#making-mods-general
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and thats an excuse for kisaa to slap on 20 waterfalls in the map. hell yeah
75 x 130 tiles. i hope i do not regret this
Tree Size Framework bigger oaks
oh speaking of waterfalls, do you happen to have a east/west waterfall link? or have you created one yourself?
asking for a friend
waterfall link?
like a nexus tilesheet that has one

I looked into drawing it but I couldn't find any pixel art references and I can't draw without them :(
Hey people, I've been playing Stardew Valley with my girlfriend for a while, and we love the game, but my she doesn't speak English that well (we're from the Czech Republic). I was wondering if there's some way to make a custom translation..? I made some translations for some other (but way smaller) games before for this reason and would love to try my shot at this, but I couldn't find the right files, maybe I'm just looking in the wrong place.
Pretty sure that translations link is for mods, Avi. I thought they were asking about translating the game itself.
Not that they can't also translate mods of course.
oh
i mean if you do have some mods you wanna translate too that works
under the assumption that they've made things available-to-translate
@still mason I might be able to help a bit with figuring out the custom language thing (if you do want to translate the game itself) as I've helped someone before with their Latvian translation.
I'm gonna try this for a bit on my own, and maybe get back to you if I'm lost?
Sounds good!
@velvet narwhal like this?? ๐
if it's this way, i could block off the left half with a boulder
oh you meant making the entire farm the summit that's pretty good too
,,no this is just the top half
o
theres a bottom half haha
oh i see, you're making this the left yeaaaah i see the vision now
rest of the map will be under that
if i divide it this way i dont have to think too hard about geographical logic ๐
and i can still make the lower half very hill-y with waterfalls
how do i replace this when they have the same id ?
you might have to redefine the rainsound cue with the 2 sounds you want to keep as well as the 1 sound you want to change 
Overriding a cue will reset all values to the ones specified.
most likely meaning you'll reset all filepaths when you override it with your single filepath
Does anyone have any pointers on how to start tackling the idea of adding a custom menu (I'm thinking something borrowing functionalities from Tailoring and Dye menus)? I'm pretty sure I will need c# for this, but maybe someone has already added one or can suggest a mod example that has it? ๐ค
https://discord.com/channels/137344473976799233/1293051032904925255
it's very much in progress but focus is looking for input
Me want make a cartoon texture pack, but work
yay Halloween Sounds are now working again ๐ (soem might still be bges but that work for future me )
i might need to add them to the cue for them then figured ..^^ thanks
why the heck is my animal like. never doing it's second uniqueanimationframe. does it being wider than vanilla break something??
sometimes it'll just flip the first frame and use that instead of actually using the second one
am i crazy or is this supposed to switch the current displayed unique frame when it hits/goes over 500? assuming animal has double unique frames
wait HUH the frame IS switching (according to lookup anything) but visually it's doing NOTHING (on vanilla chicken)
finished the sketch at last. damn this terrain is annoying. but that's hilltop for you
if only u can jump down ledges in sdv
hey at least i'm giving a generous number of minecarts here
u know maybe instead of having cart it could just be touch warp
that's no fun :)
fair enough 
dont worry every warp is located close by, except the quarry warp which is that top left path
all the warps to bus stop, forest, summit/backwoods, and farm cave are on the right hand side of the map, and you could just walk straight down from the farmhouse
which is nearby the farm totem
oh shit i forgot about spouse area position AGAIN
is this like an easter egg joke? lmao the mayor's shorts in the farmer pants file
Those are the trimmed lucky purple shorts, tailor the lucky purple shorts with some gold and you can wear them ;p
lol but that sprite doesnt fit in there xD
but yeah good to kno about that item
thats weird the player gets to wear them xD
I guess it is kinda an easter egg in any case haha, I believe that sprite would be the in menu sprite
alright guys i have a quick question: does the terrain for this map make sense? except for the little cliff on the right that has the farm cave entry, areas with the grass tiles are on the same elevation and the yellow tiles are hills
could you mark where the warps to bus forest & backwoods are
im a bit confused about this part of terrain, but the rest looks good
red is summit (and backwoods), purple bus stop, orange forest, and blue quarry
ffffuck how i did i forget that
Im not sure if this would interrupt things too much, but it could be cool to have the top exit be a down segment in the cliff, like a hanging valley
What parameters are guaranteed to be on an XML savefile (I assume it depends on the version?)? has anyone done research on this before?
okay i just have to shove it in somewhere
Just cause the top exit might otherwise be slightly higher elevation than the expected for the top path, idk!
there is another half to the map. what youre seeing here is the main area, top half has a summit. i cant change it like that bc it wouldnt make sense
what do you want out of that 
Zelda-ass map (affectionate)
oh thats sick! Yeah it wouldnt make sense then
i have no idea what that means (not zelda player lmao) but thanks 
I'm working on something that deals with savefiles, and my test suite comprises of random savefiles I got off the internet, one of them doesn't seem to have the gameVersion element, so I want to know if the savefile is corrupted, or is something else going on.
@acoustic summit this is the top half, if youre interested
yeah that looks good
take a look at Stardew Valley/StardewValley/SaveGame.cs in decompile perhaps
my understanding is that the save file is pretty much a straight dump to XML of the current game state, so anything that is defined in the assorted objects and isn't excluded from serialization by the special attributes is in there. that also means that it will vary by game version, since there's no formal schema or anything
definitely check your decompile(s)
only thing is this spot might be tricky to tile
eh it's a rough sketch anyways. the final product always changes very slightly
noticed that too but i wont overcorrect bc i wouldnt get things done that way ๐
yeah that makes sense
I tend to make maps in a more procedural and less iterative way
boy this is going to be a doozy to properly draw
ah i have space on the summit. grandpa shrine could go there
aha, that makes sense. That also means I have somehow get older Stardew Valley versions (to decompile and check)?
Steam doesn't have them I think
you can use depotdownloader
you can do some steam depotdownloader thing to get old versions
but the game has save migration
unless you're doing some archaeological support i would probably not bother supporting saves older than 1.5.6
and that one is readily available on the legacy branch
I think I had a save that I played from like 1.2 all the way up through 1.5
if I can find it I might even try running it on 1.6
Wonder if there's platform differences
I will have to think about that. It's a savefile editor essentially.
IIRC there are other options for older formats
people have made save editors in the past but as far as I know all the ones that exist are wildly outdated
We are 1.6 all platform soon anyhow
in that case i would just support 1.6 only. doesn't seem worth the headache to me for the legacy branch
Not a problem if you only support latest
yeah i see, makes sense to not support ancient versions then
I reckon 1.5.6 will be good enough as far as legacy support goes then
no gameVersion is like. a 1.0 or something thing
i have a pre-1.1 save file and it doesnt have gameversion i believe
I have a question. If you have a character mod and a mod that changes some map layouts, what will happen to the character schedule? I assume it can walk with no problems but if it has to stop in a changed layout it will be weird. How could you fix this? More precisely, im thinking about Stardew Valley Expanded and his changes to the desert/mountain
I suppose the savefile is just corrupted then
hmm, 1.2 also doesn't have it
for a situation like this, you have to alter the NPC's schedule when the mod fucking with the maps (SVE) is installed
schedules only define stopping points, and pathfinding to those points is automatic, so it's usually not a major edit or anything. you just change the coordinates they're supposed to go to
Hmm, doing that, would make the mod only work with stardew expanded right?
You could make a when condition so it only changes when SVE is found?
use When conditions and the HasMod token: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md
Thanks!
Assuming the endpoint is not reachable in vanilla, yes. Depending on where you're going and the changes, you could get away with the same endpoint.
Eeehhh kinda, I wanted to use the fishing animation in the desert lake, but I remembered that, well, expanded moves the lake.
Other schedules I think are alright so is a minimum work
Ah yeah, iirc they're not in the same area at all
In that case, yeah, just conditionally patch that schedule.
@astral prism: actually try that thing (17h ago)
hehehehehehehehehehehehehe
For anyone interested I uploaded 1.6.9 Beta versions for CFL, UB and PIF.
This also means no more updates to those mods until 1.6.9 comes out
is there a version of "Painting of the Season" that goes on the floor?
like a carpet?
yea
sounds pretty cool tbh, but no
i ask cus i didnt figure out how to make a wall that was wall for furniture purposes, but not actually let you wallpaper
when is 1.6.9 out again
so in the end i just made a floor ladder in case ppl wanted to pif out of my pif room that has 0 decoratable walls
Kana actually did that with this part of her latest room:
https://www.nexusmods.com/stardewvalley/mods/28346
I'll keep the carpet idea in mind though, I am sure it'll find plenty of use
Nov 4th
does anyone know where the onscreen keyboard's code is?
any reason why when using advancedMove in events, sometimes they get stuck in the walking animation? seems to happen most often with farmer. I know I can manually stop the animation just seeing if there's something else I'm missing that causes this behavior...
hum, i remember someone explaining why it happens
i think it's a question of not having a pause at the end sometimes causing this?
I'll try to add a small pause at the end of each and see if that makes a difference, thanks
that didn't seem to make a difference but thank you anyway : )
You don't have loop accidentally set to true, do you?
I don't
this is the snippet, farmer doesn't stop walking: ```globalFade/viewport -1000 -1000/stopMusic/pause 1000/stopAdvancedMoves/stopAnimation farmer/
changeToTemporaryMap sdvhead_LawAndOrderSV_mines1 false/
warp Shannon 1000 1000/warp Abigail 1000 1000/warp Clint 1000 1000/
warp Lewis 1000 1000/warp Harvey 1000 1000/warp Jodi 1000 1000/warp Marlon 1000 1000/
warp Russell 10 6/warp Kent 9 5/warp farmer 11 5/
faceDirection Russell 2/faceDirection Kent 2/faceDirection farmer 2/
viewport 10 5 true/
viewport move 0 1 2400/
playMusic Cavern/pause 500/
advancedMove Russell false 0 1 -2 0 0 1/pause 100/
advancedMove Kent false -2 0 0 1 -1 0/pause 100/
advancedMove farmer false 3 0 0 1/pause 100/
pause 800/emote Russell 40/
pause 800/emote Kent 40/
pause 800/emote farmer 40/
pause 1600/
advancedMove Russell false 0 2 1 0 0 1/pause 100/
pause 3200/emote Russell 40/```
I mean his position stops in the correct spot, but the animation continues
Is that snippet with the pause that you added that Lumi suggested?
yes that's when I added the pause 100's
I would have assumed they meant the advancedMove pause, not the separate command
No problem. Good thing you posted your snippet!
I have no idea what part of my mod isnt compatabile with 1.6.9, this is tragic
yeah i meant in the advancedmove but it was a bit unclear
did you test it?
is it a C# mod?
did you build it
i don't do C# but usually the trace has info about that
I tested it, it's just a CP mod mostly
!software @frozen field
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
Oh you were talking to Nature lols sorry
Hi Lumi (again) lol
I recompiled, if thats what you mean
i usually use notepad++ for the json and aseprite for the art
(i don't do C# personally)
so if you had a function signature that changed, then build would give warnings
gotcha. was curious bc im looking at making a vs code extension for modders
however, if you have harmony stuff, especially transpilers
then you won't know it explod until in game
I have some postfixes but no transpilers
make sure u r building against 1.6.9 beta too
the fact that smapi caught things being incompatible means it's prob more of the former 
Caught it in the trace, thankyou lumina ๐ And checked it in project, the mod is pretty chunky so It can be hard to find which class is having any errors
It was to do with trinkets for some reason
But the 1.6.9 migration info has almost nothing on trinket changes
trinkets got their own namespace in 1.6.9
Well thatll do it
Yep
Feels like something that should be on the migration page
hewo, has anyone used item extention's behaviour extensions before?
I dont work in vs, I recompile the mod which means it skips over checking if there are errors in any class unless Im recompiling that specific class
the one like "eating but use a different message"?
i mean i also just dotnet build
So once the trace told me it was in a class I can open that class and itll tell me "Hey woah woah woah - you cant resave this - there are errors"
oh i see! i am pretty unfamiliar with what it would cover
but it should error out for something like namespace changed i find
The type or namespace name 'TrinketEffect' could not be found (are you missing a using directive or an assembly reference?)
like this 
Yep! Thats the same error I found when I recompiled that class
It just wont give me the errors if I work anywhere else in the project or save the project without editing that class
guys can someone help me with whatever this is? im trying to make a mod (first time) and i thought making Content Patcher mods would mean I didnt had to edit the xnb files
im not trying to accuse you of workflow crimes or anything, just really confused about how you are building stuff
the ones that use lightdata, and onequip, onuse, on purchase, etc. parameters >< idk the documentation puts it under behaviour extensions
No its okay haha, Im using an app called DNSpy, which I do think is likely a workflow crime
yep!
the error might say XNB but what it means is that you're missing a file
on windows u can get the usual vs tool chain stuff without needing actual VS
I find it really easy to work with though - loves it
you do NOT need to edit the xnbs
check your map name
check that it's loaded to Maps
!json post a json file if you still can't figure it out
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
i am on linux so i just use this stuff https://learn.microsoft.com/en-us/dotnet/core/tools/
are you able to get a working mod out of dnspy compile?
isnt this all i need for just the location?
oh aight
You probably aren't loading the TMX to the right place
i don't believe i used them
The error has a very long tmx name, while the file you have has a very short name, which can be done but smells like a place where mistakes can sneak in
it says no errors found
yeah the website checks for json formatting errors
it doesn't check for "you told the game the map is named X but actually it's named Y"
Oh yep for sure ๐ Ive worked on a few now - all you need is a base to work from
Eg. An empty dll with assembly attributes basically
full log please too, I can't tell what's wrong at a glance
You have a typo in your MapPath where you've added a second "M" in front of "Maxine"
these words terrorfy me but whatever floats your boat i suppose
Ah yep Aba got it
oh
That would be the problem
I have powerful typo-spotting eyes ๐๏ธ
Which is about all they are good for seeing lol
Also to explain the xnb thing: the game works in xnb but Content Patcher lets us work with other file formats because it does the work of turning them into xnb for us.
always a different erros i really dk what im doing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
new errors means progress!
now that the game is actually seeing the map, now it's starting to make noises about the actual content of the map
thats a way of looking at it
so i have to put the sheet on the assets folder with the tmx?
Doesn't matter, or it would still be getting the error it had before.
CP sometimes lets you get away with capitalization stuff
what software can open xnb files?
This is not something you should assume is ok in general but Pathos likes to make things noob friendly
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
You can open the .tmx file in a text editor to remove the filepath. Try following the second paragraph of Governor's message.
My understanding is the XNBs are packed files, sort of like zips. You can unpack them to look at what's inside.
oh yeah i see the tile path issue there now
From the wiki: "You can't edit an . xnb file itself, you need to edit the file that's inside it. Pulling out that inner file is called unpacking, and putting it back is called packing."
So yeah, Elizabeth, looks like you are right.
so from this to that?
Yup that's right. Make sure you check all the sources in the file.
Hopefully you're good to go then!
(And if that means on to finding the next error, that's normal and still progress)
hopefully
yall made me optimistic
if i were to figure it out on my own id prolly have given up by now
well it kinda worked
but only one layer of the map is visible lol
no thats 2 actually
but still
kind of not what i had in mind
doesn't content patcher just edit the data when it's requested? i don't think it changes the actual xnb files
did you start from a vanilla map?
the naming scheme is pretty strict
what does that mean
for instance, make a copy of something like the railroad
and draw over it in tiled, maybe resize it too
you mean the layers?
yea thats no good
Anything other than Front, Paths, Buildings is never going to show up
yeah arbitrary names can't work
thanky >< I am trying to see for more examples, since some in the examples in docu don't appear 
:(
and Back
oh so thats a thing
just name them back
You can add layers above/below the game's named layers like Buildings1
let me look for the wiki info on this
this part of the wiki lists the allowed names
and then below the table there's a description of how to do extra layers
Keep in mind that some of the named layers are special
Buildings is the layer that governs collisions, and extra layers in front/behind won't count for collisions
Paths is special and will not be drawn
Probably? Though I assume the game (or SMAPI) must think there's an xnb involved if the SMAPI error is that the xnb wasn't found. I try not to get into the weeds of the exact way stuff like that works when I am talking to very new people because they end up more confused.
But if there is a more accurate newbie-friendly way to say things like that I am all ears.
I think it's just the way the error is formatted
Does Back+1 work (with the + symbol)? I've only done Back1 and that's all I've seen vanilla do as well.
Back1 not Back+1
but there is Back-1
probably because it gets trimmed and parsed as an int
if I had to guess
wait but can i do Back2 and so on? or just 1 for each
Here is an example of one of my map's layers (which works)
You can do and so forth, yes
i double checked and the error says xnb because it's thrown by monogame/xna
that answers my question
Back1, Back2, Back3 etc etc
At a certain point it does probably get to be a hassle in some ways
I'm very boring so I have just done the usual sneaky tricks from before this feature existed
It'd be surprising if you needed more than 2 extra layers for any main layer
ohh interesting
Cool so the plus symbol does work
I wonder if int parsing does accept "+1"
(i think the + was accepted to mirror the -)
b4 1.6 did people just have Passable T everywhere
https://learn.microsoft.com/en-us/dotnet/api/system.int32.parse?view=net-8.0 I think it's probably as a result of this
the example there gives a bunch of different formats accepted/not accepted
// The example displays the following output:
// +13230 --> 13230
// -0 --> 0
// 1,390,146: Bad Format
// $190,235,421,127: Bad Format
// 0xFA1B: Bad Format
// 163042 --> 163042
// -10 --> -10
// 007 --> 7
// 2147483647 --> 2147483647
// 2147483648: Overflow
// 16e07: Bad Format
// 134985.0: Bad Format
// -12034 --> -12034
// -2147483648 --> -2147483648
// -2147483649: Overflow```
also i got a question kind of unrelated, if I use only vanilla tilesheet, if i use a mod like daisy's recolor will it be applied? or do i also have to make a version for that? also kind of the same question for seasons, so I have to remake the map for each season???
I recommend not trying to name your layers Back-2147483649 ๐
you can do your Tiled work in the unpacked map folder
if you use the vanilla tilesheets and don't include them recolors automatically apply
or copy the vanilla sheets into a wip folder
the game automatically does the seaon switching
the recolors are applied whether you want it or not based on the user of the mod mods
You don't have to make a recolour version if you use vanilla tilesheets - nor do you need to make a version for each season if you use tilesheets that begin with "spring" (or one of the other seasons).
do not include any sheets in actual mod
extra tilesheets need to be added however
also is this better?
yea, unless it's a sheet from another mod
hm i think the Buildings1 object layer doesnt do anything right
props have to go on Buildings no numbers
im yet to figure out what object layers do
It's fine to use Buildings with numbers (I do)
They're for tile properties
You just can't expect collision from them
buildings with no number is just the mountain thing
https://stardewvalleywiki.com/Modding:Maps#Known_tile_properties here's some tile properties, for example
not the tile layers i mean the object layers
and buildings1 is the stuff
the pink one will be useless
but yes, the pink ones don't do anything if they're aren't the normal set
This only affects layer rendering. Tile properties must still be set on the original layers.
but it will also be harmless
Sorry I didn't see the "object" in your initial message >_<
It wasn't a typo so I couldn't see it
im back to this ๐ฎโ๐จ
oh right
i resaved the tmx and it added the ../../.,/ thing again
You need to have the tilesheets inside the folder while you're editing the map to avoid the tilesheet climbing
but i think i do
verify the path used
yes its right there
huh
sometimes tiled grab them from elsewhere
how do i do that
You don't have the daisyniko one though
oh
no theres a vanilla colored one in the folder
Remember last time you only had to fix the source for the daisyniko tilesheet, not the vanilla one?
ok
ye
you open the tilesheet in tiled and verify its path
By editing it in your text editor like you did before
You don't need a path when it's in the same folder
oh NICE
nothing has collision but i assume thats smth i gotta do on tiled right
gotta figure that out too
congrats
wait nvm the mountain has collision
the Buildings layer is where you'll be able to stop players from walking through things. ๐
not the fences tho
thank uuu
not on buildings1?
im so confused with this collision honestly
Yeah, just the base building layer
Buildings# is meant for drawing assets over the base Buildings layer, but they won't have collision or accept TileData
(buildings#)
(thanks)
is tthat also the case for alwaysfront?
(i forgot the s a couple of time and wondered why my layers didn't work ๐ )
I believe the Buildings layer is the only one with collision, but someone can correct me if I'm wrong.
m
There may be something there on the Buildings layer that's hidden because AlwaysFront is drawn over it
Try turning off that layer to check
Yeah, that's the typical use case. ๐
you can use data layers to check collision in game
If you use water tiles on the back layer you might find that some of them have collision too. That's a tile property though that is specifically applied to those water tiles, not a layer thing. The only layer to have collision is buildings.
there's also invisible tiles sometimes
so ill just be able to walk on water
sneaky ones hiding
how do i make a layer more transparent? i changed the opacity of the water on tiled but here its fully opaque
Yes. So if you place water tiles on the back layer make sure you have your shoreline tiles on the buildings layer to stop people walking out into water.
is this real moving water?
if it's using the game's water overlay, that has some wonkiness you can't change
huh
well, not without C# or a dedicated framework, which I don't know offhand about
there's water (what you see in tiled) and then there's water (the shimmers on top the game adds based on tile properties)
can i use invisible tiles on buildings to add collision to another layers?
Where are the sell price modifiers of kegs/preserve jars/etc written?
I'm blind then
or selling keg produce?
sell price of wine
on the wiki because the machine stuff use C# for calculation
you didn't use the right tile
you used (likely old unused) tiles that aren't the one the game use for classic water
vanilla use some tiles then have the extra overlay on top
I want to change them tho
It's possible to do with just content patcher, right?
i believe so but then you'll erase the old method
or you can see if you can add a modifier to the price
depending of what you need (but untested, not sure if it works with the C# part)
i used the ones that i found on the sheet
this seems a bit much for me, thank you though
there aint any others tho ๐ญ
so i just keep the water like that then
there is, look at any vanilla map with water
You don't need C#, you can apply the price modifiers to the final product using machine data
See PriceModifiers in https://stardewvalleywiki.com/Modding:Machines
And also the link Elizabeth posted above
(i just wonder if the C# will allow for that to be applied after it calculated stuff)
(to my knowledge it wasn't tested)
So for example Wine is 3x fruit price by default. If you want it to be 4x you need to multiply it by 1.3333333
(or to be cleaner divide by 3 and multiple by 4)
price modifiers are applied after the item query iirc
good then ๐
man....where was that image again from the tiled terrain set thingie for the foliage, i somehow lost my copy
if you scroll down a bit, the vanilla maps use these water tiles on the town and forest maps
It's on the same tileset as the ones you are using, but these are the ones actually in use on the vanilla maps.
i thought those were just the bottom of the ocean or smth
that would appear below these
If you open an unpacked vanilla map, the tiles I am showing are the ones used in the rivers. ๐
Strongly recommend using vanilla maps as a reference
The animation is drawn and overlayed by the game itself afterwards
Trying to make a fully functioning map without vanilla maps as references is just super-hard mode
My maps are all a heavily frankenstein mush of like 3 different vanilla maps
i completely overlooked the fact that i can open vanilla game maps
(oops, I've always been doing it in super-hard mode apparently
)
oh my god i found the image after rummaging through this channel for like 20 minutes lmao
whats the map for the trainstation named? i cant find it on the unpacked folder
Railroad
still a few fixes, but it mostly works
thanks guys !
are these debris? (on vanilla map)
No, the one with a 3 is a pine tree iirc (it's at least a tree, the type im not sure of), and the other one is a medium bush (the 2 wide one)
another question, how do i add collision out of boundaries?
thanks
i have like 10 of those stardew wiki pages open
Yeah, it happens, i constantly have multiple tabs on the sdv wiki when modding
Add tiles to the buildings layer around the edges of your maps
you dont mean here right? its red so i cant place that
well normally a edge like that reads as "go to different area" to players
yeah right
you would want to expand it and fill in some more fences there
Make sure to put stuff on the buildings layer to prevent anything from escaping the map
usually i put the green square in building then the other as fluff in always front
I should, in theory, only need the Event Data wiki page when making events (I can never remember most event commands)
And yet I always end up with like 10 different tabs, one is on the event commands, the other is on the same page but just for the emote numbers, probably one opened to the audio wiki page for playSound/playMusic, tiled open to 5 different maps, aseprite open with the portraits and sprites of like everyone in the event for dialogue and animate/showFrame
me : "i have emily in this event, would she say "hi" or "hello" more? let's look at dialogue and mail files too to be sure
You got answers already but to be clear about what I was saying: no, I meant on the tile above that - all around the inside edge of the map. But Chue's advice about making sure it's not appearing to players like you can go down there is important.
@outer glacier
dunno what this is but it's definitely scam
was pinging bouncer the thing to do again?
yeah i reported
me seeing the first : "this sounds suspicious"
me seeing the second : "yeah it definitively is"
I was like "35% off what?"
your bank account
noooo
also something i was meant to ask earlier, i put the map ingame and noticed all tiles are making stone (ithink) sounds when i walk on them, how do i fix that?
it a tilesheet property
i did change the tile property of almost every single one of the used tiles
by not having the stone terrain property
this should be on Back layer
a few
it is, this is how the map looks with back disabled
Is your map set as outdoors?
now it is
does that has anything to do with it
i just changed it like right before you asked
Yes, the step sounds only work on outdoors maps
isthere smth wrong with the line? the warp to the railroad is working but not the way back
Is that the name of the location?
No it's not
!json generally, sharing snippets instead of the whole thing is less useful for debugging
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
You need to have your {{ModID}}_ bit in front
You want to use the exact ID you entered in for Data/Locations, so you likely need... yeah, what aba said
this?
Yes
Pretty sure tokens aren't case sensitive anyway
Well, if you're on Linux that's your own fault :P
Your poor endusers xD
Well, I always assume case sensitivity lmao
Even when I know something isn't, I'll still do it
i just think it looks prettier with lowercase m lol
also do i just copy this property for each warp tile? or is there a easier way to do this
No easier way
ofc
That's why most maps only have 2-3 tile exits
You CAN click the three dots button to get a bigger text box though
can i do it like this?
Yes
The line breaks won't stay in when you save it though
(tmx is xml and xml has no concept of line endings so tiled replaces them with spaces)
It'll work
thats all i need
Just make sure to double check that there's not two spaces in a row anywhere bc that will break
(unless that got fixed in 1.6?)
You could use content patcher add warp if you want, even on the custom map
Oh yeah I forgot about that
Hasn't the chat lately been that EditMap is performance costly and to avoid it?
Or have I just misinterpreted it all?
The add warps thing should be fine I thought
Especially unconditional stuff gets shoved under the cover of night
Reloading entire maps in the middle of the day maybe more costly? But rule of thumb is typically blame C# for performance unless youโre doing something dumb
(Color-shifting all of Cursors with ImagEd after config changes did have a noticeable one-time impact, for example, but it was perhaps a little bit dumb of a thing to do)
Definitely don't ever do an EditMap OnTimeChange then? 
Maybe if you have to
I think EditMap is just more costly than other types of patches, it's not going to be like ever noticeable
tbh i was thinking more
do it in cp while testing
cus it's easier to change
once it's all good u can put it into tmx
I always always prefer the warps in CP because the tmx format is gross
Fractions of milliseconds and all that
this is workflow cruff do what you want 
(unfortunately i am too lazy to do the warps in cp for farm maps because i am too lazy to deal with it)
actual custom locations? great, clean, works nicely
I prefer doing all my warps in CP because I can use tokens there
though, if editmap only goes in once and that's upon location created, and it never gets called again unless idk something else happens then maybe i might move everything into editmap
true, i've just kinda gotten used to it
i didnt even do nothing........god i hate it here
I canโt tell from the screenshot but I suspect a formatting issue
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
wow json assets
anyone knows where to get the love of cooking v1.6 ?
Better to ask in #modded-stardew probably?
Itโs either available on nexus or unavailable is my guess
btw if you arent doing it right now, you can do patch reload <modid>
Stardew is a 2D game
ow ok i tought i read somewhere that the test alpha was available on the discord
Actually blueberry has posted her latest version in here...somewhere
you wanna implement stardew3d raytracing first?
Jason Turan, It is, but it's in #modded-stardew
Ah ok! I havenโt been stalking blueberry enough clearly
where's the cursed stardew3d gif
Casey has it Iโm sure
is that another bot
i assume so bc they sent me a weird random DM request too
Ooh random DMs get blocked
which is why i came in here to check if anyone else did just in time to see that lmao
Thatโs my policy if itโs bots
that got an immediate report from me lmao
If itโs a person I donโt know they get a public ping
Aww I am not important enough for a random DM
I contacted Bouncer
I think accepting comms is allowed here but 3D models comms areโฆso not Stardew
Okay she might have a more recent version than this but if she does I can't find it: #modded-stardew message
surprisingly they didnt send the same spiel to me in DMs but they did hope that my day is "proceeding as planned"
Here's a short clip of a mod I'm making for Stardew Valley, using Raytracing to render the game in 3D!
Source code is available at: https://github.com/pixelreyn/starwdew3d/
searching up this chat to find this exploded my discord
considering the display name is timothy but the actual account name is 'vicky' uh, safe to assume it's some kinda bot
It also read like some chatgpt bland nonsense
Like actual comms people are like โhey I made X Y and Z, peep them here to see what my style isโ
Oh snap, Button is purple
Some nonsense about collaboration and vision triggers my bullshit detector
Purple!
I wish I was purple
Ya it is marketing nonsense-speak
why am i the only person who knows this is still blue
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 19 C# mods and 7 content packs.
no i agreed with you, it's blue
Because you are clearly colourblind, Button
oh i missed that ok thank u avi
i checked the hex code it's blue
Look at the little rock
It's a fancier blue
yeah but its not the same colour as the rock
Ergo the junimos think youโre purple
It's blurple
No but it is still purple
If they picked a purple rock
blurple
it was smack dab in the middle of the blue section of the rgb line
petition to put it in the actual ourple hex
the gradient from red to red, whatever its called
Art is not my passion but it is a fun hobby
That looks purple to me
The color polygon
need to sample of the rock's ourples
Thereโs a super fine line between what I perceive as blue vs purple
Optical illusion shenanigans because of the Discord background color
Itโs hard to eyeball in the hue bar
Even when I full screen the images I see purple
Yup I am still only seeing purple
I wonder if it would look more blue against white
We gots purple eyes
maybe i should believe no one not even myself until everyone in this channel calibrates their monitor colours
color theory is fun and engaging
Medium Slate Blue hex color code for HTML including the css name, hex, rgb, hsl values and similar lighter / darker color codes.
i actually dont know either
LOL My antivirus blocked that site, said it's compromised
im gonna release a recolour mod to change the.... whatever the fuck rock this is to blue
is that an amethyst?
well u can just google the name and hex 
Yeah, too bad they haven't update the channel / github in a while ๐
The hex I grabbed looks purple in Affinity, but blue on every hex lookup website lmao
The names also aren't just one solid color lol
the css color is more about what browsers will render
although idk if thats a real limit in modern web
I'm never letting myself write an event this long again!! 20+ characters, 5 maps, 3 music changes... and I'm barely halfway done 
Sounds long, is it even gonna work in MP?
oh no what is MP??
multiplayer
what if you just make a passive festival
oh let me tell you I have NO IDEA
where time does not stop
5 maps 
I haven't ever played multiplayer and haven't tested any part of my mod for it even once. So that will be a huge mess
For an event mod, timing is going to be the biggest issue for MP
I don't know what happens if the day ends in the middle of an event going lol
Idk about an event, but if a player is in a cutscene (heart event) when the day ends, the cutscene continues to play until it is over and then the player passes out. I haven't tried any mods that add cutscenes that are not heart events, so I don't know if they work differently or not.
I believe that is typically what is meant by an event
So the other players connected are just stuck on the end day screen or something?
yes
Lol oof
Yes, cutscenes are events
my singular character expansions are anti-mp sorry
Except for grandpa's intro I guess
It's a weird distinction, because cutscenes I usually think of as the intro and that's actually a minigame
But that comes with the familiarity of what the base code is like
Yeah lol
I dislike it when people refer to festivals as events
Because that's just...so confusing
I mean I understand it
But game code wise, no
Lmao, fun with word meanings
Grandpa's intro is a minigame 
Yes I know Rokugin just said :P
I think from now on, if I make any AT packs, I'm just gonna be okay with the index names
I've got 4 helper scripts to create these manual variants and this is still taking an eternity
342 dog variants 
5 maps because it starts in the tavern and it's discovered someone is lost in the mines, so the other 4 are mine maps with 2 search parties
This makes me want to learn python, could probably make something way more efficient for this process lol
oh i thought it was like
5 new custom locations or something
roku cant u just do it in C#
not as a smapi mod just a C# console program
doing it there means u get to use newtonsoft.json if u want, for parity
finally did my first map mod ;; im so nervous
...why do you have 342 dog variants
It's a personal conversion of Elle's Cuter Dogs
I'm sorry I took so long to respond! I didn't see your message and because you replied to Governor (a bot) instead of me, I didn't get a ping. This log you gave me is not the same one that you took a screenshot of. Did you restart the game but not load a save?
Super easy
Although I think unity breaks people
I definitely think Unity has handicapped me to using C#
So many things normally handled for me that I really don't know where to start with
https://www.nexusmods.com/stardewvalley/mods/28462
thank u so much i uploaded my mod, but animals still stack on each other, not as bad as before though!
I'm not a person who thinks the way someone starts programming breaks them for life
But also like, I started in vba
So I would be so damaged if that was the case
hm did you put only 1 tile prop per pen?
there's only 12 animals in the barn, so i put 1 tile per pen and that didn't work
so i tried 2 and it didnt change anything
there's 12 stables
interest, i'll test with your mod and see about fix
collision shenanigans probably
if peta says they need more space maybe i have to make the pens bigger
It's a rhubarb!
colour is more than just hue
push the lightness and saturation around with hue r255 g255 b0 and you'll get anything from yellow to green to brown to white, but nobody says those are all yellow
you're purple and you'd better get used to it ๐
updated sorry
You're purple
i'm not used to it ๐
it helps to turn of the snap to grid feature
huh
but hm, i think the spot logic is not quite right either
i dont get it
What part don't you get?
"Did you restart the game but not load a save?"
omg the snap to grid i did not know i could do that
holy shit this is a huge difference
is there something wrong with this content file? when i disable the edit map part it works but iof i add t it doesnt load the mod
Yes, your log is just from the main menu. THere's no evidence that you loaded a save file and there's no errors in it.
Yet you showed a screenshot of errors in your SMAPI window.
oh
right
i prolly did that
I thought default Tiled behavior was snap to grid lol
do u want my version of barn3 as example 
i did remove all the npc barrier props cus it was hard to see stuff
yes pls i will take a look, i am putting everything on grid rn
thank you im gonna test it now with all barn types
It looks okay to me. When you say it "doesn't load the mod" do you mean it actually doesn't load the mod at all, or that it gives you the error about not being able to create the location?
u can do this with large amounts of tiles that should have the same props btw
yeah the error from the screenshot
Then please restart the game, play until you get that error, and then upload a log with the error so I can see the entire log.
maybe i should do a save where thats what u start with
Fish ponds
fish dimension
ive started the game 3 times and none of them showed the error again
You mean you have successfully warped from the railroad to your custom map 3 times?
yep
with no clip cuz idk how to edit the railroad area and make a proper entrance yet
Maybe the first time you'd forgotten to save your file after fixing something on it
probably lol
why is the objects grid offset
is it supposed to be like that
kind of annoying
springobjects? It's not?
Where would one go to find how to make custom buildings? I can't seem to find anything on specifically making buildings with Content Patcher, so I am unsure as to the fields to use.
guys when theres a dialogue with the player alone, is it refered as "you" or "me/i"? like "You ate an apple" or "I ate an apple"
Yes
A quick look through StringsFromMaps says "you"
thank yous
Also wow I have never read most of these strings
lol
I've gone through most of the dialogue at least twice by now with my in progress NPC overhaul mod
Tia said something about using map strings for important character development that you don't want the player to miss and I was like "uhhh I never read map strings"

So much movement and clicking for so little payoff
my map strings are 65 keys of books i've raccoon stashed over the years
I always forget map strings is even a thing lmao
i didn't even read the changelog for vs
I am learning so many new things about vanilla NPCs
I've never even seen Kent's note to Jodi
i like the immersion of map strings cause it's just, "yeah i left this out and you get a glimpse of my life that doesn't involve me talking"
there are a few "you do X" lines in StringsFromMaps, and none of the "I did Y" variety, but personally i much prefer the ones that are purely descriptive
I like the idea of them for that reason but I get bored of finding and clicking on them
me, with like 16 bookshelves that have a rotating randomizer of their titles: "yeah, these are all actual books and some of them are recommendations, the others are just my personal life in the form of school books i was forced to buy"
"You rifle through Clint's personal effects." ๐ฉ
"There's a bunch of carpentry magazines." ๐
cant believe clint was the one commissioning all those romancable robin mods
god when i was looking for roku's "make robin anywhere" mod and i stupidly just put "robin" never again
... those aren't from the same entry, they're just examples
the robin mods arent as bad as the caroline mods where she "acts like an older sister" romance
and immersive where you watch pierre get his heart broken
and swoop in
Wow I can't believe Harvey is advertising Pravoloxinone
"In extremely rare cases (1 in 500), test subjects experienced complete disintegration of one or more bones."
"JojaMart.4": "Taco sauce for babies",
the jojamart product strings are hilarious and i love them
"JojaMart.76": "Blue Alien ENERGY... Get LAUNCHED", my beloved
maybe they weren't using those bones, like one of the small ones hiding somewhere
i dont know why i cant replicate what yours does this is how mine is set up
and they all spawn in like this
is it the fences?
possibly, the animals are checked for collision 
i know when i put tile too close to bowl the animal dont like it
hmm maybe i place the bowl as a front tile instead of building and see if it works lol
err
ill remove it first
and see if its the problem
yea maybe 
i suppose i could just ignore it and let map makers deal with animal in wall oops

they want friends.
So, I finally got my Night version of the map to properly load, but the transition is... jarring, to say the least. Is there a way to imitate a fade for a tile change through CP?
Or do I just need to only update it OnLocationChange to avoid it feeling so abrupt?
Help me with phrasing here... I'm trying to write my docs, how would you guys describe to a normie in plain English how the SpriteText looks compared to the other fonts?
Which one is the sprite font?
I meant SpriteText, I cannot stop getting those two mixed up.
yeah which one is that lmao. could you describe it for us? 
It's the one that normally appears inside "scrolls" (also a ridiculously overloaded term but I'll assume you know what I'm talking about there).
oh, ok. i'd probably go with that then, or something like it. if you're able to show a screenshot, you could say "it's this one"
stardew font 
I didn't know there was other kinds of text other than the small font text
failing that, i'd describe it based on where it's used instead of trying to describe its appearance
There are four Stardew Fonts, so calling it Stardew Font definitely won't clarify.
(I'm including the tinyFont which is somehow larger than the smallFont, no idea what it's used for)

@rose forge ok so when you want a animal thats 2x2 to go somewhere, the tiledata needs to go to top left
like this basically
(the stick was me marking where fences go
imprisoned chiggin....
that said u may need to do something about the produce areas 
or just tell ppl to spawn autograbbers lol
yea maybe, i forgor what tile prop that was
did you need to update your mod first? cause i try this and they are still in that one corner
hm i didnt do anything different besides rebuilding in debug 
oh i removed the bucket too
made sure they had clear 2x2 basically
well i guess you can try this build
the code is the same though..
can you try on a new farm just to make sure
ye ill try my test save
debug setupbigfarm will give u some coop & barn full of animals
the code did not give me any buildings just a bunch of crops and objects
maybe i did something wrong
i did it again and it worked nvm
yay its working now
not sure if it was the 1.0.0 build or new save
i will check with my other save now
its working now, i think it was the build
thank you so much for the help!
well ig i can upload it again how odd
can I ask a very noobish question how can I make it so my mod will not run without yours?
in the Dependencies section of your manifest, add an entry with a UniqueId that's the same as the main UniqueId in the manifest of the mod you want to require
like this:
"Dependencies": [
{
"UniqueId": "spacechase0.SpaceCore"
}
]
Oh you know maybe it's gates
I put only fence when I test but gate would impact the collision
i tested on my main with the gates and its working fine still
thank you so much sorry i am so noob lol
everyone has to start somewhere!
is there something different about how trellis crops count days in phase? I keep trying to mess with it but whatever I do it's always showing the final regrow sprite as the harvest sprite and then when i harvest it turns invisible. i know its still there because its a trellis and it won't let me walk there
Hiii I hope this is where I ask quetion regarding mods. I used to use the Ui Info Suite mod but I recently was redoing all my mods to update everything and it isn't working. I was just wanting to know how I should fix this and if anyone else is having problems with it as well?
(actually you want #1272025932932055121 !)
thank you :D sorry
check this link if you have the most up to date version
thank youu
np
How would I go about changing the tile that you are placed on when entering a building?
I have been reading that, but I can't seem to get it to work. I can change the warp locations from map to map, but not upon entering a building. I'll try some more though.
Is it a vanilla building or a custom one you are adding?
vanilla
If you you have unpacked the game files, open the map for the location you're warping FROM, then see if there's a map property called lockeddoorwarp or something like that
this is an example from the mod I'm working on but it should be similar I think.
Okay, I'll look. Thank you.
good luck if you still have trouble come back and maybe somebody competent will be around instead of just me : )
Why is my trellis crop not following the proper days in phase and turning invisible after harvest?
what can i check in the code
could you show us your sprites
is that a minimum requirement for all trellis crops?
ah, ok. guess i lucked into doing the correct number with my other two regrowables
Is there a way to change the tile that you warp to when entering a farm building such as the barn?
im glad you asked https://www.nexusmods.com/stardewvalley/mods/28423
map property mushymato.MMAP_BuildingEntry x y
Does anyone know offhand how many unwalkable tiles I need on the edges of my map to avoid the black outside from showing when the farmer walks around?
that would depend on screen size
that changes depending on resolution but i tend to keep like, a 10 tile border from my edges
this is what I'm trying to fix
you'd probably have to do filler yeah i'd just take that as ref of how many tiles you'd need
is there a map property to offset the viewport until the map is centered?
could you not just make the map stop scrolling when you get so far from the edge?
All I saw was one to make the viewport follow the player or not, but it seems to follow the player regardless of the setting there.
is your location outdoors
Yes
so I fixed a bug in a mod and I know that the modder is still active but idk if they're looking at all at this very popular mod they have...
iirc the busstop does something similar since 1.6 using a map property, so you might want to take a look at that
oh good call, there's a property not listed on the wiki in the BusStop map: ViewportClamp
ViewportClamp has resolved it nicely!
now add it to the wiki for future generations ๐
If I knew enough about how it actually worked rather than just guessing, I would xD
feel free to leave a TODO or some short description about where it appears as a hint, it's better than not knowing it exists right?
"clamps viewport to map, TODO: explain better"
I'll add it if you don't want to
null reference in updateDoors 
what does that mean
check your map properties for double-spaces, leading and trailing spaces, newlines, and other problems
still better than the time I left a comment in my code that I had to revisit two semesters later, and all I wrote was "Description: not needed, you know exactly what this method does"
spoiler: I absolutely did not know
my comments are verbose, so i can't relate
My comments are pretty trash lol
I try to make up for that by making my naming descriptive
every so often, at work, I have to translate some comments from german
and all it ends up saying is "Todo: idk ask Bob"
please do, the wiki editing scares me
i run into the occasional TODO: find out what this code does on my own code
knowledge lost to time
Screenshot in the making-mods-art channel if anyone's curious as to how it worked out with ViewportClamp ๐


