

strong kite
#

Oh hey I got the rare ConcernedApe logo thing again

latent mauve
#

My only other thought would be to check your actual in-game volume sliders, but if the in-game music that isn't changed sounds louder than your custom music and it's the same type, that shouldn't matter?

strong kite
#

okay the music still sounds about the same volume...

#

Is it something with SpaceCore's play sound actions?? no wait it wouldn't be cuz the first sound I made was also quiet...

#

And like.. these 2 sounds are from a different source from that other sound

#

And the other sound I'm playing during an event

latent mauve
#

What are your volume sliders set at?

strong kite
#
    "Changes": [
    {
        "Action": "EditData",
        "Target": "Data/AudioChanges",
        "Entries": {
            "{{ModId}}_DarkraiCry": {
            "ID": "{{ModId}}_DarkraiCry",
            "Category": "Sound",
            "FilePaths": [ "{{AbsoluteFilePath: assets/darkraicry.ogg}}" ],
            "StreamedVorbis": true,
            "Looped": false
            },
            "{{ModId}}_RiftEntry": {
            "ID": "{{ModId}}_RiftEntry",
            "Category": "Sound",
            "FilePaths": [ "{{AbsoluteFilePath: assets/RiftEntry.ogg}}" ],
            "StreamedVorbis": true,
            "Looped": false
            },
            "{{ModId}}_RiftExit": {
            "ID": "{{ModId}}_RiftExit",
            "Category": "Sound",
            "FilePaths": [ "{{AbsoluteFilePath: assets/RiftExit.ogg}}" ],
            "StreamedVorbis": true,
            "Looped": false
            },
                "{{ModId}}_RiftDimensionAmbiance": {
                    "ID": "{{ModId}}_RiftDimensionAmbiance",
                    "Category": "Music",
                    "FilePaths": [ "{{AbsoluteFilePath: assets/RiftDimensionAmbiance.ogg}}" ],
                    "StreamedVorbis": true,
                    "Looped": true
                }```
What is making the first 3 different from the 4th 😭 
Is it that it's looped?? surely not
strong kite
marsh reef
#

ftm gonna explode my brein dude

latent mauve
#

I'm out of ideas then

strong kite
#

I guess do I just overcompensate by making the audio files louder??

latent mauve
#

Yeah, I played them back with an audio meter and yours were a solid 4-5 decibels quieter

strong kite
#

maybe I make them quieter? Maybe they're so loud that something in the game is making them quieter? Cuz I noticed while some of the vanilla sounds were loud, they weren't peaking into the red volume territory

#

this feels like crazy cope, though

#

I'll lower the dB for one and raise it for another and see what happens

latent mauve
#

you said you're using spacecore to trigger the sounds?

#

What happens if you trigger a vanilla sound with spacecore? Does the volume shift?

strong kite
#

okay I can definitely tell the files are higher and lower dB but actual loudness they are the same...

strong kite
#

Honestly they sound like muffled or something

uncut viper
#

Are you accidentally exporting the .oggs with a lower bitrate or quality or something

#

(I don't do anything with audio this is the extent of the suggestions I have on offer)

strong kite
#

I mean I'm not exporting them at all, these are basically straight from the internet

latent mauve
#

....okay, question: Are the sounds mono or stereo?

strong kite
#

judging by the fact that the music track had left and right tracks while the others did not I'm gonna guess Mono

latent mauve
#

My only other thought was maybe the format you're using and the format vanilla has is a mismatch as far as mono/stereo sounds

strong kite
#

maybe that actually is it.. it's the only other difference I'm seeing

#

Wait a minute..

#

wait wait I think you're onto something

#

the vanilla sounds I extracted are also stereo

#

please let this work

latent mauve
#

the fact that you said it sounded muffled made me think that it might be a mono sound versus a stereo sound comparison.

strong kite
#

YES

#

OMG THAT WAS IT

#

now I need to lower the volume a bit cuz they might be a liiiiittle too loud LUL

uncut viper
latent mauve
#

LOL

uncut viper
#

I'll have to make a mental note about mono vs stereo for audio issues now. Strange one

latent mauve
#

Basically, if you want to add audio and have it blend with the vanilla, make sure it's Stereo. πŸ˜›

strong kite
#

i should actually see how the first sound actually.. sounds in game now before making it quieter

#

I havent watched my cutscene in a while LUL

latent mauve
#

Might be something to add to the wiki page under the Audio Format info?

strong kite
#

At least from doing a ctrl+f search

latent mauve
#

Audio file format would be a good place to make the note that base game audio is in Stereo

strong kite
#

oh right I forgot I still have to figure out a smooth camera pan for my cutscene

#

Or maybe not I forgot I found another solution for it

#

Alright it actually sounds fine!

uncut viper
#

(I have added a bit to the wiki page)

strong kite
#

oh wait right I forgot my volume is really low.. darnit i need to watch the cutscene again

latent mauve
#

Thanks Button!

strong kite
#

Alright yeah I think the volume for that is fine. tho im questioning if I actually implemented the lowered volume for the other ones

ornate locust
#

wish me luck

#

I hooked up allllllll the bridge map patches I just did and I am about to test

#

the forest ones had more compatibility bits than I expected

#

which is silly, because I know the forest is compatibility hell

#

today in "curses entirely of my own making"

strong kite
#

Now that I've got the new location and the way between them all set up, how do I set it up so that the map patch only exists after the player has viewed a certain event?

gaunt orbit
#

Set a mail flag in the event and then check it in your when conditions

strong kite
gaunt orbit
#

Completed quests are discarded and not stored, so the only way to check if a previous quest was completed is to attach a mail flag to it

strong kite
#

Ah, alright

gaunt orbit
#

So you could do it that way but either approach is going to end up with using a mail flag

strong kite
#

So.. by mail flag do you mean literal letter in the mailbox or..?

gaunt orbit
#

Basically the main ways that progression data is tracked are

  • mail flags
  • conversation topics
  • stats (local only)
  • world state (hardcoded, only some things cp-accessible)
strong kite
#

Ohh alright

#

I know to get this event to start I'm using a conversation topic but I kinda feel like I should change that

gaunt orbit
strong kite
#

Ah, alright!

gaunt orbit
#

Vanilla does this too for a lot of things. Afaik most of the non-book vanilla powers work this way

#

(book powers are stat-based)

strong kite
#

Ohh, alright!

#

I gotta find where in my files I actually set up the conversation topic system 😭

#

I've added like 20 files since then

#

OH RIGHT I think it's in buffs LUL

#

Yeah the buff gives the conversation topic

#

Alright I guess I can just convert that into a mail flag?

gaunt orbit
#

If you don't mind it being permanent, yes

strong kite
#

Hm... I'll need there to be a way for this to only happen once

uncut viper
#

Completed quests do generate a conversation topic which IS stored, but currently you need Spacecore to access it in a GSQ

#

In 1.6.16 there will be GSQs for both quests completed and also previously active CTs so it'll be vanilla doable

gaunt orbit
#

They're using cp conditions, do those have access to CTs?

uncut viper
#

Not previously active ones, but current ones, yes

#

{{HasConversationTopic}}

gaunt orbit
strong kite
#

I do not know these acronyms peachystare

gaunt orbit
#

[[Modding:Game_state_queries]]

strong kite
#

do i have to specify the player for AddMail trigger action?

gaunt orbit
#

That's what GSQ stands for

uncut viper
#

Yes.

strong kite
empty owl
#

how possible is to change the horse animation?

strong kite
#

I guess I'll use Current player?

empty owl
#

and u need to change the player's position

gaunt orbit
uncut viper
#

You won't be able to do that with Content Patcher

uncut viper
#

You can try the Custom Mounts framework

empty owl
#

wanted to have bewear as mount

gaunt orbit
#

All things are possible with harmony if you're willing to do the hard work required, but I wouldn't blame anyone for not trying

#

Oh yeah custom mounts will work if you don't mind adding a new mount instead of replacing the horse

empty owl
#

i think it will be hard, idk pixelarting 😭

empty owl
#

pokemons have public sprites

gaunt orbit
#

We have a command for it

empty owl
#

hmmm

strong kite
#

Does having an event remove a quest count as completing it? Or is it effectively the same?

gaunt orbit
uncut viper
#

Removing a quest will not complete the quest, no.

empty owl
uncut viper
#

If there is a completeQuest event command though, that would complete it. But the trigger action RemoveQuest will not

gaunt orbit
strong kite
uncut viper
#

It's art you don't own the rights to, so technically yes it is both illegal and against nexus TOS. Whether they will remove it is non-determinable, but you'd be risking it.

gaunt orbit
#

The punishment depends on the severity but in general yeah. If you don't have the rights to whatever art or assets your mod is using, nexus will remove your mod from their site

strong kite
#

Well uhhh- My mod did that and it's been up for 2 years now HehSweatCloseup

lucid iron
#

i feel like its just matter of scale lol

whole prism
#

Quick question for any experts in the chat

I'm trying to see how I should structure my mods character quests/letters/triggers

Should I just combine them all into a triggers.json, quests.json, and mail.json? (maybe 900 lines all total)

Or should I do what im doing here (experimental) and break it up for every character instead of seperation as bigger blobs of jsons?

gaunt orbit
lucid iron
#

but the ToS says no dont do it

uncut viper
#

I wouldn't say taking a sprite from a Pokemon game and dropping it into a stardew mod is transformative, but I am not a lawyer. Very few people in this server are lawyers though

empty owl
#

at the moment i just did 3 mods, one to change the catalogue price, one to make hardwood give 5 fences instead of 1 and one to add custom music to jukebox

whole prism
uncut viper
#

There's 300,000 people in the server. A few are bound to be lawyers.

long jungle
#

Very diverse group of people

uncut viper
#

That said don't go looking to them for legal advice either unless you are actually going to hire them as a lawyer obviously

torpid sparrow
#

there are a few although idk if it's publicly shared SMCPufferSquee

#

or at least students

severe cairn
#

How many hotfixes are too many lmao

long jungle
#

Hey guys, is it possible to change the description of professions with CP or is it hard-coded?

By description, I mean the details you see when picking a new profession after you sleep.

uncut viper
#

If something is broken and you can fix it, you should fix it

strong kite
#

Alright alright I need to stop worrying about that and finish what I'm doing

torpid sparrow
severe cairn
#

πŸ‘ thankie

whole prism
gaunt orbit
torpid sparrow
#

you should avoid being like me but also you're not alone

uncut viper
torpid sparrow
#

nintendo is incredibly litigious </3

whole prism
uncut viper
#

Or just do a Ctrl F inside the Strings folder

severe cairn
#

it's pretty minor, just event pathing due to SVE maps, if it was gameplay related it would be a must-fix, but hey feels better knowing the rapid hotfixes are common lol

#

so we putting out yet another hotfix

torpid sparrow
#

i mean if its giving smapi error i usually do it fast, bc people will keep reporting it

strong kite
torpid sparrow
#

even if its rather insignificant

strong kite
#

And I will never opt this mod into the reward program

torpid sparrow
#

but if its not game breaking and i have other things planned/bugs to fix, i just batch it

strong kite
#

Why is my name rainbow now

severe cairn
#

haha no no no smapi error, just them walking through bushes and farmer spawning into the wrong location due to the mines changing location in SVE

torpid sparrow
#

you yap a lot

gaunt orbit
uncut viper
gaunt orbit
#

You got slitherlegs

strong kite
#

Oh- Huh, neat!

uncut viper
#

It lasts a week and once you get it, it goes on cooldown for you personally for 3 weeks

whole prism
torpid sparrow
#

LOL

whole prism
strong kite
uncut viper
#

No one in here should be telling anyone they are for sure safe from any legal issues when it comes to anything but extremely clear cut situations

#

And even then

torpid sparrow
#

you can be sued for anything, whether or not its successful is a different question SMCKekLmaoDog

long jungle
# long jungle

One day I'll just put this on my changelog without providing any details SDVkrobusgiggle

whole prism
# strong kite Yee I have 0 intentions to make money from this mod

A great example is Pokemon Gamma Emerald. Nintendo was fine with it, as long as their game:

Does not sell merchandise
Does not use original artwork designed by Nintendo
Does not claim/patent work as their own, or include a license in any of their asset(s) as yours, even if under GNU AGPL v3.0, and similar

#

However, that is between you and the company, still

torpid sparrow
#

but nobody wants to undergo a lawsuit, its expensive and time consuming

strong kite
#

Im not expecting to be sued by nintendo, the only thing I'm worried about is the mod being removed from Nexus, which.. if that happens, that REALLY sucks but this is more of a personal mod that I uploaded cuz I felt good about it