#making-mods-general

1 messages · Page 610 of 1

uncut viper
#

End goal. Not foal. Though an apt typo

hard fern
#

Well .. i might be motivated

#

🐎

#

Until i figure out the C# (aka the hard part) i could easily do the story segments of the game

#

SDVpufferflat lots of dialogue hell but since it's just a recreation of the game at least i won't have to use my brain. And the best part is, once i finish this, it will hopefully take up less space on my computer than the real game!!(?)

#

Still not sure what kind of practical application this mod will have aside from "letting me play the game twice" XD but oh well

uncut viper
#

Practicality takes a backseat to desire when it comes to modmaking

latent mauve
#

Well, new issue discovered-- I made some building skins for the Buildable Bakery mod from HxW, and I'm not sure how to get it to change the skin / not reset to vanilla on upgrade. Even when choosing the skin on the upgrade menu, it ignores it and builds it with the non-skinned appearance anyway.

golden spire
#

Can only assume your patch is being overwritten by another patch or it's targeting the wrong asset.

gentle sorrel
#

is there a way to make the path be below the player but above these bushes?

vernal crest
gentle sorrel
#

The area dose not have a Buldings1 can I just add that?

#

this is backwoods

vernal crest
#

Yup you can just add it

inland rain
void aspen
inland rain
#

uhhhh... yes?

#

the neat thing is the objects themselves are stored in Object.heldObject, so there's not many weird hacks needed

void aspen
#

(hard)wooden fence can be much higher now

inland rain
#

the weird part was learning that Furniture and ColoredObject don't have a draw method for xNonTile and yNonTile, so I had to add logic to draw them correctly

#

so if you try to draw a ColoredObject at a non-tile position, it just draws as an ordinary non-colored object

#

and decorative lanterns don't light up

#

but! Furniture does have Furniture.drawAtNonTileSpot which basically should just be an override method, but isn't for some reason

#

so i just called that

#

and then they light up

void aspen
#

I have my own little mod for fences and I wonder if it works with yours

#

gon check it rq

inland rain
#

tall fence

torpid sparrow
#

Spiky tall fence

void aspen
#

Left fence is offcentered by 1px 🥺

inland rain
#

yeah idk why

#

it's just how fences are ig

#

I'm not drawing them, it's just vanilla draw methods, except for redirecting for Furniture and ColoredObjects

#

so torches are off as well ig

#

spikey fence

void aspen
#

hm

#

I like how the middle part looks on its own

inland rain
#

see, torches are off as well on the left end

#

someone aughta make a mod

void aspen
#

I am a little bit confused how do I color the fences

#

left shift and ctrl arent doing anything

fossil osprey
#

There is a chance it's just the fence texture that's wonky

severe cairn
#

Just went through #refactoringhell but it works now :D I can let users editdata my loaded json and spawn feesh!!!

inland rain
void aspen
#

yeah I got it too!

inland rain
#

hold down shift or ctrl+shift and scroll over the fence

void aspen
#

Oh!

#

yeah it works now tyy

#

welp my mod isn't working with it apparently :(

#

it overrides all material to match one type of fence visually

#

but I wonder if theres anything i could do to comp with yours

inland rain
# void aspen but I wonder if theres anything i could do to comp with yours

yeah, you just need a special greyscale sprite:

You can also make modded fence objects (idek it that's a thing) colorable using content patcher and targeting the dictionary at:

aedenthorn.PaintedFences/dict

and adding an entry to the dictionary, e.g.:

"MyModdedFenceID": "PathToMyModdedFenceSprite"
#

idk if it works

#

it turns out the fences actually have a LeftEndHeldObjectDrawX thing that tells it to draw the torch in the wrong place

#

fixed it

#

I guess those offsets are an aesthetic choice, idk which looks better

#

for the torches anyway

void aspen
gray bear
#

enlarge the fence™

gray bear
cedar thorn
#

i wanted to ask for advice on a mod of mine (little bit nitpicky at this point but it's been bothering me) so basically in summary the mod adds butter that is made by a butter churn but no matter what i do i can't manage to apply the rancher price bonus to it. at the same time, two of my cooked dishes are somehow affected by the rancher bonus and i can't get manage to change it either

gray bear
#

i don't like how fences are just fence1 fence2 and etc instead of their actual names like i get it but wah

void aspen
#

50/50
my mod allows to override vanilla fences by choosing the material in gmcm

#
{
    "Format": "2.9.0",
    "ConfigSchema": {
        "Override": {
            "AllowValues": "None, Wood, Stone, Metal, Hardwood",
            "Default": "None"
                }
        },
    "Changes": [
    {
            "Action": "EditImage",
            "Target": "LooseSprites/Fence1, LooseSprites/Fence2, LooseSprites/Fence3, LooseSprites/Fence5",
            "FromFile": "assets/{{Override}}.png"
        }
     ]
}
#

do i just do when hasmod and change the target to ones in the painted fences mod folder

#

hm

gray bear
#

ah okay! i think you need to use the other method and not the modded onces then

void aspen
#

nope it will probably maket them grey then

#

😭

gray bear
#

You can create your own greyscale textures to replace the default ones using content patcher and targeting the following texture paths:

aedenthorn.PaintedFences/Fence1
aedenthorn.PaintedFences/Fence2
aedenthorn.PaintedFences/Fence3
aedenthorn.PaintedFences/Fence5```
inland rain
#

just add more logic for my mod, don't touch your mod's stuff

gray bear
#

you would need to like, make separate greyscales for all the materials you have i think

inland rain
#

tell my mod to use a certain greyscale texture

#

separate from yours

#

it will override the draw method

void aspen
#

hm

inland rain
#

but only when your fence is colored, otherwise it will use yours

#

again, it may not work, I haven't tested it

void aspen
#

okay I think I understand how to do it

inland rain
# void aspen okay I think I understand how to do it

smth like this:

    "Changes": [
        {
            "Action": "EditData",
            "Target": "aedenthorn.PaintedFences/dict",
            "Entries": {
                "MyFenceId": "MyGreyscaleTextureFakePath"
            }
        },
        {
            "Action": "Load",
            "Target": "MyGreyscaleFakePath",
            "FromFile": "assets/MyGreyscaleTexture.png"
        }
    ]
gray bear
#

would that work if they aren't adding new fences?

inland rain
#

if they just want to change the existing fences then no, they should refer to what you posted

void aspen
#

the thing is that your folder already has all the greyscales needed
its the thing that I just have to tell it to use one particular greyscale for all fences

inland rain
#

mb I thought they were adding fences

void aspen
#

depending on my config pick

gray bear
void aspen
#

same way I did it for default colors

gray bear
void aspen
#

Thats pretty much it yeah, I think it should work

inland rain
#

except you can't use Load, don't try that

#

you have to use EditImage

void aspen
#

EditImage

#

yeah

vital star
#

just a little glam shot of some progress 👀

#

got some usability quirks but was actually able to build a few quick scenes with tedious npc movement and I think it worked pretty well. one day may actually start making that mod I was meant to be making. 😂

void aspen
gray bear
#

nice

inland rain
inland rain
clever monolith
#

I'm getting some translation requests for my mod and I don't really know what's the "protocol" for this. Is there a list somewhere of peeps who do translations on request?

golden spire
#

It's up to you

#

Would you rather only have translations you directly ask for or have people ask you or no permission needed and people can translate at will.

clever monolith
#

I don't mind if they don't ask for permission tbh
I did dm some mod authors who have translated some of my other mods before (Korean, Chinese and Portuguese), but I'm thinking of dming other language translators too.

golden spire
#

ultimately do what ever you want regarding translations. You can write a note in your mod description:

"Feel free to translate my mod, unless it's an AI translation. You may also translate any images if needs be."

something like that

daring skiff
#

Keep in mind that if you update the mod strings, you will likely have to contact these authors to update as well. Unless the changes are small and you can do it yourself.

clever monolith
golden spire
#

I'm lazy with that, ultimately it's up to them. I don't officially endorse any translation. I can't speak the language so cannot say if a translation is good or not.

vernal crest
#

I thought Rafia was saying that there are users asking for non-English versions and so they are trying to find people to translate the mod, not that there were people asking to translate the mod.

daring skiff
#

Oh, possibly.

golden spire
#

also "I'm getting some translation requests for my mod "

daring skiff
#

I misread. Can't read English. Or any language.

clever monolith
#

But regardless idm if people want to translate my mods. It's all open source!

daring skiff
#

I also assume you go through the same thing I go through where I post and get 2-3 DMs with i18n files.

vernal crest
#

Personally I would say to them "you're welcome to translate it yourself" rather than going to try to find translators for them, except maybe for the couple of languages where I already know people and could ask if they'd be willing to translate it.

clever monolith
daring skiff
#

Yeah, idm either. I would probably think differently if the translation were more serious like story content.

#

But if it means more people are able to enjoy it and they know it's not official, nothing wrong.

clever monolith
#

Wait you just reminded me
I was supposed to add a line in my mod description disclaiming my painful lack of creative writing skills

golden spire
#

I just wish I could sort the translations listed on my mod's page.. put more recent translations at the top and older ones at the bottom. Look at any large mod and it's a mess of old/new translations

daring skiff
#

Add fake little buttons/flag emojis at the top of your mod description linking to the most recent translations.

#

Too much work but it would look cool.

golden spire
#

SVE has 7 German translations listed

daring skiff
#

They even have one for British English.

calm nebula
#

There was a github for it

#

But it's pretty quiet these days, you could try that though

#

It's linked from the wiki iirc

clever monolith
#

I went with Abagaianye's way of telling them to translate stuff for themselves if they want.
But I'll keep the github bookmarked just in case, ty!

devout otter
#

My go-to answers are

#

"Can you translate this to ___" --> "I can't speak that, but anybody who can is welcome to translate!"

"I hope this will get a ___ translation." --> "I hope so too."

calm nebula
#

My experience was that there are a lot of people willing to translate

torpid sparrow
#

maybe next april fools can be a really british translation of a popular mod

nova gale
#

I let folks either open PRs against the source with i18n files or post their own translations

clever monolith
#

My south asian education system and growing up reading american novels messed me up big time
You'll randomly find inconsistencies in my dialogues because of this
Some dialogues might say "color" and some might say "colour"
Don't come for me I'm messy 😭

signal nova
#

Should this work for making an item from a shop an one time purchase?

clever monolith
strong kite
#

You know for a month of skipping days to get this much money from the endgame money maker (without processing anything) I think I'm okay with this

signal nova
strong kite
#

Top left says it's "StardewEventHelper" which... holy I wish I knew about that a few weeks ago

signal nova
#

Unless I'm blind

strong kite
#

Not just you I also cant find that exactly

signal nova
#

I NEED to know how to get my hands on that

strong kite
#

Same tbh

verbal glacier
#

i believe they are creating it themselves

strong kite
#

Ohhhh

signal nova
#

Makes sense

strong kite
#

In that case, I can't wait for it to come out!

torpid sparrow
#

is it not husky's

#

or is it a diff one

verbal glacier
#

diff one

strong kite
#

I was honestly thinking that it would be SO cool if there was an external tool for event making, and now here it is actually in progress! Very exciting!

torpid sparrow
#

oh damn

golden spire
torpid sparrow
#

i love to suffer

torpid sparrow
golden spire
#

seems very Brtish to me

#

😛

strong kite
#

If it doesn't make one of the foods beans on toast it doesn't count

verbal glacier
#

sadly it doesn't turn a food into beans on toast, but it does turn pierre into beans on toast /lying

strong kite
golden spire
#
Choose an alternative name for Pierre's General Store ("Pierre's Seed Shop","Pierre's Village Shop", "Pierre's Corner Shop", "Pierre's General Shop", "Pierre's Shop", "Pierre's General Store", "Pierre's Store")
Disable or re-enable the changes to in-game times and clock to 24
verbal glacier
strong kite
torpid sparrow
#

pierre on toast

jaunty shuttle
gray bear
#

do not the pierre

viral gazelle
#

It would probably taste like capitalism

strong kite
#

I thought the forage in the dense grotto wasn't supposed to expire and yet it is... hum...

craggy goblet
torpid sparrow
#

need a pizzeria for sam. can double as fnaf

#

ugh so many food mods so little artistic patience

viral gazelle
#

5 nights at sams

torpid sparrow
#

sam does have a little brother...

strong kite
#

Does a location being outside override SpaceCore's ForageableExpiresWeekly?

torpid sparrow
#

vincent.............be careful......

golden spire
#

toast mod with 108 varieties of toast

viral gazelle
#

yum

verbal glacier
jaunty shuttle
torpid sparrow
#

pierretilla

strong kite
#

Ohhhhh THIS is what controls the stumps! Wait that's awesome I can make them spawn intentionally now!

calm nebula
#

Every week

strong kite
calm nebula
#

It also happens if you plant a forage crop off farm

strong kite
#

oop hit enter too early

#

SpaceCore's SpawnableDefinitions has a "ForageableExpiresWeekly" which I thought setting to false would override that becuase it was before...

#

But it was only working for the Abyss map

#

so I'm guessing it's because the Abyss had "skipWeedGrowth" and the Grotto and Meadow don't, I remember that being in the conversation when I was adding this

#

Time to skip another month and find out if it's working now

gentle sorrel
#

What did I do wrong? why is it looking inside the unpacked folder instead of the game itself for those assets?

StardewModdingAPI.Framework.Exceptions.SContentLoadException: (CP) Expanded Access Maps loaded map 'assets' with invalid tilesheet path '../../../../Content (unpacked)/Maps/spring_outdoorsTileSheet'. Directory climbing (../) is only permitted once at the start of the path.```
verbal glacier
#

!tilesheetclimbing

ocean sailBOT
#

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

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

strong kite
#

I understand the command but that's a lotta words for a simple solution heehee

#

At least to just do the command and nothing else. Just in my opinion HehSweatCloseup

gentle sorrel
#

So Tiled is dumb and writes that into the file

strong kite
#

Not necessarily dumb

#

That IS where it's getting it from

#

But that's not where the game will draw the textures from, it'll draw from the game's files itself

#

IIRC Tiled also isn't specifically catered to Stardew Valley (anyone correct me if I'm wrong) so this behavior might be better suited for other games rather than Stardew Valley modding

#

It's frustrating but once you know how to fix it it's just a minor annoyance

vernal crest
#

Tiled is not dumb, it's doing exactly what you tell it to do which is look inside a different folder for the tilesheet. There's no reason for it to assume you don't want that to happen.

#

Use tilesheetinator

#

!tilesheetinator

ocean sailBOT
#

You can use the Tilesheetinator tiled extension to create Stardew Valley maps that work in-game without having to copy vanilla and modded tilesheets back-and-forth, rename files with a . in front of their name, edit maps only in the unpacked content folder or make symlink workarounds.

See the mod page for full installation and use instructions.

gentle sorrel
#

well I did not tell it to look there I copied all the files it needed next to the map and then it was able to load them

jaunty shuttle
#

Has anyone gotten a chance to look at the source code for GMCM Advanced Search?

#

It looks cool but I’m a bit hesitant

verbal glacier
#

That one is by an author who has a self tagged ai mod so i don’t trust it

vernal crest
jaunty shuttle
verbal glacier
vernal crest
#

What does it do? Search through the settings of the mods in gmcm?

gentle sorrel
strong kite
#

If there's two instances of the same tilesheet, it can't connect that they're the same tilesheet because they're two different files still, so they'll be treated as such

jaunty shuttle
jaunty shuttle
vernal crest
#

It is possible to copy tiles from another map as long as the tileset is identical but I've found it still sometimes creates a new tileset anyway

verbal glacier
jaunty shuttle
#

Chu chu magic

strong kite
#

ohhhh god the urge to create a secret "denser" grotto is strong 😭

#

I think I'll do that but for a later update

signal nova
#

Is it possible to trigger a dialogue box to pop up after purchasing an item?

#

(Using ContentPatcher or any frameworks)

vernal crest
#

Probably with betas

hallow prism
#

To my knowledge not with vanilla, but spacecore or betas may

signal nova
#

I'll check if BETAS has what I want

#

I have spacecore installed already

hallow prism
#

Spacecore can display hud message, that i know

signal nova
#

What kind of HUD message?

#

The little pop-ups in the bottom corner?

#

The HUD could actually be good enough for me

gentle sorrel
devout otter
#

BETAS does have DialogueBox TriggerAction you could try.

vernal crest
#

Oh they're paths bushes

signal nova
#

Perfect I think this is what I was looking for

gentle sorrel
void aspen
#

didnt know there was the separate property for this

vernal crest
# gentle sorrel yup

In that case I think your option is to put something on the Buildings layer on the tile south of the Front tile so the farmer can't get close enough to go under it.

strong kite
gentle sorrel
#

I see so there is no way for the tile to be rendered correctly (while the farmer is overlaping it)

vernal crest
#

Tiles on the Front layer are supposed to show on top of the farmer if the farmer is on the tile directly south of them, so it is correct

gentle sorrel
#

the visually correct render order would be bush tile, cliff ground tile, player; but given I don't think the game normally has any spots that are player accesabile and where a real bush is right next to a cliff its just not doable

strong kite
#

ohhhh nooooo... scope creep is itching again...
although I don't need to make it as big as my first thought was phew

river frost
#

so I'm trying to make two mods who both edit the WizardHouse compatible, is there any way to do this or am I just fucked lmao

vernal crest
#

Depends what they're doing, but generally you should be able to

river frost
#

one of them is just a general edit to the WizardHouse and another has added another room (with a warp) to it, but the biggest issue is that they cancel each other out in SMAPI so I've been trying to figure out how to remove the WizardHouse from the second one while still keeping the warp and new room intact in the content.json

vernal crest
#

If they cancel each other out, are they both trying to Load WizardHouse.tmx?

river frost
#

yeah they both have a WizardHouse.tmx

#

but the room is literally just a specific warp point in the WizardHouse so I figured maybe there was a way to add the warp to the first mod and remove the WizardHouse.tmx from the second one

vernal crest
#

Sorry, I am asking if the error is specifically that they are trying to Load it - the word Load there is important

river frost
#

oh, my bad! yes, they're both trying to load it!

vernal crest
#

Not good for compatibility, especially if all one is doing is adding a warp. Yes, you should pretty easily be able to just yeet the patch Loading the WizardHouse.tmx entirely from that mod and replace it with an EditMap patch adding the warp. Does it add a door or anything to the map?

river frost
#

it just adds a staircase but there's nothing to interact with, it's just a warp spot basically

#

I can easily duplicate the staircase in Tiled with the first WizardHouse.tmx so it's in the same spot

vernal crest
#

Are you doing this for personal use or to publish?

river frost
#

just personal use! if I can't make this work, I'll have to remove one of the mods but I was trying to see if I could make this work first lol

ocean sailBOT
#

@river frost You leveled up to Cowpoke. You can now share images in all channels!

golden spire
#

you will be able to make it work, just working out what order each one is doing something

vernal crest
#

Okay then yeah just editing the map directly will work

#

If you were going to publish it, it'd be more fiddly (still very possible) but for your own use you can just put the staircase and the warp on the map you want to keep

river frost
#

oooh, gotcha! yeah, it's just me trying to keep both mods for my personal use and I've been trying to make it work for a bit and decided I should just ask people who are better at coding than me lmao

#

so basically the easiest thing would be to change the "Load" to "EditMap" instead in the one that adds the warp?

vernal crest
#

No, because then it will completely cover the whole map from Mod A (I'll use that for the one that doesn't add the room warp) with the Mod B map. Instead, you either want to a) edit the map for Mod A to add the staircase and warp into it, then remove the Load patch entirely from Mod B; or b) cut the Mod B map down so it's only the size of the staircase and then change its Load patch to an EditMap patch to stick just the staircase and warp onto the map that Mod A has Loaded.

#

(Feel free to ask me to explain any of this in more detail - since I don't know what your knowledge level is I'm describing it all in general terms rather than step by step.)

river frost
#

okay! so the warp is literally just in the content.json (it's an "EditMap" and "AddWarp" with the coordinates) which is why I thought that removing the WizardHouse from the folder would be an issue since it's the target is "Maps/WizardHouse" (this is Mod B I'm talking about, haha!)

vernal crest
#

In that case you can just add the staircase to the map for Mod A, but leave the warp in Mod B as it is.

#

You'll still need to remove the Load patch from Mod B.

#

You don't have to actually remove the WizardHouse.tmx file from Mod B though (not that removing it would matter).

river frost
#

oooh, that makes a lot more sense! so it's just the "Load" patch that messes everything up basically?

vernal crest
#

Yes, because a Load patch adds a new asset or, if the asset already exists, erases the existing one and replaces it with the Loaded one. Content Patcher only allows one mod per game session to Load an asset - everyone else has to edit the existing asset using EditMap, EditImage, or EditData. That lets us play (mostly) nicely with each other instead of only one mod ever getting a chance to make changes to the vanilla assets.

#

If Mod A edits pretty much every part of the wizard's house map then it makes sense for it to Load its map, because it is basically changing the entire thing and will therefore already be incompatible with any other mod that makes really big changes to the same map even if they both used EditMap. But since Mod B is only changing a very small part of the map and leaving the rest of it vanilla, it really should be using EditMap and only adding its staircase on top of whatever other edits other mods are making to the map.

strong kite
#

Oh right I should really ask this before trying it! Tiled has a rotate tile functionality, is that compatible with Stardew Valley

vernal crest
#

Yup

strong kite
#

Oh sweet!

vernal crest
#

You'll end up with TileData for every tile you use it on though so be aware in case you have to patch export it lol

strong kite
#

Ahh, alright. I'll use it sparingly then

flint glacier
#

i got a quick newbie question if anyone can help...

vernal crest
#

It doesn't really matter, but don't do what I do and use a rotated version of a tile if there's an existing correctly aligned tile available lol

vernal crest
river frost
vernal crest
strong kite
vernal crest
#

I was just lazy and then I paid for it when I had to patch export my map for troubleshooting haha

strong kite
#

oh wait there totally is a better solution. While I was right in that I don't think there's rotated tiles for what I was looking for, there does seem to just be a better solution-
oh nevermind these ARE the tiles I was looking for they are just a lot less unique than the one I already found

flint glacier
#

so i did smapi and i loaded the zipped mods onto the mods folder but when i run the game it only loads the console commands and savebackup. all i can think of is that i just saw something about api being off

vernal crest
flint glacier
#

sorry about that but ig i didnt. so unzip and then load them to the mods folder?

vernal crest
#

Yes, you need to unzip them and put the folders from inside the zip file into the Mods folder

#

Each mod needs its own folder, too, so if you end up with any loose files in the Mods folder you have to try again

flint glacier
#

alrighty. thank you!

vernal crest
#

!mh You're welcome :) If you need any more help installing or using mods, head here instead

ocean sailBOT
flint glacier
#

will do!

latent mauve
whole prism
#

quick question, is there a way to use a debug command to get the ids of all active quests

#

or some way to do that easily?

#

specifically the current players active quests

#

maybe patch summary full HasActiveQuest

proven kestrel
#

I'm a beginner. Why can't I fix it using the StardewModdingAPI like P1 did?

gaunt orbit
#

It looks like your ide suggested it but didn't actually add it for some reason

#

If you add the using and it's still broken, make sure to also implement Mod and make sure that modbuildconfig can find your game assembly

strong kite
#

Recreated the hidden grottos from Pokemon in Stardew :3c (not sure if this goes in art because these are all vanilla tiles)

#

just for comparison

#

I should probably make it 2 tiles wider and 1 tile taller just to have more dead space with the green

crystal flame
#

Hi! Does anyone perhaps know if ive got my query setup wrong?
I'm trying to make a single sprite have two versions based on the queries. Its the temporary placeholder for the closed travelling cart at the night market and desert festival. I tried this but no luck unfortunately

"Action": "EditImage",
"Target": "LooseSprites/temporary_sprites_1",
"LogName": "Desert festival closed",
"FromFile": "assets/Desert Festival/DesertClosed.png",
"ToArea": { "X": 72, "Y": 167, "Width": 17, "Height": 17 },
"When": "IS_PASSIVE_FESTIVAL_TODAY DesertFestival"

I also tried this as an alternative but also no luck. In both cases the default image shows up

    "When": { 
    "Season": "Spring",
    "Day": "15, 16, 17"

When changing the window without the query it shows up perfectly. But because my designs for the market and festival are different, i would need two options Taptap

strong kite
#

Is this fully accurate to what you have? Or are some brackets not included? I believe the When condition should have brackets?
That might not be the exact issue you're having but just something I've noticed?

#

Also Content Patcher When conditions don't take GameStateQueries natively like that

crystal flame
#

ye this is a carbon copy of the script patch

strong kite
#

It's a simple fix so give me one sec to pull up the docs

crystal flame
#

youre an angel

strong kite
#

at least I'm pretty sure there's a simple fix, though I'm not great at navigating the Content Patcher docs and I might've been confused with using GSQs for event conditions

strong kite
#

Do you get errors in the console when loading either in game or into a save?

crystal flame
#

nop, no errors

strong kite
strong kite
crystal flame
#

ye hehe no lead at all!!

#

just tell me what i do wrong smapi pleeease LaptopRabbit

strong kite
#

!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.

strong kite
#

You can copy and paste the json there and send the link so I can take a full look at the file

#

Oh- No I meant to the link in the command I just did

crystal flame
#

ooh hehe i get you

strong kite
#

Is that one the only one that isn't showing up?

crystal flame
#

you can ignore the other tokens ye, those are going to be taken out

#

i know they miss some " thingies

#

ye

#

its the only one

#

and when the "when" is taken out, the image shows up perfectly

strong kite
#

huh- Well that's very helpful to know cuz that narrows down what's wrong

crystal flame
#

replacing the vanilla image goes fine, but originally there is only 1 option for both cart versions and because my designs are different for each cart i need two versions. so i figured a query would do the trick

strong kite
#

Honestly I'm really not sure why this When condition wouldn't be working...

crystal flame
#

for reference, this is the stubborn little square were targeting

whole prism
#

i love ur mods : D

crystal flame
#

hehe hii

strong kite
#

Someone more experienced is gonna come in and solve this like instantly heehee
But for gonna keep looking into it lol

crystal flame
#

ive started a channel since modfest LaptopRabbit JoyRabbit

whole prism
#

im glad everything is situated

strong kite
#

I guess I'm not familiar with EditImage actions, I don't think I've used it in my own mod before

#

but again I don't think that matters, it's just the When condition that isn't working.
Can you try it with say a single condition? Like just Season Spring?

#

And see if that works

crystal flame
#

let me try

strong kite
#

Does it need a when condition if it's only gonna appear during the event anyway..? Or I might just not know exactly what this is for

fossil osprey
#

you can even try without condition first to see if your patch apply

crystal flame
#

same issue

crystal flame
strong kite
#

Ohhhh okay I get it now

#

That same asset is used for both of them, but you only want this change for the desert festival

crystal flame
#

this is the basic structure

#

yees

#

cause the carts are different, i need two different designs for the empty window frame

#

but originally the game only uses 1

strong kite
#

So that's why the condition is mandatory, alright

latent mauve
#

Which patch is the one that isn't working?

crystal flame
#

the closed window patch, so the "when" query

strong kite
#

-# oh thank god someone who knows what they're doing allthethings

crystal flame
#

"Action": "EditImage",
"Target": "LooseSprites/temporary_sprites_1",
"LogName": "Desert festival closed",
"FromFile": "assets/Desert Festival/DesertClosed.png",
"ToArea": { "X": 72, "Y": 167, "Width": 17, "Height": 17 },
"When": {
"Season": "Spring"
"Day": "15, 16, 17"

#

I also tried

"Action": "EditImage",
"Target": "LooseSprites/temporary_sprites_1",
"LogName": "Desert festival closed",
"FromFile": "assets/Desert Festival/DesertClosed.png",
"ToArea": { "X": 72, "Y": 167, "Width": 17, "Height": 17 },
"When": "IS_PASSIVE_FESTIVAL_TODAY DesertFestival"
strong kite
#

I swear there's a way to make ContentPatcher conditions take GSQs but I cant find or remember how

royal stump
#

(a mod of mine has a token for that, but it's much slower than doing it normally, so don't for this)

latent mauve
#

There is but it doesn't do validation well

strong kite
#

ahh gotcha

royal stump
#

that or you can use trigger actions to set flags etc

latent mauve
#

Checking to see if there's an alternative you can use

royal stump
#

you can use patch summary while at the desert festival to see if that edit's applying or not; I don't see anything wrong with those conditions, so it may be editing the wrong sprite for the cart or something

crystal flame
#

were targeting the little purple square above the three mermaids

brittle pasture
crystal flame
#

all works well when the condition is not included

strong kite
crystal flame
#

targeting these two stalls. the merchant during the festivals

brittle pasture
#

ah never mind then

crystal flame
#

which is just a little patch over the window

strong kite
#

This feels silly to ask, but is there a chance you're testing on the wrong day in game?

royal stump
#

if "Day" isn't working that way, try this format

"When": {
  "Season": "Spring",
  "Day |contains=15, 16, 17": true
}```
crystal flame
#

i try

royal stump
#

I'd assume the other format is fine, but it's hard to test without making a pack myself

strong kite
#

Theoretically you don't even need the day, cuz you wont see the night market during spring

crystal flame
#

unfortunately not, no luck

brittle pasture
#

what does patch summary yourmodid show

crystal flame
latent mauve
#

What happens if you change the condition to be "LocationName": "Temp" instead?

crystal flame
# brittle pasture what does `patch summary yourmodid` show

Current changes:
asset name | changes
----------------------------------- | -------
LooseSprites/Cursors | edited image
LooseSprites/temporary_sprites_1 | edited image
Maps/desert_festival_tilesheet | edited image
Maps/Festivals | edited image
Maps/night_market_tilesheet_objects | edited image

crystal flame
verbal glacier
#

uhm might you be targeting the wrong square? cause that one is redish purple not blue purple

strong kite
#

why is the hue brighter? that doesn't look like it matches what you've sent before?

crystal flame
#

just my laptop settings

latent mauve
#

I was wondering if it was possible that a hard coded repeated pixel was being used instead of the square but I trusted when they said it worked without a When argument

crystal flame
#

cause without the condition it works fine

latent mauve
#

(some of the "closed" cover squares are actually drawn in with code, but if it works without the condition then that should not be the case here)

strong kite
#

Unless you took a picture of your screen and sent that I don't think that would change the hue that gets sent

crystal flame
#

so there is a darker patch in that area

brittle pasture
#

can you show a screenshot of the closed desert merchant with your patch working (no condition)

verbal glacier
#

i think i found the correct square in Cursors_1_6

crystal flame
latent mauve
#

I definitely had to redraw all my merchant backgrounds to match vanilla because of the draw code making it wonky colors back when I started the zelda mod changes

brittle pasture
#

because according to the game code the desert festival actually uses this square in cursors1.6

crystal flame
#

oooohhhh!!!

strong kite
#

Ohhhh so they arent the same?

verbal glacier
#

nope

crystal flame
#

welp, that makes things a lot easier SDVpufferflat

strong kite
#

Whoops

crystal flame
#

im so sorry but also thank you for the investigating team

latent mauve
#

The square you found on Temporary sprites is for a different thing apparently!

brittle pasture
#

yep

crystal flame
#

you guys are lifesavers

#

well, look out for a new travel cart soon hehe

verbal glacier
#

we will :D

crystal flame
crystal flame
#

Also sorry for being such a loaf that i didnt realize it was another sprite SDVpufferwow

strong kite
#

It happens to the best of us

verbal glacier
#

no need to apologise for that, the game has so many sprites in obscure places it's hard to get a grasp on all of it

strong kite
#

That too

#

The sprites in vanilla game sometimes feel like they're put in random places just to spite us LUL

#

The cursors tile sheets are honestly kinda cursed

verbal glacier
#

i love and despise them for it

strong kite
#

hm... I could either stick with the theme of me adding Pokemon music tracks for Locations in my mod, or I could decide to save on file size and just reuse vanilla game tracks...

tiny zealot
strong kite
#

That- is so crazy 😭

golden spire
#

damn you concerned appe....

tiny zealot
#

ape needed a white pixel and he needed it in a way that Game1.staminaRect wouldn't work immediately so he did something else off the cuff and here we are

calm nebula
#

I like how the bats blink

clever monolith
#

How does one discover that fact

fossil osprey
#

intense bat observation 🙂‍↕️

strong kite
#

so turns out not all the sprites I've been using from the PMD Sprite Repository were made by Chunsoft, apparently some were fan made and I didn't realize 🫠
Some things such as Darkrai's Portraits

#

So I've added more specific credits to my mod page for the artist of those portraits as well as some of the cresselia portraits I used for bundle icons

#

And now I'll just be more cognizant in the future of if a sprite from the repository was actually Chunsoft or a fan

golden spire
gray bear
#

cursors is a land of hell

ornate drift
#

Hmmm SkaifoThink maybe i should make some of Manny's pastries be introduced in year 2

#

Like the croissants and macarons can become available in year 2 after you see a certain event

gray bear
#

y2 content good

void aspen
#

make an event where speedy asks farmer for a radioactive ore and then introduce some new pastries with totally no correlation to the quest!!

golden spire
#

just have to remember some people install NPCs mid-save so may have already passed year 2... or even year 3. But that depends how important it is to have a gap.. but I wouldn't worry too much about mid-save adders as it's on them for adding mid-save.

strong kite
#

aw maaaan I'm having some really cool ideas right now 😭

gray bear
#

mmm dialouge

#

just kidding i hate dialouge 😭

ornate drift
#

also the npc name is Manny

#

xd

gray bear
#

tastes like rkskfeks

void aspen
#

oh manny yes

#

I look one way and talk the other

ornate drift
#

wawa

tame orbit
#

hi friends! I was wondering if there is a way to make it so that the "SpouseGiftJealousy" can only apply to certain items (such as the bouquet)?
I don't want my NPC to be angry when you do the daily gifts for other non-spouse NPC

gray bear
#

thonk are spouse not set to be angry only when you give someone a bouquet?

#

they shouldn't care about other gifts

verbal glacier
#

i think it's not only bouquets

gray bear
#

this seems ultra specific

brittle pasture
#

yeah they only become jealous if the player is also dating them

#

since 1.4

gray bear
#

give amethyst to abigail: 👍🏽
give amethist to abigail & date abigail: 👎🏽

golden spire
#

think you can just set it to false

brittle pasture
#

it used to not have the dating requirement but mr ape probably changed it after complaint lol

golden spire
#

or null

gray bear
#

it's a dialouge key,,, how does it work

#

can you just set it to true or false

#

what the heck™

golden spire
#

it's part of the npc data

brittle pasture
gray bear
#

oh

brittle pasture
#

including the target item

gray bear
#

so if you just set it to false would they not care about bouquets too or is that different somehow

brittle pasture
#

IIRC I don't think they actually care about bouquets

gray bear
#

i mean i do remember me being married to seb and giving shane a bouquet and seb seemed upset

brittle pasture
#

but yeah that code is kinda a mess and I am probably wrong

gray bear
#

but i always do play moded

#

-# not my best moment

round dock
#

The concept of your spouse having jealousy dialogue has always been so funny to me

golden spire
#

I think the jealousy stuff is left over "love rival" stuff

round dock
#

Like damn, this town is nosy

gray bear
#

someone most definitely ratted you out

fossil osprey
#

I mean there's like 10 people, of course everyone will know everything SDVkrobusgiggle

golden spire
#

well you do sneak into bushes and people's bedrooms without asking

#

the farmer is the nosiest one of all

gray bear
#

yeah its only fair they keep tabs on you

strong kite
#

I'm debating if I should add all these new maps at once or if i should add them one at a time, making sure they work before moving on. The answer should be obvious but I'm really enjoying making the maps HehSweatCloseup

golden spire
#

I don't see Pierre barging into Emily's kitchen

gray bear
#

making sure stuff works it good! i recommended

tame orbit
#

thank you so much!! I'll try to do set it to false and get it working SDVpufferheart
aw man though rip about the bouquet. I was hoping to figure out to have the spouse not care at all except when you date other people (aka bouquet as gift)

#

I appreciate you guys!! SDVemoteheart

gray bear
#

yeah that's the thing like i gave shane the bouquet randomly in the middle of town with no witnesess but sebastian just knew somehow

#

like??? he doesn't leave the basement??? how

brittle pasture
#

-# side note but since SpouseGiftJealousyFriendshipChange doesn't have to be negative you can totally make an NPC that loves you more if you cheat

golden spire
#

oh no

#

that's for a different kind of mod

verbal glacier
round dock
#

Selph……… SMCPufferWoke

strong kite
#

bro I don't think I can use these, it goes from 3 x 3 tiles to 4 x 3 tiles in this animation 😭

#

And that's a level of complexity I don't want to deal with Azusob

#

or I guess like this it technically becomes a 5 x 3

fierce vault
#

Apparently another mod has some kind of snowman quest, because someone asked me this lol:

Hi! I had the quest to collect carrots, coal etc. from lewis fall 28, the next day it was gone. winter 1 Jack was there. Am i missing out on something now?

#

I asked for a smapi log, but idk if I’m going to figure out what mod that is 😄

#

on a side note— my forum categories have been successful

#

on another side note, I think I have used them long enough to give an informative report on how I feel about them later. (My feelings are mixed)

golden basin
#

So I have this condition error for my trigger action, which uses a condition for the animal config mod. and I can't figure out why it's throwing a error exactly because it looks like it's written correctly me?

Would you mind peaking at my code and the error and seeing what im doing wrong?
@brittle pasture

brittle pasture
#

sure!

ocean sailBOT
#

Log Info: SMAPI 4.5.2 with SDV 1.6.15 build 24356 on Windows 11 (10.0.26200.0), with 71 C# mods and 113 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

golden basin
#

here you go, thank you a bunch

#

this smapi log isnt mine btw its a error given to me by someone on nexus that im looking into

brittle pasture
#

this seems like a bug in EAC; I'll fix and push out a version. thanks for the report!

golden basin
#

oh! thank you a bunch Ill let the user know!

#

I appericate your readiness to help too it really means a lot to me

ornate locust
#

So addConversationTopic's length. 0 is for the current day. So what's 1? is that the same, or would that make it start the next day, meaning the numbers count up from the day after the command is called?

#

or am I overthinking this, I'm trying to space out some intro quests

void aspen
viral gazelle
#

People coding in notepad is scary

spark wharf
#

is there something I can add to a fish's json entry to make it single catch like a legendary fish?

calm nebula
#

Yes

brittle pasture
#

catch limit in location data

calm nebula
brittle pasture
#

marking it as legendary is optional

spark wharf
#

can you tell me what that might look like? I'm trying to edit a mod for personal use and am not really familiar with fish coding layout

#

just wanna make their repeatable legendary fish into a single catch

#

somewhere in this line?

brittle pasture
spark wharf
#

this here? sorry I really don't know what I'm looking for or how to change it

golden spire
void aspen
#

Doesn't take million hours to launch and doesn't take half the gb of ram 😭

golden spire
#

If you want to make it a 1 catch fish you have to add:
"CatchLimit": 1

spark wharf
#

Right on thank you

void aspen
#

Is there a way to assign how fast the fish gonna move in a minigame

golden spire
#

and add anything else you'd like to it

brittle pasture
viral gazelle
void aspen
#

Notepad has pretty much everything I could ask for

#

Besides maybe auto indent

#

I can type text there, I can find and replace

#

Nothing else needed

viral gazelle
#

If it works, it works xD

severe cairn
#

When you try refactoring and something goes very wrong

subtle spear
#

Quick question fellow modders! for the $p in dialogue (having different dialogue depending on an answer to a previous question), how do I tell the game about a question answered before when it's an i18n? I tried

*$p {{i18n:ShaneRosalieSneezeEvent.A1}}#Insert dialogue here|Insert Dialogue here thats'd different"

But it just puts both of them in :/

severe cairn
viral gazelle
barren tapir
uncut viper
#

I'm not familiar enough with the dialogue command to diagnose the real issue, but I can tell you that the i18n has nothing to do with it

subtle spear
latent mauve
#

I feel like the answer is PROBABLY no, but is it possible to change the interior map properties of a custom building when a specific skin is equipped?

severe cairn
latent mauve
#

Idle curiousity about whether or not I can change the base flooring and wallpaper if someone selects the Trailer skin for the Shed, for example.

lucid iron
uncut viper
barren tapir
latent mauve
#

That's about what I thought, thanks chu!

viral gazelle
subtle spear
severe cairn
#

I was adding fish from a list into another list but i forgot to instantiate that list as a new list every time so it just kept adding more and more 😭

lucid iron
#

i think u could maybe use FTM to spawn different furniture

#

and mmap to change wallpaper/flooring

#

but idk how u can get a building skin selection NotteThink

uncut viper
# subtle spear Okay thank you so much anyway Button!! ❤️

To be clear when I say "it works the same as if you wrote it without tokens" I mean, let's say this is in your i18n default.json:

"ShaneRosalieSneezeEvent.A1": "Wow cool text!"

then you writing {{ i18n: ShaneRosalieSneezeEvent.A1 }} is the exact same as writing Wow cool text!

#

The game only ever sees Wow cool text! it does not see the token

void aspen
#

How do I do when hasmod true without typing |contains blah blah

#

Only hasmod modid true

uncut viper
barren tapir
#

You could spin this in a positive light - maybe Arumi sleeps on a bed of fish. There's wiggle room on her mod page to potentially be some sort of non-humanoid creature is all I'm saying

lucid iron
barren tapir
#

Why am I no longer skittles flavored?!?

severe cairn
#

Yes yes it cleans itself every time haha, it's just me goofin

lucid iron
#

theres a cooldown for the yapper role

#

u may get it again in a few weeks

severe cairn
barren tapir
#

Oh

ornate trellis
#

gotta go fast

barren tapir
#

The more you post, the more I begin to think that Arumi isn't actually a human......

severe cairn
#

SDVIridiumKek because of her weird fish?

barren tapir
#

No. There's a line on her mod page about her catching fish by hand in an impossible way or something

#

Give me a sec to find it

#
Certain rumors mention her catching fish with her bare hands, and for a split second, the hand doesn't look quite right...
severe cairn
#

Girl does catch a fish with her bare hands during winter tbf

subtle spear
# uncut viper To be clear when I say "it works the same as if you wrote it without tokens" I m...

I get it! Okay, so could the issue be that the $p command is in an i18n itself? Would it be better if I put it directly into the event?

For example,

"speak Shane \"$p {{ i18n: ShaneRosalieSneezeEvent.A1 }}#{{ i18n: ShaneRosalieSneezeEvent.Answer1 }}|{{ i18n: ShaneRosalieSneezeEvent.Answer2 }}"

instead of having it in the i18n like this:

exampleofdialogue: $p {{i18n:ShaneRosalieSneezeEvent.A1}}#Insert dialogue here|Insert Dialogue here thats'd different

then in the event
"speak Shane \"{{i18n:exampleofdialogue}}\"/

ornate trellis
#

i thought arumi was lowkey dragonkin or something..

barren tapir
#

Doesn't explain the And for a split second, the hand doesn't look quite right... line.

#

All I'm saying is that is classic foreshadowing

ornate locust
#

Noodling = magic

severe cairn
#

Find out in the next episode of dragon ball z

whole prism
#

hey everyone quick question

Is there a texture or a way in a cutscene to disable George's TV, like, turning off his TV completely?

barren tapir
barren tapir
ornate locust
#

also oh no I have event ideas

whole prism
#

🤣

barren tapir
#

I can try and look at my notes later to check

ornate trellis
#

big fish

whole prism
#

thats a first

whole prism
ornate trellis
#

so arumi has fish hand?

severe cairn
#

Ill draw that fish fear me hat eventually

barren tapir
void aspen
#

Fih

#

Sh

whole prism
ornate trellis
#

fih

whole prism
uncut viper
void aspen
#

There's real life fish that are big enough to swallow a default person alive

ornate locust
#

I have four Wizard Date ideas, one for each season

barren tapir
#

I once caught a fish that was bigger than me (tbf, I was naught but a wee tot)

void aspen
#

Not even sharks or whales

#

Just some bigass tuna

barren tapir
#

Ironically, it was also a catfish

ornate locust
#

Well that's noodling, which you usually do with catfish because of how it works

#

stick hand into catfish nest, be bitten, have caught fish

void aspen
subtle spear
barren tapir
ornate trellis
#

damn

#

thats one stylish grandpa

void aspen
#

That's a cool man on the right

barren tapir
#

So maybe not as big as me, but close

void aspen
#

And cool fish too

whole prism
void aspen
#

Cool everything but person on the left doesn't know how to use suncream

uncut viper
# subtle spear okay thank you... sorry for wasting your time... 🙁

You're not wasting my time! I just am really trying to impress that the use of tokens does not matter because it's an important concept to understand. (also the /lh was intended to be a tone tag for "lighthearted" meaning I'm not trying to be snippy or anything, I promise! But I still cannot help with the command itself)

void aspen
#

Also hii everyone also hi Lucy I love oranges

whole prism
#

Lucy's Corner

barren tapir
#

The ironic part is that guy isn't even my grandpa. He was our fishing guide 😅

ornate locust
#

fish grandpa

ornate trellis
#

getting back to topic tho, i am currently going through all my events again because they are playing out of order, sigh. i am missing quite a few precons like friendship etc idk why i never added those

subtle spear
uncut viper
#

My apologies for not being clearer about it SDVpufferheart

barren tapir
void aspen
#

Button is it okay if i create a thread for pixel composer as well or it's not much sdv related

severe cairn
#

asking for coding help is scary fr don't worry SDVIridiumKek <- also autistic

uncut viper
#

It's not SDV or modding related, so I would say no

void aspen
#

Oh okay

severe cairn
#

verr gelpful thoo

#

helpful*

void aspen
#

I gotta start making more sdv related stuff there

uncut viper
#

Important to remember that the thread permissions for mod authors are intended for mod authors to use them for their modding purposes and not just as hangout zones or general chatter

void aspen
#

That's fair enough

#

Exactly the reason I asked

#

Cuz I wasn't sure

lucid iron
void aspen
#

Couldn't make one there

lucid iron
#

but i dont think we rly do that cus that channel just becomes #<notprogramming>-off-topic every so often

ornate trellis
#

sometimes some of us dance very close to the line of off-topic too long

uncut viper
#

It would not be a thread there either. It's not to do with sasha or his modding endeavours

void aspen
#

I really don't wanna ruin the opus thing going on there with my sudden pxc posts SDVkrobusgiggle

#

But having separate thread is too much for that yeah

#

Okay modding

barren tapir
#

Speaking of modding purposes, I remember someone saying custom monster classes crash the game. Would it be fine if the custom monsters are removed at the end of the day before saving?

uncut viper
#

Yep.

#

That goes for any custom class in general

lucid iron
#

you have to do that most of the time yea

uncut viper
#

Not just monsters

barren tapir
#

Dope

uncut viper
#

You cannot save new classes without SpaceCore

#

and even SpaceCore technically does remove them

#

It just stores them in its own save file of sorts

barren tapir
#

God, I should really learn SpaceCore one day...

...BUT NOT TODAY DAMMIT!

lucid iron
#

for monsters it is also bit of a perf concern

#

not great to have a bunch of extra characters in a location player might not visit anytime soon

uncut viper
#

Unless you're a farmhand in which case it doesnt matter much 😌

#

rare farmhand W

lucid iron
#

sve crimson badland is example of this hence the config that reduces spawn

ornate trellis
#

btw i got a question about map making while chats kinda active: lets say i want a map to have a specific tilesheet until an event happens and then use a diff tilesheet(like, lets call it contaminated and cleansed) would that mean i gotta replace the maps or is just replacing tilesheets also a thing outside of season change? or is that a dumb idea in general/too taxing cuz of loading or w/e

barren tapir
lucid iron
ornate trellis
#

hmm

lucid iron
#

if you control the tilesheet u can also just edit that Bolb

#

if u need something that updates faster u can use mmap settilesheet

ornate trellis
#

yeah it would be my own custom tilesheets

uncut viper
void aspen
#

I wish there was a way to hue shift vanilla assets without creating new files

lucid iron
#

unless it is the mines

ornate trellis
ornate locust
void aspen
#

Like mirror and rotate feature in tiled

void aspen
#

Which cp supports

void aspen
lucid iron
#

so yea if u dont need it that fast and can live with "come back tomorrow it'll be no more contiamination" then i'd just editmap or editimage

#

load would work too

void aspen
#

C# can pretty much do everything

#

So it's not that interesting

lucid iron
#

dont think that counts as hue shift exactly

barren tapir
#

It also hue shifts monsters iirc

lucid iron
#

for a few of them like slime

#

stuff like skeletons r actual different asset

barren tapir
#

It also hue shifts fertilized trees!

lucid iron
#

but in those cases u still cant rly control the color

barren tapir
#

Actually, it doesnt

#

It adds a translucent pink overlay to it

uncut viper
# ornate locust

I mean it's not really hardcoded. You can very easily change your tilesheets by changing the map like chu says. The game just does this part in C#

#

(Or in this case just says to load a different sheet)

ornate trellis
#

hm, yeah i guess waiting overnight is fine. its basically my underwatermaps being contaminated until a specific event where farmer and Barnabas fight the source and I'd probs finish the event, like, idk barnabas going "thanks for the help, ill get this rest sorted which will take till tomorrow " or w/e

void aspen
ornate locust
#

That was just the thing I always trip over where I ask how the game does it and bam, C#

#

you can do it another way, but examples need to be found elsewhere

void aspen
#

I think breeding slimes also use hue lerp?

#

Idk how to check it

lucid iron
#

then just load the not contaimated one once it's all good thx sharkboy

barren tapir
#

Lava girl deserves credit too

ornate trellis
#

kk, thanks for the answer!, its still far off but id prefer figuring out what to do before I get too far with the tilehseets lol

dawn ore
#

Hello, is there a resource that lists all Item Ids with their sale prices that is up to date for 1.6?
I've been referencing this, which is good for Ids, but doesn't have sale prices
https://mateusaquino.github.io/stardewids/
its going to be needed for something I'm working on

uncut viper
#

That says it's updated for 1.6, no?

lucid iron
#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

uncut viper
#

Either way, the unpack is always going to be the most up to date resource

lucid iron
#

just look at Data/Objects.json

uncut viper
#

(Oh I missed the second sentence, ignore my first msg)

dawn ore
#

Id take a 1.5 one, I could then add the 1.6 ones myself

#

but it needs the sale prices

uncut viper
#

The wiki would have all the prices, too

barren tapir
#

Yall, is it possible for map tiles to harm the player? Or would that be it's own class

uncut viper
#

Your unpack will have the sale prices alongside the ID

barren tapir
lucid iron
#

sure just make a touchaction to do that

#

i thikn dynamic map tiles have something like that?

uncut viper
#

BETAS and SpaceCore can also hurt players

barren tapir
#

I'll look into them later. Thanks!

#

Rn I'm trying to decide which thing I want to work on first

calm nebula
inland rain
vital star
# strong kite In that case, I can't wait for it to come out!

Hopefully I can have something in the next couple weeks or even sooner but I am neither a UI guy nor a stardew modding expert so i have plenty of testing to do first before I put it out there for wider use. I will probably put a few more updates in here as I go and see if anyone is desperate to give it a go and help me test some things 😅

severe cairn
whole prism
#

Hello everyone!

#
"spirits_eve/-1000 -1000/farmer -100 -100 0/stopRunning/halt/warp farmer 47 90/playSound rain/move farmer 0 -2 0/pause 500/emote farmer 40/pause 1000/move farmer 0 -1 0/pause 500/message \"
#

For the beginning of a cutscene of mine

#

ive been struggling...as you can tell by the poor quality of this event but

#

i cannot figure out how to stop the player from running when the screen is fading black then the cutscene occurs

#

right now, when you get next to Mona's grave, right where the fencing opening is, the screen fades into the cutscene with a little pause on the black screen

#

however, the player still continues to run until the screen turns black, right before the event plays

#

is there a way to stop the player, or is this intentional?

ornate drift
#

can you put booleans at the end of move

#

like true false

whole prism
#

where would i put it

ornate drift
#

oh sorry i was asking a question

#

xd

vital star
#

my understanding is you can, but if it isn't there then it should default to false which should make the action synchronous, ie movement finishes before the next part of the event runs

royal stump
#

if not included, continue is false*

vital star
#

you can try changing /move farmer 0 -1 0/pause 500/message " to /move farmer 0 -1 0 false/pause 500/message "

vital star
#

.... but in reality that shouldn't make a difference because it should default to false anyway. are there any syntax errors w/ the rest of your event after that message?

whole prism
#

lemme try tyour suggestion rq

true coyote
#

what tilesheet is the sea monster on?

ornate trellis
#

you'd never guess

#

(It's in the LooseSprites folder)

autumn tide
#

woooah not cursors?! did not know that could happen

true coyote
#

o

ornate trellis
#

yeah its a big surprise

ornate drift
#

uhhhh

#

how do i make Manny go under the bed sheet instead of over it

void aspen
#

Beds and quite a lot of other furniture has front layer overlays

#

Something to do with them i think

ornate drift
#

er

#

does that work for events?

urban patrol
#

use changeMapTile

#

just remember to change it back at the end

#

or draw the covers on the sprite

ornate drift
urban patrol
#

i do it with a different bed not the hospital bed if you want to see

ornate drift
#

sure

ornate drift
#

"changeMapTile Front 15 11 390"

#

whats the last number used for?

barren tapir
#

Yall, I didn't do any coding today SDVpufferwaaah

#

Nor did I do any JSON

ornate drift
#

yay

urban patrol
#

note that it has to be the same tilesheet and a tile must exist on that layer

ornate drift
#

of course, yes

#

now is there a way to remove the shadow underneath an NPC during an animation?

urban patrol
#

yes

#

it’s hideshadow or something

royal stump
#

hideShadow <actor> <true/false> as a standalone command, yeah

#

(doesn't work on farmer, but i assume that's not the goal here)

ornate drift
#

thank u guys very much!

gentle haven
#

Would we so happen to have soneone who is working on the Baldur's Village mod in here? (Not asking for help but instead wanted to offer my help!)

ornate drift
#

huh...changemaptile didnt work

#

this offset is so annoying oh my GODDDD

#

arent... 15 4 the coordinates or?

autumn tide
#

think so!

#

so maybe put an invisible tile there?

ornate locust
#

If there is no tile there, you cannot change the tile

#

Invisible tile might do it

autumn tide
#

-# yayy I didn't mislead anyone-

ornate drift
royal stump
#

the map itself needs to have a front-layer tile there; the command just changes an existing tile's index

ornate locust
#

yes that

ornate drift
#

wait the entire beds are BUILDINGS?????

ornate locust
#

Yes

#

That's why he can't get under the covers, it's all on Buildings

ornate drift
#

ah

#

well then uhhhh

ornate locust
#

And those beds aren't IIRC separated in ways that let you just put the covers on the top layer

ornate drift
#

okay, i guess invisible tile

ornate locust
#

So if you have part of the pillow on top of him or something, I guess just look at how Jasper does it in ESR

ornate drift
#

invisibleTile Front 15 4 1068
like this?

ornate locust
#

No, but also... Yeah I'm remembering why this is a pain, the entire blanket is not on a separate tile

#

so he will clip into the covers

#

let me find how Jasper does it

devout otter
#

(You could maybe sneakily just patch your own bed there.)

ornate drift
#

couldnt i theoretically just paste the tile and specify it to be Front on that xy on the map

ornate locust
#

You could do that too, if you don;t mind it not matching recolors

#

The problem is, the tile is not the entire blanket

#

Part of the blanket extends to the next tile, so he will clip into the blanket

void aspen
#

Isn't there like some overlay magic that somehow excludes pixels from vanilla assets

#

It still obv requires a mask to use overlay with

ornate drift
#

im just warping him there

#

so its not like he walks into the bed

ornate locust
#

It doesn't matter

ornate drift
#

ah

urban patrol
#

this is why i suggested just drawing the covers on lol

ornate locust
#

The TOP of the blanket extends past the tile edge

#

so he will clip through the top of it with a hard line

void aspen
ornate drift
#

yeah thats gonna make it painful

ornate locust
#

I think drawing new covers might be your best bet, then it won't matter with recolors

void aspen
#

So it could be already done

devout otter
#

I think the simplest solution is to just have a "Bear-under-blanket" temporary actor.

ornate locust
#

just do a tilesheet that's Just The Covers and stick that over him

#

Yeah I think that's what Jasper does, it is another option

urban patrol
#

not even a tilesheet you can just have a sprite

ornate locust
#

be recolor-irritating though

void aspen
#

True

urban patrol
#

then there’s no map editing necessary

ornate locust
#

If you do the whole blanket and stick it over him with a sprite, that should not matter with recolors, the whole blanket will at least be the same color

ornate drift
urban patrol
#

just screenshot the event and have that up side by side

void aspen
#

Love putting my head on the headrest

ornate drift
#

offset is my best friend

void aspen
#

It's a head-rest for a reason

ornate drift
#

more like head-ouch

void aspen
#

He has fur so it's fine

#

I once hit my head so bad I almost cried

ornate locust
#

Yeah, literally just cut the blanket out of the tilesheet and use that, it'd be just fine. Don't even have to do any art with it, no worry about recolors

ornate drift
#

man now i gotta make a new tilesheet again LiveSob

#

i think this is like the 5th time i readded stuff to the sprites

#

aughhhh

void aspen
#

Why not keep everything on a single custom Tilesheet

#

If its not a part of npc and stuff

ornate drift
ornate drift
void aspen
#

Ask him to lay properly

ornate drift
#

good idea

void aspen
#

Sorry its 4 am i wanna do something mischievous

ornate drift
#

its 4 am here too

#

i can barely keep my eyes awake i HAVE to finish this tired

void aspen
#

You gotta take a nap then

#

Not sure keeping yourself awake is a good idea

#

🥺

ornate drift
#

nyuh uh
ill go to bed once i finish this singular thing

#

this is the ONLY issue i have rn

autumn tide
#

jesus please sleep

ornate drift
#

its not unusual for me to stay awake at night

uncut viper
#

@fierce vault ([in reference to this](#modded-stardew message) but wanting to be in the right channel) expanding down and/or to the right is completely fine for maps

autumn tide
#

tis my sacred role to bully ppl into having sleep schedules cmon

ornate locust
#

maybe someone who's actually done temporary sprites can help with the specifics on that, I have not done any of that yet. But it shouldn't be too bad when you are fully rested, everything is harder when you are tired and struggling to keep your eyes open

#

I stay up late too, but EYES TRYING TO CLOSE is too far

ornate drift
#

i typically sleep at 6 if i have holiday

autumn tide
#

....pm orr??

ornate drift
#

am

autumn tide
#

...oh my /silly

ornate drift
void aspen
#

...oh my /srs

fierce vault
#

I’ll ping the person I told that to and correct my error

ornate drift
#

he eepy

torpid sparrow
#

honk mimimimi

rich seal
#

I hate turning loose sprites into an indexed sheet. Especially for aquarium fish. I was not aware at first that it's every OTHER line that uses the sprites for the swimming animations. The even lines are entirely pointless, aren't they? They're just the item sprite floating in a 24x24 square, doing absolutely nothing lol

#

But man are my folders clean now. Indexing was the right call. Over 100 sprites crammed down into four images.

calm nebula
#

There are websites that will merge a spritesheet for u

brittle pasture
#

or if you're a NERD, imagemagick

#

I'm a nerd btw

patent lanceBOT
rich seal
#

I never use automated tools. I'm a caveman from before the 2000s; I do it manually. Less chance of machine error, 100% more chance of user error

#

and user error is easier to fix

tiny zealot
#

i love to automate repetitive tasks. computers don't "make mistakes" in that way, which is for me the primary reason to use scripts and tools

analog yacht
#

Hi people
I’m juicy and I want to make a mod lol

But I srsly don’t know where to start and I was hoping to get direction? Do you start by writing dialogue?

round timber
#

if you want to make a dialogue mod then sure

#

!startmodding

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.

stoic chasm
#

Hello people, I have a question about topic memory. Is there a way to make it so it's actually a full year later instead of the almost full year later that the key does? (I hope I explained this right)

half tangle
#

Interesting that it does it that way... One idea is to set the relevant topic 8 days later so that the 104 day countdown starts then and then 112 days after the original event the one year memory comes up

devout otter
#

Yeah, I'd probably use double conversation topic there. First to countdown 8 days from the inciting incident. Second to be triggered after the countdown finished to actually be the key for the _memory_oneyear.

stoic chasm
#

How exactly, would one do that? I'm a little confused

golden spire
#

you put the memory on the 8-day topic. So the 8-day topic expires and you run it once the "1-year" of that 8 day topic expired.

stoic chasm
#

Ooohh okay, that makes sense. Thanks!

high glen
#

Glacio is the perfect place for trains

fast plaza
#

So I feel like I'm forgetting something simple but is there a way to attach a function to an existing trigger action in C#?

#

Basically I'm working with spacecore using UseForTriggerAction extension data, which calls the trigger "spacechase0.SpaceCore_OnItemUsed". I'd like to add a function to that, but It seems like registering a trigger onto that would fail? since it's already initialised by SpaceCore

#

been a while since I've done anything with GSQ/triggers

#

hmm yeah I'm confused here. So if I do

            TriggerActionManager.RegisterAction("spacechase0.SpaceCore_OnItemUsed",TriggerB);

It only runs TriggerA because it recognises there's a double assignment to spacechase0.SpaceCore_OnItemUsed. I'm assuming this'd mean it'd break with any other assignment to spacechase0.SpaceCore_OnItemUsed - i.e from another mod, so I can't use it like this without breaking mod compatibility

fast plaza
#

damn. Well I was kinda hoping to avoid doing that since SpaceCore has the trigger already set up?

lucid iron
#

I'm not really sure what else you wanna do

fast plaza
#

Kinda not good at explaining what I mean

clever monolith
#

I'm thinking of creating a mod that disables giant crops. Would I need to ask for permission from other mod authors if my mod disables their modded crop's giant version?

vital star
#

for anyone here who has gone deep into events before, I was hoping to know if the below list covers roughly 95+% of use cases while making custom events for my event builder? obviously i can see the utility with others eg tile-based cmmands but right now wouldn't classify them as quick/easy things for me to implement so want to try to cover the majority first if possible....

action, addConversationTOpic, addCookingRecipe, addCraftingRecipe, addObject, addQuest, addSpecialOrder, changeLocation, emote, fade, friendship, itemAboveHead, mail, mailReceived, mailToday, money, removeItem, removeObject, removeQuest, removeSpecialOrder, screenflash, speed, start/stopJittering, stopMusic, stopSound, switchEvent, textAboveHead, viewport move/actor, waitForallStationary, warp

(in addition to speec, pause, sound, quick question, move, advanced move and add item which I already implemented)

gray bear
#

[[Modding:Events]]

#

and it didn't work PensiveClown

#

[[Modding:Event data]]

gray bear
#

yay. this should list most of em

vital star
#

yeah. that's where i pulled it all from. but hoping to hear from a few people who've done many events whether the ones listed cover the majority or if anything ive missed would reduce the utility of having a tool. 🙂

torpid sparrow
#

as long as it has everything i think it's good

#

like i'd add everything from the Event_data page bc sometimes i don't know what i need

gray bear
#

I'd imagine some frameworks add event commands but you can't like cover it all

vital star
#

Yeah that's what I am thinking lol. I mean just going through the doco of the commands listed there has been a rabbit hole, can't realistically get it all first go.

#

absolutely loving that event data doco though, thanks to all who contribute 😅

gray bear
#

God bless wiki contributors

blissful panther
#

There is a big ol' class (DefaultCommands) in Event.cs if you decompile the game that has (I assume?) every vanilla command.

clever monolith
#

I'm kinda in a dilemna and I'd like some opinions

So I'm adding this "exclusion list" to my framework so you can block certain npcs from posting quests (they can still send you mailed in quests and dialogue ones).
One edge case is if for example I have Krobus in the exclusion list and a modpack hardcodes Krobus as the quest giver in a help wanted quest (using my framework), then that quest simply won't post. You'd need to remove Krobus's name from the exclusion list in the config for that quest to show up.

On one hand, I feel like the whole point of the exclusion list is to knowingly block an npc from posting (maybe for lore reasons, maybe cuz you don't wanna befriend them or w/e), on the other hand, this might cause users to complain to the modpack author that the quest isn't showing up and cause unnecessary headache for the author...

patent lanceBOT
sly nest
#

Or if you get fancy with it, perhaps there's a way to redirect the Help Wanted quest to be a Mail or Dialogue instead, but I haven't touched any of the quest related things myself, so I'm unsure how viable that option would be.

nova gale
#

Do you folks think it's worth releasing a mod if it doesn't work correctly in multiplayer or will that just cause a lot of noise? I've considered releasing it just so it's out there

sly nest
#

Just state on your mod page that it's not compatible with Multiplayer, a lot of mods aren't.

gaunt orbit
#

Nah, just mane it clear on the mod page

clever monolith
gaunt orbit
#

Deluxe Journal was not mp compatible for a long time and it still got pretty popular

gaunt orbit
nova gale
#

I think having it released would help my motivation to debug it as well, maybe I'll polish up some items and release then later this week

rich seal
#

Is there a way to keep a coop/barn animal in a state where it's always animated, even when idle? I kind of want to make my own bat or bat-like animal, but I'm not sure if this is doable with just content patcher. I don't want my bat to just stop animating when not walking.

calm nebula
#

Maybe with spacecore

#

Animate the resting frame with the animated textured thing

lucid iron
#

TriggerActionManager.RegisterAction

barren tapir
#

Speaking of motivation, I'm hopefully going to have the motivation to code after work today. A lot happened yesterday, and I was left very drained. But, depending on what happens in my next meeting later today, I should be free and hopefully not emotionally exhausted

cyan jungle
#

question: can you have indoor and outdoor outfits for npc's without having to sleep for the outfit to change?

torpid sparrow
#

that is something you can actually set in appearance data

#

Indoors: true/false

cyan jungle
#

ouu okay i tried that but somehow it didn't work. could you pleas ehelp me debug?

torpid sparrow
#

oh there's an outdoor boolean too lol

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.

cyan jungle
torpid sparrow
#

Dont use Load with when conditions here

#

you want to load the character image assets always, and then set the conditions in the appearances section

brittle pasture
torpid sparrow
#

"Appearance": [], line 178 you have this blank rn

#

you'd want to fill that in

cyan jungle
#

how should i do that to fix it?

torpid sparrow
#

let me find an appearance entry for u to look at

#

tbh Susan by Dolphin might have it since its meant to be a reference

cyan jungle
#

and what should i write instead of load for it to work?

torpid sparrow
#

ah there is an example on the wiki page

torpid sparrow
#

plus no appearance data

#

technically the load is working

#

but u also have no appearance data which is why its not working