#making-mods-general
1 messages Β· Page 586 of 1
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 π¬
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 
does your tilesheet have animations on it in tiled
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
the tokens need to have the same name and change depending on the conditions you define
are you trying to have a premium and a normal price for one and the same item?
huh, they do add spaces
Well now it does and it works now 
I just figured it out
The plan is to have those prices and unlock conditions apply to several different items. It works just fine with my i18n values
Now I need to figure out how to get this loaded in game
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
ahh, okay, then forget what I said, I'll take a look again
as far as I know, dynamic and local tokens don't support arguments like that
yup, escaping them did the trick! thank you 
But it also isn't recognizing the price token
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
does anyone know why the back of the chair appers infront of the npc even thoe it is coded as "front" not "always front"?
they probably need to go on another layer
u gotta put them on buildings
this is why most benches in the game have bushes behind
did you restart game when changing dynamic tokens
That kinda fixed it sorta (new and different errors this time)
Alright I'm gonna assume this means I didn't implement my new location properly?
either that key isn't in Data/Locations at all, or it's being added after your sounds.json edit; if it's the latter, you can either change their order in the main content.json, add your sound edits to the main location edit, or use the Priority field to make sounds happen later
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#overview
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
oh thanks!!
@marsh reef omg
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
it looks amazing as a base!
I believe you were right about the location coming after sounds.json, though it's still not working which leads me to believe that I still haven't implemented the map right. This is basically all i've got in that file right now
"Changes": [
{
"Action": "Load",
"Target": "Maps/{{ModId}}_RiftDimension",
"FromFile": "assets/Maps/RiftDimension.tmx"
}
]
}```
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)
im also getting this which istg I wasn't getting yesterday π
does your mod have a Maps/WizardHouse.tmx inside its folder? FromFile can't target the game's own maps
Indeed it does
"FromFile": "assets/Maps/WizardHouse.tmx" is what you'd want there, the assets part's missing
Alright, there's a funny thing about that though. Gimme a sec
also re: Data/Locations, there's a basic example here if needed, and a tutorial or two on the other wiki
https://www.stardewvalleywiki.com/Modding:Location_data#Examples
https://stardewmodding.wiki.gg/wiki/Category:Tutorials
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
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
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"/>.
though ig that looks like the first option, it's looking for a TntDove.PBB/Rift sheet that isn't loaded
So does that mean the load here isn't working?
I don't see a patch mode here
it may have to be specified
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-
It's not something I myself know perfectly, I just check my own mod and it does have a patch mode there
I got stuck on getting the right tiles to actually appear in the event and never got to the after-the-fact implementation yesterday
depending on your tiles, you may need to put the "PatchMode": "Overlay",
line before FromFile
theres probably other types too
Tbh I might be getting caught trying to do too many things at once right now
Like related to this mod
Does anyone know where to find the 1.6 crop item textures? I looked into springobjects but can't seem to find anything
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
\Content (unpacked)\TileSheets\crops.png ?
You can check Data/Objects for details
I'm getting too many errors now and it's kinda overwhelming 
It's like Objects_2 iirc
hell yea ty
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
spreadhseet softwares incompatibilities π π
I see Cursors 1.6
found it, it's in objects 2.png :D
huh
theres qi fruits there at very least
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
(this layout is so weird π)
Alright, it looks like the actual map itself is having issues too
does objects 2 also have them
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
spritesheet naming system and ordering is so cursed
I don't because it stresses me out
no, however i'll look for them
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 
oh wait a minute I might know what's going on now
(but yeah, a lot of data just says "tell me where the texture is" and it'll be in any random file)
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
sounds like your Data/Locations entry has the map's file path in it; that should use the target instead, like "Maps/{{ModId}}_Rift"
is there like a simple mod I can look at for reference on how to add a new location..?
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)
Personally I recommend Visit Mount Vapius. I use it for content patcher reference frequently, the author does a little bit of everything and does it well.
look for "location" in the tutorial names here, though I forget which specific one to recommend
<#making-mods-general message>
forgets the link
I wouldn't call it simple necessarily but it's well organized
for some reason my custom npc only spawns at the bus stop even though i changed the location, anyone have any advice? :<
I'll try both of those
oh right, this one in particular, it has an example mod link for reference if needed
https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_Custom_Location_(CP)(1.6)
but yeah, VMV should be good, and a lot of NPC mods tend to add new places
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
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?
- testing on a new save can help, or at least sleeping a day; NPCs generate their next schedule while the game saves overnight
- are you using any schedules with 0 as the time? that overrides home location and starts them somewhere else
oh sleeping fixed it!! tysm
with this tilesheet being what the artwork above is overlooking. does it feel like this tilesheet map is too small?
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
It's hard to account for all screen resolutions tbh
I think if your map looks decent at 720p then it's fine
ah, i meant like too small in like walking distance
Still have to add 52 more shop entries
OMG YOURE A LIFE SAVER
-# Technically I'll need 3 or 4 entries bc reasons.
I'll play around with this later!
π lolllll
But first Imma take a break to play some SVE
Hmmmmmmm, I think it may be a bit small yea
Actually, I just realized something. Would that work if each item has a different condition? The statues unlock when you reach a certain number of hearts with an NPC
Environmental block is the same as a physical block technically
well its more like, when you get near the border, you get "pushed back"
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"
Idk about pushed back but you can definitely do a wall that when run into it says that message
In that case you probably want to have different entries yeah
π totk secret woods
You can use local tokens for that if u want
well my mod is already doing C# and harmony lol, so i could prob implement it
Whelp, in that case Imma just write a python script really quickly. BRB
isnt the totk secret woods kinda bad?
Oh I see I see
π€ bro what nooooooo, you get lost if you just go haphazardly into it and you get spit back out
arent you talking about botw woods?
Itβs a desert :3 very little decoration needed
But, roughly drawing out where everything should be would help very much on scaling
Bc then you can visit it and see if itβs the size youβre wanting
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
that would break the immersion for mine i feel
πββοΈ yes but not as cool as wind pushing your weakling self backwards
also i want the sandstorm winds to hinder your movement, and obscure your vision a good bit
Vision is definitely easy to do, movement probably also easy since slimed does that too
You might be able to make a mini event that triggers when you step on a tile that makes the farmer jump backwards
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
Jump animation + movement while ignoring movement animation could mimic being shoved back
feels perfect
Mmmmm yes desert
And event means you could have the whooshy wind noise
10 hours of winter ambience from Stardew Valley
Stardew Valley Ambience Playlist: https://www.youtube.com/playlist?list=PLv2IGBk7nw2Opgw5c0LLIkQZpI_E-anGI
stardew valley white noise
stardew valley ambient sounds
stardew valley ambient winter
stardew valley ambient sounds winter
stardew valley winter ambient sounds
stardew valley winter white n...
it sounds perfect
imagine you're on a cliff overlooking a sandstorm
i wonder if you can overlay two musics on top of eachother...
Hmmmmm, I feel like thereβs pretty long pauses between wind but yk
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
Peak ball knowledge
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
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
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
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
I agree it's a c# issue
You'll have to check every day started traction you run
Can u give us a list
can we get a patch summary and a patch export of Data/TriggerActions
Done adding the remaining shop entries
I can ask them for that yeah, though I have their json validator of their patches too one mo
I need to drive somewhere anyways
same believe it or not, going to visit my grandma in a couple mins
Now I just need to actually add the shop to the game! Which I will later today... Probably
tell her I said hi and wnt cookies whenever she has time : )
LOL okay will do
I think it's weird there arent like line numbere
"Entries": {
"1117001 Friendship Leah {{MinFriendship}}": "", /* this is probably adding a null entry */
"{{ModId}}_Unique1Flag": {```
guessing that's a typo, but assuming CP adds the key, it'll crash trying to look at the traction ID or w/e
ill finish my yippe cookie mod one day
im not feeling like doing 16 object entries

was is das
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
It is intended to not appear in tiled
tsinator is needed to make them appear for you not for the game itself
oh.. huh
any errors?

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
and null value wha π
People seem to flip-flop on whether it needs assets/ in the file lines or not π
also your tilesheet path is wrong
Or rather different people tellin me different things
what's the file setup like? ex. [MOD/Assets (with tmx)/maps (with tilesheet)]
go to your tmx and open it in notepad
!tilesheetclimbing
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"/>.
you need it to be just the name
oh chat
Wait so this whole time the prefix was screwing me? π
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
could be
Im actually gonna be mad if the prefix was the issue
half the time yes the prefixes make everything broken, half the time it works fine :3
drop the content thing
it really sucks bc if that is and you need to update it later you gotta remember to edit it in text form bc you had to mess with it to be able to see and save it right
and also change the file path in tmx using the notepad
notepad π©·
Well I did things and now I have this on booting the game
"Load tmx into Maps" is the logname ftr
shouldnt it be uh, assets/Maps/RiftDimension... that's the wrong direction slash no?
oh no nvm
That's probably it 
People either say put in assets/ or remove assets/ but never specify WHERE
got there before me lol
:))
technically you could put it in whatever you want as long as you call on it correctly
beep :3
From what i understand my content needs to look into assets, then look into the maps folder, then find the file
so basically just say whatever thats nestled
I suppose you may need to keep the assets/ cuz game thinks you mean the vanilla folder and not the mod one
I added assets/ to the line and i dont get that error anymore
yeps
Now I can see if the other things worked
can you post your whole content here
Sure, but not everything is loaded there
only the map thing
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
Alright so those aren't in content.json but rather riftdimension.json
"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 
WAIT
I HAVE NO ERRORS
:D
ON LOADING THE SAVE
lmao
where would river stuff be kept in files
im thinking of making a quicksand river
river what
uhhh, like water

townoutside or smthn
I might need to alter the layering
k
ALSO THE MUSIC WORKS OMG THIS IS SO COOLLL
.....hmmmm, the rivers dont actually flow
Uh oh, the layering is all kinds of screwed
This map was not originally meant for player traversal π
π€£ i mean you could leave the evil always front block of doom
bruh what
really not that hard to make animated tilesets dw bro
this looks way too complex lol, maybe ill leave doing a quicksand river for a future update
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
i suck at drawing, animation is something even worse
So I have funny things like this
i see
nono bro, hear me out
I also don't have a warp out of here 
i need to find a sand tile one minute..
BUT THE MAP LOADS!!
Massive progress that had me stumped for hours yesterday and today!
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
Fair warning, the water overlay you see in game is drawn over the tiles with Water T (and in the Back layer), so you WILL NOT see it when working with the base map, only in game
Actually the fact that walkable tile collision is.. creative to say the least here, that means I can expand the map!
ahh, ill check it out in game then
oh, rivers do actually flow, i just never noticed it until i was looking for it
There are animated highlight pixels on the river banks that imply motion also, yeah
Just got to use the actual animated tiles
does your tmx have animations
wait what rivers
@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
thats tiles on always front/front layer
i want to add a deep desert fish, and this is a perfect way to do it imo
π wait wrong person
Yeep, I'm goin through and modifying the map
woooaaahhhh
uhhh, what does that mean/do?
oh wait, theres a paths tile
if your tile doesnt have that you dont need to worry abouty the water overlay
does that just mean what kind of water source it is?
chat what's that
thats for when you wanna add water sounds
ooooooh
ooo
what kind of water sounds? like river or wayer fall
27 When the location is created, add this tile to the BrookSounds map property with the babblingBrook sound.
waterfalls have different sound iirc
so i add the sounds to the map not the tile?
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
yea
hmmmm... so if its marked as water it automatically has this rippling effect?
any tile on Back layer with Water T property will have the overlay yes
i guess i could just fudge it and make it look like a sand river lol
why exactly
ooooo left half water
if you want the water effect but a different color MMAP can do that
ill download that rn then
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 π
Farm Island have those and their lower part is having a Water T thing
i think you've only talked about the warp to below to me
idk about colored overlay hm
would be silly to just make a custom cursors png and hue shift it
but its hardcoded sadly
I see I see πββοΈ
Animal crossing reimagination farm :3
well as i said MMAP can change water colors
cant you just do a harmony postfix?
doesn't this just use the season_island_tilesheets?
yeah meant that
idk anything about harmony so won't know for sure
harmony is super useful for me so far, just used it to get rid of the toolbar when in my cliff map
What is harmony?
!harmony
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:
- Harmony Modder Guide - Intro, Use Cases, Initial Setup
- Tutorial: Harmony Patching - Types of patches and code examples
- Decompiling Stardew Valley - For finding methods to patch
uhhh, idk how to explain it
the fireflies and the sun make this look so crap lol
i can just do like a night tile to replace hopefully...
So itβs like editdata for the gameβs code?
think so yea
i guess that's not a bad analogy
I see πββοΈ
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
π π π oh dear
Remind me in 7 hours of this
just gonna fire that reminder whenever. call it a vibe reminder (#7143257) (7h | <t:1776042863>)
i might just take the sun out entirely and cover everything in the back with a haze gradient
Thank you esca!
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?
What
ohhhhh my goodness. these tiles are already animated
With water
you need arbitrary tilesheet access to use tilesheets outside of maps
how do i do that O_O
Not as of January
With SMAPI 4.5.0
Yea Iβve been using custom maps with no issue whatsoever
oo
Tilesheetinator, bottom blue option of the Maps drop down, select ur folder and what not, then ur tilesheet π€
but my smapi is 4.5.2 π
For something in another folder you need to change the image source to (using furniture as an example) ../TileSheets/furniture
Thatβs post yes
that's a later version
Because it's from that folder in the unpack
4.5.0<4.5.2 dw
As long as you have used an "Action":"Load" patch to load your map to somewhere in Maps/, then the game will automatically look for the vanilla pngs at run time
I don't know where mine_slime is from though
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
Ah, mines tilesheet references need Mines/ in front, they are special
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 
Then that one is slightly different and I'm not sure if Tilesheetinator does it
They can just start with Mines/
Thanks, I am half asleep still
Or whatever the folder name is, I can't remember if it's singular
I also woke up 5min ago 
I just remember that mines have a special exception
I just had lunch but it has not woken me up at all, LOL
Yeah they're the only ones that are actually in a subfolder in Maps so they're a unique case
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" />
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
I see I see
oop
I'd double check your map files and tilesheets themselves because it doesn't seem like something the vanilla code itself would be doing differently with the assets you give it
That would make a lot of sense, but the problem is, that it also happens with just removeMapTile. So it is not the override function. Btw, I'm testing on the town map, so not my own map, just in case
Town gets reloaded often iirc
For silly reason
Summer might be the ice cream stand?
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
I cant get it to work π people will have to survive with some vanilla looking chairs in her house and the slime floor not slay looking </3 am hungry
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
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 
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
Well, at least I know for sure that the water tiles disappear, so at least something is happening for sure
im taking about the bit under if (force_reload)
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?
Hi!
Question: How Can I nest ANY queries in C#?
Oh wait, that seems interesting. Let me look into it
but yea town is funny cus it has it's own mapLoader
so that might be why ur stuff is getting yeeted too 
like GSQ?
That definitely sounds realistic, especially because of the ice cream stand. I guess then I am really lucky that I got this bug so I can actually fix it properly XD
i think u can already sorta do it right but if the escapes are problematic u could just make your own data asset
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
for water tiles what i ended up doing is just copying the water tile populating/updating code
since i really didnt want to deal with all this side effect
Yeah makes sense XD the thing is, I am basically making a walnut framework mod with also parrot Upgrade perches and I need them to work in each and every scenario, so whatever I do, they MUST be reload persistant for when any other mod uses reloadMap()
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
- do the check outside the query and just pass the books needed
- in the query check any book against the config
- Nest any
I know how to do 1 and 2, but 3 should be possible too
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 \
I dont need it at all, its just for the science.
yea id look at argutility SplitBySpaceQuoteAware then
since i also dont know behavior off hand
you could also make your own GSQ and define the conditional behavior within that and then set the power's condition to your GSQ
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
The difficulty is that to define a PowersData, it requires that its Condition is a string
hence custom GSQ
yep
i wish GSQs just used ( ) or something
A custom gsq is dead easy
Yeah, the more I look into it, the more I think that this is actually the thing. My code is reload persistant, but not force reload persistant. I would've taken ages to find this out on my own, a huuge thank you

That'd conflict with qualified item ids
[ ]
That'd conflict with tokenizable strings
{ }
That'd conflict with string.Format
< >
Don't have anything for that one
lol
i had another one prepared
Unless someone out there is writing generic types in their custom GSQ
i had BEGIN END in mind
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
i feel like quotes are the worst option out of the bunch haha
isnt xml how the data looks like on the xna side in the first place
I think if you're using ANY you're already resigning to the worst query writing experience anyway, let alone nesting it
we can use ( ) after they turn qualified item ids into a struct trust
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)
that tile is for stardrop
Is it possible to change it once the player gets the stardrop?
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
Whelp, looks like I'm gonna make the pillar activate the shop π
WAIT, IS THIS WHY THE CANNOLI COORDINATES ARE THE SAME IN SVE?!?!
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)
Also SVE uses C# it can change whatever it wants
yea thats why im specific about the tilehseet name
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 π
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
okay so how can I overwrite a community upgrade shortcut, because they seem pretty uh... overpowering
they have map assets you can edit
Is there a reason why one tile in particular might not overwrite?
Nighttiles
I may have a.. creative solution for this 
Hm, I don't think the beach one does, or at least I couldn't find it
Hm.. well considering these are on the highest layer..?
(obviously this one isn't on the beach, but I was having this problem with a beach one earlier)
so that image is the mountain bridge which does use a loose map
beach... yeah
but huzzah, it does fix this one
you should move Buildings2 down to be with the other Buildings, because draw logic doesnβt care about Tiled layer position
youβll have to put that one on probably Front2 iβm guessing
or Front3
yep, the tile in question is on Front
Im gonna make a Front4 just cuz it's a change that wont always be there
What would be the game state querry for checking if a user has SVE installed?
tasty
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
yeah so putting the sitting animation below the bench tile did not work
Offset it up
i did that
Offset it up more
beat me to it
Basically you need to scooch him around via offsets until he sits on the correct spot
What on earth is that π¨
bear
Like this?
that's not a game state query
but yes
GSQs specifically refers to the Condition field in many vanilla data models
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?
Bro no thatβs an Eldrich chimp
I had a feeling π
what offsetting in pixels like...?
you'd need two blocks, one with a When for "no SVE" and one with a When for "has SVE"
individual pixel offset in the y-axis
im guessing pos goes up and neg goes down
i think the other way around cause a tile below would be a higher number
hey thatβs kinda rudeβ¦
aughhhhh this game
it's computer graphics coordinate not math class coordinate
this is pretty normal for games tb
π¬ oh.. yea i didnt think of it that way until rn mb π
its ok dw about i xd
(at least you're not in 3d, all four options - z or y up, right or left handed - are all options)
hows that guy back
idk how ca has the patience to do all the art in this game lol, im running out already
it looks amazing 
a living was made from the game for him :3 so that helps imo
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
i see i see
πββοΈ 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
π€ you might wanna change it to a side to side motion rather than up and down π€
like rick astley's magical dance
i cant really picture that....
that or like a constant moving in bc its quicksand rather than water
Do I need to do something special to get TileData from my tmx files to load in game?
the, wdym
oh, yea you, okay
hmmmm, that sounds good, but i have legit no clue how id draw that lol
if it's on the Buildings tiledata section, there has to be a tile in the Buildings layer
- make sure they're snapped to grid
- make sure you have a tile data on the purple object layer and a tile on the corresponding blue tile layer
- make sure it's named
TileData - make sure it has a property (an Action, TouchAction, etc)
it needs tile in its respective tile layer to be interactable/usable
oh and it requires to cover the entire block
can u send the section of the drawing that is the sandy edges?
not a screenshot, so i can draw on it
do you want a version without the white stuff?

ill give you all three then
auuughghgh i wanna add more but i dont know what to think of
Like all of this?
do custom love like nuetral dislike and hate gifts
is there like any way i can see more event keys
already done
@marsh reef
make easter egg days then
uhh that doesn't look right to me but maybe you have the updated version of tiled i don't have yet? let me show you
[[Modding:Dialogue]]
the : means search in the previous namespace
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
Oh, it's because I'm viewing the Objects layers specifically hold on
oh okay
bro π
numbered layers have no tile data and no properties, it's purely for drawing purposes
That's so beans man
you can just cut and paste to a different layer
Yea that's what I'll do 
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!
Then check map properties for day/night tiles
I got that fixed ftr 
Thx for the help tho
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 
oh you can change what sound plays with spacecore
and possibly also BETAS let me see what i did
I would prefer Spacecore just cuz that's already a dependency for my mod
i just don't remember where the warp action comes from, BETAS or spacecore (i use both)
It's not vanilla?
// 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
Alright, lemme just get the Sound Effect I wanna use real quick
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
https://stardewvalleywiki.com/Modding:Maps#Action I found it here though
next to vanilla game functions
The warp specifically
yes, it's a vanilla tile action that warps the player and plays the door noise
Ahh
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
pretty mid imo, but yk
"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
Alright wait so I can't use the TileData Warp then?
Sorry I'm bouncing between this and another conversation rn
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
Sure, Iβll see how it looks
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
Well the door noise does bother me 
I found the sound effect I wanna use
Well not the one I was looking for but one that works well
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)
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
Hm.. Spacecore seems to have functions for warp totem object functionality but not like tile warps
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!
@marsh reef Iβll check it in a bit, Iβm making a chocolate cake right now
oooo yumyyyy
(BETAS has a play sound traction as well)
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 ^^'
Ahh classic. I forgot a comma
I believe TileSheets/Floors.png
thank you π
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
not without a framework, I think there's one that does this?
Alright I think I'll just run the sound with Spacecore then
Where exactly is this code within your files?
oh yeah you have to set up the trigger action and then activate it via a tile data that calls a spacecore function to run said trigger action
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
Yeah, I think I was thinking of that as a workaround
this is in data/TriggerActions.json and you can find the map at assets/maps/CommunityCenter_Ruins_Redux.tmx
(There may very well be a framework tbh I just dunno it.)
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
the good news is that BETAS is pretty popular so lots of people have it already
(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
i gave you bad information; for some reason the base map patch has just Warp? i think i add it inside of Compat.json because this was before BETAS was compatible with android, so i changed it conditionally. let me find that patch
I've added BETAS dependency, do I still want to keep the TileData boxes where they are?
"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)
yep, just change them to be Action spacechase0.SpaceCore_etc etc instead of Action Warp
or BETAS instead of spacecore, like button said, they can both run trigger actions via tile data
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
Christ the bots are out today
quite a few
i think that one got around bouncer too? it was up for longer than they usually are
(
)
for any interested parties, Extra Animal Config's documentation has been reworked to be 20% less terrible
https://github.com/zombifier/My_Stardew_Mods/tree/master/ExtraAnimalConfig
@marsh reef ummmm, idk lol
(not sure if worth showcasing)
I had it faster π
ahh yea ill up the framerate
500 was aight
u mean its 25% better 
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
this is that tho
π im so lost
lol, ill try to apply the water texture to sand and see what it looks like in game
with the siding
You lack some pixels there huh
idk, im just trying to make a sandbank(?) for my sand river
One frame seems to be cut
If all this code works first try (sans missing commas) I'm gonna be so stoked
had the wrong file name for the farm :3
oh but that's... wronk
Okay I really messed up the brackets in a file 
...so turns out setting a tile as being water forces the water effect to be blue
and to flow upward
Based on my understanding from seeing this error before, I'm guessing I used the wrong kind of bracket somewhere..
can't use MapTiles in an EditData to Data/Locations
maps and locations are actually different annoyingly
Alright, so do I need to add a new Action EditData then?
Aight I got it close enough 
i only made it a JSON patch because i needed a condition on it
Oh! Alright!
wait... I already have it set up like that in Tiled... why did I do this in the first place 
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
did you add a custom one?
That looks silly
Yea I've added 3 custom ones now
are they being controlled by the sound slider...?
you can open it in audacity or some other software and increase the volume
I just turned it up and they sound the same volume
just don't let it get into the yellow/red
Wait I can make a tree that have monster cans on it
very silly, idk why its being spawned on the grass π
Yummy
Spawn beach T?
Don't remember
okay no they are affected by the sound slider..
Wait that's for crates
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??
i- ... what
there is no like easy way to make animated furniture like you can make animated outfits right.
furniture framework isnt too hard
In Audacity the sounds already reach yellow/red but they are like way quieter in game
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
FF is an option as mentioned; you can also use SpaceCore's animate feature
it allows you to animate any texture region
debatable if they're 'easy' though 
its intuitive imo if you're looking at a mod that uses animation with it
i've made some animated windows with it for my self but bro could look at em
So here's how these sound in game with everything else muted but sound effects at max
And then here's the raw files
sounds like mcd mobs :3
And also the music for comparison
The first sound effect I had added also sounds weirdly quiet π
Which I did recognize at the time
-# I am also curious if anyone recognizes where these sound effects are from
thank you all for the info
what
The music is from Pokemon, but the sound effects I've shown off are not from Pokemon
my best guess is wow orrrrr
idk
what idea
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
outside of bestbuys back when new consoles were mainly bought in person
WTF THEY'RE STILL QUIET?!
Yeah no it should not be QUIET quiet
bout as loud as this
Is it because the Rift Ambiance has like 2 tracks for.. some reason-??
no that looks like its left and right
that doesnt mean much
that's just left and right audio i'm p sure
Why is this happening π
I thought adding sound effects was super easy cuz it was at first, why can't ANYTHING just work properly first try 
-# I mean I guess the music track worked properly first try so YIPPEE
trying something new almost never works first try
id still prefer that to doing the art im trying to do rn 
Is there anyone I could ping and ask who might know what's going on?
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
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
you can try opening up a vanilla sound in audacity to compare
Where are the sounds located in the Content (Unpacked)?
i think you have to do something special to extract them, but idk what
They aren't. They require particular unpacking
oh good button is here
gahh dangit
Are you just trying to figure out the volume issue, still?
Indeed
Alright compared to vanilla sounds they sound fine? if anything they sound louder
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.
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
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
Oh hey I got the rare ConcernedApe logo thing again
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?
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
What are your volume sliders set at?
"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 π
Is it that it's looped?? surely not
I've been setting the sound slider to max
For demonstration
ftm gonna explode my brein dude
I'm out of ideas then
I guess do I just overcompensate by making the audio files louder??
Yeah, I played them back with an audio meter and yours were a solid 4-5 decibels quieter
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
you said you're using spacecore to trigger the sounds?
What happens if you trigger a vanilla sound with spacecore? Does the volume shift?
okay I can definitely tell the files are higher and lower dB but actual loudness they are the same...
Well this isn't the only place this is happening, it's also happening in the event I've scripted
Honestly they sound like muffled or something
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)
I mean I'm not exporting them at all, these are basically straight from the internet
....okay, question: Are the sounds mono or stereo?
judging by the fact that the music track had left and right tracks while the others did not I'm gonna guess Mono
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
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
the fact that you said it sounded muffled made me think that it might be a mono sound versus a stereo sound comparison.
YES
OMG THAT WAS IT
now I need to lower the volume a bit cuz they might be a liiiiittle too loud 
But thank you!!!
Nothing will satisfy you huh π /j
LOL

I'll have to make a mental note about mono vs stereo for audio issues now. Strange one
Basically, if you want to add audio and have it blend with the vanilla, make sure it's Stereo. π
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 
Might be something to add to the wiki page under the Audio Format info?
Oh yeah, this page https://stardewvalleywiki.com/Modding:Audio doesn't mention Mono or Stereo at all
At least from doing a ctrl+f search
Audio file format would be a good place to make the note that base game audio is in Stereo
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!
(I have added a bit to the wiki page)
oh wait right I forgot my volume is really low.. darnit i need to watch the cutscene again
Thanks Button!
Alright yeah I think the volume for that is fine. tho im questioning if I actually implemented the lowered volume for the other ones
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"
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?
Set a mail flag in the event and then check it in your when conditions
Could I theoretically have it check if a quest has been completed and possibly have said quest complete at the end of the event?
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
Ah, alright
So you could do it that way but either approach is going to end up with using a mail flag
So.. by mail flag do you mean literal letter in the mailbox or..?
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)
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
So you can set a mail as received, and if there's no letter data for the mail id you set, the player doesn't see it but it's still stored
Ah, alright!
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)
Ohh, alright!
I gotta find where in my files I actually set up the conversation topic system π
I've added like 20 files since then
OH RIGHT I think it's in buffs 
Yeah the buff gives the conversation topic
Alright I guess I can just convert that into a mail flag?
If you don't mind it being permanent, yes
Hm... I'll need there to be a way for this to only happen once
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
They're using cp conditions, do those have access to CTs?
Then mail flags are probably the right choice
I do not know these acronyms 
[[Modding:Game_state_queries]]
do i have to specify the player for AddMail trigger action?
That's what GSQ stands for
Yes.
Ohhh ok ty
how possible is to change the horse animation?
I guess I'll use Current player?
i mean ik that with content patcher u can change the sprite of it easily, but what if the sprite u wanna use is not horse-like
and u need to change the player's position
Replacing the art is easy, changing the animation logic is hard
You won't be able to do that with Content Patcher
oof π
You can try the Custom Mounts framework
wanted to have bewear as mount
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
dont mind
i think it will be hard, idk pixelarting π
tho
pokemons have public sprites
We have a command for it
hmmm
Does having an event remove a quest count as completing it? Or is it effectively the same?
If you rip art nexus will ban your mod
Removing a quest will not complete the quest, no.
it would be a personal mod i wouldnt post it xD
If there is a completeQuest event command though, that would complete it. But the trigger action RemoveQuest will not
Then by all means
wait shit is this real?
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.
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
Well uhhh- My mod did that and it's been up for 2 years now 
DONT SAY IT-
π
i feel like its just matter of scale lol
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?
"illegal" is questionable since it may qualify as a transformative work if it doesn't make money, but yeah it is against nexus tos
but the ToS says no dont do it
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
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
there are actual lawyers here?
It's a large server, it's guarrentied there is
There's 300,000 people in the server. A few are bound to be lawyers.
true
Very diverse group of people
That said don't go looking to them for legal advice either unless you are actually going to hire them as a lawyer obviously
How many hotfixes are too many lmao
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.
If something is broken and you can fix it, you should fix it
Alright alright I need to stop worrying about that and finish what I'm doing
i did 5 in one day
π thankie
Nintendo is one of the more strict patent holders, what you do with their characters is up to them to decide on how they'd want to pursue action against said person(s)
No such thing
you should avoid being like me but also you're not alone
Every string a player can see exists somewhere in content. Likely somewhere in Strings/UI maybe
nintendo is incredibly litigious </3
For version 1.2 of ASF, I released 5 bug fixes in a span of 2-3 weeks
Or just do a Ctrl F inside the Strings folder
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
i mean if its giving smapi error i usually do it fast, bc people will keep reporting it
this fact is exclusively why I hadn't opted into the reward program on Nexus^^
Thanks Button!
even if its rather insignificant
And I will never opt this mod into the reward program
but if its not game breaking and i have other things planned/bugs to fix, i just batch it
Why is my name rainbow now
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
you yap a lot
Congrats on being chatty lol
Every Sunday night, the 10 people who chatted the most in this server get the special Ol Slitherlegs role.
You got slitherlegs
Oh- Huh, neat!
It lasts a week and once you get it, it goes on cooldown for you personally for 3 weeks
You're safe from issues, as long as you comply with this:
- Profiting from merchandise is illegal, as in selling, private access to exclusive merchandise before others see it, in any way if you can obtain money, it's considered profiting off another holders content.
LOL
Oh, and, its recommended that you make the sprite yourself as well, else it could cause issues with the patent holder
Yee I have 0 intentions to make money from this mod
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
you can be sued for anything, whether or not its successful is a different question 
One day I'll just put this on my changelog without providing any details 
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
but nobody wants to undergo a lawsuit, its expensive and time consuming
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



