#making-mods-general

1 messages Β· Page 596 of 1

severe cairn
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don't know why it would be higher than late + 100 though

torpid sparrow
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playing dependency tag

severe cairn
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i was gonna check the dependencies but its 18 mods

ornate trellis
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not sure but ive heard the whole late shebang can be pretty effed up for some people (tho i got never really told why exactly)

severe cairn
#

me when I make Arumi's house priority 2147483647 /silly

golden spire
#

If you're on Windows, I always recommend the program 'Everything' for searching for text in multiple files. (some code/text editors can do it too). 'Everything' is better than the default Windows search anyway.

dire kestrel
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love that software so much

fossil osprey
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Everything has a very quick and efficient indexation yeah

calm nebula
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Iirc CP priority may be subtly not priority smapi mods

severe cairn
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GSS should be Content Patcher πŸ€”

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the other being FTM but the patch happens with the content patcher one

barren tapir
brittle pasture
#

your template is probably missing some code somewhere

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feel free to post it once you are able

barren tapir
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Will do! I have a feeling it's either missing something somewhere, or I'm misusing the template πŸ˜…

summer spoke
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It works!

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Well, the basics work

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Now to get to work on the events

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Thank you for the help!

severe cairn
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This look right for dependency?

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I'm assuming it is since i copy pasted it but wanna be sure

summer spoke
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Can I use mods to test out my events without them becoming a requirement for my mod itself? Like if I just enjoy how Earthy Recolour looks so I use it, but it's not needed. If this makes sense

verbal glacier
#

yes you can

summer spoke
#

Right, I'll do that then, thank you

golden spire
#

they only become a requirement if you MAKE them a requirement

verbal glacier
golden spire
#

such as using maps, items, textures. npcs that are part of another mod

severe cairn
#

tyty
I'll let them know about the whole priority dependency thing and that if they wanted to try if it works to add the dependency in my manifest

sullen rain
#

Can I put entire item categories as a gift taste?

torpid sparrow
#

yes

sullen rain
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Sweet

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so I can just put like -7 to say they like all cooking recipes?

torpid sparrow
#

i think so

hard fern
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you can also use context tags

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well but

hard fern
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cooking is default universal love

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*like

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so putting it in the gift taste is redundant

sullen rain
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Ah

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I'm making it a loved category tho

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It's a dog npc and I figure she'd love all food lol

golden spire
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well hopefully not chocolate

sullen rain
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Oh good point

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It's a magic dog tho

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In the show she's from she lives off gummies

hard fern
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you said liked so

sullen rain
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Yep got it

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Thanks guys

karmic gust
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ahhh I got like 7 TAS to work first try! SDVpufferparty

barren tapir
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So I have the following. Currently only the final entry (the FishPower one) is getting added.

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I'll post the template in just a sec

old edge
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I finally understand how Farm type manager works after studying it for years

barren tapir
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And here's the template

brittle pasture
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Entries wipe everything on use

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initiate the shop once with some basic data first, then have your template TargetField into the Items list

barren tapir
#

I did do that originally, but it was producing the same results. Granted, it was practically midnight, so I probably messed something up. I'll try it again!

torpid sparrow
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is this how to do 2 hasmod ?

proven spindle
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I think that will do 'has dsv.core OR si.bc'

torpid sparrow
#

guh

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how do i do both

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i think airyn told me i cant have 2 hasmod

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like separately

hard fern
torpid sparrow
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yes

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hm i just realized i may have forgotten to edit her schedule for lny

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unrelated to this

barren tapir
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It's still only showing the fish power

proven spindle
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I'm pretty sure you can do two

torpid sparrow
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oh what da freak

proven spindle
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cp docs has this example

"When": {
"HasProfession |contains=Blacksmith": "true",
"HasProfession |contains=Gemologist": "true"
}

hard fern
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ya

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i was just about to go digging up my old json

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what makes it different i think is the contains= part

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because that technically makes the thing different

torpid sparrow
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ah ok

hard fern
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wtf did i just tyoe

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u get the deal

torpid sparrow
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i also could have misunderstood airyn

brittle pasture
hard fern
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it's not just HasMod it's HasMod in a different flavor

brittle pasture
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ok I see the difference

barren tapir
brittle pasture
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nope

barren tapir
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Dammit

brittle pasture
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look up documentation for TargetField

brittle pasture
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what your code is currently doing is "set Items to this without changing the other fields in shop data"

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the problem is with the "set Items to this" part of that sentence

severe cairn
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at least from what i saw when i looked like... yesterday or two days ago i forgor

torpid sparrow
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okay yeah that makes sense

golden spire
# torpid sparrow is this how to do 2 hasmod ?
//AND
"When": {"HasProfession |contains=Blacksmith": "true",
         "HasProfession |contains=Gemologist": "true"}

//OR
"When": {"HasProfession |contains=Blacksmith, Gemologist": "true"}

//OR
"When": {"HasProfession": "Blacksmith, Gemologist"}

//NOR
"When": {"HasProfession |contains=Blacksmith, Gemologist": "false"}
barren tapir
#

It's working! Thanks!

golden spire
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the reason you can't have two plain "has:" is because in json you can't have 2 keys that are the same

torpid sparrow
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yeah i figured

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needed to do a little more thinking SDVpuffersquee

rich seal
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Got a weird question; how can I put a big craftable or some kind of equipment into a vanilla big craftable, such as putting a Keg into another Keg or a Pickaxe into a Dehydrator? My friend challenged me to do this, but I'm stumped. I've tried "Condition": "ITEM_CATEGORY Input (BC)" and "RequiredTags": ["category_big_craftable"], but neither has worked sadly.

brittle pasture
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"category" is specifically for the negative numbers used as category in object data (fruit, fish, etc.)

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there's no such thing as a BC category nor a category_big_craftable tag

rich seal
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Ah, modding wiki lied to me then, boo

brittle pasture
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wait no the tag is a thing

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the condition's still wrong though

rich seal
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Ah

brittle pasture
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you probably want the -9 category number in the GSQ

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oh hai mr beast scammer

rich seal
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I think I tried -8, but I'll try again

brittle pasture
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correction: -9 lol

torpid sparrow
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no way free money

royal stump
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@proper grove scam here, since bouncer's down

torpid sparrow
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poor xander bonch stole identity

hard fern
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xanbonch

torpid sparrow
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next april 1st security gets real tight around here

void aspen
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first time seeing this scam message here

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still not sure how to counter image based scam messages with discord automod

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😭

whole prism
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sadly i dk

rich seal
brittle pasture
#

hmm yeah I recall flavor inheriting taking only the unqualified id

rich seal
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Ah. So I'd probably need custom output names huh

brittle pasture
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you may be out of luck on that part unless you do things manually

rich seal
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Was afraid of the manual part

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Was on a roll with making any category come out as juice, wine, etc. Down to the point I have a foolproof template after lots of failure, but if I can't just lazily make it work for these, then I guess I'm off to the mines to make manual entries for every BC, hat, ring, weapon, etc. God save my soul...

brittle pasture
#

another one???

rich seal
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I pulled a big brain move and used two whole neurons; got my BC items to properly go in the keg and other BCs, and come out with the right name. Problem now is that they stack. Like, Keg Jelly and Lightning Rod Jelly stack, keeping the first item's name. Is there a trick so that they don't come out as the same stack?
https://smapi.io/json/none/96dead30a76c43f1b418de4569a0d627

brittle pasture
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internalname is not unique

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need {0}
documentation on machine page

rich seal
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Oh, gotcha

lucid iron
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What does Keg Jelly mean...

rich seal
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...so my two neurons are clearly not functioning. It says to include {O}, but I don't know how to make that work. "ObjectInternalName": "{O}344" just has Smapi tell me the input was wrong.

rich seal
brittle pasture
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zero, not the letter

rich seal
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...I hate how there's no slash through the zero on discord lol

lucid iron
rich seal
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Alright, they don't stack anymore, but for some reason, the item names are wrong. Keg -> Emerald Stone, Cheese Press -> Wild Horseradish... lmao

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I'm guessing it's looking at object IDs somehow?

lucid iron
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Also mods that use preserve context tag is gonna get confused

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I don't recommend proceeding with whatever shenanigans this is bolbsun

rich seal
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My foot's off the pedal and a brick is in its place. I'm going until I crash lol. Friend wanted a dumb thing, and I want to deliver dumb thing even if it's broken as all hell

proven spindle
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I endorse delivering dumb things SDVpufferrise

rich seal
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OH. I get the unqualified ID thing now.

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Cheese Press and Wild Horseradish are both 16. Gah, that's such a wrench in my plan.

barren tapir
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Progress has been going well! I plan on testing stuff after dinner, but currently I should (hopefully) have added all but one power to the shop.

I then need to define the actual powers in a powers.json and play around with map stuff!

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Also, bc the scope creep is real, do you need to provide custom reading animations for new power books?

lucid iron
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No i think game will default

proven spindle
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I think just setting the book category auto does that

rich seal
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Never let the intrusive thoughts win.
The intrusive thoughts;

flat snow
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Hey guys - I am working on a custom farm mod and trying to set up custom fishing data (like the riverlands farm for example). My farm is not replacing the standard farm, it's creating a new farm type. So far I have got the custom fish spawns to show up but for some reason I am still getting the 1.0 chance for trash spawns too even though I have not defined trash to spawn on the farm. Is anyone able to help me figure out what's going on?:

https://smapi.io/json/content-patcher/8f6700aeb50e406299a36878a2c5fe35

rich seal
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Trash comes from the "Default" Location in Locations.json (line 395, I think?). That gets applied everywhere I think.

royal stump
# flat snow Hey guys - I am working on a custom farm mod and trying to set up custom fishing...

After a lot of poking around, I'm pretty sure you're running into the Data/Fish spawn chances causing catches to be skipped (which falls back to random garbage generated by the fishing rod, even aside from that default trash entry). Try setting "IgnoreFishDataRequirements": true in each of your fish entries. That also affects each fish's time-of-day/seasons/weather, so make sure you add any necessary conditions to your entries later.

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(there's still a ~32% chance of catching trash with those entries' chance settings, assuming that works)

calm nebula
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Is there any override in the map properties?

royal stump
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I think they told Selph there wasn't, it came up last night or so

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(ig it was earlier today & just implied, I was half-asleep at the time SDVkrobusgiggle)

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but yeah, testing it locally I ran into anchovies skipping due to 25% odds and such

calm nebula
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Is trash in this case the actu trash item or any trash item

royal stump
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any random trash; I'm not 100% sure if it's hitting it in the Default misc-trash entry, or in the fishing rod check where getFish returns null and it uses trash

calm nebula
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If get Fish returns null and it uses trash i believe is actually trash item not category trash

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Are we sure the data/locations is right

royal stump
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there's a spot where it does fill nulls with the trash item, but fishingrod does this

o = location.getFish(this.fishingNibbleAccumulator, bait?.QualifiedItemId, this.clearWaterDistance + (splashPoint ? 1 : 0), who, baitPotency + (splashPoint ? 0.4 : 0.0), bobberTile);
if (o == null || ItemRegistry.GetDataOrErrorItem(o.QualifiedItemId).IsErrorItem)
{
    result = Game1.random.Next(167, 173);
    o = ItemRegistry.Create("(O)" + result);
}```
calm nebula
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Ohhh okay huhhhh

royal stump
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testing with their CP setup, adding more entries increased the odds of it not happening, and setting Chance:1 improved it etc, but it still got ~75% trash with just one anchovy entry

calm nebula
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Debug yourself lvl 10 fishing

royal stump
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basically i think it's checking Data/Fish and just outputting nothing if the odds miss

calm nebula
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And fish away from shore

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Yeah.

barren tapir
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What file would you need to edit to modify the background texture of a shop?

brittle pasture
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check out VisualTheme in shop data

barren tapir
#

πŸ‘

barren tapir
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WOOH! The shop is finished (at least until I add books in a future version)!

I also plan on making textures for the shop eventually!

flat snow
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@calm nebula @royal stump - Hey TYSM both of you for trying to help and testing stuff for me. Really ppreciate your time. So to clarify I do not have any map properties that affect fishing at all, and when I catch trash it can be any of the trash items. I will post below what the % chances look like when I plugged the Fishing Info mod in for testing purposes. The 74% trash means any of the trash items. For now I'm going to try the "IgnoreFishDataRequirements": true, suggestion and I'll report back with my findings πŸ™‚

barren tapir
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Doesn't your fishing level also impact your chance of getting trash?

flat snow
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Not sure but if this helps, before I catch anything the list looks like this

royal stump
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I'm not sure where fishing level would affect chances if that's the case, aside from unlocking entries with MinFishingLevel

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also worth noting that a player's first catch has a different list of allowed fish, so it'll mess with chances until they catch something (e.g. it forces sunfish to appear sometimes)

flat snow
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Yeah i seemed to catch sunfish 1st time every time no matter what

royal stump
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oh, yeah, fishing skill level does affect the Data/Fish chances, though that part's skipped if you use the ignore setting

flat snow
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The fish I have listed are basic fall. Smallmouth bass, Sunfish, anchovy, sardine, herring - I'm not bothered about their data too much as it's meant to be energy dump fishing in a multiplayer game rather than actually fishing with purpose

royal stump
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(not seeing anywhere else it affects what happens, though)

calm nebula
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Distance from land?

flat snow
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First catch was a red snapper and:

royal stump
flat snow
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They add up to 104 so around 100, I guess it's the mods estimates that is changing the numbers and it's maybe not a direct reflection of the actual Chance weights. This is a lot better because then I can just increase the fish slightly and it should all balance out.

barren tapir
royal stump
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yeah, there's a limited set of fish it'll accept as first catch and otherwise just swaps in a sunfish, or some such

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and presumably throws off the sampling of that UI mod

barren tapir
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I know you can abuse the system to get a guaranteed legendary fish

flat snow
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Just a shame I couldn't remove the trash entirely and just choose what trash spawns in the farm. I hate the idea that people are tossing empty joja cans in my farms lake

barren tapir
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That's definitely possible via harmony patching at the very least

royal stump
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if you add a Chance: 1 entry with your trash subset now, it should replace the generic trash set, as far as I know

flat snow
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What do you mean, sorry?

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adding this back to my content.json?:

              "Id": "CountryPark_168|169|172",
              "RandomItemId": [
                "(O)168",
                "(O)169",
                "(O)172"
              ],
              "Chance": 0.22
            }```
royal stump
#

you had an entry in an earlier version that just had a couple trash items but not all of them; if you add that again with the current setup, it should work
(yeah, that)

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use "Chance": 1, and I suppose give it a lower Precedence like "Precedence": 100

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now that it's not using the modified %s from Data/Fish, it should actually get used more

flat snow
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What will the precedence do?

royal stump
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(er, sorry, wrong precedence, it's higher numbers = lower priority, one sec)

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so Precedence decides how the sorting works: when you try to fish, the game adds your location's fish data and the "Default" fish data into one big list

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then it sorts by priority, and randomizes entries that have the same priority

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basically if all your normal fish entries there fail their chance rolls, it'll go to your trash last, since it'll have higher precedence (which means lower priority)

tiny zealot
royal stump
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but not use the default trash because that's precedence 2000 or so

barren tapir
tiny zealot
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oh, if you get all your fishing exp from crab pots?

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that seems even less practical and tbh i'm here for it

barren tapir
void aspen
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Mutant carp first fish?

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Seen it before somewhere

royal stump
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(example for the custom trash entry)

{
  "Id": "CountryPark_168|169|172",
  "RandomItemId": [
    "(O)168",
    "(O)169",
    "(O)172"
  ],
  "Chance": 1, /* always use this if it's checked */
  "Precedence": 100 /* don't even look at this until after all the 0-precedence fish entries are checked */
}```
flat snow
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testing now

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I also slightly increased the fishies chances

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so hopefully can drop the trash to just below 30

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Why did I choose such a big project for my first ever mod ugh

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I will now see if I pull only my 3 trash items or something else

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I think it's working perfectly! h16_Ayayaya

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thank you guys soooo much

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Last thing before I move on: IgnoreFishDataRequirements
What exact fields will this ignore? Just so I don't miss anything

royal stump
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so min/max time of day, weather, season, chance, the modifier for skill or depth, etc

#

it'll still use anything you put in the Data/Locations entry, just not the Data/Fish stuff, e.g. anchovy's vanilla 25% catch chance

flat snow
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I am not seeing a lot of those in Data/Locations, such as weather, darting randomness, etc. will this mean that my "fix" means my fish will appear no matter the weather and will have random stats unlike their entries in Data/Fish?

royal stump
#

yes; darting isn't affected by the IgnoreFish setting, just the fields Data/Fish that decide whether the fish can be caught or not

#

as a basic example, something like "Condition": "LOCATION_SEASON Here spring summer, WEATHER Here Rain Storm" if it's a spring-and-summer fish that only appears in rain, etc

flat snow
royal stump
#

(ig pointing out location_season is a bad example since that exists as a field SDVkrobusgiggle the other useful one would be TIME 600 1200 and such)

flat snow
#

So in locations I just need to have: Chance, Season, Condition?
And the condition I should copy exactly from data/locations but add the time on it for timed fishies?
So example for the Anchovy [129] I would add these:

"Season": null,        (I guess this one is not needed for this fish)
"Condition": "LOCATION_SEASON Here spring fall",

and if its a timed fish I can do this?:

"Season": null,        (I guess this one is not needed for this fish)
"Condition": "LOCATION_SEASON Here spring fall TIME 600 1200",
royal stump
#

that seems correct for the achovy season check, yeah; for the second, put a comma between separate queries, like

"Condition": "LOCATION_SEASON Here spring fall, TIME 600 1200",```
#

generally you won't need the Season field, and it can only check one season, but it's technically slightly faster than the condition location thing

#

e.g. "Season": "Winter" if a fish only needs that

flat snow
#

so for the anchovy, I would still need the condition field because it has two seasons right?

and if it's a timed rainy fish like the eel, I noticed it had no weather or time condition in data/locations, so I would have to add it manually myself right?

"Condition": "LOCATION_SEASON Here spring fall, TIME BLABLA BLABLA, WEATHER Here Rain",

royal stump
#

yes to both

flat snow
#

TYSM you're the best

#

I will go now, permission to ping you if I need help about this in the future?

royal stump
#

no problem, and yeah, feel free

flat snow
#

Thanks and have a lovely night (:

barren tapir
#

I think I'm finished the powers tab is what I would say IF I DIDN'T JUST REALIZE I FORGOT TO ADD THE CRABPOT POWER

#

I'll add it tomorrow πŸ˜…

#

Other than that, the only things left to do are:

  • Map Actions
  • Edit the witch hut
  • Letters
  • Code Cleanup
  • Shop Textures (May wait until future update)
#

And maybe compatability with Extended Mastery, but that'll probably be a future update

royal rover
untold oriole
royal rover
# untold oriole Does this make time pass more slowly?

Yes, among other game mechanics adjustments. I've been altering any game mechanics that become overpowered or simply boring with the slowed clock. My goal is a complete game experience without the time pressure that still feels enjoyable.

royal rover
#

I'm currently working on multiplayer support and a configuration menu for Lazy Days. Once those are done, I really want to work on a Bed Save mod that lets you save midday. (Yes, I know I shouldn't, but I'm insane and I really want to, lol.)

urban patrol
royal rover
urban patrol
royal rover
#

Correct

urban patrol
royal rover
#

Go ahead and publish as is. It looks like the link preview has my short description in it.

dawn ore
#

If i want to add custom nodes in the quarry or mines, like a new type of ore, what it the reccomedned way to do that, is it via 'Item Extensions' or 'Custom Ore Nodes' or some third way i havn't come across? What are the pros and cons. I want to be able to control where they spawn, what they drop, standard stuff. Just standard 1x1 is fine, not the large ones if thats harder.
(my mod already has a fair few requirements so Im wanting to make it streamlined and ideally limit new requirements or make sure they are common ones so most people already have them)

#

(or is there a way to do with with just Content Patcher alone?

royal stump
#

as far as I know, the base game's forage system won't work right for ore, and it doesn't have anything else relevant; IE and CON are both fine and probably the easiest way to do that, currently

#

spacecore's spawn stuff can probably do ore via trigger actions, but would probably be a bit more involved to set up, and FTM can do it but isn't very good at targeting temporary maps like the mines (pending future updates)

void aspen
#

I think my mod still has unused texture for my Emily ore I didn't use after all cuz it was too much 😭

dawn ore
#

ok thanks. it looks like Item Extensions has 5x more downloads and more mods that use it, so maybe I'll go for that in the interest of widespread 'pre-adoption' ie people will already have it, unless someone else says otherwise and points out a reason to use something else

royal stump
#

...actually, I misread the "new type of ore" part, I'm not sure if spacecore does that and FTM doesn't (unless IE or something adds it anyway)

dawn ore
#

Like, i want to add say an Aluminium Ore node, which would then drop the custom material 'Aluminium Ore'

lucid iron
#

IE adds it yea

#

and ik ppl use it with FTM sometimes

royal stump
lucid iron
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for some example

royal stump
#

but yeah, FTM can spawn things defined by IE and such, it just can't make up new ore types itself

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and isn't great at targeting mine floors currently, it's a bit rng

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so if you're going with "most popular framework", spacecore, but IE and CON are pretty specific to the task

dawn ore
#

I read somewhere about Spacecore being 'riskier' is that true?

ornate locust
#

No

lucid iron
#

riskier wa

ornate locust
#

there's a more complicated answer, but you know

lucid iron
#

i need u to elaborate about this since i wish to study the thought like a bug

ornate locust
#

It's this warning

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people see it and don't understand it and go "ah that is Scary"

royal stump
#

there were compat issues years ago, but given casey's literally on the sdv 1.7 dev team, she's the least likely of us to stop maintaining things SDVkrobusgiggle (if that's what the context was, anyway)

#

also that, yeah

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it's the only framework that really lets you save custom stuff (afaik), which is why it says those things

dawn ore
#

yeah it was probably that tbh and I just didn't do any more reading on the topic

ornate locust
#

Yeah you don't have to worry about that warning

dawn ore
#

ok good to know.

so i know its subjecttive, but for my usecase of wanting custom ores and other spawns, whats better for me to 'invest' the time to figure out and then use, Spacecore or Item Extensions?

ornate locust
#

I was trying to find a way to TLDR it, but really you just don't have to worry about that one. Spacecore is an often-used, solid mod.

lucid iron
#

I don't think it's worth considering it as an investment cus you can switch these things pretty easily

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But iirc item extensions didn't have spawning itself

royal stump
#

lumi's glittering mod seemed to only use IE, at a glance; I think both IE and CON have automatic spawn rules for ore

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rather, their own not-ftm-or-sc way to do it

lucid iron
#

Yeah but i was under impression they wanted to spawn ore elsewhere

royal stump
lucid iron
#

Bolb it probably dont matter that much in the end and what u use has more to do with ur usecase than some intrinsic factor of a framework mod

dawn ore
#

I want to be able to control where these new Ore Nodes spawns, like in certain floors in the mines, the Quarry, Ginger island dig site etc. Id also like to have a differnt version of them spawn in the open is the desert as forage, that you can pick up, like Quartz for instance

lucid iron
#

You will need ftm or spacecore

dawn ore
#

I already ahve FTM so can I do everything i want with that? at the moment I've just been using it to spawn a single thing at a specific location, eg add this machine/big craftable to this tile.

#

But if Spacecore is the sensible choice then maybe i make the leap over to that

royal stump
#

FTM + IE, or just IE (see the second link earlier), or CON, or SC

tiny zealot
#

nobody ever got fired for buying IBM depending on spacecore

royal stump
#

in order of popularity, SC > FTM > IE > CON, but even IE's up to a million downloads at this point, and longevity-wise they'll all probably survive sdv 1.7, etc

#

probably easiest to glance at their docs and see what makes the most sense

dawn ore
#

thanks! ok, I'll use all that that to inform my decision and have a read of the docs

dreamy dew
#

I didn't, about the sleeves thing.

#

I also asked another one not too long ago. No one replied or anything. SDVpufferflat

tender bloom
#

Unfortunately, sleeves are a bit tricky

#

I think you can try recoloring the farmer sleeves directly but I'm not sure if that causes problems

#

the sleeves are recolored automatically based on specific pixels in the shirt pngs

#

if the farmer arms are no longer red, it might just silently no longer do any automatic recoloring (best case)

#

to be honest, you just gotta try and see what happens

sly stone
#

hii i wanted to know if it was possible to mix some visual mods together like for example what i want to do is have this mod (first picture) but also have this mod (second picture) for just the musical instruments nothing else

dreamy dew
#

I've yet to separate the items yet - the harp, the flute, the sheers, and so on...

dreamy dew
dreamy dew
#

Oh, yeah, I made a thread in the official forum about my issue, since I wasn't gettng much help here or any reply.

http://forums.stardewvalley.net/threads/issue-with-sleeves.51290/post-230331

#

Someone helped me out with a C# code, but I don't know what they stand for each. I want to know so I can learn them.

tender bloom
deep cypress
#

Can NPC's cross the rope bridge in Ginger Island?

severe cairn
royal stump
deep cypress
#

Thanks! I might make a second way to get there, next to the waters, just to be on the safe side!

final arch
proven spindle
#

@final arch Nassi already tried setting a late priority but it didn't work for some reason (see replied to message)

severe cairn
#

I think priority just doesnt work for include, but I don't want to make them test again 😭

uncut viper
#

includes dont use priority at all. you'd use the priority on the patches inside the include

severe cairn
#

okok

sly path
#

Is it possible to create a food buff using the new sprite/data system, where each time the buff stacks, the stack count increases, and the buff icon image changes depending on the stack count, with the effects changing as well?

I’ve been trying to make it work using Content Patcher, game state queries, and conversation topics, but I just can’t get it to work. TT

dreamy dew
#

Are hair sprites usually in 3's? Front, side, and back?

#

We can't distinguish left side and right side?

void aspen
#

And they get mirrored in game whenever you face left

#

There's plenty of such cases for different things in game

dreamy dew
#

Mm, I see. That makes sense, thank you.

ornate trellis
#

i do think if you use FS you can make a diff side tho?

#

mm yeah, just checked, you can define left and right

dreamy dew
#

You can, yeah, but I'm making a hair that is only added in the game, not replacing any existing hairstyle nor is it dependent on Fashion Sense.

ornate trellis
#

ah, yeah then youre limited

dreamy dew
#

It is a singular hair, but I am basing it off of another mod that does the same - adding new hairstyles in-game rather than relying on FS.

#

But I don't know how or why it's coded as such, so I can understand.

patent lanceBOT
orchid glade
dreamy dew
#

This one.

#

It adds the hairstyles and not replace them, creating its own set of hairstyles.png files.

#

Although, it requires following the vanilla hairstyles.png dimensions, so that's a lot of empty space there.

#

Prolly the only way this will become outdated is if the next version somehow or for some reason changes the way sprites are implented in the game, so it's not as problematic as others make it out to be.

orchid glade
#

I'll take a look at the CP see if I could help with any questions

dreamy dew
#

Thank you. I don't know or understand the, er, content.json file, why it's written like that.

#

Perhaps you can explain them here, that'd be great.

orchid glade
#

I'll get back to you once I've checked it out

#

Ok well the first thing I see is that you can have a left and right hairstyle sprite, and you define in the code whether you have that, or if the sprite should be flipped

dreamy dew
#

Ohh, that's useful. I didn't know because I checked the sprite sheet and I notice only the vanilla orientations are present (front, side, back).

orchid glade
#

@dreamy dew The basic structure of the content.json is:

  1. load the textures - that is, load the hair sprites into the game, using a unique name for your mod + sprite sheet
  2. edit the hairstyle data, which tells the game about the hairstyles you have added, the name of the texture to look in, where on the sprite sheet they are found, and if they are flipped, among other things
dreamy dew
#

How can I add it in an existing content.json that I have. I am making a mod that packs different things, replacing the farmer sprites (sleeves, making the farmer barefoot, adding shaded eyes like the NPCs), then adding a new hair.

#

Can I, or should I, share the file here? Or can I DM you?

orchid glade
#

Feel free to DM me

#

I have a question for someone else more knowledgeable about such things. The Data/HairData asset uses numerical keys, and the one example I have of new entries being added also uses numerical keys. Is there any reason the keys need to be numerical, or could they be a string?

finite ginkgo
#

Yes, the id has to be numerical, that's just how it's setup in the code, might be worth mentioning in the 1.6.16 alpha thread to see if that could be changed in the future

craggy goblet
#

Is there any way to check the type of device the game's being played on?

Because I've been testing the PC and Android versions of NPC Map Locations and they both worked just fine on my phone... But the Android vers.' settings can only be accessed/changed via the title menu, which annoys me a little.

#

What I'd like is add them as dependencies and let the game check which of them to enable...
-# Do I get my point across? hopefully :-:'

barren tapir
#

Given this GUI, would it be possible to draw something in the bottom right corner like so?

barren tapir
craggy goblet
barren tapir
#

Have you looked into Generic Mod Confic Menu?

craggy goblet
#

not yet

barren tapir
# craggy goblet not yet

Look into it and another mod that I'm blanking on the name of atm (it let's you search through it).

It is a freaking game changer

#

I think the other one was called GMCM Quick Search of something along those lines

craggy goblet
barren tapir
craggy goblet
#

GMCM can do that on Mobile just fine

barren tapir
#

Maybe I'm misunderstanding what you're trying to do then

craggy goblet
#

Probably, sorry πŸ˜…πŸ˜…

barren tapir
#

I was under the impression that you are trying to find a way to change config files mid game, correct?

craggy goblet
#

Ohhhh, no no no

#

I just wanted to see how SMAPI figures out what type of device you play the game on

#

But that might be over my head XD

barren tapir
#

Oh, my bad πŸ˜…. Yeah, I can't help you there.

However, in terms of looking at DLLs, you can't (I mean, technically you can, but you'd be reading a hex editor and it isn't worth it). DLLs are compiled code, you'd want to look at their decompiled code (i.e., their github repository if they are open source)

craggy goblet
#

Ahh, there was the misunderstanding then πŸ˜…πŸ˜†

#

Yeah no, I don't really think I'll need to look at that

barren tapir
#

So the most immediate difference I could think of (assuming you aren't doing C shenanigans) would be changes to the UI. I wonder of there are any CP mods that have different UIs for mobile as opposed to PC πŸ€”. If so, they may be a good starting point in terms of looking into how SMAPI determines the type of device you use.

Granted, I could be wrong. This is just where I'd personally start with it (well, first I'd reach out here to see if anyone else knows the answer). It may be worth asking again later in the day, as I've noticed that's when people are usually more active (granted, there's a massive bias on my end bc I'm usually busy midday with work)

craggy goblet
#

It's just a thing I wanted to know, no real priority or pressure behind it. If either version works more or less the same regardless of the used device, then I won't have to worry about having to add more dependencies than I'd need. πŸ˜†πŸ’ͺ🏼

barren tapir
#

Like I said, probably want to ask if you'd need additional dependencies later in the day (hopefully someone with experience with both versions will be active).

flat snow
#

Does this look safe guys?:

              "Id": "CountryPark_150",
              "ItemId": "(O)150",
              "IgnoreFishDataRequirements": true,
              "Condition": "LOCATION_SEASON Here summer fall winter, TIME 600 1900, WEATHER Here Rain Storm",
              "Chance": 0.11
            },```

Will it be available at both weathers?
whole prism
#

if you want full safety, you can try WEATHER Here Rain Storm GreenRain

#

the game should already pick up Storm and GreenRain under just the Rain entry here

flat snow
#

If I add ArtifactSpots data, will this just be additional to the default artifact spots?

whole prism
#

Sadly Im not experienced in artifact spots

hardy cedar
#

Hi everyone, I was on here a few weeks ago with a mod idea for a new chicken. I’ve got my mod working, but I’d like someone to test it out for me and give feedback/critiques on it.
Also, I’m making the sprites for my mod and could use someone with pixel art experience that could take a look and give advice.
(Edited: fixed spelling of a word)

strong kite
#

Hey @toxic topaz, since I'm planning on the farm cave being where the entrance to one of the areas in my mod is, would you mind if I look at your event you were getting help for about 2 weeks ago? Just for figuring out how to do the explosion effect and the timings and whatnot

toxic topaz
#

yea sure, but i didnt really do an explosion. i faked it in a way where it looked convincing

strong kite
#

Right, yea that's fine with me

strong kite
#

I'm loving the idea that not only are the trees packed so densely a mythical being like Darkrai is unable to remove them, but that it's then EASIER to blow up a tunnel in the cave LUL

#

Anyway, thank you!
maaan I dont even have the area made yet and I'm already wanting to work on this event lmao

severe cairn
strong kite
#

Could be, but I don't think he'd do it for flair if he's doing it while you're sleeping. Plus in the dialogue after completing the bundle he very clearly isn't sure what he's gonna do yet
"BadDreamsForagingCompletedDialogue": "Good work.. you've proven yourself a capable forager too.#$b#For your work, I will grant you access to a densely forested grotto northwest of your farm that's rich with forage.$1#$b#However, the trees up there are too dense to easily remove...$9#$b#No worries, I will find a way.$11",

severe cairn
#

Can't destroy the trees

#

Morally

round dock
tight vault
hardy cedar
tight vault
craggy goblet
calm nebula
#

Stupid mod ideas...one day irl = one day in stardew

strong kite
#

So.. animal crossing?

lucid iron
#

I don't know the exact line of code but there's probably some system call inside SMAPI that populate this constant

ocean sailBOT
#

Cinderbox is a launcher that allows playing the desktop version of Stardew Valley on mobile using a custom version of SMAPI for better compatibility with mods.

You need to have a legitimate desktop copy of the game first.

For more information or the discord server link, go to the nexus link above.

craggy goblet
#

Ah

#

Yeah, kinda figured that

flat snow
#

Hey guys. If I add ArtifactSpots to a custom farm map locations data, does it override the default or run alongside it?

latent mauve
#

So it will run alongside the default

flat snow
royal stump
flat snow
strong kite
#

As much as I really just want to be done with making recipes, I should probably work on something else before I finish those up. I think since I have an idea in mind for the event I should probably make the Dense Grotto. It shouldn't be too difficult since it's for the most part stuff I've already done. Though it'll be a lot of asset work..

#

Hmmmm I don't think that is correct πŸ€”

#

Ahh I see I hit 2 instead of 3 for the Id

urban patrol
#

@outer glacier

strong kite
#

uhh does Bouncer usually take a while?

hard fern
#

well bouncer is just modmail

verbal glacier
#

the junimos have been @ in other channels as well

strong kite
#

Boy uh.. gotta say, not a fan of making tile assets even slightly more complicated than just recoloring things from vanilla. HehSweatCloseup
I guess you could call it humbling? But I already knew and acknowledged that I wasn't great at ACTUALLY spriting

latent mauve
#

I spent several hours yesterday just trying out different ideas for a bed sprite because I didn't like how the first one turned out. I might use ONE of them. LOL

strong kite
#

I just realized I don't know how I'm gonna do any north-facing mountainy terrain

#

Or maybe I just don't worry about realism for the sake of getting work done?

latent mauve
#

what do you mean by north-facing?

strong kite
#

Like the cliff-side would be facing north, or otherwise away from the camera

#

Oh wait there is actually an example in game

#

So I guess that's how I'd do it lmao

#

Though i still dont know if it's a good idea because that's gonna be where you come in from, and thus where you exit from too.. I can make it work probably

latent mauve
#

yep, it's an optical trick, so the top edge of the cliff would usually a Buildings tile or a tree, or a bush, etc.

#

I get lazy and use fences on mine if there's a map where I might want players to be able to be on the top or bottom of the cliff

#

If you want to indicate a path to go in or out from the cliff, just add some of the worn dirt or stone tiles to indicate pathing?

strong kite
#

Yea that's what I was thinking

nova gale
#

Or walls that create a kind of canyon to guy the user where to walk, then make the actual warp wide to allow for error

latent mauve
#

moved my response to the art channel

hard fern
#

SDVpufferflat since i find myself allergic to 64x64 portraits recently, is there a way to get 3/4ths size character sprites to sit above the dialogue box? i probably asked this at some point but forgot lol

faint ingot
#

I have an event that happens in the fall, and during it I am using a temporary map that uses CP's editmap method to patch in parts of another town map. The problem is the patched in tiles are always from the Spring tileset instead of fall. How do I fix this?

ornate locust
#

Hm. Odd. You're using vanilla tilesheets?

faint ingot
#

yes

#

I'm supposed to put the tmx in the same folder, right? If I open up the TMX I see that all the source references are prepended with Spring_

#

I guess I could manually edit them to say Fall_?

iron ridge
#

is the map outside? iirc the seasons wont adjust on indoors maps

ornate locust
#

You could manually refer to fall, I'm just not sure why it wouldn't be doing the seasonal thing on its own- ah that's a thought

ornate trellis
ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 63 C# mods and 22 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

iron ridge
#

("outside" as in the map property set to true)

faint ingot
#

for context, in the event welwick is showing the farmer a 'vision'

#

so the event takes place in the club but shows stuff from random places around the valley

#

could I set my temporary copy of the club to outdoors or would that cause other issues? like lighting?

strong kite
#

All it took was trying to add 1 somewhat complicated new map for me to remember "Oh yeah I genuinely do not know what tf I am doing"

#

I am genuinely shocked that this part worked (basically) first try though

wooden sequoia
#

can somone tell me if mods are aalible onxbox

ornate trellis
strong kite
#

Honestly kinda sucks posting the error to try and get help and then IMMEDIATELY catching some obvious af issue myself 😭

ornate trellis
strong kite
#

omg and the issue was actually only that super obvious thing thank GOD
(I straight up forgot to add a load for the map oopsym )

ornate trellis
#

oh my god he keeps void walking im so fed up, i even cahnged his schedule points but he jsut keeps walking off screen

torpid sparrow
#

what would be the best way to edit SVE's schedule edit of sam?

#

would i target Sam's schedule directly or SVE's Sam file?

calm nebula
#

Sam's schedule

torpid sparrow
#

ty

#

im doing uhhh replacedelimited

barren tapir
#

How would you determine if a player has obtained mastery?

brittle pasture
craggy goblet
#

How exactly do we go about dialogue exceeding Year 2? (like, dialogue stretching across years)
-# I wanted to expand to Year 5 in case anyone would need to know.

torpid sparrow
#

is this a valid when condition for weather?

#

i thought weather was sunny but i dont remember

#

it's SVE's file

#

just checked it is okay ignore me

brittle pasture
#

if that's somehow going to be a problem an alternative is check that the player has one of the crafting recipes granted via mastery

craggy goblet
craggy goblet
#

Like this?

torpid sparrow
#

no it'll have to be a whole different patch

#

the when conditions are applied to for example, editdata

#

are those keys already built-in with progressing years though?

#

let me check

torpid sparrow
#

it'll already be applied automatically in year 2

#

if you want to set dialogue for year 3 you should do a new editdata patch with GreenRain_2 as the key

golden spire
#

_3 is not a thing

torpid sparrow
#

so

Action: editdata
Target: data/dialogue/npcname
Entries:
GreenRain_2: blah blah blah
When:
Year 3

torpid sparrow
#

are you loading in dialogue instead of editdata?

craggy goblet
#

It's normal dialogue?

torpid sparrow
#

But did you use Load

#

or did you use EditData

golden spire
#

if you have a key for GreenRain_2 it will over ride GreenRain on year 2+

torpid sparrow
barren tapir
torpid sparrow
#

so there will be a Year 1, Year 2, and then in Year 3 the desired dialogue will be conditionally patched so it shows up

#

but not before then

#

*i edited my messages to only put GreenRain_2 don't use GreenRain for ur year 3 patch

craggy goblet
torpid sparrow
#

can you send the link to your dialogue json

#

i think itll be faster than for me to ask more questions

craggy goblet
#

How do I do that?

torpid sparrow
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

torpid sparrow
#

paste or upload ur json to that link

barren tapir
#

Did I figure it out?

brittle pasture
brittle pasture
#

if it supports GSQs you can use the GSQ

ornate trellis
#

shinji yall im going crazy

flat snow
#

I have a question. Can you enable/disable diggable areas some other way than the tile property? For example, to make the red area non-diggy and the green area yes-diggy?:

I tried with "objects" properties but that didn't seem to help

brittle pasture
#

if you're willing to have it be a little delayed you can set a mail flag with a trigger action and then edit based on that flag

torpid sparrow
barren tapir
ornate trellis
#

is there, like, a trick to using a warp room or something? i just cant get this damn schedule to work

torpid sparrow
#

you should have something above here that actually is doing somthing nothing is happening here

#

like this

#

you're not editing anything

ornate trellis
#

all he is doing is void walking

golden spire
#

void walking is usually because they are being told to go somewhere they can't go, but always sleep a day, incase it's got confused with the saved schedule upon load

ornate trellis
#

i did sleep, several days even. i even changed the shcedule to just walk like two tiles down once hes warped but he still jsut void walks

golden spire
#

have you made a circular path in your map?

#

that will confuse NPCs

ornate trellis
#

no, all other npcs work fine, tho this is the first that uses the warp room but the room only has a warp out none going in

#

i even checked in tiled if i accidentally warped him onto a buildings layer tile but nope its a back layer, same for the shcedule point

dawn ore
#

I need some help please πŸ™‚ I am having major difficulty getting a Panorama with clouds from MMAP to work. Here is the JSON:
https://smapi.io/json/none/17c15f7ba6324717a26f3008bdbca052
What I want to happen is clouds move across the sky from left to right and stay on the screen the whole time and move at a modest speed. What I am getting instead is clouds that disapear before they've got halfway across the screen, and this weird weeds object thing spawning into the top left corner every so often, seemingly on a timer and or when I adjust the viewport by moving? Very odd. I have tried playing around with differnt parameters but I'm obviously missing something fundamental, please help!

craggy goblet
#

And now?
(the closing bracket for Entries is at the absolute end of this thing, just fyi)

golden spire
#

and where is the warp going to?

ornate trellis
golden spire
#

without seeing your files properly I cannot really say, without guessing.. but sadly for me it's night time,

ornate trellis
#

tho now i am beginning to wonder if its because the house down there has a warp but its a lockeddoor warp so idk

#

maybe i should jsut test by changing the warp

#

goddamnit alright i changed to where it warps him and it still happens, sigh

golden spire
#

it's probably best for you to zip up your files and place them here so someone else can look as there could be numerous causes

#

I'm off to sleep tho'

ornate trellis
#

rahh i was gonna slap it on git as a side dl but i am still confused with github dsfs

torpid sparrow
#

for example, i wanted to put conditions on this RejectItem key

#

so i made a new patch outside of the one with the rest of my dialogue

ornate trellis
strong kite
#

Okay I think I've got the basic functions for this new map working! I'll probably adjust it as needed as I continue with the mod cuz it's kinda basic right now but it's working as bare minimally intended!

ornate trellis
#

(needless to say anyone else shouldnt download this cuz it aint a working version lol)

royal stump
# flat snow I have a question. Can you enable/disable diggable areas some other way than the...

The "Diggable" property existing at all is the only thing that controls that, as far as I know. It's usually attached to the tilesheet, since you can normally dig on dirt anywhere in the game. You'd probably need to edit the tilesheet for that map and remove Diggable from the tiles that have it. Alternatively, CP can edit tile properties with EditMap actions.

(If you just want to allow/deny crops or something, though, iirc there are separate properties for that.)

strong kite
#

Well these are unexpected... not entirely unwelcome, but unexpected.

#

Oh wow- I uh.. appear to have gotten a pretty critical error (presumably) unrelated to my mod. uh oh

barren tapir
#

Attempt number IDK

#

ITS WORKING!!!!!!!!!!!!!!!!!!!!!!!!

dawn ore
barren tapir
#

Now it's time to figure out sound effects

flat snow
# royal stump The "Diggable" property existing at all is the only thing that controls that, as...

I have a very detailed map and want very specific "diggable" rules which affects everything from crops, artifacts, grass spreading, etc. I originally thought it would just be simple to remove Diggable from all of the tiles and then add Diggable=T on the back object layer for the zones I actually want to allow digging, this is how complex it is, the lighter shapes being the areas I would like to be diggable:

#

What do you think would be the best way to achieve what I'm trying to do, have I bit off way more than I should?

royal stump
#

Probably, yeah. I'm not sure how much each of those other mechanics care about "diggable" anyway. SDVpufferthinkblob There's no simpler way to set tile properties on arbitrary complex spaces than to just add the tile data to them, at least that I've heard. At best, you can handle the big rectangular areas by stretching one tile data thing across them (as long as it lines up with the edges correctly, Stardew should still see it).

#

CP's EditMap would probably be able to remove it everywhere in a single edit, but adding it involves declaring rectangles anyway, like "X": 1, "Y": 1, "Width": 10, "Height": 2 etc

royal stump
barren tapir
#

I got the shop fully working! It now displays (dummy) dialog when trying to access it before getting mastery and plays a magma sprite sound effect when opening the shop!

All that's left for me to do is to edit the witch's hut and maybe redo the item background of the shop

flat snow
barren tapir
#

I also kinda want a letter to be sent once you reach mastery, but I'm too tired to look into how to do that rn πŸ˜…

devout otter
#

Just quick check: does OnLocationChange work on dialogue?

calm nebula
#

I think smapi handles it yeah

devout otter
#

Thank you!

royal stump
flat snow
#

OMG I figured it out

#

these layers are all for specific thing, Back2 = diggable regions, one of them is for NoSpawn All/Trees, one is for building restrictions, etc. When I moved my dig regions to Back instead of Back2 it suddenly worked

strong kite
flat snow
#

I'm such a nooooob but figured it out with pure lucky

lucid iron
#

The object layers can't use numbers

#

Numbers are only for the tile layers, they exist solely for rendering purposes

flat snow
#

I tried that out of pure randomness I didn't expect it to actually work

royal stump
#

yeah, Back2/etc was added fairly recently and is largely cosmetic

#

tile properties should be on the main ones, per whatever layer Modding:Maps says they use

flat snow
#

I added those layers myself, I honestly have no idea what I'm doing I'm just winging it. First time doing anything like this.

#

I'm surprised it's even working at all

royal stump
#

SDVpufferthumbsup they basically just exist for drawing before/after something else, so just use Back unless you've got some fiddly transparent things to draw

#

(iirc, not a map maker and all)

#

(and ig those are tile data layers, not graphical ones, so I'm not sure if they do anything)
(...I regret not reading up to see chu had explained this better SDVkrobusgiggle)

gaunt orbit
#

That way you don't need a million data objects

flat snow
#

How's it looking? This is 5 layers of tile data mushed together πŸ˜‚

lucid iron
#

You may wanna put some of these tile data in the actual tileset

flat snow
#

The thing is though I am limiting things by their designated area and if I set it per tile it's going to mess it all up. That's what pushed me towards using these tiledata zones. Do you think it will cause issues?

#

The Farm I have designed is like... an OCD-Friendly immersive farm I guess. So it's less sandboxy and has more structure. Due to that, there is areas where you can dig to grow flowers along fences but I don't want all grass diggable. I have a lot of clifftops where I don't want objects to spawn. I have a lot of dirt and grass where I don't want trees to spawn, etc. I think the only way I could do it with using tile properties is by having 2 of every tileset im using with separate properties on each one. I am using 9 tilesets on my map so i'd have to dupe them all plus all the seasonal tilesets and include them with the mod. I think both options have a lot of cons. I think my fault was trying to make a realistic map instead of being like yeah let trees grow in the middle of this housing area

EDIT: I guess I wouldn't have to make seasonal tilesets of the duped tilesets if I just had a transparent tileset with different tile properties per tile, similar to the other suggestion above, and had the current tilesets as visual only - but would it make any difference to how I have it set up now?

summer spoke
#

Right okay, I think I have it, but just to be sure, when you put down "LogName" is that what the file is named as?

whole prism
#

@torpid sparrow GREAT JOB ON THE UPDATE

#

!!!!!!!!!!

lucid iron
torpid sparrow
#

i seriously hate how all the text is grey in the new mod editor

flat snow
royal stump
flat snow
#

I think the game doesn't recognize polygon objects, only rectangles, eek
Either that or they are fighting with eachother if there is two objects on the same tile

summer spoke
#

@royal stump I understand, thank you

fierce vault
#

I don't want to switch to nexus's new beta editor either

#

I didn't have to look very long to know that I prefer the old one

old edge
#

Does anyone know where the dinosaur egg sprite is located? I want to make a custom egg sprite at least somewhat based off of this one.

royal stump
#

^ slot 107 here

old edge
#

I couldn’t see it thank you!

#

Tired

low shell
#

Hi new to modding, making a custom buffs and was wondering if the durations are in minutes or in game time or something?

tender bloom
#

millisconds per this page

low shell
#

damn miliseconds

flat snow
#

So with tile layers, can the game load properties from multiple layers on the same tile? Example if at X1,Y1 I have diggable on back and dirt on back1, will both properties load into the tile at X1,Y1?

royal stump
#

no, numbered layers' tile properties are completely ignored, afaik

flat snow
#

Dammit

#

thats going to be a lot of work to make invisible tiles with every possible combination of properties and then drawing over the entire map with them

ornate locust
#

Someone correct me if I'm wrong here but

flat snow
#

I would have been happy to use my way but apparently polygon shapes are also ignored and I would have to redo everything with rectangles, and then im not sure if they can be read when they are overlapping

ornate locust
#

Oh never mind, I see what happened

#

carry on, thanks for the rubber ducky LOL

#

Sometime all you have to do is start typing a question to get an answer

fierce vault
#

Ah! How do I go back to the old nexus modder ui?

#

It's just changed on me!

#

Have they replaced it now?

strong kite
#

Wait so do you need to use individual TileData squares or can you actually have the tile data rectangle stretch across all the tiles you want them to? As long as it actually aligns to the grid

urban patrol
#

remove the space between https and :

urban patrol
fierce vault
#

Thank you!

#

Oh

strong kite
#

Alright cool!

fierce vault
#

there doesn't appear to be a space there when I check my url while editing thoughSDVpufferthinkblob

urban patrol
#

i manually added a space to prevent discord from linking

strong kite
#

Then uh.. should I replace all of this? HehSweatCloseup

urban patrol
#

either works fine

strong kite
#

I guess since I already have this put together.. heehee
Wasn't sure if there might be even mild performance issues

royal stump
#

it shouldn't noticeably affect anything, and may not affect it at all, depending on how the game's loading stuff works

strong kite
#

Alrighty!

#

Bro what is this OMEGALUL

urban patrol
#

exported maps have tile data on the back layer

strong kite
#

Maybe tomorrow I'll add in the other two new locations, at least basic versions of them so they're implemented and I wont NEED to do it again lmao

proven spindle
low shell
#

having an issue with a custom buff. I followed the tutorial on the modding wiki. also for some reason the items are still stacking despite me setting them at -22 which supposedly are unstackable

#

okay figured out why they are stacking. when i grab them from my big craftable machine they have the cooking tag for some reason

#

okay nvm i think i figured it out

lucid iron
#

@loud sandal Dokkan

stoic chasm
#

aSDVpufferwave Hello peoplee. I was just wondering, is it hard to add my own conversation topic thing?

low shell
#

also is there a way to hide the provided buffs on an consumable?

proven spindle
dawn ore
#

How do i edit my tmx file to correctly refernce a vanilla asset not in the Maps folder?
eg i want to use the Furnature.png file ine the Tilesheets, ive tried just furniture and TileSheets/furniture and Content/TileSheets/furniture and none of them are working

half tangle
urban patrol
#

needs to be ../TileSheets/furniture

dawn ore
#

thank you!

dawn ore
#

With FTM, is there a way to make it so certain spawns are only ever Normal quality?

half tangle
#

I'm pretty sure that the answer is no since this has come up before. I think that if you define the object as a mineral then it will only be normal quality, but if it's forage then the only way to force it to be normal quality is with a harmony patch. Sunberry handles its feathers that way

dawn ore
#

ok thanks anyway

#

would be a cool feature!

half tangle
#

Yeah, it just requires very special handling. I'll also add that even minerals may get quality if a player has a mod that adds that feature.

pine elbow
#

Hello!! Looking for Stardew players who are also into Attack on Titan to test a custom NPC mod (Eren). Need honest feedback and maybe recommendations as im not very experienced with programmingπŸ™

orchid glade
stable grotto
#

@unique sigil I'm almost certain you didn't mean to set-up your recolour selection this way:

  • it only applies one of the recolours when the mod is detected AND manually set to the same one
    I believe you meant it to be automatically set WITHOUT a manual selection and overwritten WHEN selected
    #modded-stardew message
#
      {
        "Name": "recolor",
        "Value": "{{Manual Recolor Selection}}",
        "When": {
          "Manual Recolor Selection |contains=OFF":  false
        }
      },```
#

set after your three blocks which should then no longer include "Manual Recolor Selection": "[value]"

#

(side note: VibrantPastoral.C/GreenFall still exists as a usable token)

toxic wind
#

Hello, I've a question about Content Patcher and player specific tokens like 'HasSeenEvent'. How does 'currentPlayer' work as an input argument for things like changing the fruit a fruit tree can spawn? How do things triggered on day start work with that? Does everything have something like an "owner" that is considered 'currentPlayer' in those cases?

unique sigil
# stable grotto (side note: `VibrantPastoral.C/GreenFall` still exists as a usable token)

no, i intentionally set up the tokens so it needs both the mod to be detected and the correct setting selected. i sometimes keep multiple recolor mods installed and active depending on what im testing, or disable my current recolor mod to see how everything looks like vanilla without exiting and restarting the game. plus i like ensuring users are less likely to report that say, something 'looks wrong' when they're trying to match things to a recolor they don't have installed, which absolutely has happened before.

also, how would this token be used? i can't seem to find documentation for mod authors that explains that so i'd know exactly what i'm doing (or that the token exists at all).

brittle pasture
#

it's pretty much on a per case basis, best way to know is check the code directly

#

hmm I slightly misread your post, but my answer just changes from "per case basis" to "pretty much mostly host, though maybe there are exceptions"

pine elbow
rugged bolt
#

Quick question just to help clarify something (because I took a few weeks off from working on my mod and now I'm very confused and unlearned everything)

I think something's wrong with my character's schedules. They spawn in fine, they just never leave their spawn point.

One of the two schedules for example attached. The two custom maps seem to work normally for player movement and have functioning warps

verbal glacier
#

have you loaded their schedules through a blank.json?

rugged bolt
#

Ah, no. They're loading directly from the schedule file as Include

   {
            "Action": "Include",
            "FromFile": "assets/data/marc_schedule.json"
        },```
verbal glacier
#

make a file called blank.json have it just be { } then load your schedule like this

"Action": "Load",
"Target": "Characters/schedules/{{ModId}}_lovebirdsdamian",
"FromFile": "assets/blank.json"```
rugged bolt
#

Does it matter if they're both pointing to the same blank file?

verbal glacier
#

nope

#

you should also load dialogue and schedule strings through a blank.json or events on custom maps i believe

rugged bolt
#

I really messed myself up by beginning the project looking at old mods without realising. xD

Anyway thank you. Alright, time to test!

verbal glacier
#

hope it works SDVpufferheart

rugged bolt
#

It would help if I actually put the blank json in assets...
restarts

verbal glacier
#

you can also put it in your data folder or just anywhere (just make sure it matches)

rugged bolt
#

yeah, I'd put it in assets/data, then saw the smapi error because I didn't correct it, shrugged and just moved it. It doesn't matter too much to me where it goes since it's blank anyway

#

Hm, they're still standing in place but at least I'm not getting errors

verbal glacier
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

verbal glacier
toxic wind
verbal glacier
#

just to be sure did you test your changes on a new save?

#

or sleep

rugged bolt
#

Ah.. No, I didn't, the save was day 2 of spring 1 so I didn't think to do that. hold on..
(How did I forget that piece of advice from the documentation...?)

verbal glacier
#

no worries most of us forget to do that at some point during the npc creation process

rugged bolt
#

Alright fresh game, debug warp into their home...No change.

verbal glacier
#

hmm

rugged bolt
#

Based on the schedule in the early morning if it were working they should be walking down towards the kitchen or living room before going into town later in the day.

verbal glacier
#

just to make sure chirthorpe.Lovebirdsmod_Lovebirdsfarmint is the entry in Data/Locations?

rugged bolt
#

Uuuh... Let's see...

        {
            "LogName": "Load exterior farm tmx into Maps",
            "Action": "Load",
            "Target": "Maps/{{ModId}}_Lovebirdsfarm",
            "FromFile": "assets/Map.tmx"
        },
        {
            "LogName": "Add custom location to Locations",
            "Action": "EditData",
            "Target": "Data/Locations",
            "Entries": {
                "{{ModId}}_Lovebirdsfarm": {
                    "DisplayName": "Lovebirds Farm",
                    "CreateOnLoad": {
                        "MapPath": "Maps/{{ModId}}_Lovebirdsfarm"
                    }
                }
            }
        },
        {
            "LogName": "Load interior farm tmx into Maps",
            "Action": "Load",
            "Target": "Maps/{{ModId}}_Lovebirdsfarmint",
            "FromFile": "assets/Interior.tmx"
        },
        {
            "LogName": "Add custom location to Locations",
            "Action": "EditData",
            "Target": "Data/Locations",
            "Entries": {
                "{{ModId}}_Lovebirdsfarmint": {
                    "DisplayName": "Lovebirds Farm Indoors",
                    "CreateOnLoad": {
                        "MapPath": "Maps/{{ModId}}_Lovebirdsfarmint"
                    }
                }
            }
        },```
verbal glacier
#

Could you shorten chirthorpe.Lovebirdsmod_Lovebirdsfarmint into {{ModId}}_Lovebirdsfarmint in the schedules (don't think that'll change anything but it's still easier to read). I'm not certain what's going wrong so someone else might be able to give better advice.

rugged bolt
#

yeah sorry about the readability issues. I'm learning!

verbal glacier
#

no worries! it's mostly a tip SDVpufferheart

rugged bolt
#

tbh it affects me as well since I didn't know I could shorten it to modid originally, but by the time I learned I'd already named the fiels elsewhere and it felt like more of a hassle to update it. xD

valid folio
#

Hi, how are you? I have a question. Is it possible to make a totem or a machine that produces storms, rain, and green rain without using C#? Maybe using a framework?

jaunty shuttle
#

I’d take a look at the Cloudy Skies framework. Idk if it can do all of that (I haven’t used it myself) but it’s the most likely to be able to help puffer_ThumbsUp

verbal glacier
valid folio
verbal glacier
#

at the very least setting the context tag is without any framework SDVpufferheart

stable grotto
barren tapir
#

I have a content patcher mod and a C# mod that provides some logic for the content patcher mod. The c# mod needs to display some dialog. Would it be possible for the C# mod to use dialog from the content patcher i18n file, or can it only use an i18n file located in the project directory?

And if it can use the content patcher i18n file, how would it do so?

brittle pasture
#

nope
you can instead load the dialogue into some string asset and read that asset from your code

#

goes the other way as well if you use LocalizedText

lucid iron
#

Just do it all in C# 😌

barren tapir
#

Ehh, I'll just use an i18n folder in the C# mod πŸ˜…

lucid iron
#

Or try to make the C# expose endpoints to the CP

#

For example maybe the dialogue showing thing is a trigger action action you register

barren tapir
#

Also, just double checking, for tiled maps, can you remove tile sheets from the folder the tmx file is in if said sheets are from the game?

For example, my Lewis basement map uses 3 sheets from the game, all 3 of which are currently in the same directory of my mod.

lucid iron
#

Then just take string arg

calm nebula
#

Does conditional door work for your purpose

barren tapir
# lucid iron You can register one of those too yeah

Yeah, but for organizational purposes I think I'll just use separate i18n directories. I'll worry about learning how to do this once I have a mod that has shared text between both mods πŸ˜… (e.g., if both the CP and C# mod had to display the dialog in question).

lucid iron
#

Registering the action is the correct approach regardless of how you handle the dialogue

barren tapir
#

Dammit

lucid iron
#

That's how game does map interactivity

#

You should also look at atra suggestion

barren tapir
#

Wait, have I been registering actions wrong this entire time? Give me a sec, I'll post my code in a sec (I'm currently away from laptop)

#

-# Also, who's atra?

lucid iron
barren tapir
#

Laptops taking a while to boot up. But I doubt the door method would work. There is an action dedicated to the mastery cave that displays dialog if you don't have mastery and warps you to the cave if you do have mastery.

Only issue is that I don't want to warp the player πŸ˜…

#

@lucid iron So is this not how you register map actions? Bc it's been working thus far

#

I'm calling "GameLocation.RegisterTileAction"

jaunty shuttle
#

Um, did you mean to ping a different Chu or…?

barren tapir
#

Yes πŸ˜…, my bad

lucid iron
#

Yeah that's the meaning of map tile action

#

Although u dont need ur own shop action

#

Just use OpenShop

barren tapir
# lucid iron Just use OpenShop

The new map tile action only allows the player to open the shop if they have at least 1 mastery experience point. Otherwise, it'll display a dialogue stating "You sense a dark presence emanating from this shrine..." (I was originally going to have it be more similar to the Mastery Cave dialog, but I decided against it).

lucid iron
#

Yeah u can do that with shop owner dialogue

#

It's ur choice what do really and no harm in custom action

barren tapir
#

I'll stick with a custom action, especially since A) it's already written (TBH that is like 99% of the reason πŸ˜…) and B) I think it'll make things easier for some future updates I'm considering.

-# Plus, this let's me play a custom sound before opening the shop (which I know is probably also possible with CP)

calm perch
#

can someone help me figure out why the map string wont display properly? im at a loss :')

finite ginkgo
#

Just to confirm, your modid is sprinklespiice.sonarSDV with the double ii in spice as specified on the map action, yes?

calm perch
#

yes, heres the manifest

urban patrol
#

Action Message <string messageKey>

urban patrol
#

by default, when are GSQs re-evaluated? i think i recall something about them being cached to save on performance so i'm unsure when that cache would be updated

royal stump
#

the strings themselves have some parsing cache stuff, but otherwise GSQs aren't, their values are rechecked every time

barren tapir
#

I managed to get the shrine to change it's texture once the player has obtained mastery experience!

urban patrol
#

or is it "It Depends TM"

royal stump
#

whenever the "condition" field or w/e is used by whatever system it's attached to, it varies

urban patrol
#

gotcha, thank you

royal stump
barren tapir
#

Is it possible to italicize text in a letter?

royal stump
urban patrol
barren tapir
royal stump
#

for the most part, I wouldn't worry much about using them, it's more of a hazard when C# mods add constant checks or slower GSQs
(and custom tokens can do that too)

strong kite
#

Not quite sure what I'm missing here..

#

cuz they're the same names

royal stump
#

there's no {{modId}}_ in your file name

#

(which is fine, the FromFile just needs it removed)

strong kite
#

I- totally thought I'd done this before and it needed that.. but you're so right
Thank you HehSweatCloseup

#

Man, adding these two areas has been relatively painless!
Well- Except for having to stare at this, this hurts OMEGALUL

#

Def glad I decided to add the basic forms of these maps now rather than after I've already forgotten how to do them

low shell
#

that reminds me of that undertale place

barren tapir
#

How would a C# mod send a letter to the player?

half tangle
barren tapir
#

Thanks. IDK why it wouldn't be located in Modding:Mail πŸ˜…

#

With that, I think my mod is finished! I just need to clean up and document code!

#

Or at least, the initial release is finished

half tangle
#

I only learned about the Common tasks page recently - it's a nice little reference even if it's sometimes in need of being updated

strong kite
#

What allows the forage in the fruit bat farm cave to persist even after week change? πŸ€”

#

-# also would anyone happen to know a good millisecond timing to give a tile a glitchy effect without it being epileptic-unfriendly?

brittle pasture
#

per GameLocation.dayUpdate forage only gets cleared if it's an outdoor map or an indoor map with ForceSpawnForagbles

#

(and it doesn't have skipWeedGrowth)

strong kite
#

I'm guessing indoor maps wont spawn forageables without the ForceSpawn thing?

strong kite
#

I know I once knew how to make a map count as indoors but I do not remember how to do so

nova gale
#

it's a map property if I recall correctly

royal stump
#

yep, Outdoors T for an actual outdoor map, or TreatAsOutdoors T for some spawn-related things

#

rather, without that, I think it's indoors by default

strong kite
#

I don't know about that? I could very well be missing something but my map is currently spawning forage without any special things going on and I don't have a property for indoors or out as far as I'm aware?

#

Either way.. this has worked surprisingly well. I think I've basically got it complete. Though if I can get it so the forage doesn't disappear that would be excellent

#

Although I'm worried if I have it like that, once the player finally gains access to it it's gonna be FILLED with forage. Which.... actually I don't think that's the worst thing, it's a MASSIVE boost in money but that's kind of the point?

strong kite
#

yeahh I'm kinda lost, I cant find anything in the farm cave that would indicate why forage spawns in there but doesn't reset

brittle pasture
#

didn't I answer that SDVpuffersquee

#

ah if you're talking about the spawn in the first place that's part of FarmCave.dayUpdate, not anything in game data

#

if your map has forage that's disappearing it's probably being treated as outdoors for some reason

#

I think debug mode/lookup anything can confirm? not in game to check though

strong kite
#

me when I accidentally load up vanilla stardew and wonder why nothing is working Quagless

#

I'm not sure how I'd check with lookup anything but debug mode def isnt confirming

brittle pasture
#

if you enable tile lookups + data mining fields it's in there somewhere

#

isOutdoors IIRC

strong kite
#

And I can confirm that the forage Is disappearing on Sunday

brittle pasture
#

check that it has ForceSpawnForageables?

strong kite
#

unrelated- that's a stat? πŸ‘€
I know it's for Skull Cavern but I lowkey thought it'd be hardcoded

#

Does not seem to have ForceSpawnForageables

royal stump
strong kite
royal stump
#

I'd guess it was added in a patch somewhere, since a lot of original code like that is baked-in constant numbers

strong kite
#

If it wasn't C# it might've been fun adding a reward that makes time in skull cavern even slower, or time slower in other places like the mines and volcano

#

Anyway so uhh yeah this place is marked as indoors (or at least NOT outdoors) and doesn't have ForceSpawnForageables, but I do have it spawning forage, it just disappears on sunday

royal stump
#

and skipWeedGrowth doesn't exist?

strong kite
#

Uhhh shoot lemme check

royal stump
#

well, ig that'd prevent it, rather than cause it

#

the vanilla logic is specifically "has Outdoors OR ForceSpawnForageables" AND "does not have skipWeedGrowth" = sunday cleanup

strong kite
#

treatAsOutdoors is also no

#

Does not seem to have skipWeedGrowth

royal stump
#

you could probably try adding that, if you're not expecting weeds/twigs/etc to spawn there

#

not sure why it'd be happening to begin with, though

strong kite
#

I'll try that then

#

wait a minute

#

okay I just don't know how this is working.. is there a limit to how much forage can be spawned on a map?

#

Cuz I have it set so that a lot of forage spawns for testing, but the first day spawned a lot (at most 20) and now the next days just aren't spawning any

brittle pasture
#

if you're using vanilla forage there's the MaxSpawnedForageAtOnce limit

strong kite
#

I'm using SpaceCore's SpawnableDefinitions, SpawningGroups, and TriggerSpawnGroup. Mostly just because that's how I learned to do it from other mods

royal stump
brittle pasture
#

check that the trigger is repeatable (MarkActionApplied false)

strong kite
brittle pasture
#

note that if it has already ran at any point before setting that field you need to fix it with a console command before testing again

barren tapir
#

The next mod in my Money Sinks series of mods is finished! I just need to publish it!

strong kite
sullen rain
#

How would I set a precondition for an event for needing to meet an npc first? just m NPCname?

strong kite
royal stump
#

so presumably "ForageableExpiresWeekly": true in the definitions

strong kite
#

Well, I don't think so because I don't want it to expire weekly

half tangle
#

m is for money (and also is a deprecated precondition). maybe Friendship 0 would work?

strong kite
#

So shouldn't it be false?

sullen rain
#

I'll try that, thanks

royal stump
strong kite
#

Oh yeah now we're cookin heehee

#

So yea this absolutely works for this! However it's not an easy solution as it affects the individual forage entries rather than the location. So if I were to apply this property to say.. a forage that appears in a location where it should expire and a location where it shouldn't.. I think I'd just need 2 different spawnable definitions which is easy enough of a solution but not as clean as I'd hope.

Thankfully I don't think I need to do that!

#

Ty'all for the help!

signal heath
#

hey, is there a better website to view smapi and mod docs? thinking about making one if not. something a bit more modern with search and a way to browse source etc

barren tapir
#

The next mod in my money sinks series is finally finished! https://www.nexusmods.com/stardewvalley/mods/45404

-# also, I finally managed to fix my user name πŸ˜…

Nexus Mods :: Stardew Valley

A mysterious entity offers great power, for the right price. This is the second entry in my Money Sinks series of mods, a series of mods that aims to add more ways of spending large sums of money in S

signal heath
barren tapir
#

I'm torn between the following:

  • Work on the next update to my more junimo chests mod
  • Work on version 2 of the dark offerings mod I just released (adding books to the shop)
  • Playing stardew...

I think I'm going to update the junimo chest mod.

#

The grind never ends

rich seal
#

I finally understand crops and how to implement them flawlessly (as in, literally no errors or "help me, discord!" moments; it just works), but man. Making the growing plant sprites has given me an appreciation for what we have. Limited color palettes can go a long way. Still easier than coding as a person with a bad attention span and thousands of random comments in my code reminding me what to do lol

#

I just wish there was an easy way to make crops drop multiple items. Unless there is and I'm just blind.

brittle pasture
#

there are at least 3 frameworks for that

rich seal
#

I know, but the last couple times I went to use a framework, I had issues, came here, found out I didn't need said frameworks, and learned how to do it properly :p

brittle pasture
#

well for this you definitely need a framework SDVpufferrad

#

take your pick of: SpaceCore, Machine Terrain Framework, and Multi-Yield Crop
(I'm personally biased towards MTF because it's the most forward-compatible and has other crop-related features and also some other reason)

rich seal
#

Well, it's not high on my priorities since I don't actually have any crops that would have multiple possible drops, but I just remembered sunflowers can drop seeds as well as themselves. How is that handled? Because looking at the crop for "431", there's only an entry for "421" in the harvest. I don't see how it's coded to also drop sunflower seeds as well as the flower, unless that's just another one of the random hardcoded things.

brittle pasture
#

hardcoded

rich seal
#

Well poo on a stick

#

I'll keep MTF in mind if I do reach the point where I want multiple yields though.

#

That's such a weird thing to be hardcoded lmao

brittle pasture
#

1.6 dehardcoded a lot of stuff; extra crop drops probably simply snuck through as the update had a lot already

#

it could be something for 1.7

rich seal
#

Well here's to a future of more dehardcoding. Would be such a nice bonus.

lucid mulch
#

1.6 gave it some love with plantable rules and more fine tuning for mono/polyculture, but the core growth/harvest logic I don't think got touched too much

calm nebula
#

1.6 also made crop.harvest a lot nicer to patch ngl

whole prism
#

i like eating honey buns

patent atlas
#

i like petting puppies and kittens

whole prism
#

:3

rich seal
#

I just extracted the game files again after thinking I didn't properly do so before, but I'm missing something here. Where are the sprites for the mutant bug lair enemies? They're not in the characters/monsters folder with the other monsters. I was gonna do some resprites of all the bugs, but I can't find the mutant grub or mutant fly.

royal stump
barren tapir
#

I believe monsters are located in in Characters

rich seal
#

Well that explains it. I wanted unique sprites for the mutant bugs, but I guess that's out of the question lol

barren tapir
#

I'm mostly finished the update to my junimo chest mod. With that said, I think imma call it a night.

I'd also appreciate it if someone could showcase this #making-mods-general message if possible!

barren tapir
royal stump
#

you might be able to a conditional CP patch looking for the location "BugLand", though I'm not 100% sure, and the green filter would still be applied on whatever the replacement sprite is

#

and the flies also appear in dino areas, which don't seem to have a dedicated location name
(plus FTM and other mods can technically spawn them)

barren tapir
#

Maybe a harmony patch could retroactively change the bug texture? IDK, it's late πŸ˜…

royal stump
#

it could, and replace the green filter in the draw method, but it's a lot of work to make a rare bug reskin look more distinct SDVpufferdizzy

rich seal
#

That does sound a bit over the top, and I don't even know what harmony means in this context, so yep, that's probably not going to be worth the effort unless ConcernedApe makes them unique sprites in 1.7 lol

royal stump
#

Harmony's a C# toolkit for modifying the existing game code, so it can be pretty involved

#

(relative to just making a CP pack, anyway)

rich seal
#

Ah yeah, that's not my field. I'm still in the early "copy paste json code til it works" phases of coding lmao

#

C# is way out of my attention span's league

sullen perch
#

So I'm trying to make a mod, but as you can see in the video, the sign and lamp both are working according to their layers, but the bridge, which the walls of are in layer 'Buildings2', aren't functioning as a wall. and I can't keep walking along it either, though I did replace the water underneath with sand in case it was impassable.

#

Firt mod ever btw, no coding experience lol

#

Also I'm pretty sure you're not supposed to be able to walk through the tidepools, so I don't know how that happened

proven spindle
sullen perch
#

I thought the wiki said that numbered layerrs drew on top of lower- or non- numbered ones, but behaved the same

#

at least that was my understanding of it

proven spindle
#

They behave the same visibly, like AlwayFront and AlwaysFront1 will both draw on top of the player, but tile properties have their own thing going on

sullen perch
#

oh i see

proven spindle
#

And water does have some funky stuff for it specifically as well, though I'm not as familiar with that part

sullen perch
proven spindle
#

Are you passing through the shore animation tile? If you are then that means there's nothing on the buildings layer on that tile

sullen perch
#

actually you're right, so i guess something happened to the buildings layer of the beach with my editing because the tide pools shoudl function as a building too

#

but i'm not sure what...

#

and yet the sign and lamp and trees are working as buiildings

brave fable
sullen perch
brave fable
#

yep, numbered layers have no properties, purely visual

sullen perch
#

i just found that out the hard way...

#

my mod island was completely walkable, even the water

#

i did somehting terribly wrong SDVpufferwaaah

marsh reef
#

why you need so many layers?

sullen perch
#

when there is stuff kind of in front of other stuff, then if they're on the same layer, the stuff behind wont show

#

id send a screenshot but it takes forever to load lol

marsh reef
#

with walkable water did you just.. drop the original building layer? 🀣

sullen perch
#

no so i don't know why, but also the water on the beach was walkable cuz i didnt fix my warp poitns, so i got stuck behind some invisible wall just past the shorline

#

it was wierd

brave fable
#

generally most tiles marked Water aren't also impassable, they just rely on invisible Buildings tiles placed around the map to stop you walking onto them

sullen perch
#

oh that's smart

#

I should try that

#

thx

brave fable
#

no problem, it's a good idea to open the vanilla maps like Beach and Forest in Tiled after you've unpacked the game content, and just look around to see how they're put together

sullen perch
#

yah i kind of did but i guess not well enough πŸ˜‹

brave fable
#

S (select same tiles on selected layer) and H (highlight tiles on selected layer) are your friends

#

right-clicking a tile with the Stamp tool will highlight it in the tileset view, and the currently hovered tile in the map will show the tile index in the bottom-left beside the coordinates, plenty of tools for you to reverse-engineer maps

sullen perch
#

i guess i'll just try to put eveything on the buildings layer

#

that is supposed to be buildlings obviously

torpid sparrow
#

oh ive never used S

#

just H

#

or maybe i have clicked S and i got scared

sullen perch
#

oh i didn't notice that niether have i

brave fable
#

it's essentially a non-contiguous Magic Wand tool

sullen perch
#

thanks

ornate locust
#

oh of course

#

er... wrong channel

#

just agreeing with nobody over here, don't mind me :V

deep cypress
#

Does anyone know of a good Get Random Tile Within a Radius of the Player method they would be willing to share?

#

Cause the one I wrote is vexing me.

marsh reef
#

whats the one you wrote do?

deep cypress
#

Keeps putting the monster far, far away…

marsh reef
#

oohh

#

pick random tile near by to spawn

#

are you able to take player location as an x and y number?

royal stump
#

might not be the optimal way to do it, but I've got this to get all tiles within a circle with radius; you could use the player's Tile in place of centerTile and pick a random tile from the resulting list Tiles

int mapWidth = location.map.Layers[0].LayerWidth;
int mapHeight = location.map.Layers[0].LayerHeight;

int minX = (int)centerTile.X - radius;
int maxX = (int)Math.Ceiling(centerTile.X + radius);
int minY = (int)centerTile.Y - radius;
int maxY = (int)Math.Ceiling(centerTile.Y + radius);

for (int x = minX; x <= maxX; x++)
    for (int y = minY; y <= maxY; y++)
        if (x >= 0 && x < mapWidth && y >= 0 && y < mapHeight) //if the location has this tile
        {
            Vector2 tile = new(x, y);
            if (Vector2.Distance(tile, centerTile) < radius) //if this tile is within range of the center
                Tiles.Add(tile);
        }```
deep cypress
#

Thanks so much!!!!!!

royal stump
#

oh, right, and those map width/height are these
(edited into above)

deep cypress
#

Ok this is puzzling... What I am trying to do is have monsters appear on the ten minute timer near the character. With the radius thing, all the fliers appear. All the land based monsters go to 0.0...

marsh reef
#

chat what

#

Feel like that needs more context πŸ€”

low shell
#

hey im just trying to make my items unstackable without using the -22 tag. I tried putting the MaxStackSizeOverride thing in a custom field but doesnt seem to be doing anything

brittle pasture
#

!json show what you have?

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

low shell
#

thought it'd be the same as another extention framework thing

brittle pasture
#

the fields listed above should go into another asset

#

spacechase0.SpaceCore/ObjectExtensionData per the doc

#

you'd need two edit blocks, one targeting vanilla object data and one targeting the extension asset

low shell
#

oh okay

brave fable
#

('listed above' being the ones listed in the spacecore docs you screenshat, not all the ones in your object data entry)

brittle pasture
#

-# screenshat

low shell
#

πŸ’€

low shell
#

got it figured it out. hella nice

signal heath
signal heath
# verbal glacier Github?

right, but it would be nice to have something that feels better to browse, like a proper documentation website

dawn ore
#

Hello, is there a way to make a 'clone' of the Auto-Petter, ie the same functionality but a differnt name and texture, using just CP?
i want to make a new 'Electric Auto-Petter' that looks differnt and can be obtained in a different way but uses the same in game logic

signal heath
#

like i said i'd be more than happy to do the heavy lifting of getting the website up and running. my idea was to parse the available documentation and make something easier to follow

#

would be fairly trivial to include game source browsing and item search etc. i found that to help me with my first mod

verbal glacier
signal heath
#

a better way to browse modding resources, essentially

#

i'm a software engineer by trade, and i found the current resources feel quite out of date. with all respect to the community for maintaining them

#

@ivory plume probably has a valuable opinion on this

proven spindle
#

I don't think there's anything stopping you from just making your own docs if you really want to

#

!startmodding if you don't use ai you could even link them in the tutorials wiki

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

dawn ore
#

I have seen this before on and off, does anyone have any idea why this is happening in my mod The social page found conflicting NPCs with name ...

signal heath
#

my only gripe is that the current docs feel really outdated. but that could just be because i'm not used to it yet

proven spindle
dawn ore
#

yes, all the mentioned of the NPC uses {{ModID}}. the full error text is [game] The social page found conflicting NPCs with name KlyJuly.RenewableValley_James (one at EngWarpRoom {X:3 Y:3}, the other at EngWarpRoom {X:3 Y:3}); only the first will be shown.

proven spindle
signal heath
proven spindle
proven spindle
signal heath
proven spindle
#

The most detailed docs I know of outside of the content patcher docs are the tutorials wiki and the modding wiki

signal heath
#

sounds good. i'll have a read through those and see what i can do. i'm still fairly new to stardew modding, but i would open source everything

proven spindle
dawn ore
#

ok thanks, that did seem to solve the issue, at least for now. I now have another NPC issue, which is they arn't using my warp properly, can NPCs use warps that are on the very edge of the map, eg coordinate 0 56? I as the player cna use it just fine, the NPC seems to walk right up to it and then stop

torpid sparrow
#

They should be able to yes my warps are set up like that

#

As long as it’s a tile on the map and they can access the tile right in front of it it should be ok

torpid sparrow
dawn ore
#

I have been trying things the past hour and so far nothing has worked. the NPC walks to the tile in front of the warp and just stops. I can warp just fine. but they get stuck. then when the next schedule time hits, they go haywire and walk through buildings etc and just walk off screen

torpid sparrow
#

Hmm you’re just using the regular warp? Not NPC warp or anything