#making-mods-general
1 messages · Page 587 of 1
If you follow that, the threat level is lowered a lot, but it's still not zero, it never will be
it's the risk you're taking
Yup
i have 2 media mods that i get DP from

if i get screwed over it's my own fault and no one else's
reporting u to lionsgate studios rn
sadness
same
I mean yeah again this is exactly why when I first uploaded the mod 2 years ago I disabled donation points and whatnot
on the very off chance Nintendo might not only see but also choose to do something about it
Nexus I can deal with, Nintendo I cant
It's a messy process, i always tell people to never try it out. I had to contact my lawyer to take down 3 userstyles that violated the GNU AGPL v3.0 license that my code was under, since they re-licensed their code and went propietary.
It's always best to never use a company, or licensed work
Unless you respect said license
anyways enough yapping bout that
I cant even remember what exactly I was doing for my mod now. I know I was converting to mail flags but I cant think of where else I need to do that
As someone with long ass .jsons I do not enjoy looking through them 😭
me when im trying to find something specific but theres a bajillion lines and i have no one to blame but myself:
ctrl f best friend
real but theyre so overwhelming to look at too 😂
I actually separated my files into multiple ones recently, my god I FEEL better looking at them 😂 so its whatever you prefer fr fr
(even then the 10 heart event file too long still. Why are you 65k characters total.)
I’ve definitely needed to do that too with my content json
i used to keep my character manifest in the content json but i moved that out too
mostly just tokens and includes now
which i think is typical when a mod gets more moving parts
i mean not just npcs
The content modders yearn for the partial class /j
Don't worry about it 😌 (C# stuff)
I might do that too lol
real my content.json was humongus before, but now its so satisfying...
I know C#... issue is i need to start up my brain like an old engine. Like its so bad every time i open unity i think to myself... how do i make object connect with code and do things again. Knowledge out the window
i can have one big one, under 1k lines, or 29 seperate files, with 60% of them containing only 1 quest each
hmmm
Maybe group them according to different mod or some other category?
Hm.. I started a new character and the map patch is still in effect..
That's not how you format a When condition and you cannot use GSQs in When conditions anyway
garden snail :)
(Unless you use Esca's Modding Plugins as a dependency, which adds a token that evaluates a GSQ)
Omg I just came up with a greatest idea
ah shoot. how do I do it then? I had a feeling the formatting was wrong but I couldn't find info on how to actually do this
Yaya I meant like instead of one big one for everyone or one small one for individuals you could group them in like vanilla characters in one, SVE characters in one, etc. So its not just 29 tiny files?
a mod aobut snails
Swim to Ginger Island without a boat
How would that work?
What I did was group all vanilla NPcs into one large file
You have to spend 5 irl hours to cross the ocean to get there
Compat (dif mods ) isnt in those code, its seperate
Wait wait I think I found the docs
really really easy to do 🙂↕️ 🙂↕️
To be fair, When conditions where never clear to me too.
Even the content patcher guide isn't giving any examples on how to do it.
Maybe something like this as well
The docs do give several examples
do you also lose stamina?
sorry Button I shoulda replied with this, I'm already there 😭
Not sure how to do that with cp
(And by several I mean, according to a Ctrl F, 27 examples)
😭 you gotta down like 40 salads
Aw hell yeah sign me up
wait 🤣 😭 wrong reply

meant to reply to this one
I find it hilarious I was talking so much because I've been troubleshooting this dang mod 
Oh sorry. The docs does give several basic examples of using "When": but I had to learn about it slowly when using it on different applications that aren't explicit on the docs
oh shoot new campaign on trackmania
bro dangit it's in 2 days
But modding generally boosted my message amount so that's something
Ayyy this looks promising
ayeee
Does anyone know where you can get automatic roles like your glowing one?
When is a Content Patcher thing
Condition is a GSQ thing
Condition:
🤔 i think ur mod creator role overwrites the color :333
nope! only juni role overrides
TntDove has the Ol Slitherlegs role, which is yapper of the week
CLAUDE, THE APOSTLE OF WUMBUS
hello :)
oh- LOL
how is that obtained?
insane yapping or lot of downloads
yap more
reach lvl 1000
2000*
Right, I never got the event to properly change the Tiles
Are lvl exp required scales up each time
Or is it static
Oh then I'm only 95% away
-# checks level, oh that'll be a while huh
how do you know your level?
like on the one hand yay I'm part of the community but on the other hand wow I joined like 6 months ago I truely do not have a life
Ayyyyy it changed when I came back the next day though!
Okay so what I need to do is get the tiles to change correctly in the event and then have the wizard say something about asking you to let him make sure it's safe before the player enters, explaining why the player can't enter it immediately after the cutscene!
rip
oh yea i'll be there in no time 🧍♂️
Mi fast fingers
me too but mine mess up 
But you did a link so that's a bonus point
can u do a faster map change with something like onlocationchange?
as a traction? 
like doesnt RSV have the haunted greenhouse change within the same day
depending on time
im not sure if thats C# or CP
(i also dont know if thats how its done im just thinking)
what do you want to do?
You can make a patch update on LocationChange.
(I don't know how RSV does it but C# can make things update whenever it wants.)
hmm ill need that for later
C# scares me.. the power.. I would be driven mad
As always, while LocationChange patches arent as bad as TimeChange patches, its better to just stick to DayStarted if you can.
after a detour into fixing one bridge, ALL BRIDGES I CAN GET TO WORK. now time for the flower festival testing
(RSV does time change)
if i knew how the immediate thing i'd do is making a cooking minigame like cooking mama just bc i could
omg cooking mama
i havent tried the AOC one yet
Alright, how do I get these from my event to pull from a custom tilesheet for the TileIndex?
changeMapTile Buildings 5 2 2/changeMapTile Buildings 6 2 3/changeMapTile Buildings 5 3 34/changeMapTile Buildings 6 3 35/changeMapTile Buildings 5 4 66/changeMapTile Buildings 6 4 67
hmm ill go look at the modpage
That'd be a lot of work even if you do know C#
good thing i don't know C# so i can't even consider it button!
The thought of making a Cooking Mama style minigame scares me.... 
imagine having to play junimocart just to cook urself some bread
u fail the level u burn the food
three cheers for not knowing anything so at least you can't scope creep yourself!
I wanna learn c just to make fear and hunger in sdv
I love Junimo Kart, I would love to
I would cry
Well you should probably learn C# instead /lh
rejoice
everything turns into junimo kart
oooh pretty!
id walk over that bridge
want to chop a tree? kart, fish? kart, talk to your spouse? guess what, kart.
Button btw can I ask you something
well something's weird with the second one but it's like Pixels of weird, let's see if I can iron that out
Is it actually possible to have the event draw tiles from a custom tilesheet?
I would say it depends on the question. If it's moderation related it would be better to message Bouncer.
i'll get into event making at some point and commit so many atrocities you'll remember that i'm canadian
Oh right yeah
code crimes, drama, or errors-
all of the above
How do I get it to load the tilesheet? Nothing about this mentions it I dont think
Or maybe not load but reference the tilesheet
cuz I think the tilesheet is already loaded?
or maybe it isnt... idk, I just dont know how to make that event command use the custom sheet
uhhh yeah its to hard i cant-, just cus idk how to do animations, all the frame things are hard
the art part or the code part?
afaik changeMapTile can only be used with the existing tilesheet for the tile you're trying to change
code
Well shoot.. is there an alternative?
that's not too bad, if you need help after the art is done feel free to ask
I- I mean yes I've done that, but I'm trying to have the transition be done during this event
its mostly a matter of timing
So I need to make the tiles appear during the event
what are u changing from and to
ima send another content update to it since ppl are giving that many downloads
might as well feed them more
-# lemme download just before i forget again
until i burn out lmao
id hold off!
im gonna release an update soon
: )
as of today
more downloads tho
eh
i love to bombard people with 10 million updates
uhhh i got a problem with the art too, the horse has eating and idle animations i think, and i was going to use this cute bewear sprite i found on the internet :v
I follow ur updates, I see it all the time
its a nintendo character
think so? i aint going to post the mod anyways, is for personal use
ah, then ur fine, mostly
this is why i mentioned yesterday that you have to also patch the map unconditionally and paint invisible tiles from your custom tilesheet onto the map in order to use changeMapTile :)
i give u 20 notifications every day
you did step 3, now do steps 1 and 2!
honestly I was so overwhelmed yesterday 😭
no worries, that's why i linked it again!
i figured you would have more context today for what i was talking about then
invisible building tiles bane of my existence
i give u 1 every 8 months maybe
well, evelyn expanasion has gotten updates every day1
im sure they get bombarded :3
ive been wanting to make this
one sec
Wait so do I make a THIRD layer? cuz the tiles I want are on Buildings2 (and Front4)
she used to play around with it on the windowsill
Ideally less layers the better but nothing really stops you from adding more
rip clara :(
Not sure if adding Draw property is required but that's force of the habit
nope! i would:
- make a copy of your map (not the original, the edited one)
- rename it to be something like MyMap_Invisible or something that makes it clear what it does
- for every tile you added, instead replace that tile with an invisible tile on your tilesheet
- make a copy of your map patch but make it unconditional (or conditional on HasSeenEvent being false, whatever the opposite of your other patch is)
in fact you CANNOT make new layers for this, because this is how the game knows what tilesheet to pull from
That works out cuz I already have 2 copies of this map
"LucyTheDove.EvelynExpansion_GeorgePrismaticShardQuestLetter": "When Alex's mother, Clara, was younger, she used to sit by the window for hours looking for rainbows after the spring rain.^^The winter days are dark without her. Bring me a Prismatic Shard. Please... Please.^^- George^^%item quest LucyTheDove.EvelynExpansion_GeorgePrismaticShardQuest%%[#]Letter from George",
"LucyTheDove.EvelynExpansion_GeorgePrismaticShardQuest": "ItemDelivery/Rainbow Rays/George wants a Prismatic Shard to catch the light on the windowsill, in memory of his late daughter./Bring George 1 Prismatic Shard./George (O)74 1/-1/1000/-1/true/It's... it's perfect. The colors... hmph.#$b#...#$b#Thank you.#$b#...#$b#...#$b#...I miss her.#$b#...#$b#...#$b#I need time... alone.$h"
: (
slight correction it is Clara not claire
no worries
Oh python
fixed
Bet he tastes like car tires and ice cream
I... think you're right
the difficulty of making cooking mama does not come from the code. it comes from drawing an infinite number of high-res ingredients in different shapes
just find a stock image of a carrot and ur good
Carrot, rotate, save
rotate, save
rotate, save
rotate, save
rotate, save
thats the most effort i'll put into it
Yeah nope im to lazy and tired to do this 😭
Rotate
Rotate
Rotate
Rotate
Oh right I need to make sure they're replacing the right layer in the event, yeah?
yep
Im assuming that's based on the layer's ID in the tmx file?
yep, just Buildings2 or whatever
Oh that too yea
??????????
don't judge maru's robot it's trying
Im worried I'm using so many speed buffs for testing that I'm gonna find the regular movement speed once I actually play the game again way too sluggish 😭
i just use fast forward
she's part of the gang
changes speed for everything
I just play with +2 speed always
Ahhhh almost! I just need to change up the layers and targeting said layers correctly!
i always play at speed 3
i prefer to just use /warp to go places. stops you getting a sugar high from speed buffs
i feel like i still have to do the work and walk there 
my favourite thing
chat commands uses fewer keystrokes haha
warps and speed buffs :D
i'll use the smapi console whenever it gets autocomplete
I got used to console debug
i just found out you can just make an AT mod for this
A bit sad making animated furniture isn't pure cp friendly
Just having some tmx with animated tiles and a TileData for some activities would be cool
dialgue
Yeah I'll probably just find and replace fix it
I'll also need to do a little more to hide the tiles changing in the event but it works!
I told myself this morning that I'd just be fixing some sprites and testing a few things. Just a nice, casual task, nothing too strenuous this time.
... It's now over twelve hours later and I've restructured my mod for the fourth time, added new stuff thanks to intrusive thoughts, thoroughly tested everything, and I'm STILL paranoid that something's gonna break. I need an editor to smack me and tell me to stop this lol
what i usually do is have those be the very first commands in the event so that by the time it fades in it's already done
that's such a modding mood
Well it happens mid event, though
ah i see
My brothers and I need to do the Deep Rock Galactic easter event so I'ma have to take a break for that but I'll be coming back to this
uhhh im missing two
I told myself no more mods for the rest of the month and then did two mods in a row the same evening
I'm gonna cry
something always breaks, very basic rule
Admittedly after the convo earlier I cant stop worrying about my mod getting taken down after I update it
there's a number of long-time mods with ripped art on the nexus that haven't been taken down by nexus or by the copyright holder, including nintendo + the pokemon company, but of course ideally you'd be making your own art
thinking about that fashion sense mod that rips every single pokemon from a whole mystery dungeon game
lol
i'm sure most users would prefer something hand-drawn than ripped, so a redraw would be a selling point as well
Funnily enough I'm an example of that cuz I ripped the berry bush sprites from pokemon 2 years ago and it's been up this whole time.
I would love to make my own art but like I am so much worse at art.
I edit the sprites where I can but otherwise at the end of the day this is moreorless a personal mod that I decided to upload
well my clothing mod started out as a sprite rip, then bad art, then decent art, and now good art
there's no sense giving up before you've started
If it gets yeeted off of Nexus then oh well, but I'll try not to be too upset about it. I just dont even know what I'd do to change some of these assets, and the giant crops terrify me to make from complete scratch
I wont cross off the idea to do in the future, but given my current circumstances I don't think that's something I'm gonna try for this update
Cuz admittedly the main reason I've been working on this mod? I needed something to distract me while I wait for the new Tomodachi Life game to come out
So I'm kinda hoping to finish by the 16th
Making mods make me happy but I kinda got tired of them
tired of making them?
@wanton pebble: this (7h ago)
what makes me tired is doing art
i hate art
i find character sprites are exhausting. i'll spend a day drawing a tree though
Same here.. tbh if I wasn't using assets from another game like pokemon, I don't think I'd be making mods at all. Which would be a shame cuz I am having fun on the coding side of things.
I like doing art, but I'm still really bad at doing it from scratch
Yeah
I'm the opposite; I like to make sprites, but coding makes my head spin, even if it's just copypasting the same code 99 times with tiny variations lol
Usually I do mods not for the goal but rather for the process
i make mods cos i like playing god
I just do something in aseprite or mess with json while listening to music
id take coding one million times over drawing
i dont have the brain for it
I don't draw that much either
I just love keeping myself busy
I did 10 mods so far, uploaded 8 of them
And already got 2.3 udls
I've done a lot of work for Pokemon Infinite fusions but over there I work with bases from both the main game and various other artists in the server (which is strongly encouraged), so even though I have a lot that I've done I'm still not actually great at drawing pixel art from scratch. I do enjoy it though, if I dont have to work completely from scratch at least
That's nice for a month, but I'm not sure I will do anything for some time
jus edited it a bit, i cant do the eat face tho, bewear is too big for it
I'm stressing myself out too much. I should just update my mod already and stop making changes.
maybe a little open and close mouth or something?
I just hope all these things will help with do something cool in godot
I'd suggest changing the rear leg on the second row. The placement is... a little iffy lol
I want to make something special and autonomous
what leg-
I kind of don't want to circle it because it'd just look vulgar. On the third, fifth, and last frames, the left leg( in the back) is the one I mean.
Bewear's face looks to be at a side view with no top-down perspective, and the leg being raised that high can probably be seen in a way you likely didn't intend. I had the same issue with something else.
:( my ftm json claims it's wronk
these?
No, these three.The two pixels sticking out give it a silhouette that can be mistaken for something else. I'd suggest bringing out the two pixels above to make its leg more pillar-like, since Bewear's got big ol' stuffed animal legs
I literally did something like that earlier with a different game's mod, and I got yelled at for it. The protruding pixels are meant to be its toes, I assume?
think so
you mean these two pixels?
I actually forgot what Bewear even looked like until I just loaded up Bulbapedia. I swear it had toes, but there's nothing there.
Yeah those
Yeah lol. Rounded pillars too. The "toes" are just markings.
I'm drawing a blank on how I'd suggest to adjust it, but at least I was able to point out the detail there lol. Give best bear some thick pillars and it'd be perfect
y'all gentle reminder this convo is more suited for #making-mods-art
oh yeah sorry 😅
My bad
no worries 
Im really hoping that dialogue and bundles will be a lot simpler than all this other stuff Ive been doing lol
just a warning bundles are created at the beginning of a save so be mindful of that, it won't change with sleeping
oh dang good to know
or they might change but that might crash the game (kind forgot what actually goes wrong, just be careful)
Well I'm gonna be creating new bundles not replacing them
wouldn't surprise me if this would also apply to new bundles
Good to know
tbh originally I was gonna find some things from PMD for the artwork but.. after these last conversations.. I'll find a solution. surely.
Try not to let these conversation get to you too much, it is true that it might be unsafe but it's also true that loads of fan content with official resources are still up
That's true. But my ADHD ain't gonna let me forget about this 
I'm mainly worried about it getting taken down from Nexus which feels a lot more likely
Honestly that's something you should ask yourself, do you want to risk it or do you want to keep this mod to yourself and stay on the safe side, there are other mods on nexus with sprites from the games so it's unclear what they might do
I mean the thing is more the mod is ALREADY on nexus, I'm just updating it because I left it kinda unfinished
And I just so happen to be adding a ton of new content
Way more than I originally intended
Though previously the only completely unmodified ripped assets were the crop sprites, everything else ripped was at least modified by me in some way (or at least most of everything else)
i feel you are also blending it with your own stuff so just do what you feel is right
bundles are a breeeeeeze bro dont worry about that
check this out
entire bundle code
Ye that's what I was hoping. Once I've got the base code figured out it's just a bunch of putting in ID's I'd imagine
debating how I want to go about implementing the bundles though. Like if I want them to all be available at once or have them unlock as you complete them, or if I want them to first unlock after dialogue with Darkrai, which means I'd have to figure out how to make Darkrai interactable
you should do one at a time, giving a player too much at once is a good way to overwhelm them
or 1-2 at a time, just not all at once imo
Very true. I'd like to do something kinda like what the Community Center does
Just not sure how I want the first one to be revealed..
well technically my mod is a character mod, so i just gated it behind getting a certain number of hearts with her, idk what kind of mod you're making though
Well my mod's just focused around adding pokemon berries as crops and I very much succumbed to scope creep
A bunch of things I already made and that I wanted to do kinda just fell into place and that's how I got here
Though Darkrai is meant to be a giftable NPC
Scope creep is real
My mod too lol
Oh 100%. This mod was just supposed to add crops and recipes and now I've added an NPC, Map, event.. sooo much more that I'm glad I did cuz I found I really like scripting events!
i wish i liked all that too
i prefer the coding and adding cool stuff with it
I used to only do edit data/object for weapons as the original mod for Vanilla and SVE only
Now I also do edit shops, mail, descriptions, buffs, and eventually also events and maps
you decided to add an NPC after starting? whew
because of it im started on a crazy desert expansion, but now that i have to do art im regretting it a bit
Not only after starting, but after the mod has been out for 2 years 
i love to whine about not liking art too, maybe i should funnel this drive into actually trying to draw
peak
Anyway, I'm assuming this code also handles like.. placing the tile you access the bundle from?
im using a mod to simplify it a ton, its called unlockable bundles
yes
Oh shoot would I need that as a dependency?
yea it works with CP
Ahhhh dang. I was kinda hoping to not need ANOTHER dependency. Maybe I'll put this off for now and save it for a companion mod?
Then again, I do really want to do this so 
how many dependencies do you have?
I think technically 4 now. But two of those are SMAPI and Content Patcher
Then theres SpaceCore and BETAS
that is fine
wut, why does the number of dependencies matter
it does not
people will just take the 3 seconds it takes to download the other mod
I just personally don't like the idea of making people download all sorts of other things to use this silly little mod
trust me bro, they dont care that much lol
if they are actually interested in your mod, the number of mods it uses as dependencies are just another download step
to me this reads as 1 dependency in BETAS just because half of all modded players have spacecore
Spacecore is used in a lot of things, yeah
True. Tbh BETAS seems really good but since I only just added it I haven't used it too much. I def gotta find more places where I can tho
whats betas?
Buttons extra trigger action stuff
ah, yea i downloaded that but idk what it does so i kinda forgot about it
so uhh...
Big huggable bear who will break my ribs with a hug ❤️
that seems cool
it's a framework mod which allows for mod creators to do more stuff that vanilla does not
i mean it works-
If only you could offset the player sprite and put Bewear's sprite on top at all times
i think i can with the custom mounts mod
There's food for thought then! Just curious; why'd you choose Bewear of all the Pokemon? Not that there's any problem with that lovable giant.
its my favorite xD
Perfect reason
carried me in pokemon reminiscence
uhhh i think i got the stable texture wrong
Oh no, now I want to add Pokemon to my mod that I've been procrastinating on uploading
Does this look okay? Should I change the carpet (I think it's carpet, anyway) out for something else? (That big empty spot isn't going to stay empty, too. I'm just having trouble figuring out what I should put there-) (And yes, I'm aware my organisation of layers is horrible-)
im jealous of your art skills
that pizza looks delicious
im not a big fan of carpet but thats personal preference
i always like wood floors
ah.. forgetting commas.. my old enemy
whomst left their fuckin pants on the floor
I'll tell you now, I did not draw all of that- I did the flags and kitchen tiles, but otherwise the other stuff is from other creators. I did try to draw everything, but got overwhelmed-
Me. That would be me
I leave my clothes on the floor
well still, it looks great
no shame in using other creators things, art is hard
i yoink from vanilla when i'm feeling lazy
like the first house i made started out as the joja mart 😭
yeahh... i give up
that is a giant stable
Neith's original home 🥰
joja man't
is there something somewhere that lists all the map/tile properties that can be assigned?
[[Modding:Maps]]
ty
its impossiblee to do a modded horse 😭 i think its hard coded in the game or smth
What's the Tractor mod then..?
Ah fair enough
it doesnt exist
well c# magic
tbh didnt know it existed xD
idk c# so im cooked
I think it's been around for a while? At least 2 years
Also this is really cool that this is almost correct but- Something's.. not quite right here 
i could find someone to commision the mod tho i really want a bewear as a mount on my game 🙏
ohhh you added a custom diemnsion for him
Yup!
wwhat happend with the gui xD
That's what I'm asking 😭
dont ask meeee idk bout modding tbh
just did things with content patcher and the wiki
@toxic topaz Do you know why the icons are offset?
are u going to add cresselia?
ummm, ive never seen that lol, what does your code look like?
Uhhhh probably not
"Changes": [
{
"Action": "EditData",
"Target": "UnlockableBundles/Bundles",
"Entries": {
"{{ModId}}_BadDreamsIntroBundleBook": {
"Location":"{{ModId}}_RiftDimension",
"ShopPosition":"22, 10",
"ShopType": "CCBundle",
"IsBook": true,
"BundleDescription": "Reward: Proof of your Worth",
"ShopEvent": "None"
},
"{{ModId}}_BadDreamsIntroBundlePage1": {
"BookId": "{{ModId}}_BadDreamsIntroBundleBook",
"Location":"{{ModId}}_RiftDimension",
"BundleName": "Basic Berries",
"ShopPosition":"22, 10",
"PagePackageIndex": 4,
"PageLeafRustleColor": "rgb(0, 0, 0)",
"BundleIconAsset": "{{InternalAssetKey: assets/bundleicons.png}}",
"IconSpriteIndex": 1,
"Price": {
"{{ModId}}_OranBerry": 25,
"{{ModId}}_LeppaBerry": 25,
"{{ModId}}_PechaBerry": 25,
"{{ModId}}_ChestoBerry": 25,
"{{ModId}}_AspearBerry": 25,
"{{ModId}}_CheriBerry": 25,
},
"BundleCompletedActions": [
"AddMail Current {{ModId}}_BadDreamsWorthProven"
]
}
}
}
]
}```
Is it ShopPosition?
shop position is just where the bundle tile is in your map
Alright.. which is also something I should change 
surprising how good of an effect even a simple custom lightmap can have
idk, maybe just a visual error?
I mean yeah I can still pick up things fine but like.. idk why it's like this 😭
Maybe I'll ask again tomorrow when more people are here
Is 11PM and I should probably get ready for bed
But I think I might just have a field day making bundles
does anyone know if theres any way to change the water animation's color?
im trying to make a quicksand river, but doesnt seem that possible? 
oh my god im stupid, why did i make a custom tile for the water border... i forgot they already exist in the desert 🤦♂️
Finally, I'm free. I updated my mod and closed every modding resource I had open. No more, I want to actually play the game again lmao
I only planned a two or so day update, not a week-long endeavor. The pain.
if u dont want water overlay at all (e.g. desert) then use "Water": "I"
ooh i didnt know you could use mmap for that too, ill have to do that then
I think you were told earlier that mmap can do that iirc
i was, but for something different
it has a lot of random features 
all this art stuff is making me depressed
feels like i barely got anything done today
Everyone works at their own pace. Don't be discouraged!
true, but its more that what im trying to do is something that im kinda incapable of doing at my level lol. and this one single thing is dragging the rest of me down
Don't know if I should ask it here or somewhere else. But can someone help me with Sound Tweaker? I am trying to replace the fish sound with the MGS alert sound
Actually so real.
It's funny; I said that, but it's almost midnight for me. Can't really get started, especially since I'm TRYING to fix my sleep schedule lol
Surely the intrusive thoughts won't beckon me to add more to my mod tomorrow. Surely!
scope creep scope creep
oh hey, thee pyramid doesnt look half bad now, its amazing what a few shadows can do
they want to be, really badly
Shading is pixel art's magic sauce.
I always hate my pixel until I shade it.
Fortunately (or unfortunately?), my scope is just adding things for fun. I don't have any set concepts or goals with my mod other than letting the intrusive thoughts do whatever they want until I'm begging them to stop! I want my week's worth of sleep back 🥲
i just copy pasted the sand texture and i guess it looks a bit more presentable...
its main failpoint is the lack of depth 
the bottom part is where the cliff is on my map, so i didnt feel the need to fill it in atm
but im not sure how id make all the stuff look like its far away
Put dunes maybe?
dunes are like pyramids but the stones are much smaller
In a perfect world I’d be friends someone who was a master at pixel art and I’d order a pizza to his house and all this would be done for me 
you'll find collabs are quite rare in this scene 🙂↕️ it pays to be a little practiced at everything
I believe it. Well, I only started doing all this last week. I can only keep working at it
you can order a pizza to my house (im hungry) (i can't make a sand dune)
FTM issue, inflated value to make sure i wasnt crazy, why isnt this working at all? :( it was capped at 10 :3
you need to either redo the lighting or get rid of the sun
bc.. :3
Yes the sun isn’t being kept I don’t think
I just dk what to replace the horizon with
start on the big storm
figure out how much of the image you can not worry about
have it on a seperate layer for ease of use too
@toxic topaz the farm
Allllright I'm havin a weird problem
I have some bridges. For some reason, the back tile under these bridges is set to "Passable F", which I understand means you cannot pass it. So the bridge cannot be crossed even though I set the building tile that you walk across to passable. I tried to use MapTiles with Content Patcher to null out that property, but it's not working
give me a minute to get the jsons in the validator...
https://smapi.io/json/none/c90faef220a9474cb5be544b5c4eb443
SVE mountain maps 3 and 4
This passable quality is also not SET anywhere I can find
It's not part of the tile, it's not part of the map
mmmm i think all building blocks will always be impassible, put it on a seperate layer that's like, buildings-1 or smthn 🤔 assuming all other tiles around it arent evil blocks
🤔 didnt know that
It's how vanilla bridges work apparently
probably not relevant to the issue, but just for general reference, passable is one of the properties where the value doesn't matter beyond "not null"
T and F are the same, etc
yeah, that's why I'm trying to null the property. It doesn't appear to be working though
yeah, at a glance that does seem like it should work, though I'm not super familiar with editmap's behavior
where's the bridge?
and can you just, delete the passible property
well, as I said, I can't find where it's added at all
she's editing a pre-existing SVE map to try and remove those (Mountain -> 58,30, etc in the file there)
But it;s NUTS because half of this bridge is where the bridge is in the SVE map already??
I don't know why it's becoming impassable just when I put a different bridge there
maybe... well I have one idea that just occurred to me, I don't think the part you walk on has any of the tile under it hsowing, maybe I can just put the damn thing on th back layer and hope it stops saying it's impassable
all the bridges dont work?
specifically the mountain one?
There is more than one mountain one and some of them work
I can actually take one step onto one of the bridges on the same side as the original walkable area but no farther, and I can't walk at all on the other side
🤔 "For some reason the back tile under these bridges is set to 'Passable F'" they're not in the vanilla, idk why they are for you, is it a modded map?
yes, it's patching over SVE, not the base game's mountain
bro idk why sve did that bc the what on earth 😭 normal bridges are not built like that 😅
but it is still just the buildings that has "passable t" in sve 🤔
I can't actually find where SVE adds the passable F either, if it does. I don't know why it would
wait waht
some of SVE's patches have passable F on the water tiles and such, inside the tilesheet itself
not sure about their base mountain map, but there were some in the shortcuts patch
no it does, just, right off the side instead of placing invis blocks or tile data
Ohf-
ewwie :3
ohhhh
I swear I looked there, must have been on the wrong tile or something
yea sure enough
its some very specific tiles
<tile id="1249">
<properties>
<property name="Passable" value="F"/>
<property name="Water" value="T"/>
</properties>
</tile>
<tile id="1252">```
etc, on the outdoor sheet I think
Oh I think I have a normal copy of the outdoor tilesheet on this patch and that's why I couldn't see it
these four
that'd explain it
Okay thanks for the extra eyes, that was driving me crazy
Yeah that tile's under the bridge in the vanilla patch, so when I apply it to SVE, it picks up the Passable F, that explains why it was so inconsistent and weird
just finagle the other empty, or almost such tiles, around the bridge so your shins dont explode upon contact with the bridge 🙂↕️
Luckily the passable clear water tile will do me just fine
🙂↕️ true
Does loading a map conditionally based on mods loaded cause a crash in multiplayer?
(because EditMap appears to not be working for my SVE variant)
I am now endeavoring to play co op with myself.
I can't check the code right now to be more helpful/specific, but I wonder if it's 1) a mod mismatch between players or 2) if at the time of a Load the condition isn't the same between players. Is there a reason you're putting the condition on the Load rather than the EditMap? (Esca will no doubt be more knowledgeable here)
if it's a full map, you'd also need to make Data/Locations conditional, but otherwise it shouldn't be any weirder than usual; player mod differences would be a problem even if it's unconditional
and HasMod should give the same results from startup, so it won't load the map any later or anything
Yeah it works fine, we just ran into problems with the seasonal maps previously
I am having to switch it from EditMap because EditMap just doesn't seem to work anymore.
(I've no idea why)
(and no inclination to mess around for hours trying to figure it out)
(I really just want to play Pokopia)
i am making my first mod and want to change the deafult farmhouse inside and for all upgrades how do i create the updated map locations and all of that or does someone reccomend to not start with this as a first mod
in that i mean how do i make my own tmx and all of that
stuff like resizing
i am pllaning on using content patcher but if needed i know a bit of c#
https://stardewvalleywiki.com/Modding:Maps Here's the wiki page on making maps, good luck with your mod!
thanks
for now i am doing it small but i did not get how do you do the tile data?
Just FYI, it appears that your mod (Pelican Town Accessibility - Handrails and Wheelchair Ramps) is exclusively loading the same file in multiple patches (which means none of the patches load) according to a user, so you might be missing your When conditions or need to set a Priority on your Loads to fix it?
Just a small thing here: Can I put multiple "When" conditions into one and the same {} bracket, separating them by a comma? Does that work?
It sure does! You can't repeat fields though, so if you need multiple seasons, for example, you would need to include them both as a comma separated value for that field in your When argument.
|˶˙ᵕ˙ )ノ゙ Hellloooo. I was just wondering, how can I make a chair sittable in my npcs house-? Sorry if that sentence doesn't make sense, I'm not too sure how to word it-
If it's a map tile and not a furniture item, you will need to create a Data/ChairTiles entry
Riiight okay... So how do I do that-?
Oooh okay! Thank you for your help! I didn't even think to check there-
It seems like you're trying to run a debugger rather than building - can you screenshot the button you use for building?
but regardless, that shouldn't be an issue
could you show us what is in your .csproj file?
Not sure what exactly you tried to do here but you can use one big rectangle here
Or three if you wanna have one extra tile untouched
Wait it actually looks scary in 1pm in the morning
.csproj is different from the .cs file(s), and should look something like this if opened as a text file
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<AssemblyName>Your mod name</AssemblyName>
<RootNamespace>Your mod name</RootNamespace>
<Version>1.0.0</Version>
<TargetFramework>net6.0</TargetFramework>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.4.0" />
</ItemGroup>
</Project>```
I'm not really sure why VS would be trying to start (or connect to?) a debug server on build, but you might've made a different project type, or need to change a setting somewhere, etc 
in the VS 2022 interface, it should look like this, and you can right-click and choose Edit Project File to see it directly
no, the manifest.json goes in your final mod folder, but isn't directly involved in the code & isn't an xml file
there's a manifest.json explanation here, and you can basically just add that to your project when it's working as an extra file
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
anyway, Class Library should be the correct option, but I've never had VS try to debug anything while just building a project, personally
if you open WolfMod.csproj and post the contents here, iro or someone else might recognize something about what's going wrong, though you may just need to look up the error text in general; it's not something I've seen come up related to Stardew, at least
you've got several nuget packages I'm not really familiar with myself, so it's possible one of them is causing the debug issue?
<ItemGroup>
<PackageReference Include="EventGenerator" Version="1.1.1" />
<PackageReference Include="Juice805.StardewConfigFramework" Version="2.0.0" />
<PackageReference Include="Leclair.Stardew.ModManifestBuilder" Version="2.4.1" />
<PackageReference Include="michaelgatesdev.sdv.common" Version="1.0.0" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.4" />
<PackageReference Include="Pathoschild.Http.FluentClient" Version="4.4.2" />
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.4.0" />
<PackageReference Include="TehPers.CoreMod.Api" Version="0.1.1" />
<PackageReference Include="tlitookilakin.StarModGen" Version="0.2.8" />
</ItemGroup>```
I have never heard of most of these
and I can’t imagine pathos’ fluent http client is in any way relevant 
Pathos's ModBuildConfig is the one used in (almost) every C# mod, but the others are probably unnecessary for a starting project
also TehPers hasn't been around much for years, so that may be outdated, among others
I'd recommend against that & remove those unless you know what they do
blindly doing anything in code is never helpful, for what it’s worth
the latest version of ModBuildConfig should be all you need at the moment
(also nugets behave oddly when changed sometimes, but restarting VS can help)
I've also never seen a mod need the "Compile include" line
you will have a much tougher time with vs code
visual studio at least has the tools to automatically do some of the things you need to do - vscode doesn't. Some people do use vscode together with command line tools but those tend to be people with more code experience than you have.
That being said, I don't think the tutorial you're following right now is correct, because you ended up wsith a lot of things that don't make sense - you have c# files in multiple levels of your mod including two modentry.cs file, for example. You also seem to be writing your mod inside the Mods folder (I wouldn't really recommend it in general) and I think we need to see your .sln file in this case too
that's probably a good call, but without having better resources this time, you aren't likely to have better results, so if you tell us what you're currently using as a tutorial we may be able to point you in a better direction
ah, that may be part of the issue - because of the speed at which stardew modding changes, youtube tutorials don't tend to stay relevant for long, which also means most people who really deeply understand the code don't make them, which makes them even less reliable at times.
We recommend using a mix of the wiki, the modding wiki, and this channel to start out with, as well as some "generic" C# resources like "the yellow book"
and for a lot of things, your best bet will be looking up open-source mods' code and seeing how they do it!
There's no reason to be stressed at all! we all do this as a hobby, our favourite thing is people asking questions and showing interest. Even if it does seem like something you do to learn has irritated someone, odds are that they're just annoyed that there are resources out there that mislead people. If you're willing to learn you'll go far
should I change the target? also should I still use (O) for a cooking item?
possible mods aside, the only thing that can be cooked are (O) objects, and those are only defined in Data/Objects
(or rather, type "Cooking" is only something objects can have)
there's an overview of other types/assets here https://stardewvalleywiki.com/Modding:Items#Item_types
Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.
To show file extensions on your computer:
On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.
On Windows 11, open File Explorer and click on View > Show > File Name Extensions.
On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.
Yes
Both in your text editor and in the file system
okay, did you build the mod?
is it auto-deploying or no?
the < > should be removed, that's just the usual markers for "fill this in here"
but that wouldn't be your issue probably
okay, hit the build button, then screenshot all the build logs
In your case, because you have one mod in thr solution, those are equivalent
Oh right I forgot this is what I ended off with last night
Woah i know what those are
Also no I dont think you can AT the desert racers
Jeez before I even reposted lol. Unfortunate, I had a funny sprite made and everything. Oh well 🥲
Well, you could just make a cp mod for it
if it's just 1 sprite you can use EditImage
Fair, I forgot about that. I'll look into that and hopefully get it right on my first attempt then. Thanks
Does anyone know why this might be offset?
Different grid it seems
Any idea how I'd fix that?
You have a bigger backpack mod?
Oh, yes
Well then that's your issue
aw shoot
Is there no way to fix it? I mean vanilla bundles look fine with this mod
Might have to look at something on the inventory mod's end
Ah shoot it's a DLL 😭
And made by SpaceChase 
But this just goes to show that I should probably be testing my mod without other mods installed 
Am I gonna disable them? Probably not 
I mean okay maybe I'll disable some
-# actually I don't know why I'm being stingy LMAO
Oh wait there's a command in the console for regenerating bundles? Awesome!
Damn that looks good
oh i dont think the command worked for modded bundles
Since this wasn't answered in the modded channel, I'm gonna ask here.
Do the grass and trees outside the Farm cell created or added by SVE grow and spread? Like, in town.
Uhhh, think it depends on the map properties that were assigned there
Or maybe it was a tile property
I forget
I ran into a few issues getting both the AT aspect and CP aspect to work together, but I worked it out by just making the desert racer CP edit a separate mod that will be bundled with the AT mod. My wretched idea now has life, can be toggled on and off, and will be uploaded shortly after I stop laughing at how stupid this is lmao
Normal or modded trees outside the farm have a small chance to regrow per day (and skip some stages when they do), but they don't spread seeds around. Player-planted tree seeds will grow normally, though. https://stardewvalleywiki.com/Trees#Outside_the_Farm
Oh, and modded trees do have a few extra customizations, but they usually work about the same as normal non-Farm trees. Search for tree properties here: https://www.stardewvalleywiki.com/Modding:Maps
Alright, how and where would I register extra portraits beyond the initial 6?
I imagine either in my characters.json or in a portraits.json?
What exactly do you mean? Portraits besides the "standard" emotions?
Neither
Just make the sheet longer
And use the associated portrait key based on number in the dialogue like you do with the rest of them
Oh, alright cool!
It's easy actually
https://stardewvalleywiki.com/Modding:NPC_data#Portraits
https://stardewvalleywiki.com/Modding:Dialogue#Portrait_commands
yeah, just count up from $0 for the top left one, $1 for the top right, $2 for the left below that, etc
Good to know, ty!
Hm.. would there be a way to change how my character responds to gifts based on how many hearts the player has with them? Cuz I have ideas for gift dialogue but they definitely set 2 different tones
Like it uses 1 set of dialogue until you have say 5 hearts with the character, then it uses the other set of dialogue?
is there a context tag so a unique item won't be lost on death?
(in this case it's a tool, and maybe tools are already exempt)
nm, I see it "CanBeLostOnDeath" right in my face 😛
there might be another route, but editing the Data/GiftTastes entry based on hearts or relationship tokens should work
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#relationships
I did a thing with dynamic tokens
Forgive my botched explanation bc im on mobile but
I'd have the token for friendship level, and set one for low, medium, and high
And then use the token in my i18n key, that would resolve to the matching key in my i18n file
Oooo that sounds great! When you're no longer on mobile could you post an example?
I'll see if i can find it, if not I'll just write a new one
Alrighty! ty!
So I'm thinking of writing some compat dialogues lines (for the Cornucopia mods alongside mine), and... What's the format of those?
Something like
{{i18n:(ModID).Cornucopia__(Item)_}}
??
as far as I know, you can't access another mod's i18n, and that would only affect dialogue added by them anyway; you'll want to edit the existing dialogue targets (again, if it's from your mod) and use the HasMod token with Cornucopia's ID
How hard is it to go into a map recolour and alter unedited assets? I'm working off of an unofficial eemie's map recolour and some assets are excluded, so I wanted to try to fix them myself, but I've NEVER modded or gone into source code before 😭
From my own experience, kinda hard since matching colors is not always easy.
There's like morbillion green shades in the grass
And you have to recolor every pixel XD
But mechanically, no it's not hard at all
Would it be possible to somehow copy-paste the asset thats working and the assets that aren't? Tree example, no idea why they do this or why they aren't overriden with existing tree replacements
I'd do that for my beloved eemie 😭
Confused at what the left image is supposed to show
Sorry, it's the properly coloured asset and the assets that are for some reason the right replacement but the vanilla colours
@craggy goblet forgot to ping, so in case the reply gets lost: ⬆️
Honestly that might be something another mod added
In the image to the right
Tools are already exempt too
that ones pretty ignorable i think, its just the trees that are tripping me up
@lunar geyser You leveled up to Cowpoke. You can now share images in all channels!
Still confused on what's wrong with the trees
They look fine to me
they're the vanilla colours, not the recoloured more muted shade
Hm, no?
They're not
The vanilla trees don't look like that
You have another mod changing them
not the appearance but colours, its the summer grass
IDK if i'm explaining this right 😭 behind the fences, the trees which are i think tile-sheet related, are the bright/vibrant summer shade, but the interactable and plantable ones are a different colour. is that intentional?
Yeah lol
I took a look at the mod those trees come from
It's just like that.
they come from the map recolour
I'm pretty sure they're not 🤔
ahh, okay, you're right, there's a foliage mod
but weirdly that foliage mod even taken out it doesn't impact it
I feel like this is dipping into #1272025932932055121 territory
You're better off making a thread in there
oke ill try that ty! :D
@royal stump So something like this probably wouldn't work?
ok, found it (bear with me a little lol)
so here's what I did with the dynamic tokens
"Name": "{{NPCFriendshipLvl}}",
"Value": "High",
"When": {
"Hearts:MyNPC": "{{Range: 5, 10}}"
}
},
{
"Name": "{{NPCFriendshipLvl}}",
"Value": "Low",
"When": {
"Hearts:MyNPC": "{{Range: 0, 4}}"
}
},```
If those are the correct item IDs for cornucopia's items, then that's fine, though I'm not sure what Cornucopia's mod ID is & normally they're formatted like AuthorName.ModName.
There's no required format for i18n keys at all, they just need to match whatever you use in your i18n files. I misinterpreted that earlier as you wanting to edit i18n text from another mod, or dialogue added by one, etc.
the i18n has keys for each
"MyNPCLow": "bla",```
and the way it would look in i18n would just be ``{{i18n:MyNPC{{NPCFriendshipLvl}}}}``
Oooooo~ might have to steal that idea...
I dont know that id do it with gift taste but I might take it for other stuff like schedules or somethin
you could make it 100% harder for yourself by making it change on every heart level.
Reminds me of myself making 6 different dialogue lines per day of the week per heart level
Will anyone see all that dialogue
No probably not
But hey
Ty!
Would this go in a separate file for dynamic tokens or..?
Alright, looking at Cornucopia's crops at least, Cornucopia_Basil etc does seem to be their entire ID format. However, those don't seem to be valid keys for the AcceptGift dialogue:
https://stardewvalleywiki.com/Modding:Dialogue#Item_dialogue
they go in your content.json
Things like AcceptGift_(O)Cornucopia_Cucumber should work, or AcceptGift_Loved would be the response text for an already-loved item, but they don't combine like in the screen photo
AcceptGift also doesn't determine the NPC's preferences, just the text for that specific item
If the dialogue is for the individual item, AcceptGift(0) should work fine right?
Alright, so everything without the preferences... and the rest is okay so far?
The i18n keys seem fine, assuming you've got matching entries in i18n/default.json for them, yeah
Would you say this is a save way to migrate old quests?
One of my quests has an invalid item id
and i dont think u can change active quests ever
so this was my idea of doing a migration
(ignore that i forgot current in AddMail)
I've wanted to work them just a little later on so I at least have the structure right. But yeah, will remember that when the time comes :)
Wait okay I'm still a little confused on how to actually arrange this in the i18n file and the dialogue file
make sure that's a capital O and not a zero btw
well your i18n is just your i18n, you don't do anything special to it except put the keys in there
and also this doesnt go in dialogue, it's in the gift tastes
(which is what i assumed you wanted)
Oh I thought the dialogue for gift tastes would've gone in with the other dialogues, then be controlled by i18n
the dialogue for gift tastes really is just slapped in the gift tastes themselves.
go look at the ones for vanilla characters
it'll be a better reference than me XD
If you dont want to do unique dialogue for every single item you could also make the i18n something like {{i18n:CornucopiaGiftReact}} and just have them react to all of them the same way (or to divide it up more like FruitReact or VegReact or whatever)
Making unique dialogue for every single crop gift is a pretty big task
Oh right! The system I have is for appending vanilla gift tastes, not setting them up in the first place!
ah- not what I mean. I imagine I can't append Darkrai's gift tastes if there isn't a field for Darkrai in the first place 
I imagine I have to set it up vanilla style for the new character
Yeah that'd be important lol
youll have to set it up or else XD
Im gonna give this quest migration a try
i shall update yall on how it goes
It works!
yayy, first time migrating quests
does anyone know how to make it so if a quest is added, there's an option to add it silently?
Alright I'm still struggling to comprehend how to actually format the dynamic token strings in the i18n file, this representation isn't really clicking with me
I mean idm if its not possible, but i would like to know if there is a way
they're just formatted the same way i wrote them, what about it specifically is confusing?
I guess just how that connects to the different dialogues and differences in loved/neutral/hated etc. and birthday gift dialogue
they don't
well
like
they're all different
i only showed a very general example of how one might change one particular gift taste response
So would I replace "MyNPC" with the whole string like "DarkraiLoved"?
The token value is directly replacing the token name in curly brackets
So if you have a dynamic token like MyNPC{{tokenname}}, and tokenname can have a value of low or high, then the available keys will be MyNPClow and MyNPChigh
Is that what you had trouble with?
No, just wasn't sure if MyNPC HAS to be just the NPC name or if that refers to the entire rest of the Id
You can put anything, that's something you define yourself
genuinely you can make it whatever you want since it's an i18n dialogue key
it's just a key for you to know what it replaces, it doesn't have a specific meaning in the code
Alrighty! Sorry for being kinda dense with this 
I'm much better at grasping things how someone else has used them fully rather than in a tutorial format
I only used MyNPC as a placeholder because my actual json has too much crap in it
It's more explicit if your i18n that contains your npc loved gift reaction is named MyNpcLovedGift than 4566125456
and i think it would just confuse you more
dynamic token georg not here sad
Unironically I'd probably be able to grasp that better 
I mean I'd prolly be confused at first
But seeing it in actual contextual use I'd probably grasp it sooner rather than later
well, really it has too much weird stuff in it 😅
i'll try and make it a little more complicated
But basically, something like this should work?
Well you can download any NPC mod than uses CP and see how they do it :)
well no you can't use tokens in i18n themselves
you have to write out what the token would be
I just realized that 😭
Alright that's fine then, I had just quickly replaced what I already had
So THIS then, and then everything else i'd use say "DarkraiLovedBirthdayGiftDialogue{{NPCFriendshipLvl}}"?
Like use that string in the gift tastes file
Yes Servant and Friend are my Ids in the token
yeah
the birthday gift dialogue goes in your dialogue btw, just so you know
you don't format it the same as gift tastes
Alrighty, t-

Well good thing I hadn't deleted all of that yet 
the i18n can stay where it is
just you need to add the i18n into your dialogue.json instead for birthday gifts
like that
you kinda have it cloned though
Alright yea that's what I was thinking 
Do I remove the set of clones or add differentiators?
remove clone
using a dynamic token means you only need one thing for each gift reaction
since it'll automatically use the right one based on the conditions you gave it
Alrighty! Ty!
does anyone uses this with Visual Studio? just trying it out, but im not sure i understood how to use all it's features
dont think so, but that seems very nice
I do! it's really good
@eager tree forgot to summon you
niiice
aha there is a typo in my recolor checks for exactly one recolor.
what is this?
Using vs for json is like using a chainsaw to whittle
Although if you're already using it for other things you may as well
it's an extension for VS
a lot of wikis recommend, so im a bit confused. what do you recommend instead?
Do they recommend vs or vscode?
visual studio code, sorry, i shortened it. didnt know there was just a visual studio lmao
Yeah they r two different things lol
i love using VS because its nice having everything in one place and it does everything file related for you
I like using vs for c#. The debugger is excellent
The autocomplete has gotten less good but it's still useful
Anyways yeah vscode is good for json, that's the sort of thing it was built for
VS can also do json but it's massive and if you were only using it for that you'd be using like 1% of it. It's a lot heavier but also more powerful for c#, f#, and c++
i turned that off because it got annoying lol
i will keep this in mind when i start learning C#
I feel like it was both smarter and faster in the 2019 version
this is shaping up to look pretty good i think
Coming back from a break, I'm realizing I should probably quickly do the things I've written that I need to do. Like.. as of now, the item that actually triggers the whole sequence of events with my new NPC and whatnot is only available in year 3 Which.. at least to me feels like you're already at a point in the game where you can easily just have everything you might need for bundles right from the getgo so I gotta make it available as early as Year 1
It's a food recipe so just removing the year requirement to buy the recipe from Krobus should be easy, but said recipe also requires a berry that's only available in Year 3. So I was thinking I'd add limited quantities of 1 seed packet to event shops. It's a crop that grows in any season so I think that works out.
I could 100% do this myself but I kinda love the idea of community input (and want to justify myself yapping about this), so what are some niche shops in the game before Ginger Island that would be fun to put a single seed for sale in? Spirit's Eve is definitely one I wanna do given the nightmare nature of the crop
egg hunt pierre already sells seeds, so i think it would be fitting
desert festival is (typically) available before ginger island and i've put a few progression things there
mine were magic items so they made sense (to me) at the shadow vendor in exchange for calico eggs
the travelling merchant at the Festival of Ice or the Night Market and the Casino
Eyyyy tyty :D
I'm realizing I meant the stardew valley fair not Spirit's Eve. I kinda forgot they were two different events 
But ye Night Market, Desert Festival, and Egg Hunt seem like great places!
I also have the travelling cart semi set up for another crop seed, but I think it's set to always appear..? I made it 2 years ago so idk if it's available every time or not, and I don't know how to change it if it is available every time
🤔 it kinda feels too jutt out of a rock formation, idk how to explain it
hmmmm, the deserty part? or the cliff part
Can I ask what’re we talking about? :3
you can add conditions for certain items to appear/disappear
The cliff 🙂↕️
Wait
Desert being the above? Then that yea, the cliff that size makes sense but then the part above also being that size makes it seem like logically it’d be way unstable
Some of the berries in my mod. The Lansat Berry and the Enigma Berry. The Lansat berry is already available in the Travelling Cart, but I think it's set to ALWAYS appear when I want it to only be a chance
heres the entire thing, do you think having like rocks sortof on either sode would help
idk how to explain it... uh like how it is for the summit
🤔 🙂↕️ yea the summit like tapers out
Enigmaaaaa, I see I see
finally looking into HaveMoreKids framework and oh dear, the power i have at my fingertips....
same 
What does that mean
😨
it is a framework mod that allows for adoption/more kids content
I can make my custom npc have custom npc children 
maybe even ones that grow into their own fully functional adults
Adopt Shane and make him stop being emo
BAHAHA
you could make him adoptable yes
idk then
since I just launched a custom child npc I want to make them adoptable first
Yuzuki my beloved you shall thrive on the farm
mostly im just super stumped about what to do with the gradient in the back...
I think if you were to make the bit up top with the cactus be extended out to the sides and like, an uneven amount so it’s semi natural looking, it would make it feel more like, mmm yes this could happen
Wdym
idk, everything i try just looks bad
Chat make kirito
i was thinking of it being light like the normal desert going to a dark mysterious color
like a purple
You’ve only been doing this for a week or smthn no? It’s bound to not be to your liking mostly because you made it 😞 doesn’t mean you shouldn’t keep trying 🫡
Oh okay Pierre DOES have a shop during Spirit's Eve! Sweeeet
but still, the main problem is that its lacking the illusion that makes it feel like everything is far away lol
I see
That will be the last thing to work trust me, you need everything in else in scale to make it look believable at all
🙂↕️ add hills with their shadows being cast, add tiny cacti, ignore the sky for now
And add a lil entrance to the pyramid
you're looking at the tiny cacti lol
Bro it’s a desert there’s gotta be more than one if you’re wanting distance 😂
id make them considerably bigger
Totally understand conceptually the idea that they'd be small because perspective, but on a practical level they also have to be... visible, yknow?
True, that would also.. make the pyramid about the size of a dang mountain
Or make everything else a lil bigger :3
Bc unless you’re gonna make the sandstorm part a 15 minute side scroller… uh that’s really far
in game its already big to the point where it doesnt look good
because pyramids are already massive structues, so if its smaller, i think that you would assume that its further away
They are massive but you’re making a sea moth a colossal entity
So a few things: Is this code outdated? I did it 2 years ago, idk if anything might've changed.
Second, did I get this right? This condition should make it so this seed will only be sold between 4 and 8pm if it's raining in Cindersap Forest?
Third.. is this evil? 
I forgot the name of the big one :3 so entity it is
sea moth?
Subnautica 😅
Idk, idk, yes.
What do you mean a possible 11.4k for A BERRY
It's a seed
It's the traveling cart!
eeeevil
Chat that is not much better 😂
okay ill redraw the pyramid and check how it looks after i shrink it a bit 
Star fruit is like 80 at the desert
wait actually when does this seed even grow 



