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

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

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  1. hollowlaughter

    hollowlaughter Void-Bound Voyager

    Hi, so here's me, back at it again. Feeling pretty close to done with my Farmhouse 2/2M mods and other stuff, but I have a final question re: walls. While flooring isn't an issue with the way I built this, there is an issue with the walls.

    To explain, in tIDE it looks like this:

    [​IMG]


    But in the live game, it looks like this:

    [​IMG]


    Which I completely understand, since those corner pieces are on the buildings layer and the wallpaper section is on the back layer. I also know I could put my walling on the buildings layer, but then players won't be able to place their own decor on the walls of the house.

    Currently, I'm getting around this issue by doing some wallpaper replacements in the walls_and_floors.xnb so they can match the corners as long as you put the right selection of baseboard-included wallpapers up. But I was wondering if there was a better way to have a specific wall shown in a house while still allowing a player to place their own items like the calendar on the walls (aka not putting walls on the building layer).

    New layers don't seem to be recognized in tIDE to SDV, and I'm trying to avoid a need for user-end contribution if at all possible; but I'm also pretty set on keeping those baseboards going around the rooms since it really ties everything together.

    Suggestions? Hoping I'm just missing something idiotic in terms of a solution.

    To give you an idea of what the finished thing is intended to look like (with wallpapers added to match):

    [​IMG]


    Edit: I have considered just adding the baseboard to every in-game wallpaper to render the issue completely moot since then all wallpapers WILL match, but then people will be seeing those in the FarmHouse 0/1 if they put this mod in before they upgrade.
     
      Last edited: Apr 10, 2017
    • HopeWasHere

      HopeWasHere Existential Complex

      I've got a tile property question. It there a way to make an action reference a mod? For example, if I have a dresser on my map that currently has Action WizardShrine can I make it pull up the GetDressed menu instead? Or if I've added a shop with this mod: http://community.playstarbound.com/...dux-v1-2-0-now-with-npc-shop-examples.114036/ could I make an Action that pulls up that shop menu? If any of this is possible, would it need to be a SMAPI mod, or could it be done in tIDE?
       
      • apiooo

        apiooo Space Spelunker

        I too have a brief map editing question. I want to edit the WizardHouse map with some items from the springobjects tilesheet. This tilesheet isn't used by the map in the vanilla game, so I've downloaded TIDE, added the tilesheet into my map, and also added it into the metadata file. But when I load in game though, the objects I have spawned from the springobjects tilesheet don't appear. Any idea what i might be doing wrong? Do the tilesheets have to be in a particular order to work?
         
        • FieryChaos

          FieryChaos Cosmic Narwhal

          @apiooo You have to make sure that the tilesheet names in tIDE do not mess with the vanilla order; anything you add should be renamed in tIDE so that it appears after what is already in the tilesheet list when the names are in alphanumeric order (simplest way is naming tilesheets you add something such as "z1","z2", etc. so they are after the vanilla ones). Also, make sure you copy whatever tilesheet you add and place it in the "Content" folder (otherwise your game should crash if those files aren't there).
           
          • Acerbicon

            Acerbicon Pangalactic Porcupine

            Is there a specific trait that is added to the spouse area on the farm? I try not to mess directly with the spouse areas but it seems that they're still showing up blank. Is there some setting I am missing?
             
            • FieryChaos

              FieryChaos Cosmic Narwhal

              @Acerbicon Tilesheets in correct order in tIDE ( 1. paths, 2. untitled tile sheet [aka spring_outdoors], 3. custom added tilesheet, 4. custom added tilesheet 2, etc.)? If so, there is a map property that nobody messes with ( Spouse || 3 22 2 11 11 2 4 5 0 1 12 2 17 11 2 23 3 2 ) if yours is somehow missing. There is also the possibility that your outdoors tilesheets are outdated. Otherwise post your map here so I or someone else can look at it.
               
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              • Acerbicon

                Acerbicon Pangalactic Porcupine

                Damn, I really thought I'd remembered to have them named properly to keep them in the right order. Thanks for reminding me! Seems I always overlook something D:
                 
                • alicedafox

                  alicedafox Scruffy Nerf-Herder

                  Hey, tried to enlarge the kidsroom at the "Farmhouse2_Marriage" file. I dont know if its possible or not..
                  I just copied the room layers and pasted into the free space & fixxed some issues ofc. But for now I got a problem.
                  Dont know how to explain so I'll just upload a picture :

                  [​IMG]

                  Looks like this in TIDE:

                  [​IMG]
                   
                  • FieryChaos

                    FieryChaos Cosmic Narwhal

                    @alicedafox You're using walls and flooring from the towninterior tilesheet in your other room, so it's taking those tiles from there; use the "walls_and_floors" tilesheet for the walls and flooring. Unfortunately, this means that you'll have to make the walls and flooring look the same in both rooms, unless you want an awkward wall that changes into another 1/3rd the way through after your division. You can't change what is/isn't wallpaperable, it is hardcoded, so any wallpaper or flooring change you make ingame will affect the entire (visible) vanilla area. Also, your kids won't sleep in those beds, and if I counted right, one might actually try to "sleep" inside your dividing wall.

                    Also just a minor thing, but you're missing the little shadow at the top of the wall in your added area, which should be in the "Front" layer; and the top of the wall connecting to your divider should be tile 87 from the "farmhouse_tiles" tilesheet (went and looked at the specific tile number) and remove the wall shadow from the "Front" layer on it. Just minor touch up things I'd do.
                     
                      Last edited: Apr 16, 2017
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                    • alicedafox

                      alicedafox Scruffy Nerf-Herder

                      @FieryChaos Thanks for your help! :catwink:
                      Its my first time working with the maps and I havent really figured out everything and I already thought that this wouldnt work.. :wtf:
                      So thanks for your help, I know what to do now
                       
                      • Chelly Madock

                        Chelly Madock Void-Bound Voyager

                        I was trying to clean up my barns and coops a bit by removing the barrels and random wood, fixing the holes in the wall and busted the floor boards, and finally by removing the rust from the troughs. All of my changes worked except for the troughs, they're still rusty for some reason. I can see the changes I made to the coopsTiles.xnb are showing up in the walls/floors, but for some reason the trough in my barn isn't getting cleaned up.

                        ***Whoops, never mind. I only replaced the coopsTiles.xnb in the maps folder. Once I replaced it in the content folder too everything worked.
                         
                          Last edited: Apr 30, 2017
                        • Karmylla

                          Karmylla Space Kumquat

                          To all map editors!
                          Since the new update, the rules to adding message to a map have changed.
                          You don't type in the messages directly in Tide like previously, no. Now you make a call to a line that is in 'StringsFromMaps.xnb' in your Strings folder.
                          Check images for further understanding.


                          [​IMG]
                          [​IMG]
                           
                            Last edited: Apr 26, 2017
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                          • Voltaic123

                            Voltaic123 Pangalactic Porcupine

                            Chucklefish really made random things more difficult this update :facepalm:
                             
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                            • Karmylla

                              Karmylla Space Kumquat

                              Hey guys, I'm getting an error when entering the Animal Shop. I've been editing the map but I don't understand what could be causing the game to crash!
                              Hope someone can help me, thank you!
                              Code:
                              [22:36:48 ERROR SMAPI] An error occured in the base update loop: System.NullReferenceException: Object reference not set to an instance of an object.
                                 at StardewValley.GameLocation.resetForPlayerEntry()
                                 at StardewValley.Game1.UpdateOther(GameTime time)
                                 at StardewValley.Game1.Update(GameTime gameTime)
                                 at StardewModdingAPI.Framework.SGame.Update(GameTime gameTime) in D:\source\_Stardew\SMAPI\src\StardewModdingAPI\Framework\SGame.cs:line 250
                              [22:36:48 ERROR SMAPI] An error occured in the overridden draw loop: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
                                 at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
                                 at xTile.Display.XnaDisplayDevice.DrawTile(Tile tile, Location location, Single layerDepth)
                                 at xTile.Layers.Layer.DrawNormal(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Int32 pixelZoom)
                                 at xTile.Layers.Layer.Draw(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Boolean wrapAround, Int32 pixelZoom)
                                 at StardewModdingAPI.Framework.SGame.Draw(GameTime gameTime) in D:\source\_Stardew\SMAPI\src\StardewModdingAPI\Framework\SGame.cs:line 514
                              EDIT: The same thing is happening in the Archaeology House
                              Code:
                              [11:03:44 ERROR SMAPI] An error occured in the base update loop: System.NullReferenceException: Object reference not set to an instance of an object.
                                 at StardewValley.GameLocation.resetForPlayerEntry()
                                 at StardewValley.Locations.LibraryMuseum.resetForPlayerEntry()
                                 at StardewValley.Game1.UpdateOther(GameTime time)
                                 at StardewValley.Game1.Update(GameTime gameTime)
                                 at StardewModdingAPI.Framework.SGame.Update(GameTime gameTime) in D:\source\_Stardew\SMAPI\src\StardewModdingAPI\Framework\SGame.cs:line 250
                              [11:03:44 ERROR SMAPI] An error occured in the overridden draw loop: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
                                 at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
                                 at xTile.Display.XnaDisplayDevice.DrawTile(Tile tile, Location location, Single layerDepth)
                                 at xTile.Layers.Layer.DrawNormal(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Int32 pixelZoom)
                                 at xTile.Layers.Layer.Draw(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Boolean wrapAround, Int32 pixelZoom)
                                 at StardewModdingAPI.Framework.SGame.Draw(GameTime gameTime) in D:\source\_Stardew\SMAPI\src\StardewModdingAPI\Framework\SGame.cs:line 514
                              
                              EDIT2: Welp, I'm a silly willy who doesn't check the numbers -.-'

                              As a warning to future map editors, when a map fails to load and crashes the game, just check the map properties. The issue is definitely there.
                               
                                Last edited: May 3, 2017
                              • hwayunhae

                                hwayunhae Pangalactic Porcupine

                                Is there a way to have multiple maps open in tIDE at once? I want to combine edits for personal use between Karmyllas and 3D (I like Karmylla's building edits, but I love the way the 3D walls look), and its kind of driving me nuts that I can't import, copy/paste, or at least look at both maps at the same time to manually draw in the different parts on a given map.
                                 
                                • Voltaic123

                                  Voltaic123 Pangalactic Porcupine

                                  I think the most you can do is open both maps individually, and then assuming your computer does this (I know windows 10 and macs do, dunno bout others) Snap one instance of TiDE to one side of your monitor, and the other map to the other side, so you can see them both at once. TiDE doesn't allow copy paste between maps, much to my chagrin.
                                   
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                                  • Entoarox

                                    Entoarox Oxygen Tank

                                    I suggest downloading the special version of tIDE that lets you convert tbin files to tmx files and back, so you can then use the Tiled program instead, as many people find its UI to be much easier to use.
                                     
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                                    • hwayunhae

                                      hwayunhae Pangalactic Porcupine

                                      Is it possible to add a code that will let you action a map tile to act as a chest or a fridge? (Like the cabinets in the kitchen, or a pre-placed wardrobe in the bedroom). I'd like to be able to add a mini fridge to the game, (or add fridges to the maps that have little kitchens in them, like some of the shed or greenhouses extensions on here. they always looked a little off to me without a fridge.
                                       
                                        Last edited: May 11, 2017
                                      • hwayunhae

                                        hwayunhae Pangalactic Porcupine

                                        Map Properties continued (mostly this post is so I can keep them all in one place as I discover them) -

                                        I'll be updating this post as I discover more through my adventures in map editing:

                                        Quoted from OP:

                                        These actions can be used on tiles or items on the back or building layer (If back layer use on a floor tile, If building layer use on a item eg.Trapdoor, ladder coboard,stove ect

                                        Action Is generaly used on a building layer item
                                        Warp Used in Map Properties/Custom Properties or when selecting a back tile and right clicking tile. Select Tile Properties/Custom Properties

                                        Name Value

                                        Warp 1 10 FarmHouse 1 12 (Map Properties)
                                        Used on a tile to make you warp to said location when you walk on the tile. Can be used directly on a tile on the back layer or in Map Properties Custom Properties. This example will make a warp on tile x 1 y 10 to take me to x 1 y 12 in the FarmHouse
                                        Action Warp 1 10 FarmHouse (Building Layer tile)
                                        This will Make an action on an item in the building layer that will warp you to tile 1 10 in the FarmHouse, used for trap doors or ladders mostly, but can be used for anything really.
                                        Action Message "Location.#" (Building Layer tile) [thank you @Karmylla for revealing this one]
                                        (Used on an item in the Building layer by selecting tile right clicking then select Tile Properties/Custom Properties) Remember to alter StringsfromMaps.xnb by adding [Yourlocation.# "Yourmessage." #!String] at the end. Once both the map you are editing and the stringsfrommaps file have been edited, interacting with the item in-game will display your message.
                                        Action Mailbox (Building Layer tile)
                                        Turns item into a mailbox (incase you want to change mailbox location
                                        Action Kitchen
                                        Makes item bringup Cooking window when iteracted with ingame
                                        Action Jukebox
                                        Used on the Build layer of the bottom part of a Jukebox or any item really to have it bring up the Jukebox menu
                                        Action WizardShrine
                                        Used on the Build layer of the bottom part of a Mirror or any item really or any item really to have it bring up the Change looks menu at a cost of 500g
                                        Action Arcade_Prairie
                                        Used on the Build layer of the bottom part of a Arcade Machine or any item really to have it bring up the Journey of the Prairie KingArcade Game menu
                                        Action Arcade_Minecart
                                        Used on the Build layer of the bottom part of a Arcade or any item really to have it bring up the Junimo Kart Arcade Game menu
                                        Action ClubSlots
                                        Used on the Build layer of the bottom part of a Slot Machine or any item really to have it bring up the Slot Machine menu from Mr Qi's Casino in the Calico Desert at back of Sandy's Oasis Shop
                                        Action MinecartTransport
                                        Used on the Build layer of the bottom part of a Minecart or any item really to have it bring up
                                        the Minecart Transport Menu. (You will hav eto have the minecarts unlocked for it to work other wise it will say out of order)
                                        TouchAction Sleep (Back Layer tile)
                                        Used on a back tile to bring forward sleep option when you touck the floor tile with your character
                                        TouchAction PoolExit
                                        Place on a back tile to have that spot as the exit to the Pool/RomanBath
                                        TouchAction PoolEntrance
                                        Place on a back tile to have that spot as the entrance to the Pool/RomanBath
                                        TouchAction ChangeOutOfSwimsuit
                                        Place on a back tile to have your character change back into normal clothes
                                        TouchAction ChangeIntoSwimsuit
                                        Place on a back tile to have your character change into a swimsuit
                                        WaterSource t (Building Layer tile)
                                        Used to make the item a Water source to fill up your watering can
                                        Type Dirt (Back Layer tile)
                                        Makes a back layer tile type Dirt
                                        Diggable t (Back Layer tile)
                                        Makes a back layer tile diggable(ploughable) Able to grow crops
                                        NoFurniture t (Back Layer tile)
                                        Used on a back tile to prevent furniture from being placed (Back Layer tile)
                                        NPCBarrier T (Back Layer tile)
                                        Prevents NPC's from passing said floor tile
                                        NoSpawn ALL (Back Layer tile)
                                        Prevents all items/NPC's from spawning on tile
                                        NoSpawn Tree (Back Layer tile)
                                        Prevents Trees/seeds from spawning on tile
                                        ViewportFollowPlayer True
                                        Makes the camera follow the player around (It centers on the player)




                                        These I discover when editing new maps, as I look around at what CA has wrought and go "now what can I do with this information? :3"
                                        Note: Many of these are listed as I find them in the game files, and as such are completely unorganized, and in the case of shops, not necessarily guaranteed to work. (especially shops that tend not to work if the person that runs them isn't standing right there).

                                        Name Value

                                        Action Bulletin 3
                                        Brings up the bulletin board
                                        Action Bulletin 1
                                        Brings up the calendar
                                        Action Garbage #
                                        Rifles through trash. # is the number of the garbage can. (Not sure yet where the tables for the different cans are located).
                                        0 Sam's House
                                        1 Haley's House
                                        2 Mayor's House
                                        3 Archaeology
                                        4 Blacksmith
                                        5 Saloon
                                        6 George
                                        Action IceCreamStand
                                        Turns object into ice cream stand. only sells during summer. (I wish I could change THAT).
                                        Action JojaShop
                                        Brings up the jojamart shopping menu.
                                        Action EnterSewer
                                        Allows entrance to the sewer.
                                        Action LockedDoorWarp 2 24 HaleyHouse 900 2000
                                        Allows you to create a door lock that is only open between certain hours. 2 24 HaleyHouse is the same as a normal warp, and 900 2000 are the hours in military time that the door is unlocked.
                                        Action TownMailbox #
                                        Allows you to designate the location of an NPC's mailbox. (I believe the designation affects cutscenes, so if you move TownMailbox 2, you'll affect the cutscene involving penny and george.)
                                        1 Sam's House
                                        2 George's House
                                        3 Archaeology House
                                        Action WarpCommunityCenter
                                        adds a warp to the community center.
                                        Music MarlonsTheme (map properties)
                                        Lets you designate a music to be played on the map
                                        Action AdventureShop
                                        Lets you purchase items from the adventure shop
                                        Action AnimalShop
                                        Lets you access marnie's shop menu
                                        Action
                                        NPCMessage Marnie "Strings\\StringsFromMaps:AnimalShop.20/Strings\\StringsFromMaps:AnimalShop.21"

                                        This was on a garbage can. I think it denotes multiple options for NPC messages via the / on the message? I got nothing. But it exits! In the map files!
                                        AmbientLight 90 90 90 (map properties)
                                        Ambient light is a RGB Value that affects lighting. 90 90 90 for instance is a soft light that casts shadows. (information provided in original post by BoffoBoy. I'm just moving it into the list so I don't have to check a different post for this value).
                                        Passable t
                                        lets the player pass through the object.
                                        Farmable True (map properties)
                                        Sets whether the map is farmable or not via true/false
                                        Outdoor False (map properties)
                                        Sets whether the map is outdoor or indoor via true/false
                                        Action Notes #
                                        Museum Lost Book notation. I wonder if this could be used to add more books.....custom library? Which XNB would need to be edited to add additional books, though?
                                        Action Gunther
                                        Lets you access the museum donation menu.
                                        Action WarpWomensLocker 13 27 BathHouse_WomensLocker
                                        Action WarpMensLocker 3 27 BathHouse_MensLocker

                                        Gender Separated Warps?
                                        TouchAction MensLocker
                                        TouchAction WomensLocker

                                        Walkovers that send you to the locker rooms
                                        Message Glazed ham.
                                        Oddly enough, in the beach luau map, I found an...interesting option. Though it might just be a leftover from pre-update. Can anyone playing the luau event let me know if the messages on the food tables show up in their 1.2 version game? (since i'm editing maps anyway, I'll be fixing this in my game, but I'll probably add a test message to something simple like a coat rack in my ultimate-mashup cellar.) This is a leftover from pre-update. If you leave this in your map, you will get the dreaded StringsFromMaps: [text] error message. DO NOT USE. (I am readying a fix for the Beach-Luau map in all languages, give a little time.)
                                        Action Blacksmith
                                        Access Blacsmith menu
                                        Action BusTicket
                                        Menu to purchase bus tickets
                                        Action ClubComputer
                                        Access Farm Stats Menu
                                        Action ClubShop
                                        Club Shopping Menu
                                        Action BuyQiCoins
                                        Casino Coin Vendor
                                        Action ClubCards
                                        Action ClubCards 100
                                        Action ClubCards 1000

                                        Casino Cards
                                        Action ClubSeller
                                        Other Club Shop
                                        NPCPassable T
                                        Npc's can pass through here
                                        Action Door[Name]
                                        Designates a door as belonging to a NPC (used in their houses to designate rooms)\
                                        Action ElliotPiano
                                        Action ElliotBook

                                        designates elliots property
                                        Action WarpGreenhouse
                                        warps player to greenhouse
                                        Action LumberPile
                                        designates lumber pile (this is a tile on farmhouse foundation in the farm map)
                                        Placeable F
                                        NoFurniture T

                                        designated properties on the pet area
                                        Action BuyFish
                                        willie's shop menu
                                        Action Crib
                                        denotes where the crib is located?
                                        Action EmilyRoomObject
                                        the radio in emily's room
                                        Action HospitalShop
                                        medicine shop menu
                                        Action JoinJoja
                                        morris talk menu
                                        Action DivorceBook
                                        lets you divorce your spouse
                                        Action MayorFridge
                                        lewis' fridge has a special action.....
                                        Action Mine
                                        lets you access the first level of the mine
                                        Action MineElevator
                                        lets you access the elevator in the mine
                                        Action WitchCaveBlock
                                        item blocking access to the witch's cave.
                                        Action ColaMachine
                                        vending machine menu
                                        Action Starpoint #
                                        box that you put "something special" into. IDEK.
                                        1 ?
                                        2 ?
                                        3 Saloon
                                        4 Vincent toybox
                                        Action Saloon
                                        Food shopping
                                        Action Letter "location.#"
                                        designate a letter to be read
                                        Action playSound drumkit0
                                        Action playSound drumkit1

                                        play the drums
                                        Action playSound toyPiano
                                        Action playSound crystal

                                        play piano (where do I find the play guitar sound, is what I want to know)
                                        Action Door
                                        when player touches the door on the map, it opens.
                                        Action LuauSoup
                                        soup at the luau
                                        Action asdf
                                        either this is CA homerowing because he made a mistake in tIDE and the map editor will crash if he tries to erase it, or this means you can turn the fireplaces and lights on and off by clicking on them.
                                        asdf False
                                        same as above.....I think this is CA's way of homerowing...but I could be wrong. someone want to clarify?
                                        Action HMTGF
                                        I have no idea. it was on a box surrounded by fence on the town map. I've removed the fence on my map, and when I get around to playtesting my edits, I'll go see if it does anything.
                                         
                                          Last edited: May 20, 2017
                                          HopeWasHere likes this.
                                        • lydocia

                                          lydocia Void-Bound Voyager

                                          I've just started modding the spouseRooms map and here's a screenshot of my progress.

                                          That's what my map looks like in Tide (only changed Penny's spouse room, which is the second from the top left) so far. You can see how I packaged it and what my yaml looks like.

                                          However, in-game... it looks like this. Not too good, huh? My guess is that it's not taking the tileSheets as intended and is using different ones. I have no idea however how to fix this.

                                          Any and all help would be very welcome!
                                           
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