#making-mods-general
1 messages · Page 610 of 1
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
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
Practicality takes a backseat to desire when it comes to modmaking
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.
Can only assume your patch is being overwritten by another patch or it's targeting the wrong asset.
is there a way to make the path be below the player but above these bushes?
Put the bush on Buildings and the ground on Buildings1
Yup you can just add it
can I put fences on fences?
uhhhh... yes?
the neat thing is the objects themselves are stored in Object.heldObject, so there's not many weird hacks needed
(hard)wooden fence can be much higher now
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
I have my own little mod for fences and I wonder if it works with yours
gon check it rq
tall fence
Spiky tall fence
Left fence is offcentered by 1px 🥺
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
I am a little bit confused how do I color the fences
left shift and ctrl arent doing anything
There is a chance it's just the fence texture that's wonky
Just went through #refactoringhell but it works now :D I can let users editdata my loaded json and spawn feesh!!!
that's another mod https://www.nexusmods.com/stardewvalley/mods/44823
yeah I got it too!
hold down shift or ctrl+shift and scroll over the fence
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
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
ca did everything just to not move fence texture by 1 pixel 😭
enlarge the fence™
are those custom fences?
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
i don't like how fences are just fence1 fence2 and etc instead of their actual names like i get it but 
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
ah okay! i think you need to use the other method and not the modded onces then
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```
just add more logic for my mod, don't touch your mod's stuff
you would need to like, make separate greyscales for all the materials you have i think
tell my mod to use a certain greyscale texture
separate from yours
it will override the draw method
hm
but only when your fence is colored, otherwise it will use yours
again, it may not work, I haven't tested it
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"
}
]
would that work if they aren't adding new fences?
if they just want to change the existing fences then no, they should refer to what you posted
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
mb I thought they were adding fences
depending on my config pick
no worries
same way I did it for default colors
yeah, see what i posted. you'd need to edit aedenthorn.PaintedFences/Fence1 etc to use the right texture according to config
Thats pretty much it yeah, I think it should work
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. 😂
ggs it works now tysm 
nice
yay glad to hear
that looks amazing... I was making an event editor, but nothing on that level lol and I gave up
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?
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.
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.
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
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.

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.
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.
Oh, possibly.
This, yes.
also "I'm getting some translation requests for my mod "
I misread. Can't read English. Or any language.
But regardless idm if people want to translate my mods. It's all open source!
I also assume you go through the same thing I go through where I post and get 2-3 DMs with i18n files.
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.

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.
Wait you just reminded me
I was supposed to add a line in my mod description disclaiming my painful lack of creative writing skills
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
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.
SVE has 7 German translations listed
They even have one for British English.
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
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!
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."
My experience was that there are a lot of people willing to translate
maybe next april fools can be a really british translation of a popular mod
I let folks either open PRs against the source with i18n files or post their own translations
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 😭
Should this work for making an item from a shop an one time purchase?
I lowkey prefer that they post their own translations
Cuz then it's 0 effort on my part lol
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
What is that software/application?
Top left says it's "StardewEventHelper" which... holy I wish I knew about that a few weeks ago
Yes, I googled it and can't find anything about it
Unless I'm blind
Not just you I also cant find that exactly
I NEED to know how to get my hands on that
Same tbh
i believe they are creating it themselves
Ohhhh
Makes sense
In that case, I can't wait for it to come out!
diff one
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!
oh damn
i love to suffer
but HOW british
If it doesn't make one of the foods beans on toast it doesn't count
sadly it doesn't turn a food into beans on toast, but it does turn pierre into beans on toast /lying
Also this number of 500,000+ for a month is shockingly consistent (I say after only 2 tests
)
wait is that real 
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
no lol

Close enough
pierre on toast

do not the pierre
It would probably taste like capitalism
I thought the forage in the dense grotto wasn't supposed to expire and yet it is... hum...
Amd Joja hate
need a pizzeria for sam. can double as fnaf
ugh so many food mods so little artistic patience
5 nights at sams
sam does have a little brother...
Does a location being outside override SpaceCore's ForageableExpiresWeekly?
vincent.............be careful......
toast mod with 108 varieties of toast
yum
just gonna leave this here https://www.nexusmods.com/stardewvalley/mods/37564
That would be fun with the furniture machines framework
pierretilla
Ohhhhh THIS is what controls the stumps! Wait that's awesome I can make them spawn intentionally now!
The game itself will remove forage iirc?
Every week
SpaceCore'
It also happens if you plant a forage crop off farm
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
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.```
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
To explain how to solve the issue quickly, open the tmx in a text editor and remove the "../../../../Content (unpacked)/Maps/" from the path
I understand the command but that's a lotta words for a simple solution 
At least to just do the command and nothing else. Just in my opinion 
So Tiled is dumb and writes that into the file
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
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
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.
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
Has anyone gotten a chance to look at the source code for GMCM Advanced Search?
It looks cool but I’m a bit hesitant
That one is by an author who has a self tagged ai mod so i don’t trust it
Did you add them to the map before or after you copied the tilesheets into the folder? Because that error doesn't happen unless you add them while they're in a different folder.
Aw man, that’s exactly what I was worried about :(
What does it do? Search through the settings of the mods in gmcm?
maybe it has to do with the fact that I had the og copy of the map open on the side and copyied some tiles over from there
That would do it, because those copied tiles would be from the version in content unpacked
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
Yeah essentially, it’s supposed to make it easier to find which mod is doing what
Tyyyyy lifesaver
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
Thank chu as well lol
Chu chu magic
ohhhh god the urge to create a secret "denser" grotto is strong 😭
I think I'll do that but for a later update
Is it possible to trigger a dialogue box to pop up after purchasing an item?
(Using ContentPatcher or any frameworks)
Probably with betas
To my knowledge not with vanilla, but spacecore or betas may
Spacecore can display hud message, that i know
What kind of HUD message?
The little pop-ups in the bottom corner?
The HUD could actually be good enough for me
this did not work I have to say the bushes are these bush spawner thingys idk if that impacts how this works
BETAS does have DialogueBox TriggerAction you could try.
Oh they're paths bushes
yup
I just used paths layer stumps
didnt know there was the separate property for this
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.
The more you know 
I see so there is no way for the tile to be rendered correctly (while the farmer is overlaping it)
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
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
ohhhh nooooo... scope creep is itching again...
although I don't need to make it as big as my first thought was phew
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
Depends what they're doing, but generally you should be able to
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
If they cancel each other out, are they both trying to Load WizardHouse.tmx?
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
Sorry, I am asking if the error is specifically that they are trying to Load it - the word Load there is important
oh, my bad! yes, they're both trying to load it!
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?
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
Are you doing this for personal use or to publish?
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
@river frost You leveled up to Cowpoke. You can now share images in all channels!
you will be able to make it work, just working out what order each one is doing something
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
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?
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.)
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!)
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).
oooh, that makes a lot more sense! so it's just the "Load" patch that messes everything up basically?
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.
Oh right I should really ask this before trying it! Tiled has a rotate tile functionality, is that compatible with Stardew Valley
Yup
Oh sweet!
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
Ahh, alright. I'll use it sparingly then
i got a quick newbie question if anyone can help...
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
Yup, you can just ask the question, no need to ask if you can ask
Omg it worked
you’re an angel on earth and I hope that your pillows are always cold and fluffy
I hate a fluffy pillow but thank you! I'm glad you were able to get it working ^_^
That's fair lol, I can't find one for what I'm looking for but maybe I'm just blind. But thank you!
I was just lazy and then I paid for it when I had to patch export my map for troubleshooting haha
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
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
I think you are in the wrong channel, since this is the one for making mods, but did you unzip the mods first?
sorry about that but ig i didnt. so unzip and then load them to the mods folder?
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
alrighty. thank you!
!mh You're welcome :) If you need any more help installing or using mods, head here instead
For help with modding issues, please ask in #1272025932932055121!
When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
REMEMBER to read the https://discord.com/channels/137344473976799233/1272328509683007539 first!
will do!
To clarify on this since it was late and I needed to sleep: the skin exists in game and can be selected again AFTER upgrading and the building process is complete, after which it applies the skin fine. It's just that choosing the skin as part of the upgrade menu seems to do nothing.
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
You need to add a using statement at the top to tell it where to find Mod
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
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
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 
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
ye this is a carbon copy of the script patch
oohh
It's a simple fix so give me one sec to pull up the docs
youre an angel
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
Looking at the docs, though... I feel like that second option you tried should have worked, so there might be other issues at hand
Do you get errors in the console when loading either in game or into a save?
nop, no errors
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md You can also take a look here for conditions
gahhh I hate when that happens 😭
!json
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.
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
Is that one the only one that isn't showing up?
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
huh- Well that's very helpful to know cuz that narrows down what's wrong
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
Honestly I'm really not sure why this When condition wouldn't be working...
for reference, this is the stubborn little square were targeting
same!
hehe hii
Someone more experienced is gonna come in and solve this like instantly 
But for gonna keep looking into it lol
ive started a channel since modfest

youre the best 
last i spoke to you i think you were moving continents!
im glad everything is situated

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
let me try
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
you can even try without condition first to see if your patch apply
They did
It does
same issue
so the desert festival and night markets are passive festivals. meaning you can enter them when they are closed. there is a "temp" closed window that overlays the merchant
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
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
So that's why the condition is mandatory, alright
Which patch is the one that isn't working?
the closed window patch, so the "when" query
-# oh thank god someone who knows what they're doing 
"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"
I swear there's a way to make ContentPatcher conditions take GSQs but I cant find or remember how
(a mod of mine has a token for that, but it's much slower than doing it normally, so don't for this)
There is but it doesn't do validation well
ahh gotcha
that or you can use trigger actions to set flags etc
Checking to see if there's an alternative you can use
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
were targeting the little purple square above the three mermaids
just to clarify, do you want to change the "closed" texture of the traveling merchant in the forest during the desert festival?
all works well when the condition is not included
They've said it appears just fine without the when condition
targeting these two stalls. the merchant during the festivals
ah never mind then
which is just a little patch over the window
This feels silly to ask, but is there a chance you're testing on the wrong day in game?
if "Day" isn't working that way, try this format
"When": {
"Season": "Spring",
"Day |contains=15, 16, 17": true
}```
i try
I'd assume the other format is fine, but it's hard to test without making a pack myself
Theoretically you don't even need the day, cuz you wont see the night market during spring
unfortunately not, no luck
what does patch summary yourmodid show
What happens if you change the condition to be "LocationName": "Temp" instead?
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
like this?
"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": { "LocationName": "Temp"
uhm might you be targeting the wrong square? cause that one is redish purple not blue purple
why is the hue brighter? that doesn't look like it matches what you've sent before?
one is a screenshot, other is in game
just my laptop settings
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
cause without the condition it works fine
(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)
We don't see through your laptop settings though?
-# unless my understanding of technology is actually that terrible
Unless you took a picture of your screen and sent that I don't think that would change the hue that gets sent
hehe no but if i quick open a sprite, the background matches my laptops background
so there is a darker patch in that area
can you show a screenshot of the closed desert merchant with your patch working (no condition)
i think i found the correct square in Cursors_1_6
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
because according to the game code the desert festival actually uses this square in cursors1.6
oooohhhh!!!
Ohhhh so they arent the same?
nope
welp, that makes things a lot easier 
Whoops
im so sorry but also thank you for the investigating team
The square you found on Temporary sprites is for a different thing apparently!
yeah I asked this because I was severely confused while code diving lol
yep
we will :D
thats the night market one hehe
Also sorry for being such a loaf that i didnt realize it was another sprite 
It happens to the best of us
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
That too
The sprites in vanilla game sometimes feel like they're put in random places just to spite us 
The cursors tile sheets are honestly kinda cursed
i love and despise them for it
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...
hey did you know that the little particles that fly off of you when you drink something are actually a specific (white) pixel from inside the moon on the cursors spritesheet
That- is so crazy 😭
damn you concerned appe....
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
I like how the bats blink
How does one discover that fact
intense bat observation 🙂↕️
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
either looking at the code or perhaps editing the moon sprite and then get people asking... why am I seeing odd coloured pixels when I drink? 😛
cursors is a land of hell
Hmmm
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
y2 content good
make an event where speedy asks farmer for a radioactive ore and then introduce some new pastries with totally no correlation to the quest!!
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.
aw maaaan I'm having some really cool ideas right now 😭
yummy radioactive donut
also the npc name is Manny
xd
tastes like rkskfeks
wawa
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
are spouse not set to be angry only when you give someone a bouquet?
they shouldn't care about other gifts
i think it's not only bouquets
this seems ultra specific
give amethyst to abigail: 👍🏽
give amethist to abigail & date abigail: 👎🏽
think you can just set it to false
it used to not have the dating requirement but mr ape probably changed it after complaint lol
or null
it's a dialouge key,,, how does it work
can you just set it to true or false
what the heck™
it's part of the npc data
if it's only for your NPC then SpouseGiftJealousy field in NPC data is a game state query that can check conditions
oh
including the target item
so if you just set it to false would they not care about bouquets too or is that different somehow
IIRC I don't think they actually care about bouquets
i mean i do remember me being married to seb and giving shane a bouquet and seb seemed upset
but yeah that code is kinda a mess and I am probably wrong
The concept of your spouse having jealousy dialogue has always been so funny to me
I think the jealousy stuff is left over "love rival" stuff
Like damn, this town is nosy
someone most definitely ratted you out
I mean there's like 10 people, of course everyone will know everything 
well you do sneak into bushes and people's bedrooms without asking
the farmer is the nosiest one of all
yeah its only fair they keep tabs on you
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 
I don't see Pierre barging into Emily's kitchen
making sure stuff works it good! i recommended
thank you so much!! I'll try to do set it to false and get it working 
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!! 
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
The town has 
as mentioned i think the game already works like what you want (spouses get jealous if you're also dating the other person, aka gave them a bouquet beforehand)
-# side note but since SpouseGiftJealousyFriendshipChange doesn't have to be negative you can totally make an NPC that loves you more if you cheat
the town has the great gatsby?
Selph……… 
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 
or I guess like this it technically becomes a 5 x 3
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)
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
sure!
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
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
this seems like a bug in EAC; I'll fix and push out a version. thanks for the report!
oh! thank you a bunch Ill let the user know!
I appericate your readiness to help too it really means a lot to me
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
People coding in notepad is scary
is there something I can add to a fish's json entry to make it single catch like a legendary fish?
Yes
catch limit in location data

marking it as legendary is optional
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?
no, it would be in location data
this here? sorry I really don't know what I'm looking for or how to change it
Notepad is much more superior than vsc
Doesn't take million hours to launch and doesn't take half the gb of ram 😭
If you want to make it a 1 catch fish you have to add:
"CatchLimit": 1
Oh I see. So under Entries I would put "CatchLimit": 1
Right on thank you
Is there a way to assign how fast the fish gonna move in a minigame
and add anything else you'd like to it
that's the difficulty/chance to dart
Thats fair, but I couldn't live without all the handy tools that come with a fully fledged code editor, I use code oss (which is basically vsc with less microsoft)
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

If it works, it works xD
When you try refactoring and something goes very wrong
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 :/
Even though I use VS22 often, somehow I prefer modding (non C# stuff ofc) in notepad... It simply feels wrong not to now 😔
The water might be a just little over populated xD
7/10 - Not enough fish /j
The game has no idea you're even using an i18n token. The game never sees it. It works exactly the same as if you wrote it out manually without any tokens.
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
Okay i see! Would it be better for me to write it like this?
ShaneRosalieSneezeEvent.A1
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?
the game was drawing more every frame so i dont think i can increase it 
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.
no u cant influence things like that on per building basis
I don't know because like I said, I'm not familiar with the command, and I also don't have any clue what the rest of your mod looks like or what you wrote elsewhere
WTF did you mess up to draw a fish every frame?
That's about what I thought, thanks chu!
you could add more water so there is more space for fish xD
Okay thank you so much anyway Button!! ❤️
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 😭
Noooo

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 
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
How do I do when hasmod true without typing |contains blah blah
Only hasmod modid true
Just do "HasMod": "uniqueId.goeshere"
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
say r u making sure to clean ur fish tanks up b4 saving
Why am I no longer skittles flavored?!?
Yes yes it cleans itself every time haha, it's just me goofin
Another silly goof that happened today (everything is fixed now)
Oh
gotta go fast
The more you post, the more I begin to think that Arumi isn't actually a human......
because of her weird fish?
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...
Girl does catch a fish with her bare hands during winter tbf
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}}\"/
i thought arumi was lowkey dragonkin or something..
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
Noodling = magic
Find out in the next episode of dragon ball z
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?
SO SHE'S AN ANIME?!?!
I believe George's TV is on the building map layer iirc
also oh no I have event ideas
george wont watch TV for the first time
🤣
I can try and look at my notes later to check
big fish
thats a first
BIG. FAT. BEAUTIFUL. FISHI!
so arumi has fish hand?
Ill draw that fish fear me hat eventually
ik this is random, but wow im so impressed for that person! thats a huge fishhhh
feesh
I cannot emphasize enough (/lh) that it does not matter even a little bit because again, the game never has any idea you used any tokens whatsoever. It doesnt matter. All it sees is the end result
There's real life fish that are big enough to swallow a default person alive
I have four Wizard Date ideas, one for each season
I once caught a fish that was bigger than me (tbf, I was naught but a wee tot)
Ironically, it was also a catfish
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
I mean average not default
okay thank you... sorry for wasting your time... 🙁
That's a cool man on the right
So maybe not as big as me, but close
And cool fish too
W grandpa!
Cool everything but person on the left doesn't know how to use suncream
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)
Also hii everyone also hi Lucy I love oranges
Lucy's Corner
The ironic part is that guy isn't even my grandpa. He was our fishing guide 😅
fish grandpa
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
oh i see (still learning the internet lingo and my autistic butt goes to people thinking i'm an idiot here DX) Thank you for clarifying 🙂
My apologies for not being clearer about it 
ANOTHER AUTISTIC PERSON! OUR NUMBERS GROW
Button is it okay if i create a thread for pixel composer as well or it's not much sdv related
asking for coding help is scary fr don't worry
<- also autistic
It's not SDV or modding related, so I would say no
Oh okay
I gotta start making more sdv related stuff there
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
maybe its more of a thread in #programmers-off-topic
Couldn't make one there
but i dont think we rly do that cus that channel just becomes #<notprogramming>-off-topic every so often
sometimes some of us dance very close to the line of off-topic too long
It would not be a thread there either. It's not to do with sasha or his modding endeavours
I really don't wanna ruin the opus thing going on there with my sudden pxc posts 
But having separate thread is too much for that yeah
Okay modding
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?
you have to do that most of the time yea
Not just monsters
Dope
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
God, I should really learn SpaceCore one day...
...BUT NOT TODAY DAMMIT!
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
sve crimson badland is example of this hence the config that reduces spawn
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
The game changes textures for the Mines and Skull Cavern, so you may want to look there
replacing the map is the easiest way
hmm
if you control the tilesheet u can also just edit that 
if u need something that updates faster u can use mmap settilesheet
yeah it would be my own custom tilesheets
Not with Content Patcher it doesnt
I wish there was a way to hue shift vanilla assets without creating new files
unless it is the mines

Like mirror and rotate feature in tiled
C#
Which cp supports
Forgot to add "cp friendly"
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
i think the only kinda color thing vanilla really does is color maps with stuff like wine 
dont think that counts as hue shift exactly
It also hue shifts monsters iirc
It also hue shifts fertilized trees!
but in those cases u still cant rly control the color
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)
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
Oh right slimes
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
yea in that case i'd do 2 tilesheet assets
then just load the not contaimated one once it's all good thx sharkboy
Lava girl deserves credit too
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
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
That says it's updated for 1.6, no?
!unpack
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!
Either way, the unpack is always going to be the most up to date resource
just look at Data/Objects.json
(Oh I missed the second sentence, ignore my first msg)
The wiki would have all the prices, too
Yall, is it possible for map tiles to harm the player? Or would that be it's own class
Your unpack will have the sale prices alongside the ID
The decompile lists all the 1.6 items and their prices
sure just make a touchaction to do that
i thikn dynamic map tiles have something like that?
BETAS and SpaceCore can also hurt players
I'll look into them later. Thanks!
Rn I'm trying to decide which thing I want to work on first
(I was very tempted to quote this out of context)
https://www.nexusmods.com/stardewvalley/mods/18365 update for 1.6
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 😅
wee!
I can probably let people test the framework tomorrow 
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?
where would i put it
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
args are string, int, int, int, and bool, yes
https://www.stardewvalleywiki.com/Modding:Event_data
if not included, continue is false*
you can try changing /move farmer 0 -1 0/pause 500/message " to /move farmer 0 -1 0 false/pause 500/message "
ty
.... 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?
no errors! it just ignores all the hault/stopmoving etc
lemme try tyour suggestion rq
what tilesheet is the sea monster on?
woooah not cursors?! did not know that could happen
o
yeah its a big surprise
Beds and quite a lot of other furniture has front layer overlays
Something to do with them i think
use changeMapTile
just remember to change it back at the end
or draw the covers on the sprite
is there an example?
i do it with a different bed not the hospital bed if you want to see
sure
note that it has to be the same tilesheet and a tile must exist on that layer
of course, yes
now is there a way to remove the shadow underneath an NPC during an animation?
hideShadow <actor> <true/false> as a standalone command, yeah
(doesn't work on farmer, but i assume that's not the goal here)
thank u guys very much!
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!)
huh...changemaptile didnt work
this offset is so annoying oh my GODDDD
ah
arent... 15 4 the coordinates or?
-# yayy I didn't mislead anyone-
its on the front layer though
the map itself needs to have a front-layer tile there; the command just changes an existing tile's index
yes that
wait the entire beds are BUILDINGS?????
And those beds aren't IIRC separated in ways that let you just put the covers on the top layer
okay, i guess invisible tile
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
invisibleTile Front 15 4 1068
like this?
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
(You could maybe sneakily just patch your own bed there.)
couldnt i theoretically just paste the tile and specify it to be Front on that xy on the map
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
Isn't there like some overlay magic that somehow excludes pixels from vanilla assets
It still obv requires a mask to use overlay with
It doesn't matter
ah
this is why i suggested just drawing the covers on lol
The TOP of the blanket extends past the tile edge
so he will clip through the top of it with a hard line
Honestly it takes like 3 minutes to copy the tiles and make a custom Tilesheet with them in ase
yeah thats gonna make it painful
I think drawing new covers might be your best bet, then it won't matter with recolors
So it could be already done
I think the simplest solution is to just have a "Bear-under-blanket" temporary actor.
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
not even a tilesheet you can just have a sprite
be recolor-irritating though
True
then there’s no map editing necessary
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
would need to know the correct pixels on him first, judging by this hes way too high
just screenshot the event and have that up side by side
Love putting my head on the headrest
offset is my best friend
more like head-ouch
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
man now i gotta make a new tilesheet again 
i think this is like the 5th time i readded stuff to the sprites
aughhhh
Why not keep everything on a single custom Tilesheet
If its not a part of npc and stuff
it is
speaking of offsets is there a way i can move him down
Ask him to lay properly
good idea
Sorry its 4 am i wanna do something mischievous
nyuh uh
ill go to bed once i finish this singular thing
this is the ONLY issue i have rn
jesus please sleep
its not unusual for me to stay awake at night
@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
tis my sacred role to bully ppl into having sleep schedules cmon
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
i typically sleep at 6 if i have holiday
....pm orr??
am
...oh my /silly

...oh my /srs
Oh, I’m sorry! I totally got that mixed up when saying it. I was expanding the left in the example I was talking about 🤦♀️
I’ll ping the person I told that to and correct my error
he eepy
honk mimimimi
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.
There are websites that will merge a spritesheet for u
New quote added by atravita as #8110 (https://discordapp.com/channels/137344473976799233/156109690059751424/1506126509671186432)
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
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
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?
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
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)
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
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.
How exactly, would one do that? I'm a little confused
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.
Ooohh okay, that makes sense. Thanks!
Glacio is the perfect place for trains
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
Harmony patching
damn. Well I was kinda hoping to avoid doing that since SpaceCore has the trigger already set up?
You can register trigger action actions and them have then be triggered by that
I'm not really sure what else you wanna do
Well, I'm not working with content patcher here, and, unless im misunderstanding the code, triggeractionmanager doesnt have any methods for adding actions to a list of actions, using register action doesn't seem to allow more than one method to be registered per trigger.
Kinda not good at explaining what I mean
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?
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)
yay. this should list most of em
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. 🙂
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
I'd imagine some frameworks add event commands but you can't like cover it all
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 😅
God bless wiki contributors
There is a big ol' class (DefaultCommands) in Event.cs if you decompile the game that has (I assume?) every vanilla command.
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...
New quote added by atravita as #8111 (https://discordapp.com/channels/137344473976799233/156109690059751424/1347695541420691467)
Have some notification that triggers when a quest tries to populate but is blocked by the exclude list? Leaves behind a paper trail of why it didn't work for the user.
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.
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
Just state on your mod page that it's not compatible with Multiplayer, a lot of mods aren't.
Nah, just mane it clear on the mod page
There is a fallback yes
But the notification is a good idea. I'll add a warn level smapi log for this then.
Deluxe Journal was not mp compatible for a long time and it still got pretty popular
Well I don't know about "a lot". There's a good number of mods that don't work well with splitscreen, but most mods work with mp
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
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.
I'm also talking register trigger action action in the c# sense
TriggerActionManager.RegisterAction
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
question: can you have indoor and outdoor outfits for npc's without having to sleep for the outfit to change?
yes
that is something you can actually set in appearance data
Indoors: true/false
ouu okay i tried that but somehow it didn't work. could you pleas ehelp me debug?
oh there's an outdoor boolean too lol
send ur json through this link
!json
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.
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
can the other mod simply remove Krobus from the exclusion list on their end
how should i do that to fix it?
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
and what should i write instead of load for it to work?
ah there is an example on the wiki page


