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Modding Discussion A place to discuss map editing and other related stuff

Discussion in 'Mods' started by QuantumConcious, Apr 1, 2016.

  1. Nishtra

    Nishtra Orbital Explorer

    Ehm, why is your game trying to load weapons.xnb from Content directory?
     
    • Karmylla

      Karmylla Zero Gravity Genie

      @Nishtra it's like I wrote before, I am trying to edit the Adventure Guild map and I added the weapons.xnb tile sheet while modding the map on tIDE.
      I understand that is why I get the error, I would just like to overcome it! I've added the console log on a previous post of mine in this thread, if you think you can help me out! I would be very grateful! :)
       
      • Nishtra

        Nishtra Orbital Explorer

        @Karmylla I'm not sure what could be the problem except the really missing weapons.xnb file. Are you sure that: 1) it has the same name in the map yaml file as in tIDE, 2) tilesheets are listed in the yaml in the same order as in tIDE, 3) the file is in \Content folder 4) the filename doesn't miss any letters or has a wrong extension?

        I made a not-really-quick test and managed to make it work without any ritual dances weapons in the guild.jpg
        Though I did encounter a problem when initially tried to add this tilesheet to the Farm map. It seems outdoor areas require some dances
         
          Karmylla and joyous.ariella like this.
        • joyous.ariella

          joyous.ariella Space Penguin Leader

          Have you tried just adding tiles to an existing tile sheet and having it pull from that?
           
            Karmylla likes this.
          • Entoarox

            Entoarox Parsec Taste Tester

            Yeah, stardews seasonal tilesheet handling is very weird, there is a good reason I completely threw it out for ALL..... :p
             
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            • Karmylla

              Karmylla Zero Gravity Genie

              I feel stupid you guys. The file was NOT in the Content folder! It was on the Tilesheet folder!
              Ffs, I'm sorry I bothered you guys, thank you @Nishtra for helping me!
              I just copied the file and added it to the Content folder, but since I want to keep my mod as simple as possible, is there a way I can edit the yaml file (or something else) so that it won't ask for the weapons xnb file inside the Content folder, but the one inside the Tilesheet folder?
               
              • fudge5962

                fudge5962 Space Spelunker

                So whenever I go to use the Lay Individual Tiles tool, it does literally nothing. Nothing. If I want to change a single tile, I have to use the block tool and only select one tile. Is this normal?
                 
                • Nishtra

                  Nishtra Orbital Explorer

                  The game looks for resource files in the Content folder by default and all tilesheets used by standard maps have copies in Content aside from Content\Maps, so I would say "probably no". I mean, you can manipulate tilesheets with SMAPI, but it makes a mod only more complicated
                   
                    Karmylla likes this.
                  • joyous.ariella

                    joyous.ariella Space Penguin Leader

                    Once you click on "lay individual tiles," you have to select one from a tilesheet on the left. All of the buttons on the right select a tool, but you still need to pick a tile to lay down.
                    You can also use the dropper to copy a tile already on the map.

                    Also, make sure you are in the proper layer. You might be having problems if you are laying tiles "behind" a layer which has tiles in the same spot.

                    Hope that helps!
                     
                    • tiffy961

                      tiffy961 Void-Bound Voyager

                      I was wondering if one of you clever people could have a look at this please?
                       
                      • Karmylla

                        Karmylla Zero Gravity Genie

                        Hello everyone! I would like to edit the Wizard_House map, but it seems some things are hardcoded, like the fire in the cauldron, the fire in the fireplace, the green smoke and the warp location to and from the Wizard's basement. I would like to know if I can edit these things in anyway, and if yes, which file do I work with? I've been trying to find it, but I'm a little lost.
                        Maybe this needs SMAPI?
                         
                          Last edited: Jan 2, 2017
                        • Entoarox

                          Entoarox Parsec Taste Tester

                          Not currently within the ability to easily edit, not impossible, but quite a massive undertaking nontheless.
                           
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                          • Karmylla

                            Karmylla Zero Gravity Genie

                            @Entoarox okay, I am committed to try something out, even though it might be hard! I might be able to do something worthwhile to share with the community, so it's worth a shot!
                            Could you share your knowledge on the subject, please? And must I do a SMAPI mod or can I keep things 'simple'?
                            Thank you for the help!
                             
                            • Entoarox

                              Entoarox Parsec Taste Tester

                              You need a SMAPI mod, and EntoaroxFramework, then you need to create a custom location that re-implements all the coded behavior of the WizardTower location, then override the original with your custom one, and tell people using your mod they cant stop using it without the save breaking.
                               
                              • Karmylla

                                Karmylla Zero Gravity Genie

                                @Entoarox well! It seems I've got a lot to study, work on and cry about! I can't wait! Thank you for the heads up!
                                But, could you just explain to me what you meant when you wrote
                                I didn't quite understand. You mean that by using my mod they will have issues saving their game?
                                 
                                • Entoarox

                                  Entoarox Parsec Taste Tester

                                  In order to replace the wizards tower, you need to create a new one, but SDV doesnt know about this "new" tower unless your mod tells the game about it (Hence why you need EntoFramework, that lets you tell the game)
                                  So once your mod is removed, the game no longer knows about your mod, so if someone tries to load a save that used your mod, the game will crash because it doesnt know what is meant by this abstract value it doesnt understand.
                                   
                                  • Karmylla

                                    Karmylla Zero Gravity Genie

                                    Oh damn, really? I can imagine how annoying that could be... And there is nothing I can do to prevent that issue?
                                     
                                    • Nishtra

                                      Nishtra Orbital Explorer

                                      I haven't really checked, but smoke and fires should be TemporaryAnimatedSprite-s. So wouldn't it be easier to just regularly check and change positions of necessary sprites while the player is in the wizard's tower? Not sure about warp action though.
                                       
                                      • Entoarox

                                        Entoarox Parsec Taste Tester

                                        You could do that yes, but the cauldron effect is on a 100ms loop, in order to accurately keep it in the new spot, you would have to constantly observe and override the loop, and as the loop uses a private value, the reflection to do this would have quite a lot of impact.
                                         
                                        • Karmylla

                                          Karmylla Zero Gravity Genie

                                          How about not changing the cauldron effect, could I make @Nishtra 's idea work and just change the TemporaryAnimatedSprite-s? But I don't know if its position would change if I made the map bigger...
                                          From what I've checked, to change the warp position I would just have to change the x,y position in the Wizard_House and the Wizard_Basement in each code associated with this action. I presume that this code is in a file in the Data folder and not hardcoded but I could be wrong, I haven't checked, sorry.
                                           

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