#making-mods-general

1 messages Β· Page 611 of 1

cyan jungle
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im a little confused ;-; my sprites have been working fine otherwise it's just the outdoots/indoors stuff

torpid sparrow
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here's the example on the wiki page

torpid sparrow
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in your appearance section (line 178 in your json) you'll want to add entries that look like this

cyan jungle
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i see. and what if i only want just one condition in a specific season?

torpid sparrow
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There is a Season condition

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this is what my npc has as one of the entries in Appearance

cyan jungle
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and that goes inside appearance[] ?

torpid sparrow
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yes

cyan jungle
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what does precedence mean?

torpid sparrow
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let me take a look at susan to see if that will be a helpful reference

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i expect it will be

torpid sparrow
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for example, i have a Fall outfit but also a Spirit's Eve outfit

barren tapir
torpid sparrow
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Those are both Fall, so Spirit's Eve needs a lower precedence for higher priority

cyan jungle
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ohh i see. good to know cause i also wanna do a spirits eve one later

torpid sparrow
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its in the content.json

cyan jungle
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okie, thank you so much for all the resources!

torpid sparrow
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Dolphin has left helpful comments to explain what is being done

barren tapir
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Spirit's Eve? More like Sprite's Eve, am I right!

torpid sparrow
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dont forget about the wiki page because it will have all the conditions you can use in Appearance

gray bear
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too much sprite makes me a sad bea

torpid sparrow
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(GSQs, which are linked)

torpid sparrow
clever monolith
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The way I coded it for now, no.
BUT there is a fallback to mail so in this particular scenario (hardcoded giver is manually excluded by player + player has "Fallback to Mail" toggled), the quest will be posted via mail.
And there will be a warning on smapi log as well.
So technically people won't miss the quest. But there's still a good chance they might complain about too many mails tiredcat

Kind of a band-aid solution for now since I wanted to get the controller support update out asap. But will think of something better meanwhile.

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oh oops sorry for the ping

brittle pasture
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(no prob I don't mind)

brittle pasture
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but yeah I noticed your mod uses custom content packs instead of piggybacking CP

cyan jungle
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what is the point of {{ModId}}?

brittle pasture
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it does make it difficult

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-# also why we've been telling ppl to move away from custom packs

gray bear
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{{ModId}} is a special token to make your edits clash less with any other mods

barren tapir
torpid sparrow
clever monolith
gray bear
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it, just copies the UniqueId bit in the manifest

clever monolith
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Like there's probably a whole bunch of stuff that spacecore already does that I re-implemented myself

cyan jungle
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but why would you have to type it out for edits?

torpid sparrow
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so for example, two people can make an npc named Selph if they add {{ModId}}.Selph because Mod Id 1 = Wem.UI and Mod Id 2 = Null.UI

tiny zealot
gray bear
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there exists a possibility someone out there made a mod that does the same thing yours does

torpid sparrow
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if we both just wrote Selph as an npc name it would get fucked

gray bear
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so if you're using {{ModId}} smapi will not break

torpid sparrow
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which Selph...two Selph...

gray bear
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two of them

tiny zealot
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red selph blue selph

cyan jungle
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but is it necessary if you plan on having this mod just for yourself?

clever monolith
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Maybe I should redesign the whole thing so it uses CP instead
Before other mod authors start using my framework already

gray bear
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i mean not really? depends ig, it's good practice anyway

brittle pasture
cyan jungle
barren tapir
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Dope

brittle pasture
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(since you already have the data model most of the work is done)

strong kite
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omg are the volcano maps even editable?? I've been looking for the bottom floor of the volcano but now I can see it's one of the layouts in VolcanoLayouts

clever monolith
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I made the bad decision of simplifying most of my inline comments at some point and now I'm regretting it because I'm staring at the code and just chickenScratch

strong kite
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Where you can pay walnuts for a bridge

brittle pasture
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that's a regular static map innit

strong kite
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I can't for the life of me find a tmx for it

torpid sparrow
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let me search

strong kite
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It's VolcanoDungeon0 according to location in debug mode

signal nova
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What is the location ID for the Ginger Island's fossil area river (to make fish spawn in there)?

strong kite
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And here it is in the layouts

torpid sparrow
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maybe it doesnt exist hmm

brittle pasture
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ah I mistook what map you were talking about

torpid sparrow
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like just the one where u enter right

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upon entering the volcano

strong kite
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This one

brittle pasture
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but yeah I think you can edit it with an image patch

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but the parrot location might be hardcoded

tiny zealot
clever monolith
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the ginger island extra locations mod does it I think

strong kite
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Maybe I just wont worry about it then... less work for me heehee

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or I could add a warp here...

torpid sparrow
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peekaboo

torpid sparrow
strong kite
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DAMNIT

torpid sparrow
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*it doesnt have an entrance warp

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it's just the exit arrival tile

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but lore wise, im not sure where ur planning to warp to

strong kite
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It would be like.. a chamber under the volcano

torpid sparrow
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hrmmm

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it could make sense

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you jump out from one place

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then u jump further down into another place

strong kite
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yeah I'ma see exactly where it spits you out

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um.... I.. think I want this area to.. clear weekly..? Then again this is like a years worth of forage

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I'm not gonna worry about that LUL

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I can work with this. If anything, it might make it more likely for people to find the secret entrance because otherwise it's.. well.. secret

severe cairn
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help i never saw this SDVIridiumKek crying the bed of fish
girl gonna smell more like fish than willy does at that rate

clever monolith
fast plaza
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Sorry for the late response. My worry with that is how it'll interact with other mods. Since I'm using a trigger from spacecore, other mods might be registering that trigger too and so it might cause mod conflicts. I tried registering two actions to the same trigger from my mod and it caused one of them to not be assigned, so I'm assuming if two different mods both register to the same trigger it'll cause the same problem.

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I can't say that it'll cause issues across mods with 100% certainty but since the register trigger action writes to a dict surely it'll cause problems??

brittle pasture
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I think you're misunderstanding what "registering a trigger action action" does

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you'd register a custom action that does stuff, like vanilla's AddItem or etc., and then if you want that action to run in response to SpaceCore's on item eaten trigger you'd add a new entry to Data/TriggerActions

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your action's ID would have your ModId so it won't collide

void aspen
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my favourite tile in cursors

gray bear
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πŸ‘€

void aspen
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I can make the whole mod using these eyes

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eyes on animals on npcs

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monsters

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and guess how mods gonna be called

clever monolith
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googly eyes mod

void aspen
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lets take a look

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or

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something

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I really lovehate this meme

strong kite
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Deciding to go through and actually shorten the music tracks I've been using and am going to add. Since some of these areas you really wont be in for long I doubt they need more than like a 10-20 second loop

ornate drift
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is there an offset

void aspen
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new nexus pfp

autumn temple
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Is there a way to make bigger monster mobs?

ornate drift
urban patrol
urban patrol
autumn temple
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Crap then i need to learn πŸ˜…

urban patrol
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good luck! we have plenty of resources if you need

autumn temple
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Can you point me in the right direction? That would be great.🀝

urban patrol
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!yellowbook is for learning C#

ocean sailBOT
urban patrol
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!startmodding has information too

ocean sailBOT
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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.

autumn temple
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Thank you!

strong kite
barren tapir
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Gonna try and force myself to program this later today!

ornate drift
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didnt really do much

calm nebula
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Are those tiles on Front?

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Not the blanket attached to ur npc

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The other thing....try warping ur npc to the tile

ornate drift
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i did

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ill just have to increase the offset

barren tapir
urban patrol
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offset is in pixels before 4x magnification jsyk

strong kite
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My hubris is gonna be the death of me, I want to map patch Cindersap Forest again 😭

quick bramble
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So just wanted to update, figured out how to insert trueTypeFont files in this other game i was trying to mod.

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Just wanted to thank @tiny zealot and all who helped

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Still gotta rezise properly and that'll take a minute but yall were very helpful

ornate drift
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he eep

wanton pine
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Eepy lion

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Sleepy lion

ornate drift
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sleepy bear

strong kite
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is there an easy way to include seasonal tiles cuz I want to make some cliffs with the darker grass textures around the edges but I'm realizing that wont look right outside of spring- waiiit I could totally make this something that only appears in whichever color season i choose heehee

uncut viper
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If you load one tilesheet for each season with the name like <season>_<tilesheetname> and use the spring one when making your map, the tilesheet will be swapped out automatically, assuming it is an outdoor location

strong kite
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Oh cool! Good to know!

uncut viper
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e.g. spring_townInterior.png will automatically be swapped with summer_townInterior.png because there's one for each season in the unpack

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that said if you do name it starting with the season name like that, you must have all four seasonal variants

strong kite
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Alrighty! I should probably figure out the conditions for when this appears first tbh-

uncut viper
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If it's just a tilesheet there's no reason to not have it unconditionally loaded at all times

strong kite
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Oh- No no I mean this map patch that this is for

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This is gonna pop out of the ground under certain conditions

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Also yes the tree spawning there is absolutely on purpose. I'm hoping it looks like it literally raised from the ground, carrying everything with it

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Even if it's literally just a 2x2 tile, map patching town sounds like an awful idea...

tiny zealot
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avoid if possible, yes

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sometimes you gotta, but it's better not to

strong kite
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I'm just trying to think where else it might make sense for essentially the sewer entrance to suddenly appear

latent mauve
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For those curious about my misadventures with trying to remove a special order from a mod that has been removed after getting the special order (being removed via a trigger action), it worked flawlessly ❀️

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Hopefully my multiplayer group has learned their lesson about adding random NPC mods and creating a mismatch without telling us going forward, but at least it's fixed now

strong kite
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ohhh actually I think I wont do town for this... because I have another idea for something to put in town heehee

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People probably don't touch this waterfall...right? It being 4 tiles wide might actually be annoying hm...

latent mauve
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That's a secret note digspot for the tiledata object, so just be careful not to break that

uncut viper
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"people dont touch this right?" The answer is always "yes they do"

latent mauve
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Also the left side is a community shortcut area I think

strong kite
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Avoids the dig spot and the shortcut

uncut viper
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I have seen that area changed

strong kite
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Maaaaan but my idea could be so cool Azusob

uncut viper
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If you have to ask if an area is free for a map patch, then you've already lost. You can however just accept incompatibility

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The only way to avoid a map patch conflict entirely is to make your own map.

latent mauve
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Easiest way to add a new area remains to be making it's own map and linking it via Central Station networks

strong kite
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Well actually what I can always do is find alternate solutions for incompatibilities as they show up

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So far I'm only accounting for Stardew Valley Expanded (which this doesn't look like it'll conflict with) but if I get more comments about incompatibilities I can find alternate solutions there

ornate locust
strong kite
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??

ornate locust
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Like a cliff moved up a tile and you don't notice at a glance

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(specific thing I have run into with SVE)

strong kite
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hm...

ornate locust
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It's hard to notice things like "entire cliff moved just a teeny bit" at a look is all I'm saying, make sure the edges match

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And I know it changes some of the pieces on the sides of that stream, so make sure those edges match

strong kite
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Im definitely going about this whole process in the wrong way but If I did it the smart way I don't think i'd be having fun with it LUL
I say this because it will be a while before I actually see if my implementation works properly

ornate locust
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Noticed that when I was putting a bridge over

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You can always do a SVE version patch, just check that things match ingame!

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And it's easy enough to check anyway

strong kite
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Alright there are 3 different tiles between the two versions in the area I'm looking at... technically at least

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oh and a random cliff tile under the waterfall what-

ornate locust
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Yeah see that's where it gets ya LOL

strong kite
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Anyway I think I'll make the assets now and figure it out from there

strong kite
ornate locust
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If it doesn't NEED those tiles, you can overwrite them, of course. The big thing is making the edges match

clever monolith
strong kite
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These are the 4 tiles that change. However, I don't need to replace the WHOLE area, like the top right corner especially and even the bottom left I think I can get away with

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I think the one at the top more in the middle-left is gonna be the only problematic one

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and even then I'm not sure yet

scenic ferry
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Oh are we talking map compat

strong kite
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Town map compat heehee

scenic ferry
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I feel you. I wrestled forest map compat for ages

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Sve changes so much of the forest map SDVpufferwaaah

strong kite
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Thankfully my change to Cindersap I was able to find a workaround for for SVE

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So I challenged my hubris and added another map patch there heehee

scenic ferry
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I ended up going with making my own separate map and having an Itty bitty warp zone to it

But even that Itty bitty teleporter had compat issues so I had to move it like 5 times

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I would highly recommend making an item that on use Warps you (like Totem or the home staff or something) even just as a backup for compat purposes

strong kite
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I can't find the waterfalls Tiredkip

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oh my god they're just- in maps FacePalm

urban patrol
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make sure you grab an animated version they’re a bitch to do manually

strong kite
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Oh no I don't need it animated heehee

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Quite the opposite in fact

urban patrol
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the waterfall?

strong kite
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Yes

latent mauve
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Reminder that the waterfalls are reused in a few places that might go weird if you change the PNG and aren't expecting it. πŸ™‚

strong kite
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I'm not changing the PNG-
Am I supposed to be using EditImages for things?? Cuz like I haven't yet I've just been taking the assets and editing them in my own file

latent mauve
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okay, just wanted to note it just in case!

strong kite
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Ah, alrighty

latent mauve
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I mean, your custom assets won't have recolor support unless you add it yourself, so that's something that may come up?

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But any assets you edited on the base sheet won't be supported either for the same reason

strong kite
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I don't think it'll need to be recolored

scenic ferry
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imo using the base game assets directly is almost always better
Theres soooo many recolor mods that people use all the time

strong kite
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I can't wait to finish making the asset so I can actually show what my plan is 😭

latent mauve
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I know there's a few that do touch the waterfalls, so if you make your own waterfall to use, then just be aware that you might get posts or bug reports saying "this water doesn't match!"

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I tried for SVE compat with my NPC Apartments mod and apparently STILL missed something, since someone reported that the mountain pathways on the Joja Route in SVE interfere with my entrance

strong kite
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I'm gonna have to make this off-center 😭

wanton pine
ornate locust
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yeah the Joja route paves a lot of stuff

strong kite
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Not finished yet, but does this look frozen?

wanton pine
autumn tide
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hmmmm not quite

strong kite
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Well then it's a start! I'll finish the full thing and then edit from there

wanton pine
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Find a ref - they basically become giant icicle overhangs with crater-shaped snowpiles surrounding the space where the water would otherwise land.

strong kite
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Ah, something like that wont work for what I'm doing then

wanton pine
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They wind up as giant collections of icicles because they are effectively large-scale ice dams (aka roof dams).

brittle pasture
wanton pine
brittle pasture
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think so SDVpufferthumbsup

cyan jungle
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hey guys, how can i edit appearance[] and schedule so my npc goes to ginger island, goes inside resort, changes and comes out like vanilla npc

brittle pasture
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the resort "schedule" is automatic if your NPC doesn't have going to the resort disabled

cyan jungle
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yeah but it doesnt go in and change outfits even tho i have him set to change outfits at the resort

brittle pasture
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as for appearance I believe having an entry with IsIslandAttire true should do it

brittle pasture
cyan jungle
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explicit

brittle pasture
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then it doesn't work 😒

cyan jungle
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nooo there must be a wayy

brittle pasture
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there probably is but it's probably going to be super hacky + possible compat problems

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because without the Resort Magic you have to warp them away at least once

cyan jungle
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i dont mind a challenge, i just want to make it happen

brittle pasture
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a way to do it vanilla is adding a warp to an NPC-only closet somewhere on the island, have them stay there until a certain wall clock time, and then have them exit

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your island outfit would then be conditioned on that time

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and then when it's time to leave do that again

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or maybe you can use Button's BETAS mod and its "force reload NPC appearance" trigger, then you don't need the closet location; it'd still only reload on time change though

cyan jungle
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ouuu do you have a link to that mod?

calm nebula
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Hang on

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The resort schedules actually just use a specific named animation for it

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Is smth like "change_beach" or smth like that

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You can just use it

cyan jungle
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where can i find it and how could i use that?

calm nebula
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I'm not at home so I cant grab it but if you look in the decompile

brittle pasture
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hmm yeah I see change_beach and change_normal

cyan jungle
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where did you find that?

brittle pasture
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decompile as stated

cyan jungle
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what is that?

brittle pasture
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this is hardcoded so it's not going to show up in the game data

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the C# code

calm nebula
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You have to use it in the Island context iirc. Game usually paths people into the changing room

brittle pasture
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!decompile if you're interested

ocean sailBOT
brittle pasture
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IslandSouth is where the schedule gets created

void aspen
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selph pfp mutated

brittle pasture
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(thanks atra! SDVpufferheart )

void aspen
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😭

cyan jungle
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ahhhh im so confused

brittle pasture
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are you familiar with schedule animations

cyan jungle
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no ;-;

royal stump
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just to be clear, is the goal to have a custom schedule at the resort, or did you just want your NPC to do normal resort visits like other NPCs?

cyan jungle
brittle pasture
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huh I was under the impression you wanted the former

royal stump
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alright, then workarounds probably aren't necessary; you can enable those with Data/Characters settings and an island outfit entry

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there are some optional things like lying on the beach that need an animation entry iirc, but the basic visit just happens if it's enabled

cyan jungle
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i have an island outfit entry but it didnt trigger and if it did trigger id want it to trigger inside the changing room

royal stump
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they should automatically go in there if the entry is recognized, as far as I know, so uploading the appearances file might help to double-check it
https://smapi.io/json

cyan jungle
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like okay, the npc went to the beach did the stuff i scheduled, and went home. but it didnt trigger the outfit change i had programmed and i would love to know more about animations

brittle pasture
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to clarify, if you just want randomly triggered resort visits (no schedule entries at all) then it should just work
if you want an explicit resort schedule that always happen (with control over their behavior) then it doesn't

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(I think) you are doing the latter; would you be happy with just the former?

royal stump
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right, the game randomly assigns people to visit automatically, ignoring their actual schedule file for the day

wanton pine
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How much should a motorcycle helmet cost when the bike itself is only 10,000 g?

cyan jungle
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i wanted to set a specific day just to test out that the outfit change occurs

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otherwise idc if its random

ornate locust
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I don't think setting a specific day and random work the same way though

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so you wouldn't really be testing it

cyan jungle
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so how do ik if it happens ;-;

ornate locust
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NO IDEA, I never tested mine because he never showed up at the damn island hwen I noticed

royal stump
ornate locust
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maybe some day, someone will tell me his outfit doesn't work

cyan jungle
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ive been waiting 5 years for gus to visit the damn resort ^^

ornate locust
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It looks like how other people do island visit stuff, so I'm just gonna hope it works until told otherwise

cyan jungle
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how doooo they do it? does anyone have like a framework or a mod that successfully does it?

ornate locust
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No, I just have it set up how the automatic visit stuff works. And I followed the formatting of mods I know that it does function in

brittle pasture
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AFAIK there are no current working mods to force island visits for a certain NPC?

ornate locust
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and since I followed that formatting, it PROBABLY works fine? I just can't test it without the RNG cooperating, and it did NOT

brittle pasture
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so yeah it's all hopes and dreams

cyan jungle
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i might just lowkey... make him change at home πŸ₯²

royal stump
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I think someone worked on a mod that could force that, but idk if it's complete or active
Custom NPC Exclusions can force NPCs not to do resort visits, but that means writing down most/all vanilla NPCs name so it only has yours, and it still requires waiting

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ig you could edit vanilla data that way too, now that 1.6 ate most of it

brittle pasture
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as atra mentioned, if you have to use a manual schedule look into schedule animations and change_beach/change_normal, I think that should work like how the game does it

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it's somewhere on the Schedule wiki page (I admittedly don't have further experience)

cyan jungle
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do you have to draw the animation frames?

ocean sailBOT
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@cyan jungle You leveled up to Cowpoke. You can now share images in all channels!

cyan jungle
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i have some frames drawn that i would wish to turn into animations for other stuff, so itd be nice if any of you could guide me

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for example, i have fishing and studying frames id wish to animate

royal stump
wanton pine
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is this too long for a manifest description?
Adds a Ducati Motorbike with engine sounds, three motorcycle helmets, and a bike shed with working garage door, as well as reskining the horse flute to match the Ducati. Ducati Sprite and engine sound assets not included with download per their creators' permissions.

void aspen
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more than two words

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πŸ₯

cyan jungle
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where can i find vanilla npc animations?

wanton pine
golden spire
cyan jungle
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thank you!

strong kite
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Okay so beside the obvious issue, I think this looks pretty good!

faint ingot
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A while ago I was trying to track down the cause of a bug a couple players had reported when Pierre gets arrested, where it never gets past the first quickquestion. I think it may be due to the translation (I think they're using the one below):

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I'm not sure what the purpose of the "/a" is in spanish but I think it may be breaking up the quickquestion unintentionally

wanton pine
golden spire
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I assume it's to do with masucline/feminine

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and they just put a slash "/a" rather than doing a gender thing

faint ingot
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for reference here is the quickquestion code with line breaks for readability: quickQuestion {{i18n:Events.239790020.qqq|PlayerName={{PlayerName}}|FarmName={{FarmName}}}}# {{i18n:Events.239790020.qq1}}# {{i18n:Events.239790020.qq2|FarmName={{FarmName}}}} (break)speak Pierre \"{{i18n:Events.239790020.qq1r}}\" (break)speak Pierre \"{{i18n:Events.239790020.qq2r}}\"

golden spire
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looking it up:

suegro is "father in law"
suegra is "mother in law"

(misread)

faint ingot
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well the translated line here is "I'm not sure..." so I don't think that's a masculine/feminine thing in this case

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also I think having a slash in there will cause the event to think it is a break between event commands, yes?

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I checked and they have the "/a" like five or six times in their translation (but I'm not sure how many of those are for events)

uncut viper
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It will, yeah

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It will think it's a break that is

faint ingot
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OK I will ask the translator if they can do something else there thank you

strong kite
wanton pine
strong kite
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wait I think i know what I can do

barren tapir
strong kite
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Ohh I could... hm... My thought is also like this would be happening sort of like a flash freeze where it's all instantaneous all at once, wouldn't something like that make it freeze how it was?

barren tapir
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No

strong kite
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ah

ornate locust
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I assume you mean some kind of magic freeze, in which case I don't know what that would do because we don't have magic :V

wanton pine
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yeah you'd have a pile of snow instead of midair snow.

strong kite
barren tapir
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There are a number of ways the crystalline structure could form

ornate locust
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I assume the surface of the water is frozen too

barren tapir
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I'm trying to work through this in my head

strong kite
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Hold on lemme get a newer picture

ornate locust
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mmm, sometimes it's hard to do something unnatural like that visually in a stylistic medium like pixel art because people know what it looks like IRL and you have to balance out what people expect vs how it looks.

wanton pine
barren tapir
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Bc there are also several different types of ice

strong kite
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Idk I guess I'm just happy with how this looks :3c

barren tapir
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Maybe something like this? IDK πŸ˜…

strong kite
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And time to check if this also works in SVE

#

I included a map patch for one single tile when you have SVE installed

#

I forgot to make the to area actually correct 😭

#

It does work though!

urban patrol
#

make sure to check community shortcuts still works

strong kite
#

Uhh I mean..? I didn't edit that area

#

That would just be the fence, right?

urban patrol
#

i thought it was to the right but idk i’ve never played far enough to get it

#

i just know it’s in that area ish

barren tapir
#

I know that at least one mod adds something to the right once you get shortcuts

#

Now, as for which mod, IDK (downside of having over 400 mods πŸ˜…)

rare orbit
#

how hard is it to make bundles with modded items?

urban patrol
#

are you adding new bundles or editing existing ones

rare orbit
#

editing existing

#

i got 1K mods and more which adds items

#

i don't use sve tho since the mods that are a huge must aren't compatible

urban patrol
#

it should just be a matter of editing Data/Bundles then

#

the game doesn’t know the difference between vanilla and modded items

ocean pagoda
#

is there a competition or just from curiosity?

urban patrol
#

a competition for what?

ocean pagoda
#

how many mods will break smapi/sdv πŸ˜„

rare orbit
#

as someone with 1k? it takes alot

#

but it depends on your current setup

iron ridge
#

depends on the mods and wat you define "break" as, you can run tens of thousands, and it has been done

ocean pagoda
#

sdv could be run on fridge, so ... probably you can temper with smapi to stop checking for updates - this will lower the time for loaging

iron ridge
#

sinz was for testing things at some point

rare orbit
#

ohhhhhhhhh

#

ok that's fair

#

cause imma be honest i have no idea what im doin

#

i still need to finish my katsuki bakugou mod tho

#

portrait mod

brittle pasture
#

that mod is a framework on its own

#

so your mod would be dependent on it, using its content pack format

rare orbit
#

ohhhhhh

#

so does it include a template or should i check the files of a modded pack as an example?

brittle pasture
#

you don't need it for custom bundles, though it does provide some other niceties

#

you'll have to pick between CP, or using it

rare orbit
#

which is more simple/straighforward for novices??

urban patrol
#

CP for sure

#

we have more tutorials and examples

rare orbit
#

cool cool! where's the tutorial for bundles for CP

urban patrol
#

idk if there’s one specifically for bundles but you can use the wiki and the unpacked data to find out what you need to do

brittle pasture
rare orbit
#

readin it

#

im still mildly confused but i'll figure it out

calm nebula
#

The vast majority of loading time is loading assets

whole prism
#

Quick question

#

for dis (i took screenshot in case link doesnt load)

#

no matter what i do, the character will run right before the cutscene starts

#

the cutscene works, just you see the character endlessly running without input, like it froze the key when the player was walking to the specific tile

#

and this is my maps.json

#

which looks like this if the link doesnt load

#

lemme get a quick 5-7 second clip of it rq

#

see how the character was endlessly running at the grave? SDVpuffersweats

strong kite
#

How could I go about making a map patch that changes after the player has collected the Golden Scythe from the Quarry Mine?

ornate locust
#

the thing is... event movement is cursed

urban patrol
ornate locust
#

but I'll have a look, no promises LOL

whole prism
#

it was doing that part for me

ornate locust
#

Ah that run is outside of the event.

urban patrol
ornate locust
#

Yeah even if you stop holding it, the game has kinda stopped taking input at the point a fade hits

whole prism
#

so they dont endlessly run until i move em

urban patrol
strong kite
urban patrol
ornate locust
#

You can try stopRunning

#

Just right at the event start

#

I have never used it, but that's the command to make the farmer stop moving

whole prism
#

sorry if i sound dumb, where should i put that so it has high priority?

#

ive tried similar but i think i did it too late into it

ornate locust
#

Oh wait, yeah, I see it. I think the earliest you can put it is right after the farmer position there. Try before the skippable? Really, it may only stops movement that happens in the scene, it's just the only thing I know to try

#

If that doesn't work, then yeah, I doubt anyone will notice it

whole prism
#

you cant please everoyne anyways

#

someone on my fish mod was complaining that there is a lot of quests

#

...even tho they are all locked behind heart events, 10% random chances, even specific days

#

so i cant make everyone happpy

#

even tho i try to

whole prism
#

hmm, should i ask for something like this inside the 1.6.16 alpha? or do you think its too hard/complicated

urban patrol
#

i would wait for C#ers’ input before going into the alpha thread personally

#

they may know for example if that’s a thing for a reason

calm nebula
#

What's causing the event to run

whole prism
#

however when running to the tile the game will preserve your key and not stop running until your placed or anything

whole prism
ornate locust
#

I want to say I've seen this problem with stepping on tiles causing events before

whole prism
#

hmm, that was the only way i knew how to pull this kind of thing off

#

unless there's a cleaner alternative approach

#

WOOO

#

okay!

#

I didn't fix the movement, but instead, I decided to make it where when you touch the grave via clicking it, it starts

#

so i'll update the quests description to say to investigate the gravestone

#

easy alternative

ornate locust
#

That works

whole prism
#

can people with a controller still click it?

#

i forgot its been a minute since i played on my deck

strong kite
#

oh god I am getting a wall of errors. This is what I get for trying to add a ton of maps all at once

ornate trellis
#

welcome to my world a few month ago

strong kite
#

Now I get to figure out what I haven't done with these that I did do with the rest of the maps I added before

#

well I guess I haven't actually "made" the maps yet. There's placeholder maps that are copies of other maps but that's it

gentle sorrel
#

Can someone teach me how to compile a .dll mod
MoreMultiplayerInfos hud just moves off the screen if you have a higher then default scale, I wanna fix that

strong kite
#

ah rats... I forgot about that.... ugghgh

whole prism
#

looks fine to me πŸ‘

strong kite
#

I think I just want it to overlay and not replace(..?)

#

but also... godddddd I'm gonna have to make these seasonal...

#

Oorrrrrrrrr I just don't care about it and use the default texture so the game does it automatically

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.

brittle pasture
strong kite
#

StardewModdingAPI.Framework.Exceptions.SContentLoadException: Pokemon Berry Bushes loaded map 'assets\Maps' with invalid tilesheet path 'TntDove.PBB/assets/Maps/RiftAssets'. The tilesheet couldn't be found relative to either the map file or the game's content folder. I have a whole bunch of this in the console, do i just need to edit the TMX in a text editor to fix this?

gentle sorrel
urban patrol
strong kite
urban patrol
#

it just depends

#

i would load it to Maps/{{ModId}}_RiftAssets_tilesheet

strong kite
#

RiftAssets is the tilesheet

urban patrol
#

and as long as your map loads to Maps/wherever then it’s fine and not tilesheet climbing

gentle sorrel
brittle pasture
#

I think homebrew is also an option

gentle sorrel
#

Ah ok but it dose not seem to me like I can just download a fedora package of .NET

strong kite
#

Alright this is perfect! (the bushes will be dealt with in due time)

brittle pasture
gentle sorrel
#

I don't have any idea where to even start with that

brittle pasture
gentle sorrel
#

there is only 8 9 and preview as destink options no 6

brittle pasture
#

I think 9 works?

#

you just need to target 6

gentle sorrel
#

if it dose I mean the wiki says 6

brittle pasture
#

hmm that line might be outdated (the one that says you need runtime 6 exactly)

forest cypress
#

Oh herrrres the channel

brittle pasture
#

I only have 9 and 10 on my system and it works fine

strong kite
#

ok im a little concerned why my patch to IslandWest didn't work.. when everything else eventually has after the erros went away...

urban patrol
#

patch summary?

forest cypress
#

I could use some help getting back into stardew modding, what sort of options are there for adding weapons to the game? I was using json assets before and it worked alright but i remember there being a newer option, if i could make it work with the framework i was using

brittle pasture
brittle pasture
gentle sorrel
brave fable
brittle pasture
#

hmm, I guess not brew then (apologies)
manual install is an option?

calm nebula
strong kite
#

WAIT wait wait I'm stupid my bad

uncut viper
calm nebula
#

I will say I looked through the mod in question and that is a pre 1.5.5 csproj

calm nebula
uncut viper
#

Hi there!

strong kite
#

I targeted the location name, not the tmx name

brittle pasture
calm nebula
#

I think i was using net 10 perfectly fine but also

#

On windows

forest cypress
brittle pasture
#

yeah think so πŸ‘

forest cypress
#

and does content patcher allow forge crafting?

strong kite
brittle pasture
calm nebula
#

Spacecore

brittle pasture
#

wow spacecore really does everything

forest cypress
#

hmm does spacecore work with content patcher then?

#

i have forgotten everything lol

uncut viper
#

(C# only)

brittle pasture
#

you use it with content patcher

#

wait no I didnt read the documentation

uncut viper
#

The Custom Forge stuff in SpaceCore is C# only.

brittle pasture
#

ok that feature specifically is not content facing yeah

forest cypress
#

pain

uncut viper
#

Other things in SpaceCore are Content Patcher accessible but that is not one of them

forest cypress
#

i remember having forge as just json stuff though it never worked lol

#

i was waiting for it to be fixed last time i was here, and i believe it has since, but i supopose ill be sticking with ja?

#

any problems with ja?

uncut viper
#

Many yes

#

It'll work but its very out of date, unsupported, and not going to get you much help here

strong kite
#

I was gonna make a funny remark about SpaceCore but Casey doesn't deserve that even if it's just supposed to be humorous SDVpufferpensive
SpaceCore really is a marvel tbh

uncut viper
#

(Unsupported in the sense that if it ever does break, support is not guaranteed)

forest cypress
#

That hurts

uncut viper
#

Also, many people going to install your mod are going to wonder why you are using JA and a non-insignificant amount of them are going to not install it simply because of that.

#

JA is best left behind in 1.5.6

gentle sorrel
forest cypress
#

i NEED the forge system though

strong kite
#
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Failed loading asset 'assets/Maps/Island_NWarp.tmx' from SMAPI\tntdove.pbb: an unexpected error occurred.
 ---> System.Exception: Unable to load map with file path 'B:\SteamLibrary\steamapps\common\Stardew Valley\Mods\[CP] Pokemon Berry Bushes\assets\Maps\Island_NWarp.tmx'
 ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at TMXTile.TMXFormat.LoadObjects(TMXMap tmxMap, Map& map)
   at TMXTile.TMXFormat.Load(TMXMap tmxMap)
   at TMXTile.TMXFormat.Load(Stream stream)
   at xTile.Format.FormatManager.LoadMap(String filePath) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\xTileSource\xTile\Format\FormatManager.cs:line 113``` Honestly not sure if I've seen this error before?
forest cypress
uncut viper
#

Like a <tiledata> thingy but without anything inside it

strong kite
#

Okay I figured that, and I filled that, but it's still giving the error... hm...

uncut viper
#

Look inside the actual .tmx not Tiled

brittle pasture
#

it does seem unfortunate that the forge feature is stuck in JA (for content mods)

forest cypress
#

My mod adds a ton of weapons, with many new types with different alt effects via advanced melee framework. The plan was to have infinity versions for every type, using the forge galaxy>infinity system

strong kite
#

what the- heehee

#

How did that get there

uncut viper
#

Yeah that'd do it

#

I'm not sure under what circumstances Tiled will save it like that instead of giving it an empty <properties>

strong kite
#

Wait that deleted the TileData I had 😭
Why did it have those coordinates???

uncut viper
#

I'm assuming you had something on the tile 54, 17

whole prism
strong kite
uncut viper
#

That's 864, 272

#

Multiplied or divided by 16 as appropriate

strong kite
#

That's crazy are you a sorceress rawbea2Pog

uncut viper
#

I've never made a map but I've seen a lot of map-related issues and things in my time

forest cypress
#

I guess i could learn enough c# to code forge recipes for content patcher...

patent lanceBOT
uncut viper
#

(Well not a full map)

#

(I think?)

uncut viper
#

You could add the items via Content Patcher, but all of the forge-related things would be done in your C# portion. You wouldn't be making them accessible to your CP portion

strong kite
#

So I put in a new one and I'm guessing this is right? (I should also get rid of the data of the old one?)

brittle pasture
strong kite
#

The TileData is above the TouchAction instead of below this time

uncut viper
strong kite
#

Nahhhh I have trust :)

forest cypress
strong kite
#

Eyyyy deleting the top TouchAction worked and now I don't have errors!

calm nebula
#

πŸŽ‰

strong kite
#

Woooo all 7 of these map patches have been added! Now to.. actually make the things all associated with them and make them function properly with conditions and whatnot... this might take a few days

#

well- new maps/patches

forest cypress
#

I'm pleasantly surprised my mod seems to just work now in the newest update thanks to the advanced melee framework update someone made for 1.6, even if JA isnt the best at least theres that

brittle pasture
#

I think if SDV updates are not a worry it's fine to keep your mod on JA for the moment
(it obviously will be, eventually, since I don't know if Casey will fix it if it does break again)

uncut viper
#

i hope not

brittle pasture
#

same

gentle sorrel
#

I just noticed the coding tool can install .net for me

#

but I cant target net6 as target framework is that a problem?

brittle pasture
#

you can set it in your csproj

barren tapir
#

I'm struggling to find motivation to work on my monster logic, so I created a new book instead.

whole prism
#

omgg

#

the book of crabs

you gain insight into the future

#

and get an event with many crabs piling on you

barren tapir
#

Which puts the total book count to ~17

whole prism
#

the cursed book of crabs (green eyes)

barren tapir
#

The book is gonna let you damage rock crabs even when they are hidden

whole prism
#

thats nice!

gentle sorrel
# brittle pasture you can set it in your csproj

ok I now imported the mod I wanted to edit from github but I get the error that I'm missing NETFramework,Version=v4.8 when I try to build it and it seems like Rider cant download that for me

barren tapir
#

I still need to figure out what the last book will do, and I kinda want to add another book so I can finish this grid

forest cypress
barren tapir
#

That's his secret. 1.7 will change the code base to Rust

gentle sorrel
brittle pasture
strong kite
#

I just realized that I'm gonna have to make 5 different cave interiors and suddenly I am questioning why I did this to myself

whole prism
#

grants a very slight increase in luck

#

or is that hte hook book

#

u got

gentle sorrel
barren tapir
#

It's not a book, but it's already a power in the mod these books are adding to.

Though I think I know what the next book will do

brittle pasture
# gentle sorrel now it says that it needs mono

honestly I have no idea what's going on in the csproj file lol; I got it to build with the following steps:

  • Replace all of .csproj file with just this:
<Project Sdk="Microsoft.NET.Sdk">
  <PropertyGroup>
    <Version>1.0.0</Version>
    <TargetFramework>net6.0</TargetFramework>
  </PropertyGroup>
  <ItemGroup>
    <None Include="packages.config" />
    <None Include="manifest.json" />
  </ItemGroup>
  <ItemGroup>
    <PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.3.0" />
  </ItemGroup>
</Project>
  • Delete every file in EventHandlers/ that has BACKUP, BASE, LOCAL or REMOTE in the name (the author seems to have left conflict markers in there)
  • Delete Properties/AssemblyInfo.cs
#

this is the one bad thing about C#, that you can make some truly f*cked build rules that work on your machine and nowhere else

lucid iron
#

this sounds like a mod that's an uploaded decompile lmao

brittle pasture
#

the original mod was open source so I think it's just wack build things

lucid iron
#

no i mean like they lost the sauce and thn put the decompile up to open source it bolbsun

#

cus i never see Properties/AssemblyInfo.cs outside of that situaiton

calm nebula
#

No that's perfectly normal for net framework

#

Hence

deep cypress
#

I am trying to make a bat have extra acceleration, using the extraVelocity field. I am trying to access it using this:

   IReflectedField<float> vlocity= Mod.instance.Helper.Reflection.GetField<float>(typeof(Bat), "extraVelocity");

 Bat w = new Bat(spawnLocation * 64f, -556)
{
    focusedOnFarmers = true,
};

How do I make it work for that bat? Cause w.vlocity is not working.

brittle pasture
#

you need to give w to GetField

#

right now it's trying to find the static field of the Bat type (which doesn't exist)

#

then you'd call vlocity.SetValue

deep cypress
#

Thanks! Sorry, took me a second to piece it together: Slap the w in there for typeof(bat)!!!

uncut viper
#

@azure aspen NSFW mods of any kind are not allowed to be discussed or mentioned here and that includes seeking help modding with/for them.

calm nebula
#

Button! Any new Button mods lately?????

uncut viper
#

I have a WIP one with a neat chart but progress on it has been very slow due to being very tired

scenic ferry
#

ooo that is a neat chart

uncut viper
#

I've already got another mod I wanna reuse this chart for too but I need to actually finish this one first SDVpufferpensive

#

I haven't figured out how to hook it up to GMCM yet either (since this chart is the configuration for the mod but it's obviously not from the standard suite of options you get with GMCM)

signal nova
#

Is it possible to spawn a building (ex. a fish pond) right next to the farm house in every single save with map editing?

#

(preferably using ContentPatcher or framework mods)

#

Also, is it possible to trigger an action after catching a specific fish?

brittle pasture
#

you need a framework for spawning buildings

#

either SpaceCore (for farm types) or Buildings Included

#

trigger after fish is in BETAS

barren tapir
#

That feeling when a harmony patch works correctly the first time

#

I'm probably going to need to ask yall what functions I need to patch for the next book power, but its late and I have a long day ahead of me tomorrow πŸ˜…

#

I also need to figure out the custom monster class

deep cypress
#

are there any evil laugh sounds in the game?

midnight sand
#

The witch one?

deep cypress
#

Thx I forgot that one!

void aspen
#

Witch πŸ˜‹

inland rain
young pond
#

Hello, I'm having trouble getting an event to trigger. I thought it was a precondition I used, but after removing it and testing on a new save, still, nothing happens... Smapi doesn't have anything to say about it either. is there something I'm missing? Lol
Here's the event code, the custom location should be working fine
https://smapi.io/json/none/16377bdef6774445acca3f64ba413a5d

torpid sparrow
#

Did you include this json in your content?

#

Try putting β€œdebug ebi {{ModId}}.ShopIntroduction” in your smapi console and see if it plays (replace the mod id token with ur actual mod id)

young pond
torpid sparrow
#

Yw!

barren tapir
#

I want to modify the items dropped from stone and geodes (I want them to drop (additional) stone).

What method(s) would I need to patch to achieve this and/or where would be a good place to begin looking?

midnight sand
#

Stone in mines and stone elsewhere have different methods. For mines is MineShaft.checkStoneForItems

#

Elsewhere is GameLocation.breakStone

#

Or GameLocation.onStoneDestroyed

#

For geodes it should be the same places

gentle sorrel
#

no one knows of a corner tile I could put there that would look better?

barren tapir
#

Yall, IDK what I'm doing wrong. I set out to design the next book power for my mod update, and it turned into an idea for the mod update and 2 whole new mods SDVpufferwaaah SDVpufferwaaah SDVpufferwaaah

jaunty shuttle
#

Scope creep scope creep

wraith aspen
#

im sure its just me needing to remove a bracket or add a comma or something but its been ages since ive worked on my mods so idk

devout otter
wraith aspen
#

i'll try that, ty!

dawn ore
#

Can you have a condition that you must have a relationship less than a certain amount with a given NPC? Eg George < 4 hearts?

devout otter
#

Yeah. PLAYER_HEARTS Current George 0 3

dawn ore
#

And how to have something happen a minimum of roughly a year after something else. Eg an initial event happens, and then I want another event to trigger about a year later. Doesn't have to be exact

devout otter
#

Oh this should be more accurate: PLAYER_FRIENDSHIP_POINTS Current George 0 999

wraith aspen
devout otter
wraith aspen
#

or used the wrong bracket

signal nova
#

how hard would it be to simulate a fish jumping out of the water animation (similar to fish frenzy/fish pond) in Content Patcher during a cutscene?

devout otter
wraith aspen
#

deleted it, any idea what to do to fix the overall issue then?

devout otter
wraith aspen
#

go it so i just need to add a close for them both then?

#

ty!

devout otter
#

Yeah, at the places they should be closed.

wraith aspen
#

ooooohhh yeah ok i see where i messed up, i was copying and pasting and pasted in the wrong spot

#

tysm!!

upper forum
#

Elliott's portraits have been totally broken for the past 3 days of my mod being online

Oh my god I had him named Elliot in the files, not Elliott

#

OKAY IT WORKS NOW SHEESH

wraith aspen
#

that fixed it yes tysm!! @devout otter

calm nebula
ocean sailBOT
#

Elliott has two t's in it...

calm nebula
#

(Is a mistake many people have made)

upper forum
#

God I just wish I'd found that mistake BEFORE publishing, not 3 days after release lmao

#

oh well, it's fixed now

gentle sorrel
torpid sparrow
#

yes

clever monolith
#

Is there a !philip

#

Because that one gets me more often

torpid sparrow
#

what is up with philip

#

oh is it phillip

#

oh its reg philip

clever monolith
#

I always thought it's two Ls
And always get it wrong

gentle sorrel
#

copy it from the wiki maybe

#

actually who would that even be?

torpid sparrow
#

i mean we could make a command

#

lol

clever monolith
#

He's from rsv

torpid sparrow
#

yus

gentle sorrel
#

I assume that stands for something

wispy bramble
#

Someone should make another NPC with the other spelling to add extra confusion.

verbal glacier
strong kite
#
            "{{ModId}}_RegisterGigas": {
                "Id": "{{ModId}}_RegisterGigas",
                "Trigger": "Manual",
                    "MarkActionApplied": false,
                "Actions": [
                    "AddMail Current {{ModId}}_RegigigasDiscovered",
                    "Spiderbuttons.BETAS_ClearTerrainFeatures Forest Bush 20 88 26 95",
                    "Spiderbuttons.BETAS_DialogueBox Regigigas {{i18n:DormantRegigigas}} Null Regigigas false"
                    ]
                },
            }
        },```
I'm not sure why but this tile data just isn't interactable in game?
#

Also this tileset is sooooo screwed in Tiled and I have to assume it's because it's in Maps/Mines rather than just Maps and I don't have it set up properly

jaunty shuttle
#

If i'm making a configable retexture option for furniture, do the sprite sizes need to stay the same across both versions?

#

Or can I retexture a 4x4 sprite with a 4x5 sprite?

vernal crest
strong kite
#

thank you

#

I implemented this last night and god was I tired LUL

vernal crest
jaunty shuttle
#

Ok good to know ty, i'll just play it safe lol

strong kite
#

So in Tiled, how do I actually view the properties for the map rather than the tile properties of the last tile I was using? Cuz I've been just closing the project and reopening it to get to that but I'm sure there's a MUCH better solution

#

Like how do I get back to this?

autumn temple
#

Map properties in the top

strong kite
#

Ahh, thank you!

cyan jungle
#

is there a wiki page for animations?

sleek flint
#

Hey everyone, so I was wondering if anyone has any suggestions or things they want to see in the next update of BroadcastAPI.

barren tapir
sleek flint
#

It's a framework for making custom channels.

barren tapir
#

Interesting...

sleek flint
strong kite
#

hmm... maybe after this update I'm doing for my Berry Bushes mod that's gonna add several more secret locations to find, maybe I'll make an expansion mod with even more locations and bundles but specifically compatible with Cornucopia, requiring Cornucopia crops and foods and whatnot for them as well as stuff from my mod

barren tapir
#

I can probably maybe take a look later today (I'm currently in between meetings due to a proverbial nuke at work that went off late last week)

#

Yall ever feel like an update got out of hand at some point? My book expansion mod to Dark Offerings has evolved to the point wherein I plan on adding new monsters to the game, 2 new trinkets, potentially new maps, and secret codes πŸ˜…

sleek flint
#

That can honestly fit in a mod on its own.

barren tapir
#

EXACTLY

sleek flint
#

Can you give me a link to the mod I wanna check it out.

barren tapir
#

The worst part is that I've already sanctioned off two things as their own separate mods to work on later πŸ˜…

sleek flint
#

I haven't been checking the mods that are getting released on nexus lately cuz I am busy 😞

barren tapir
barren tapir
strong kite
sleek flint
#

This actually looks nice. I am afraid it might be a little unbalanced, but I will install it in my folder and see when (more like if) I play.

strong kite
#

I should really try making an expansion mod (of my main mod), because I need to make sure I remember how to actually make a mod, cuz I've just been expanding on the work I did 2 years ago, haven't gone through the initial process of getting a new mod up and running since

wanton pine
#

@ivory plume I will soon be uploading a mod (Ducati Motorbike Custom Mount Kit, some assembly required) that includes a recolored and slightly edited version of the exterior of the garage from your Tractor Mod; is there a specific formula you want me to use when crediting you for it?

#

Also, fellow modders, is this simple description "kosher" when it comes to giving credit where it is due?
Adds a Ducati Motorbike mount with engine sounds and reskins the horse flute to match; intended to supplant the vanilla horse. Requires some easy assembly (moving files between folders) out of respect for clefairykid and MissCoriel.

cyan jungle
#

anyone know where you can find vanilla character sprite sheets?

barren tapir
wanton pine
#

!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!

wanton pine
#

@cyan jungle see the above instructions

sleek flint
wanton pine
#

it's very easy to do

cyan jungle
barren tapir
wanton pine
barren tapir
#

Granted, most of the super powerful books cap out at 10 million

wanton pine
sleek flint
#

Does it have any function?

cyan jungle
wanton pine
sleek flint
#

I think you can make a hat give buffs with some frameworks, so maybe added defense or something?

wanton pine
barren tapir
#

I personally would have it be 5 grand (which is still a lot, but a potted plant costs like 250 gold, so screw it, we ball)

sleek flint
#

Even with the buff though, I think 20,000 is too much.

wanton pine
sleek flint
#

I also like 5 grand

barren tapir
wanton pine
# sleek flint What are they?

two mods (CK's Ducati and Tractor Engine Sound) that get stripped of their assets to respect clefairykid and MissCoriel's permissions (I have written detailed instructions on this), CP, SMAPI and Custom Mounts.

sleek flint
#

It could be in CP, if not, it's very likely in spacecore, if it's already one of your deps. You can check if you want or simply leave it as cosmetic if you can't be bothered.

barren tapir
sleek flint
#

I gtg to study now and stop procrastinating.

sleek flint
#

bye πŸ‘‹

cyan jungle
#

how does the game handle wily fishing? i know the sprite takes up 2 sprite slots (top and bottom) so how does it do it?

golden spire
#

hard coded

round timber
#

the modded NPC Miriam also does this so you can look at her code for example of how to do it if youre not in C# land

gentle sorrel
severe cairn
#

Basically use the same animation key and frames lol
^ also had to deal with the fishing

devout otter
#

Can non-social NPCs actually use Location dialogues? The wiki says "An NPC must have gift tastes specified for location dialogue to work, even if their CanSocialize field is set to false.", which implies that they can as long as they have gift taste. But the only way I could seem to get it working is by also setting CanSocialize to true.

ivory plume
# wanton pine <@226803198218731520> I will soon be uploading a mod (Ducati Motorbike Custom Mo...

I don't have a specific formula, but a quick credit like this is usually good enough in the modding community, even if it technically doesn't follow the letter of the license:

The garage sprite is derived from the [Tractor Mod](https://www.nexusmods.com/stardewvalley/mods/1401) garage sprite (available under the MIT license).

If you want to be fully license-compliant, you'd need to include the full license in your mod. For example, by adding a THIRD_PARTY_NOTICES.txt file containing text like this (one per licensed source):

Garage sprite
-------------
The garage sprite is derived from the Tractor Mod garage sprite, available under the MIT license.

Source: https://github.com/Pathoschild/StardewMods

<paste full copy of https://github.com/Pathoschild/StardewMods/blob/develop/TractorMod/LICENSE here>
gentle sorrel
strong kite
#

Oh god I had gotten used to using the mines tilesheet and its layout, but the Volcano tilesheet is so different 😭

#

Maybe I'll just do these walls with the mines tilesheet.. and then possibly replace it afterwards?

wanton pine
ivory plume
#

Yep, any wording like that is fine with me.

strong kite
#

Some layering and Heatran's animations aren't implemented but how's this custom location look?

cyan jungle
severe cairn
#

if youre not in C# land

latent mauve
#

If it's for a schedule animation, I believe Spacecore can help you out

severe cairn
#

anyway you just use his animation, it's called "dick_fish"
Just keep the frames the same

#

o yea

uncut viper
#

Spacecore can do larger animations

severe cairn
#

i forgor abt spacecore

latent mauve
cyan jungle
#

both spacecore and c# are foreign lands tbh but spacecore definitely sounds better than c#

#

do you know of a mod that uses spacecore for animation?

severe cairn
#

Willy's old name was dick

fossil osprey
#

willy used to be called dick

severe cairn
#

the meaning stays...

sleek flint
#

poor willy

whole prism
#

i love willy--no one beat up willy!!

#

he my grandpa in spirit

#

: D

#

my grandpa was just like willy, big fisherman, bit rough

#

and funny sometimes

barren tapir
#

How would I modify this custom monster class to use the sprite sheet above?

 internal class Robot: Monster
 {
     public Robot(Vector2 position)
         : base("Robot", position)
     {
         Health = 708;
         DamageToFarmer = 35;
         resilience.Value = 13;
         Speed = 2;
         ExperienceGained = 20;

         Sprite.SpriteHeight = 32;
         Sprite.SpriteWidth = 24;
         forceOneTileWide.Value = false;
         Sprite.UpdateSourceRect();
     }

    // TODO: takeDamage - spawn dangerous dwarven sentry if dead
    // TODO: draw
    // TODO: shedChunks (Maybe)
    // TODO: getExtraDropItems
    // TODO: updateMonsterSlaveAnimation
    // See MetalHead for all of the above
 }
cyan jungle
#

like wouldnt that just use willy?

severe cairn
round timber
#

the animation name only controls the slots of the spritesheet and the durations of the frames

cyan jungle
severe cairn
#

you just write the name of Willy's animation AND make sure it's in the same sprite index as Willy's fishing one, thats it

hoary tartan
#

That is tagged ai generated content by the author

signal nova
#

Wait, what? Really?

whole prism
#

very bad author

#

i had to contact nexus to force tags on his mods

#

i recommend removing it here since its ai generated

signal nova
#

Dang

#

I'

#

I'm new to Nexus

#

Where does it say ai generated?

whole prism
#

sadly

signal nova
#

Ah

#

Darn it

#

I've been playing with that mod and it was pretty fun

hoary tartan
#

Then if you press tag this mod it'll show you if a tag was added by the author or not

signal nova
#

Such a shame it's made with ai

whole prism
#

feel free to remove this

(i have to say cause mods take em down)

signal nova
#

We NEED a cutscene maker

whole prism
#

(since any type of advertisemenet can be deemed bad if ai generated)

#

okii

strong kite
#

damn, that's a shame

signal nova
#

😒

hoary tartan
signal nova
#

Speaking of events, I've been getting into making events, that's why I installed the mod

#

Is there a way to change the portrait of a NPC to an another emotion?

#

Cause it seems tricky as it's all 1 single file

signal nova
cyan jungle
#

unless im looking at it wrong

severe cairn
#

32 pixels tall and 16 pixels wide

#

each one of those

#

and it starts counting at 0

#

every row has 4 sprites

cyan jungle
#

I understand but look it's kinda confusing let me show you

ornate trellis
#

no, willy is a longer sprite i think thats where the confusion is coming from

#

the fishing animation is 64px tall

cyan jungle
#

and then when you look up the sprites those index belong to they dont make sense

ornate trellis
#

since willys anim is 64px tall the index changes

severe cairn
#

the game stretches the sprite bounds downwards by 32 when it detects the "dick_fish" animation

uncut viper
#

Willy's animation has hardcoded exceptions in the game's code so don't pay too much attention to whether or not the numbers make sense for NPCs in general

severe cairn
#

it doesn't do that otherwise yeah

uncut viper
#

It knows how to use those numbers for that animation specifically

golden spire
uncut viper
#

Even if they wouldn't work for a custom NPC without co-opting that animation name

severe cairn
#

if you used say, 12, you'd get the fishing rod on it's own

ornate trellis
#

yeah was about to say thats why we tend to use spacecore for bigger anims :3

#

reminds me of the time in 1.5 when atra let me have the fishing code from GIMA for constance

cyan jungle
#

so should i just use the same numbers as the dick_fish animation but with the spacecore format?

severe cairn
#

someone else would have to explain the spacecore part but im guessing no on the first

ornate trellis
#

if you use the linked code you'd need to make spacecore a dependency

iron ridge
#

and i already had it SDVpuffersquee

cyan jungle
#

if i dont use spacecore how would i go about it?

ornate trellis
#

p sure you'd just have the possibility of a 32px tall sprite

cyan jungle
#

this is my sprite sheet rn, if anyone could help me figure this out ;-;

ornate trellis
#

honestly i dont remember if anything ever changed for vanilla fishing sprites

golden spire
#

if you're using dick_fish and just going vanilla, your fishing sprites have to be in the same spot willy's are.

#

as it's all hardcoded and the game is looking for the specific part of the spritesheet

cyan jungle
#

but then- doesnt the game recognize frames 0-15 as just walking sprites?

golden spire
#

it's hardcoded it's just being "special"

cyan jungle
#

@severe cairn can i please see your code for your fishing animation for your npc?

golden spire
#

"dick_fish": "0/8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 8 8 10 10 11 11 11 11 11 11 11 11 11 11 10/8",

#

that's it for her

#

you just have to ignore it says frame 8/9/10/11

#

forget that it's not actually frame 8/9/10/11

cyan jungle
#

and in her sprite sheet all those numbers correspond to those numbers? like in her 8 9 etc. it's all fishing sprites?

golden spire
#

no

cyan jungle
#

so do i have to change my sprite sheet? ;-;

golden spire
#

yes, unless you go the spacecore route

cyan jungle
#

so this animation is with spacecore?

golden spire
#

spacecore you can set the frame size/position and the just use the frame numbers as normal

#

a quick search of my files this is from Town Municipal:

#
        {
            "LogName": "Wizard Animations",
            "Action": "EditData",
            "Target": "Data/animationdescriptions",
            "Entries": {
                "wizard_sleep": "{{WizardSleep}}/{{WizardSleep}}/{{WizardSleep}}",
                "{{ModID}}_wizard_warp": "16/16 16 16 16 16 16 16 16 16 16 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23/23",
                "{{ModID}}_wizard_warp_arrive": "23/23 23 23 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16/16"
            }
        },
        {
            "LogName": "Wizard Animations for Spacecore",
            "Action": "EditData",
            "Target": "spacechase0.SpaceCore/ScheduleAnimationExtensionData",
            "Entries": {
                "{{ModID}}_wizard_warp": {
                    "SourceRectSize": "16, 32",
                    "DrawOffset": "0, -0",
                    "AppearanceOverride": null,
                    "OnStart": {
                        "Emote": null,
                        "PlaySound": null
                    },
                    "OnEnd": {
                        "Emote": null,
                        "PlaySound": "wand"
                    },
                    "OnFrame": {}
                },
                "{{ModID}}_wizard_arrive": {
                    "SourceRectSize": "16, 32",
                    "DrawOffset": "0, -0",
                    "AppearanceOverride": null,
                    "OnStart": {
                        "Emote": null,
                        "PlaySound": "wand"
                    },
                    "OnEnd": {
                        "Emote": null,
                        "PlaySound": null
                    },
                    "OnFrame": {}
                }
            }
        },
#

the animation is set as normal, then spacecore is used for the size/any sounds/etc

severe cairn
#

feel free to use spacecore tho :3

#

i dont so i gotta live with dick_fish SDVIridiumKek

cyan jungle
barren tapir
barren tapir
cyan jungle
#

if i move them to be like willy's then it's 100% gonna work with dick_fish right?

severe cairn
cyan jungle
#

sighh dick_fish it is ;-;

severe cairn
#

we either spacecore or dick_fish

barren tapir
#

Though you did forget her belt while fishing

severe cairn
#

oh no thats the old sprite i havent updated

ornate trellis
#

she takes it off to be more flexible /j

barren tapir
#

Gotcha

barren tapir
severe cairn
#

i dont think gills are around the abdomen

ornate trellis
#

that'd be a weirdass fih

barren tapir
#

I'm slowly building a headcannon that she is some sort of sea monster in disguise

ornate trellis
#

looks at her spritesheet, looks away

whole prism
#

question

in an event, is it possible to play two sounds at once? i want to play communityCenter and rain

cyan jungle
#

yess...? SDVemoteowo

barren tapir
#

I believe so

severe cairn
#

she a creature

ornate trellis
#

who isnt a creature tho

severe cairn
#

she's just extra creature, a critter, a crechur

barren tapir
ornate trellis
#

sometimes youre a brat, sometimes you're playing pranks and sometimes you have that intense craving for a sheet of metal that you need to fullfill

#

the cronch of metal BarnabasNom

cyan jungle
#

so you think that by moving my 8 fishing sprites to 28 i can use dick_fish?

severe cairn
barren tapir
#

Probably gonna try it after dinner

severe cairn
#

wait no thats the angry rodger one, it just overrides the base moster class

#

public override void reloadSprite(bool onlyAppearance = false) { this.Sprite = new AnimatedSprite("Characters\\Monsters\\" + base.Name, 0, 16, 16); }

^ Base monster class
AnimatedSprite(string textureName, int currentFrame, int spriteWidth, int spriteHeight) if you wanted to override it for your robot class these are the stuff the animated sprite method uses

#

the issue with that is youll change willy's animation

#

thats why i made it the same place willy is

#

i did change it a bit but it doesnt look different :P

strong kite
#

Hey so how do I register the Maps/Mines directory into Tilesheetinator alongside the just Maps directory?

golden spire
#

ok ignore that

severe cairn
golden spire
#

trouble with being late at night

wanton pine
#

@ivory plume "Excluding the areas of (78, 48) to (114, 96) and (13, 112) to (51, 156), the bike shed sprite is derived from the Tractor Mod (https://www.nexusmods.com/stardewvalley/mods/1401) garage sprite (available under the MIT license)."
Said license will be stuck in instructions.txt and the following image will be on the nexus mod page:

Nexus Mods :: Stardew Valley

Buy a tractor to more efficiently work with crops, clear twigs and rocks, etc.

severe cairn
#

huh

#

funky...

#

i guess u gotta manuallyc hange it then

#

in the file

strong kite
#

Like.. this right?

ornate locust
#

???????

#

bug report of the day: Someone says my updated mod is missing files in some of the folders. I download the mod to see what it is missing. Nothing is missing. But if their game is throwing errors, that means they got the updated code... and somehow not the image files??

ornate trellis
#

damn i forgot how bright light windows is

#

im so used using darkmode on everything

severe cairn
#

theres a dark file explorer??

cyan jungle
strong kite
#

Yep, I just don't use it for file explorer because I'm so used to light mode for it

ornate trellis
devout otter
ornate locust
#

I'm gonna hope that's it

strong kite
#

Anyway I just need to fix this so I can save it 😭

ivory plume
severe cairn
golden spire
#

kenneth's up a ladder animation

strong kite
#

Ok I think I got it

devout otter
#

Can non-social NPCs actually use Location dialogues? The wiki says "An NPC must have gift tastes specified for location dialogue to work, even if their CanSocialize field is set to false.", which implies that they can as long as they have gift taste. But the only way I could seem to get it working is by also setting CanSocialize to true.

golden spire
#

what happens when you try πŸ˜›

#

any errors or just blankness?

devout otter
#

The Location dialogue is just not triggering.

ornate locust
#

I mean, like everyone uses SpaceCore, it was an easy button to hit

severe cairn
#

location dialogue as in like, location strings=

#

?

devout otter
#

It only triggers when the NPC CanSocialize.

severe cairn
#

ohh

strong kite
#

Ok I kinda like messing with ambient light :)

ornate locust
#

SpaceCore also has examples that made it really easy to make a fishing animation with it

golden spire
#

what gift taste have you given them? a full one or just barebones?

wanton pine
devout otter
uncut viper
#

An NPC has to have a Friendship object to get location dialogue and as far as I know that can only happen if the NPC can socialize, but that's from a very rough scan of things

#

Or I guess if their SocialTab behaviour is set to "AlwaysShown"

proven spindle
devout otter