#making-mods-general
1 messages · Page 59 of 1
which gets put into the serialization json file all fine
its just not getting put back on load
Hmm
bc that bit i linked didnt find an entry point
.....ok..... (#6293487) (30m | <t:1728595679>)
(I’m about to get off work)
i printed the instructions and indeed theres no DeserializeProxy getting added
(There's some fairly significant changes to the SaveGame model in the latest 1.6.9 patch.)
(Nope! You can #blameMyuu for this one.)
(The changes will help SpaceCore long-term though, since it means the save/load logic is much more similar between PC/mobile/console going forward.)
Thank you for saving my sanity lol. Bittersweet relief to know it wasn't just something I was doing wrong
This might be a dumb question (sorry in advance lmao) but does anyone know if it's possible to add a gift box to a map w/ content patcher? Specifically, I want to make it so when you marry a someone, a different gift box spawns in the farmhouse depending on who you marry, but so far all I'm seeing is modding the gift box that spawns in a new save 
i was so productive before i installed the 1.6.9 beta 😌 spacecore as a dependency on every mod..
need FTM i believe
despite the name FTM is the "spawn stuff on any map" framework
SpaceCore can do something similar too
With the loot chests
Though... given the farmhouse, not sure how you'd make it work per player
maybe u can just have the spouse mail you stuff though
mailing is definitely the easiest method that doesnt require any extra dependencies
but also why would your husband/wife send you something in the mail. they live there. it's their house lol
I was thinking housewarming gifts from others, in which case it makes sense in the mailbox
@next plaza: look into that (30m ago)
Literally just opened it uber
looking at FTM, it looks like this'll have what I need 👀 thank you!! I know mail would technically be easier, but I just figure a box would make more sense in this context lol
like if I was moving 5-10 minutes away to a different house in the same town, I'm just gonna throw my stuff in a box and go, not ship it LMAO
Sorry it this is in the wrong place.
So i want to make a stardew valley mod and have all the coding skills to do it. But I completely lack any pixels art skill. Any tips or resources out there? I don't want to put out something with crap art.
#making-mods-art might have better answers for u here
art has no rules though just try stuff and see how it goes
!software
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.
just opening up and editing vanilla sprites help immensely in getting your feet wet
speaking from experience as an art deficient coder
There's also free or low-cost pixel art resources around like on Itch or open game art
Sorry, still blaming you. That's just how the meme goes 😔
what kind of mod are u hope to make anyways
there's a lot of things you can do just by recontexualizing vanilla assets
That's fair. Since I'm committed now, I may as well refactor the save logic.
if you've got the coding ability, wrap that up first and use placeholder or base-game art where you will -- once you know the concept's sound, you can dig into the art as you like
Thanks I will see what I can find and I will just fire up good old Aseprite and see what I can pull off.
Already, have most things working feature and map wise really just lacking art. Already using placeholder art
@lucid iron @brave fable ?
happy to report it worked 
Hooray!
maybe this will be a noobish question but I have made a custom tilesheet set for myself, I can use it in tiled to make the map, but the recolors will not work, and if I remove the original tilesheet i edited from the same folder as the map, it will not load the map into smapi
```{
"Action": "Load",
"Target": "Maps/z_nesting_box_dark",
"FromFile": "Assets/Maps/z_nesting_box_dark.png"
},
{
"Action": "EditImage",
"PatchMode": "Replace",
"Target": "Assets/Maps/z_nesting_box_dark",
"FromFile": "Assets/Tilesheets/z_nesting_box_{{woodcolor}}.png"
},```
here is my code? tilesheet works but recolor does not change anything
loads save with errors and warnings:
https://smapi.io/log/b7aad7bac0e44a8ca28590bbeae16668
Log Info: SMAPI 4.1.0-beta.4 with SDV 1.6.9 'beta' build 24284 on Microsoft Windows 11 Pro, with 22 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
okay I try that ty
It's a new small new town and NPC expansion mod. Just cleaning up the last few events and looking into killing my place holder art. So I can put up version 0.1.
Making portraits from scratch is the primary difficulty at this point
is this how i make a working door? checked teh wiki but its kinda vague (or im dumb)
i'm now getting an error ;-;
[Content Patcher] Patch error: (CP) Immersive Barns and Coops > Load Maps/z_nesting_box_dark has a FromFile which matches non-existent file 'Maps\z_nesting_box_dark.png'.
wha-
!comms There's also commissions as an option
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
@ivory plume Are these errors SMAPI or SpaceCore?
I think Chue meant remove "Assets" from the Target for the EditImage, not from the FromFile for the Load.
how come package.smapi.io isn't a valid domain, but json.smapi.io and log.smapi.io are 
(Legacy reasons; the JSON and log parsers used to be subdomains, before they were moved to smapi.io/*.)
Looks like SMAPI will need an update for the changes too.
I have a feeling that's what it will come down to. Just was hoping to save the cash. But i will do what I need to to put out quality.
Is it possible to edit the mill/what items can go in/out of it with CP?
Thank you!
Later: okay, stardew saves are json now
Oh--
the midnight beta was much more than I thought. (Time to take a break from my c# for a few days excuseexcuseexcuse)
content patcher incompatible == modding incompatible 
Hello, my fellow modders.
First time tinkering with Stardew Mods and, before I dwell too deep just to find it was attempted already and not possible, I decided to make this a question:
It is possible to alter the Total Exp needed to level up the skills?
I got to this playing a bit with LevelingAdjustment and finding that I am very unsatisfied in how it approaches the matter, altering the gained xp in the case, and stumbling on things like partial XP. I know the mod has an option to round up the partial ones, but it's very this that makes the solution unsavoring to me.
I would like to make skill leveling slower or faster without resorting to this, and simply altering the amount of xp needed to progress.
i guess you can just give the needed exp to next level once u hit a specific lower number
not sure what is wrong with just altering the exp gained though
Anything is possible with enough C#
This particular thing might be super annoying
Especially if you want company with other mods
Mostly ones that touch professions
the main problem is that when the altered exp is between 0-1, when goes to integer, the system gets it as 0. Or 1 with the Round Up option built in (ceiling)
u could prob make a float just to hold the remainder
my target is to make, as an example, if would need 5 trees cut to goes from Foragin 0 to 1, now one would need 20. so making the rate go for 0.25
give the 1 exp once u have 1.23920 or whatever
cutting a tree is 1 exp though
continuing with 0.23920 in the remainder
this is a good thing, but I would preffer to tinker with the total exp instead of making a LevelingAdjustment 2.0
as long as you account for spacecore skills in your solution, it should be fine
this is C# land you are free
spacecore at least lets modded skills define an experience-per-level array themselves, so overriding those is simple enough. if the base game is similar, you can easily replace experience requirements
I think making the inverse rate act over the Total Exp once a day instead of calculating the exp gained would be also a cleaner solution
I looked over the Love of Cooking code to have this idea, so thanks a lot
I will dwell on the game libraries so to get where the Total Exp is stored and if it can be set, changed or at least worked with (as a fake exp). I also looked at the LevelingAdjustment code to have some ideas, but it just refers to Player.gainedexp
as would be expected, of course
LOC is even easier to change experience scaling; the experience-per-level array is loaded from a data file, so it's editable with just Content Patcher 
https://github.com/b-b-blueberry/CooksAssistant/blob/feature/sdv-1-6/LoveOfCooking [CP]/assets/mod-data.json#L37-L53
the main target is to alter the base game skills first. I hope it is as easy as the LOC solution sounds
even if not changing the base game values perse, but at the exp check
I am right now setting my visual studio project as says the modding guide on the wiki
Would anyone be available and willing to showcase a mod post for me? I do not have a high enough role.
I can't, but I'd love to see what kind of mod it is
for some reason, nexus mods doesn't seem to want to load for me right now
Thanks! Not sure if it'll work, but I wanted to try to make a post with a gif as well. Here goes
Convenient Inventory 1.5 is now available! This update includes: a new quick stack animation (which also works in multiplayer), new quick stack range options "Location" and "Global", a toggleable Auto Organize mode for chests, a Take All But One item modifier hotkey, along with many other improvements and bug fixes. See the updated mod page here for more info: https://www.nexusmods.com/stardewvalley/mods/10384. Enjoy!
i dont think gifs work over the publish thing
yay lets give it a shot 
if they don't then that's just another thing i've broken lol
Do you have a link to the alpha/beta for the LOC mod? :3
sure, it's in here:
#modded-stardew message
tysm!!! 
@lucid iron I see the showcase, looks perfect. Thanks a bunch!
I have realized that I need to stop trying to find solutions to every problem I encounter now that I have the power of Content Patcher, otherwise I will keep making solutions and never play again XD
is... is this the cheeto curse?
just one of the many responsibilities of godhood
I should not want to make a mod just to hide a single star trek reference in one of the items XD
Someone made a mod to fix a single missing pixel in one of the fish sprites. I say go for it
...I'm already working on art assets XD
there's a mod that brings it back too
Haha I was going to mention 6480's fish mod
The mod description says "why would you even download this"
speaking of fish mods, I hope that one person who was working on better images for the fish is able to post their mod soon. I'm looking forward to better pictures of feesh!
Hey @ivory plume, do you think you might ever consider adding a ContentHelper.LoadAsync, where mods can request an asset to be loaded in the background and then use OnAssetReady to pick it up?
The game is single-threaded and not really threadsafe; so even if the mod doesn't need to handle it immediately, the load will still happen single-threadedly as soon as it's called.
Ah, alright... I figured it could open the file, do the parsing/decoding/whatever in the background, and then just do the "submission" back on the main thread.
I just noticed I may make LevelingAdjustment 2.0, but because the code is not so hard to update to my purposes
(RIP my Nexus DP. After the changes to that system, my amount for September is the lowest since July 2021.
)
it's time to riot if they only pick the other games for that 'special pool of extra dp' 
i wonder what kind of algo inadvently leads to modding tools to get dp cut
cant just be bell curving this right
i think i read somewhere about repeated downloads and repeated users across your downloads? but i honestly have no idea
I feel like framework is hard to define, I sort of expect them to get things wrong potentially
Like, obviously SMAPI and spacecore: yes
But I wrote a dinky little mod to add some conversation topics Lumi wanted
Technically that’s a framework I guess?? It’s no SMAPI
The algorithm is to give pathos and Casey ($$$$$$
And I would vote for that algorithm
Specifically just the two of them 😛
that counts; in fact I'm going to add that to the framework page right now
/s
More seriously, I do think the two of them definitely do, but it’s hard to pick as you get smaller and smaller
Maybe they will look at the number of required mods or something - and by that I mean number of other mods requiring the framework mod
And nexus hasn’t got a lot of good will these days for making definitely good choices that everyone understands
if nexus seavers become 2~5x more reliable in exchange for deleting the DP system i'd take it
I do believe they’re making the choices they think are best for whatever their personal metrics are, I just think they’re doing an awful job of selling that story to their audience
it's too complicated for nexus imo, but if i'm making a pack for a framework even though, yes, i am contributing to their UDL's by making a pack, i would still like to opt in to contributing further with my own UDLs or whatever they're attributing dp to
i get that i could just add in their names to my dp split but it lags and i'm forgetful
Hello I'm working on my first farm map ever. I have an issue with the greenhouse appearing glitched out. anyone know which mod is causing it?
what even is the DP system?
I feel like the greenhouse entrance tiles being weird shows up fairly often but I can't remember if I've ever been here when the fix is found
i can't... specifically remember if it's because the greenhouse itself is not in a favorable spot, or if it's a tilesheet, or some other thing
Donation Points. Nexus gives you money according to how popular your mod is every month.
Looks like those tiles are hardcoded
ahhh. okay, so it's an incentive system, that's nice of them to have
Though it's more like, how popular is every mod you have now
is it? i thought they were trying to move away from the modular mods
As I understood it, it was essentially how much traffic all your mods generate, rather than based on each one
ah, that's where my reading comprehension failed 
But also they aren't exactly saying that, because they don't want people to know 100% what it is
the double edged sword, you want true transparency to the ones who deserve it, but you're also opening your back to those who will abuse it
Trust nobody: never be betrayed
thinking about how trustno1 is (or maybe only used to be) one of like the top 5 most common passwords
Lol
I make chatgpt handle all my passwords
nOt StRoNg EnOuGh, NeEdS a SpEcIaL cHaRaCtEr
Also numbers
Hey, life is fleeting. Live on the edge
But some special characters are banned
Also make it long, but not too long
My bank password is Bobby drop table
Swordfish
are we all gonna move to stenographing passwords
my god, maximum length limits i am resisting the urge to fly into a rage
Special characters are my trigger
.choose docs, sml, me own farm map
Choose result: me own farm map
Scary
wdym, it's not bad
Especially when it refuses to tell me that I need to use one when signing in
.chooses docs, sml
LMAO
Like I don't remember which sites I've had to put special characters in my password so fucking tell me
i've gotten so used to adding a special character that i forget which specific password of mine got gibbed by a hacked website
Lol, flip a coin and if you don't like the result, then you know which one you wanted to do
Exactly
What is sml?
I do want to make a farm that's got a big canyon in it
you need to rig it, add multiple options that's the one you want
https://discord.com/channels/137344473976799233/1293051032904925255 focus' stardewui
(though that doesn't always work: #programmers-off-topic message)
Make another example for focustense's stardewui, sml being the file extension for the ui templates
Nice!
iirc focus said it's a hybridization of html + xml
the problem with farm maps is like
theres too many good ones out there but u only use 1 at a time 
pif it--
(has no idea how pif works)
maybe i just make more pif instead
Make a mod that lets you buy and run additional farms
That already exists
i figured out how to build in my pif cave (while banning it from regular carpenters)
so it can totally just be a farm lul
Stardew Realty I think
uploaded in august 
Though literally every expansion mod also adds their own farm lol
https://www.nexusmods.com/stardewvalley/mods/10512?tab=files farm maps are an addiction once you get over the initial bumps though
(I still want a farm map where you start out super tiny but you increase space over time via unlockable bundles.)
You knoe
For 2026
i just replicate raccoon-- no
I was thinking about that when I saw some of the tiny farm maps too
Having an expandable farm would be neat
Hi rhubarb!
do hearts and stars exist in the dialogue font, or just in the small font?
unlockable i assume exactly like the community center
whobarb
I mean like the framework mod unlockable bundles
Because I as sure as fjck will not be doing my own menuing
who knows, could easily dig my heels into stardewui
i thought draylon had a farm map with this setup? or was this Cave Farm(tm)
and i wouldn't have to deal with the offset tree
I cannot be trained to maintain anything anymore
No idea
Look, I only recently recalled that I have a Nexus accounr
I haven't logged in at all for months
to help with aquarium and then vanish back into the void?
vanishes prematurely
y'know, maybe i could implement unlockable bundles in my already tiny farm map and just ... extend with conditions
How would I go about making a mod that extends the earthly recolor mod to cover the vanillin farm mod? I have no idea where to begin
why did i immediately know that username was you atra
Speaking of sdr, has it been updated lately? It was a little... buggy/conflicting last time I used it
If you just want this for personal use, the absolute easiest way is to download that farm mod and recolor its tilesheets directly
with your graphic editing program of choice
I kept my avatar
This isn't hard
Maybe I need a new profile pic
knitted socks
if you want to make a separate, reuseable mod that doesn't touch the original, I would get familiar with Content Patcher's syntax and how it loads/edits image assets, find the tilesheet asset the farm map is using, and edit it with your own edits
What file would I access to do this? sorry I have little to none modding experience
I feel like you just answered that question before I even sent it
Browse the SDV mod directory, find the farm mod's folder, and see if it uses any pngs
I have the mod downloaded already and I have the pngs open, I’m just not sure how to get to the same color scheme that DaisyNiko uses
i'd assume it held items in a separate 'box' rather than immediately buying from the store?
Open up earthy recolor's pngs in a separate window and use the color picking tool
usually looks like this
Then paint all over. Trust your judgement and your eyes 
Alternatively, depending on what image editor you're using and your level of knowledge you can hue shift the entire thing
that's a bit more finnicky though
maybe i take this time to actually play the game again 
deactivates my own mods though
Now that's just mean, right there. It's a minimalist HTML-flavored framework like Angular or Vue templates.
XUL is awesome!
(Admittedly I only say that because of fond memories with XUL addons and not any experience actually working with it in any serious manner)
Hah, I'll take your word for it. I only know it as a minor failed/obsoleted framework that was mostly an internal Mozilla plaything.
There really is no XML whatsoever involved, though.
(It's not that internal, Firefox/Thunderbird's GUI used to all be XUL. And so were its addons, being allowed to directly modify the browser's GUI in ways that isn't allowed now. Arguably it failed because it was too big for Mozilla to maintain; allowing extensions with that level of control was too risky, and letting Google maintain WebExtensions for them to use was much less effort)
There's like at least 4 Firefox forks that added XUL back to the browser
I think DaisyNiko might have Photoshop masks for her recolours - or someone else has
I've downloaded some but haven't actually looked at them yet and am on mobile at the mall so I don't have links
Were they on nexus?
Yup I'll try to find them
(nexus might be a lil slow unless it's just me)
Tysm, now I just gotta figure out how to use it 💀
can someone tell my why the warp isnt working? idk whats wrong here
did u forgor your {{ModID}} again
huuuuhhhh
Your warp is Maxine_Railroad, while the actual name is MalkeTFC_MaxineCustomNPC_Maxine_Railroad
yeh
Yes, because to the game that whole thing is the name of your location.
you can do the warp in content patcher instead if u want to use token
like this right
the debug command helpfully does fuzzy matching, which is why it works in the SMAPI console with the shortened name
Stardew mods are codded in c# correct?
code mods, yes.
content mods use JSON files and rely on a framework like Content Patcher to add them to the game
I don't know about others, but most of my knowledge of C# is from reading documentation and trial and error when making mods.
C# is one of the easier languages to get started, especially if you already know how to program
I do not know how to, been tryna learn c# and unity recently was just curious on others methods to learn
That link I posted has links to a couple beginner guides
!yellowbook
A good book for learning c# is https://www.robmiles.com/c-yellow-book
But nothing really beats opening VS and arguing with it until it bends to your will
What are you trying to make?
a course in c, cpp, and java is enough to make anyone learn c#
I don't think C++ is so bad, though C# is certainly easier to work with for things like this.
I’ve spent the last hour trying to make this file into a mask layer but my photoshop app is just not havin it
I do love me some Stardew Realty
i saw a actiontouch thing on the wiki to make the player sleep but i tried it and it just makes the screen darker without going to the next day
is it a bug or its supposed to work like that
Im tryna learn how to make a game, always been interested in coding
if you're still looking for an answer on this, I've been using it since 1.5, and the changes made in 1.6 helped a ton with its stability and loading times
An online course or?
university haha
Ya i was thinking of starting some type of night class to learn it cuz i get to distracted at home trying to learn
I learned the absolute basics of Java and C++ but didn't ever leverage them the way I did C#, need projects to practice and grow with
yep, it's one thing having best practices and requirements drilled into you with deadlines, and it's another to really want to do something and do it well
it's good to have a balance of both.
The island tilesheet 1!!!!!!!!
Yeah it's new but also this one only blends with the summer tilesheet!
The green grass of spring and fall won't match up.
Am I correct?
Idk actually maybe your not using grass
I'm making my first farm but only using the summer ones since the ginger island tilesheets don't have seasonal changes
That's uncharacteristically serious of you. You care about best practices and deadlines?
I think the dirt is the same color
i have a job lol, i'd like to keep it
Ah, the ole-fashioned real life.
(Though TBH, my reaction to arbitrary deadlines at work has generally been double-barrel middle fingers, too)
you probably have a lot more clout at your office than me then
Maybe. It helps to actually be very productive if you want to say "it'll be done when it's done". But it's also frame.
I don't argue or get upset, I just laugh uproariously when they say it has to be done in 6 months and reply that they'll be lucky if it's done in a year.
i suppose it helps we run on short release cycles. either way it's funny to be described as uncharacteristically serious 
If you've got a team that runs on short release cycles and plans that way then you've got it good. Most "agile" is actually "ok we'll have status updates every 2 weeks but we still need quarterly estimates for everything".
(I don't know your role; if you're not a lead, then your lead may shield you from that nonsense; I always did.)
I really thought I had seen something recently about sleeping in different locations but I can't find anything by searching
I tested this and the lights shut off, I walked out of the room and it ended the day lol
You mean tent kits, or is this related to a specific mod?
Specifically about adding sleeping to locations that aren't the farmhouse I guess
Using TouchAction Sleep
yeah same here
when i stepped out the home it updated to the next day
Sleeping you add a bed tile property and add a ✔️
What's it called a Boolean? With the touch action sleep.
On back layer
Hello! Sorry to break the flow of conversation. Newbie modder question. I've been stuck trying to figure out how to make it so the game checks if I want to gift my custom item like with regular game items - i.e. if I wanted to gift Abigail an amethyst. Right now as soon as I'm next to the NPC the item is gifted. Where should I be looking to find information for this type of check? I hope that makes sense 
It's amusing to hear this channel described as a flow of conversation. It's more like a circus.
Is your question that you want to show some kind of modal dialog before the item gets gifted? Because that isn't something that happens with normal gifting.
So like the little present that pops up on your cursor when you hover over an NPC with an item in your hand. Right now if my item is in my characters hand it just gives it, no clicking needed
that sounds like a bug, unless you specifically coded it to do that?
It's definitely not a vanilla behavior that I've ever observed.
If you are using content patcher to add the item, it should act as normal items do with regards to gifting.
have you any other mods installed, or just your own?
I did not code it to do that on purpose.
I have other mods installed yeah. I was trying to fix the Adopt Leo mod for my own game but gave up and decided to make my own. Maybe I messed up somewhere in the object.json then and the game isn't registering it as a normal item
Can you post a zip of the mod, so I can see what the game code is doing? (You can send it to me in a DM if you don't want it to be public yet.)
Took me a minute to figure out what dreamygloom meant, but they are indeed correct
Yeah you can put it on the same TileData
Is it just leo that you are having an issue with, or is it any npc?
i just had a brilliant idea, but i have to know if it's possible to add custom panning data to a modded farm map? or on a custom map in general
I honestly haven't tried to give it to any other npc yet
I found this method which is the same thing.
Probably because it doesn't actually care what the value of Bed is
Just that it has a value at all
Pan drops are still hardcoded unfortunately
I actually gotta wait for SpaceCore and CP to be updated before I can get back to working on mods lol
surprisingly, spacecore is updated, just cp isn't
Oh but Item Extensions add it apparently!
Oh, I hadn't checked if Casey actually pushed that earlier code lol
thanks! i'll take a look 
I tried to fix CP myself but I don't actually know what the original code is supposed to be doing so I have no idea if my fix works as intended lol
Yeeep I decided to take a break and organize all of my vs22 and gits until we get cp back 
Okay I just tried to give the item to krobus and I got the gift icon and had to click to gift. So its definitely just Leo
Okay, I had the same interaction with the other npc's, so I will look into Leo in a min. I just have to get a save to that point.
Thank you so much for helping 
thanks!!!
That doesn't happen for me in Stardew Valley 1.6.8 or 1.6.9. Does it still happen if you temporarily remove all mods except Content Patcher and your content pack?
I'll give it a go!
Okay so I removed everything except Content Patcher and SVE + dependencies and it is working as intended now
Well that's good. I think it would be interesting to know what mod was causing the problem though. But that is something to think about later.
Even with that SpaceCore version from earlier, I'm actually getting errors from every mod trying to access StardewValley.SaveGame.CustomData
Yep! I'll keep it just as is for now and work out my dialogue bugs. Thank you so much for helping me figure it out. It was driving me nuts
Make sure you have the latest 1.6.9 build 24285, which should fix that.
Ah ok, my Steam is being lazy about updating me. Thanks 
(Elden Ring update drops that breaks every mod, updates the second it becomes available. Opt-in to a SDV beta because I'm trying to make sure stuff continues working, updates every other day I guess. Thanks Gabe)
Huzzah, no errors
You can set update priority in Steam
There's a settings for "update as soon as possible" instead of whatever scheduling it uses
Ah, I see, thanks. I used this setting for ER to try to keep it from updating, though it ignored my choice. Forgot about it since though lol
why does the warp on the editmap section works but not the ones in load? should i put those somewhere else?
ive treid putting it here too but it didnt work
Load can't use tokens
idek whats a token.....
{{ModId}}
(Load can use tokens in the patch itself, but the issue is that AddWarps isn't a field of Load patches.)
sorry guys im really new to this, it smy first time modding
dont mind me being kinda stupid soemtimes
Oh, huh I had heard Load couldn't use tokens before 
does anyone in the SDV repository know if there were changes to CraftingPage.cs:clickCraftingRecipe other than for checkForQuestComplete -> NotifyQuests in SDV1.6.9.x 
i replaced my decompile export with the latest version without thinking.
Load only sets the initial version of an asset to a specific file; it doesn't make any edits to the file. To edit the map, you can add an EditMap patch to edit the asset after it's loaded.
There is no reason to be sorry, a lot of people get caught up, just earlier today I forgot a brace and spent half an hour trying to figure out what I did wrong.
so i gotta make a editmap to the custom railroad?
I then quickly transitioned from notepad to VScode for editig json files.
Yeah, learning is a process. Like how I'll just spout stuff I thought I knew because I heard it before lmao
You can't use tokens inside the file you load. So for example, you can do this:
{
"Action": "Load",
"Target": "Characters/Dialogue/Abigail",
"FromFile": "assets/{{TargetWithoutPath}}.json"
}
But tokens inside Abigail.json will be treated as plaintext.
(Basically you can use tokens in any patch field, but the file you load is raw data rather than part of your patch fields.)
Oh okay, so I'm just struggling with the brain thing right now
do you want the 1.6.8 vers or the 1.6.9 vers?
i freaking hate what github has done to their website
There are no changes to that method in 1.6.9 besides the NotifyQuests change.
all this stupid rich text feature stuff makes it borderline unresponsive
No worries, feel free to ask questions. That's what this channel is for!
So you should have your currently set up Load for the loading the tmx into Maps and then you need a separate patch block of EditMap in order to add those warps to the map
thanks! my transpiler blew up a while ago and i wasn't sure if there was more to fix.
(Or you can put the warps in the map's Warps property directly in Tiled.)
Yeah, I usually decide where I'm gonna do it depending on if I'm using tokens or not
i did that but the game was not loading the area if i put multiple warps at once
Unless I'm mistaken in if Tiled can use tokens or not too 
tiled does not like tokens 
I have only tried it once but it was one of my earliest mods so I can't be sure any more lol
Tokens only work in Content Patcher patches; anything outside Content Patcher (e.g. map files or loaded data files) can't use tokens.
the vague handwavy time that i used a 'token' with tiled, it was pulling from some convoluted way that i did it and i inevitably changed over to cp
idk what tiled thinks a token is but there's no way it's the same as what CP thinks a token is
Might be worth looking at how a vanilla maps has its Warp property set up, but I feel like even an improperly set up Warp should still load just with issues on the warps
improperly set warps used to crash if you tried to access the map
Pretty sure if you put a token in Tiled it just becomes literally that
I think that got better in 1.6 but I'm not sure
the warps field was incredibly touchy pre-1.6
i got so familiar with the errors it threw I could spot it just from a log most of the time
Is custom farm loader necessary for a new farm?
No
Warp properties are fully validated in 1.6, so theoretically broken warps shouldn't cause any issues beyond warps not working.
Broken warps just don't warp you to the map and you get an error in SMAPI
That it can't find the location
what happened to my poor il.... ldloc.1 turned into some hideous ldfld class StardewValley.Item StardewValley.Menus.CraftingPage/'<>c__DisplayClass42_0'::crafted
i never knew captured variables were so ugly
oh yeah welcome to the "nothing changed about this function but there's this wack capture class now?" club
#making-mods-general message
same function too
misery 🤝 company
You probably figured this out if you looked at other vanilla maps, but be careful not to use anything other than a single space to separate your warps in Tiled. No commas or anything like that.
I may have made that mistake before
pathos: nooo we can't change the recipe method haha, think of the transpilers 
pathos 5 mins later: 🔥
pathos did say blamemyuu
to be fair, IIRC nothing actually changed
the compiler just decided to be funny apparently

somewhere, a butterfly flapped its wings
this sent a ripple through the .net platform
and the save serializer, but casey is quick with it
i dont think i did tho
then i'd reload the map on tiled and it'd automatically replace the space with \n
I made the mistake of using a map that hadn't finished being updated to 1.6 thinking it worked because the comments said it worked. Anyways, it continues to disappoint me with how buggy it is, so I'm making my own now.
Question: What considerations do I need to keep in mind before making a map bigger? I have Tiled and all that jazz all set up, but:
1) How does the Game determine the warp locations for going to the Bus Stop/Cindersap Forest? Does it use the Entrance location where you get dropped off when entering the farm? And just kinda makes that tile and maybe the 8 tiles around it auto warp you to the forest/bus stop when you touch it? Or is there a hidden warp I'm not seeing?
2) How do I add more layers in Tiled? Unless I missed it, I don't think the wiki tutorial covers this...
Farm warps have special props
So their sizes are very flexible
For non farm maps if you extend right and down only then the original coords stay the same and you don't have to think about it
I don't suggest making vanilla maps 'bigger', as you'll inevitably run into incompatibility, you'd skew the <x> <y> coordinates if you were to expand the maps
"more layers" is subjective, if you're talking about the 'layering' affect like an art program, you can simply do things like 'Back2" "Buildings2" etc, but know that "Buildings" is the only impassible layer, even if you have a "Buildings2", it will not make those tiles have a movement-blocking effect
Arrr having so events many events that switch map assets is proving to be a headache. But it's one of the core features of my mod so I shall forge on.
I fully agree with this and is why I decided on a island
there's plenty of ways to get to your new areas, spacecore's warp totems (mod), the new minecart feature (vanilla), the... unofficial bus locations? (mod), even an itty bitty TouchAction warp (vanilla)/warp action from an original vanilla map 
You shouldn't have a \n in your warps in Tiled at all, if you do, you need to remove that character
If you are copy/pasting from some text editors then you might be getting the \n as a hidden/code character that will need to be removed from your warp entry
Well I figured out which mod was running interference with my mod. Looks like both PolyamorySweet and FreeLove mess up something to do with gifting my custom pendant. Which kinda sucks if you wanted to have a spouse and adopt Leo as a Roommate
how exactly did you work around this
i'm trying to invoke this method:```cs
public static Item TryApplySeasonings(CraftingPage menu, ref Item item, List<KeyValuePair<string, int>> seasoning)
previously this il worked:```cs
CodeInstruction[] call = [
new(OpCodes.Ldarg_0), // menu: this
new(OpCodes.Ldloca_S, 1), // item: crafted
new(OpCodes.Ldloc, 2), // seasoning: seasoning
new(OpCodes.Call, seasoningMethod)
];
but my updated il doesn't:```cs
FieldInfo crafted = ilOut.FirstOrDefault(ci =>
ci.opcode == OpCodes.Stfld
&& ci.operand is FieldInfo info
&& info.Name == "crafted").operand as FieldInfo;
CodeInstruction[] call = [
new(OpCodes.Ldarg_0), // menu: this
new(OpCodes.Ldflda, crafted), // item: crafted
new(OpCodes.Ldloc, 1), // seasoning: seasoning
new(OpCodes.Call, seasoningMethod)
];
errr wait i think i need to prepend it with ldloc.0
nope still broken nvm im smert and it warks
Ok so I figured out where the warps are kept. I'm now trying to move the tile properties stopping Livestock and forage from leaving the map, but the boxes aren't napping to the grid, how do I move several Tiledata boxes at once and make them snap to the grid as I move them??
Nevermind, figured it out! Will wait a few more seconds next time before asking questions...
good to hear you figured it out! keep going :D
Assuming "?" is at the coordinates of Map Property "FarmHouseEntry", is this the correct hitbox of the farmhouse? (And this should remain clear of junk?)
Assuming "?" is at the position of Map Property "GreenhouseLocation", is this the hitbox of the Greenhouse?
For both of these questions, I *think* the answer is yes, if my understanding of the wiki map tutorial is correct, but I've been dead wrong about my assumptions before, so wanted to confirm real quick.
yes, those should be correct for the farmhouse and greenhouse
Sweet, thanks!
correct for both. aside from the FarmhouseEntry position, all the building spawn coordinates are the top leftmost tile
do note that the spouse area is actually a 4x4 area and the coordinate for spouse patio is still the top leftmost tile. the spouse patio you see on finished maps is actually the lower half of the whole spouse area.
...Hey this Dot shaped paths object doesn't actually spawn anything right? I can use it as a generic visualization marker?
they dont. i usually use them for planning paths and crop areas too.
Noted, thank you!
...Can I locate the mailbox seperately form the farmhouse? What happens if I try to move the farmhouse later? Or does the mailbox always have to be positioned at the second "?"
I notice when I move the farmhouse on a Vanilla map, the Mailbox moves with it.
the mailbox coordinate have to be on that right ? tile i think
it will still move alongside the farmhouse
Figured as much, thank you!
yeah, the mailbox comes attached to the farmhouse
i assume you can change the relative position by editing the FarmHouse entry in Data/Buildings if you want? or is it decided by something else
it's an EditMap action, actually. you're editing the coordinates on the FarmMap (whatever your map's name is) for the FarmHouseEntry field (or entry, I can never keep the difference between those two straight)
here's an example from my own farm map :D
ah i see. that's simpler
huh, you don't add them into map properties?
i usually only do this for warps that have an unlock condition or compat for other mods, otherwise i just put them all into map properties in tiled
I do, but I also have them in my content.json as a backup, because the content.json loads after the tiled map does. it's redundancy for my own peace of mind
@dusty scarab You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
eeeeeeeey I'm a new shade of blue!
yoooo farmer!! now you can be a cheeto!!
oughh my map is finally done. now the annoying part,,, paths layer and map properties,,,
I like sprinkling that stuff around. I'm like the Oprah of trees! this spot gets a tree, this spot gets a tree, this spot gets a tree... look under your Paths layer everyone, you're all getting trees!
@velvet narwhal: research karaoke (3mo ago)
It used to be you could move the mailbox to be separate from the farmhouse but I suppose that changed.
You could also get a mod that makes the mailbox a placeable item. That's what I did
Thanks for letting me know that this is how you check it, I was wondering about that actually
getting a couple of weird reports that the newest update to secret grove (where i added assets from my tilesheets) has tilesheet loading issues, so the map won't load at all.
i'm confused because the map loads perfectly fine on my end when i download the zip from nexus and install as usual. i'd appreciate if anyone here can try installing secret grove and check if it's broken as well, because i have no idea what the problem is at this point 
fyi: the new tilesheets are embedded in the .tmx and there's a dependency for the tilesheet in the manifest.
the tilesheet has to of course get loaded into Maps through content patcher
https://smapi.io/log/b720d0ee817f4152be477b4b8b31d6d8?Levels=trace~debug~info~warn~error~alert~critical (CP) CR Secret Grove Farm loaded map 'assets/Farm_SecretGrove.tmx' with invalid tilesheet path 'spring_CR_outdoor.png'. The tilesheet couldn't be found relative to either map file or the game's content folder. everything default
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Unix 6.1.0.23, with 4 C# mods and 4 content packs.
does the name of the embedded tilesheet in tiled matter again?
i think it does?
in this case the tilesheet mod just doesn't seem to be loading that tilesheet. it doesn't appear in the log at least
if it has the season modifier it will change 
huh, the tilesheet mod does have the load for it
though i don't think the nexus for SVE has the season logic, i have no idea how the customlocations works in parallel to a data/location 
I believe CustomLocations just create a super basic Data/Locations entry
Would have to pick apart CP to be sure though
I drove past a Korean karaoke bar yesterday
Here is your research on karaoke
Eye witness accounts
that means i get to research how to create a tile action 
Easy peezy lemon squeezy
ah see, apparently this keeps happening. not to me though. so what do i need to do exactly? the farm cave also uses a tilesheet from daisyniko and it loaded perfectly fine pre-1.1.0, and i did not have to do/add anything extra in the content.json either
it seems the recolor token isn't ready in time for the load
so it doesn't actually load the map
so i have to change something to the tilesheet's content? but i followed another tilesheet's content.json example and, again, there was no problem...
you could give it vanilla as a default value
i'm pretty sure 70% of my c# "list of resources" is just specific links in your gits 
the config has vanilla as default but the dynamic token itself has no default on it
oh wait, for some reason it's defualting to VPR
hold on did the config file come with the zip?
Whatever the last satisfied condition is for a dynamic token is what will be chosen
the dynamic tokens has a HasMod condition for recolors, so it would not load if you don't have the recolor mods
ah crap it was still there?? i thought i removed it already 
bc it tries to load recolor according to the selection, but it can't do it since VPR doesn't also exist
i think you could also leave out the condition entirely on the vanilla part of the dynamic token? doesn't it check the dynamic tokens in order, so it would apply the VPR one on top of the vanilla (?) (not sure though someone more knowledgeable could answer that)
ugh no wonder people keep reporting issues when there was no actual issue
then again they probably didn't read the config too even when ive made detailed config instructions on the tilesheet page
yeah for example simple foliage has the dynamic token just load vanilla without conditions, and all the mod-specific options are listed after it
there's a manual recolor selection option, so i probably have to leave the When condition in. but idk, i was copying another tilesheet's content haha
mm yeah, i mean as long as no config file for non-vanilla is in the zip it probably works fine out of the box
right that's taken care of now. thanks yall 
i love forgetting my config files in my zips, thankfully my niche audience has the Figure It Out and don't report to me every time a yellow smapi yells at them
i crave reports
"0/10 mod, couldn't throw my buddy into the volcano"
i now scan every day for a crow
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Deluxe Coop": {
"CustomFields": {
"Aviroen.AtraAntiCrow": "true"
}
}
}
}```

(atra likes crows and thinks they're smart.)
i do too, i'll eventually make my own custom building with the crow critters as a throw in
crows are great but ravens are where it's at
day 7 and still nothing, i think i've finally got it
i'm sure you do, but just making sure you have more than 15 crops outside (crows won't spawn unless you have more than that)
Another reason I didn't want to completely abandon all the crow logic, no feedback makes it hard to know if it's working
oh i just did debug setupbigfarm
i'm sure i can just reroute the logic to a pseudo scarecrow counter to a building, maybe i can throw a sign asset in front of the selected building? but that's "Big Brain Problems ™️ " which i do not have
man i wish, but what i want most for people is to report bugs in the bugs tab. i'm not getting notifs from your issues people!! 
and id rather not have to be DMd on discord even if i say you can contact me here lmao
mine are scattered all over the place now, it's either a DM on nexus, a discord message (because i setup a bugreport channel in my own), or the Figure It Out actually make bug reports
im starting to have published just enough mods where checking their individual comment sections every day is becoming a hassle
i think i should make a pinned going forward and hope for the best 
I don't get comments enough for it to be a bother, but I did set up Nexus to show a notification when I have new comments
i think my favorite is when i get a comment on a bug report and nexus doesn't tell me it's a bug report comment and instead just says, "User commented on this mod" when i know ferdamnsure i removed comments on those mods
How would I go about having config tied to each Furniture Pack? since each Pack can define its own config fields (a bit like CP does), I don't know how I could use something like helper.ReadConfig<PackConfig> since the attributes of PackConfig are completely dependent on a json data file.
What I hate is people just sending a discord friend request with zero message explaining why
If I haven't at least talked to a person before I will ignore friend and DM requests
Oh, god, don't get me started on people sending "Hello" as a DM and expecting me to answer
Hello!
Are you interested in a land share...okay i can't do this with a straight face
So
I'm not sure this is the right place but I'd like to participate in mods, but only in the art aspect, and I don't know how to go about it? I'd like to make pixel art for mods
my solution is simply to be aloof and unlikeable so nobody tries to DM me
Sure! #making-mods-art also too probably
no you can get 3 doller for pixel
3 doller per day
Plenty of coders who either want art for their mods or would help you put your art into the game
Okay!
is currently trying to read through alternative texture's logic of how he deals with configs
Thank you
Does AT have separate configs per pack?
I've been procrastinating porting Seasonal Japanese Buildings to AT because I don't want to work with it.
this is so real i instantly reject any DMs that dont adequately explain why theyre DMing me
ive DMd twice by a person going "hi i like your pfp" and getting sent a friend req and,, yeah nah lmao
bug reports or away you go from my inbox
"This could have been an @ on the server" energy
might as well send me a "we are reaching out to you about your car's extended warranty" because at least i'll get a laugh out of it instead of being wary 
In contrast to that, there's this one user which whom I've had a lot of DM discussion because they are too scared to come here to ask, but they are very nice and sweet, and they reported a ton of bugs (with adequate information)
the only way you'll get me to visit town square, i get dinged there to immediately close out of it
welp
https://github.com/Pathoschild/StardewMods/tree/stable/ContentPatcher/Framework/ConfigModels time to dig into the belly of the beast ig
CP might not be a great comparison, since it's basically doing its own GMCM stuff
not again...
i'm a strange one and i need to understand the core of something to then understand the rest of it
so i'm not useful for like 99% of scenarios
thank got Github can get me the references of ConfigSchemaFieldConfig, I don't have to search for it manually
yep and that's the key: adequate information. it's like dealing with spam email, youre unclear/sus, into the trash you go haha
will we get yet another to use the turing test on, maybe
(constantly holding myself from applying this method to school administration emails because I hate answering those)
After going through some CP code, it looks like there are custom methods to parse, save and load everything, so not helping much the case
I guess I can't use the semi-automated SMAPI config handler
i assume you don't use the contentpacks helper
IContentPack? Yes I do
oh-wait yeah it has to actually register 
holly shit, there's a Read/WriteJsonFile methods on IContentPack that I never noticed.
What the hell is a TModel tho?
google says, generic parameter
ok, fair enough, I didn't go even this far, but what restrictions does it have for the parsing to work?
I'll look into it, I have another design question before putting my hands in the beast
#programmers-off-topic message
this is beyond my scope
So here comes my actual question regarding config: I'm trying to lazy load Furniture Packs, so that I don't have to actually load or parse the content.json until I have to fill Data/Furniture, but FF can't tell if a Pack has config to load, save and show in GMCM until the content.json is loaded, so is there an event handler for when the GMCM menu opens so that I can load the packs and register the config pages for the packs?
oh shit, I never looked passed the AddOption functions
my bad
Oh, but there isn't any event handler, it's all just stuff to change the state of the menu, nothing to be notified when it changes...
i might be getting lost in translation, but initial load of a mod usually doesn't come with the config.json, it gets created with cp, so ig the thing is to do with your mod is to auto-generate that config like how cp/gmcm does? 
So from what I gather, I would have to at least load the content.json at game startup to parse the config structure, and leave the actual Furniture parsing for later
Plenty of my mods either do their registration or part of it at saveloaded
yeah, that's what I'm trying to do, but it would be weird to open the config menu and the pages of the mods you installed are not here
I would be totally fine with registering the packs only when the mod menu is opened (or when I need to parse a pack anyway)
This might not be the right place to ask, but how does one add a spoiler tag to information on their nexus page?
I would look up BBCode, that's what Nexus uses
That are (or were?) quirks with formatting inside of spoiler tags though, so be aware of that.
Ahh, brackets. everything I saw was saying was to use angle brackets.
No angle brackets in BBCode!
i've only tested with spoilered images and those work good, but i haven't done anything wild like quotes or w/e inside of a spoiler, just know that the stupid preview on nexus won't actually show the spoiler tag and you just have to Trust
I just wish they would replace it with a Markdown system...
i wonder how that's gonna work if code gets trunicated?
or does it just not care and it looks for the actual modfile
things to contemplate
I remember they're at least aware of the desire for an upload API.
I wonder how it's going to do that...
Anyways, hi DH!
Hello!
Long time no see
yeah.. we're uh, a .dll thing, so we'd have to effectively make sure a folder or something is just for nexus? 
maybe if they make github workflow thing
I see you have left the leaf and become an apple again
nexus i mean
Or grab GH releases
Honestly, I think I'd prefer just an upload API. That way it could be made to work any which way. But I'll take what I can get.
god automatic sync with the github would be nice, but i don't actually maintain mine exactly the same so i'd probably have to adjust
....why is there a tesla at the gas station
inertia
depends, my city has those solar panel things next to gas stations for EVs
i havent bothered releasing anything on github except as temp file share 
(i took the downtime of content patcher to actually sync up my working folders with my github so
)
@calm nebula what do you think about that
your furniture packs are not CP/content pipeline right
one nice ("nice") thing about having to do two releases is i can do the nexus one first, then by the time i finish doing the github one, the file has gone through nexus's CDN and has the checkmark so i can post about it without worrying about scaring my dozens of users
FF works independently from CP, but I want moders to be able to patch both packs' textures and data (so basically just passing them through OnAssetRequested) with CP
well i suppose u can patch gmcm
this mod replaces gmcm ui with own ui
you prob dont need to go that far but i dont think gmcm otherwise exposes "on gmcm open"
could also do custom option inside gmcm ofc
Yeah, I don't think I'll go this far
Wait, hold on, how do I handle a Furniture Packs where the config structure gets patched by CP at different time? Do I change the config menu registration/structure to reflect the patch? Or do I just move the config structure to a file that doesn't go through OnAssetRequested to avoid it getting patched?
well u set up the asset invalidated stuff right
Thinking about it, I think I can just Unregister the pack from GMCM when its content is invalidated and just run the registration process again
so that the cached version of furniture packs are consistent with the content as they have been loaded
@woeful lintel this is nitpicky, but I was wondering if there is a way that when you place the furniture, the faded icon that you see in the green square could match the icon rectangle instead of the source rectangle? (sorry for interrupting)
It is possible, but can you explain why you'd want this feature?
since I'm making the source rectangle empty so I can draw the texture with an offset using layers
which means that when I place it I can't see what I'm placing
I'm trying to plan how to organize the data structures before doing anything, but yes, I have an OnAssetInvalidated event handler to know what packs to (re)load when any custom Furniture data is requested
oh, right, I don't draw layers on placement
yeah, that makes sense
I could also add an option to draw the layers during furniture placement
yeah thats probably even better
The only case when drawing layers during placement is bad is when there are multiple overlapping because the opacity would add-up and it's kinda ugly
oh yeah i guess that's true. But if you make it optional then either way is fine I guess
Really looking forward to that new update btw! If you need any help testing, I'm working on this mod right now so I'd be happy to help.
I still have some way to go before starting testing, especially because I have classes now so I actually work on it only on weekends. I'll take note tho, testers are always welcome!
Btw, I might also just add a base layer offset that would completely solve your problem at the root.
Ooh that would also be great!
TIL the russian version of the "HATS" banner that hangs at hat mouse's shop was updated in 1.6
ok so I just loaded in my mod for testing, and looking through CJB, 99% of the icons loaded in "correctly" ie the image changed, however most of them are out of order (wrong icon with wrong item), some are missing. I'm not sure how to remedy this with the new 1.6 modding changes, as I have the items in the same order on the png file as they are in the data json
Are you using sprite index correctly? (like reading from top left to right, top to bottom)
yes
they seem mismatched randomly, not like by any of the adjacent images
and the first like 3-4 seem to be matched correctly
!json can we see the data?
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.
(also is there a way to further filter cjb, I can type the mod name but I'd like to filter it down further to just like honey or juice etc)
Never tried stacking keywords, though I would wager probably not
Huh, what is this for?
I need to know what mod this is a content pack for, as it's not one I'm familiar with
Had assumed you were using CP, gotta familiarize myself with the other framework
Its one I'm making, its an add on pack for https://www.nexusmods.com/stardewvalley/mods/23373 to patch in cornucopia's items
sorry, didnt mean to cause confusion
No problem lol, just need some time to look over this mods documentation
first data is for Cornucopia more crops, this one is for More flowers. Take your time, Ive got nothing going on here
I'm starting to wonder if I shouldn't just ditch the idea of a "base layer", and just force modders to define at least one custsom layer (which would be used as a base layer).
I have this idea for a mod but no real know-how: Non-human farmer mod, it doesn't change the appearance of the farmer or anything, it changes dialogue and reactions of characters to the farmer so they refer to the farmer as if they're a type of friendly humanoid creature
Itty bitty embed
well not 100% your idea, but the method's the same
basically just a bunch of dialogue replacements
kind of but it's more like, like imagine how the other characters would react to krobus or like, a monster walking right out of the mines and being friendly
like, the longer the farmer is there the more the dialogue changes and I'm good at making dialogue but the coding know-how is zip
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
Gov being slow today
You willing to zip up your project and send it? Only other thing I can think to see without actually being able to look at the images is screenshots of your folder structures
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!
unpacking the game is also recommended so you can see the game's dialogue and know what to patch
thank you!
I also mentioned the idea here incase anyone else wants to utilize it because I struggle with management because I'm more of an artist-
would that cause problems with existing mods though?
I'm going afk but I'l be around on my phone o7
@agile terrace what is your opinion on this? it would allow customizing the base layer's offset and depth while avoiding a lot of extra fields (I'm planning on keeping the same default value for depth of course), and make parsing cleaner in the code on my side.
the next update is a major update, it will not be compatible with mods that aren't updated anyway
Another advantage is that it will simplify the documentation: I wouldn't have to explain the fields for the base layers separately from the custom layers
Are you testing in a minimal mod set up? As far as I can tell, all the sprites are matching for me
There are some things I don't seem to be able to get like Ancient Coconut, I'm not really familiar with Cornucopia so I don't actually know what that is
I think I have 170 going rn lol
Ancient coconut shows an icon for me but marjoram, tarragon and wormwood are missing
In fact wormwood is pulling juice and pickles twice, one missing (my assets) and randomly assigned assets from fancy even though the only other fancy one I'm running is for vanilla
Yeah this doesn't seem right lmao
I yoinked the data file from the original bagi mod I was referencing, and that works so idk why it's all mixed up on mine. Maybe my manifest is messing with it by having a dependency for the main ebagi fancy (not required) in it 
Yeah the other one of wormwood's on mine shows the juice as -50 energy lol
I'm in town rn so I can't get a screenshot but some shenanigans are afoot and my smapi log seems fine
For the Marjoram, Tarragon and Wormwood you have too many entries in Vegetables and not enough sprites in the sheet
(side steps in, were you also prefixing addCrows to your building, roku? i'm probably gonna do a harmonyafter annotation
)
Yeah, I'm making it count the crows it feeds
(wormwood should show negative energy, it has a negative edibility)
I'll double check when I get home. I noticed from the file I pulled from they started with leer_name when it was in both fruits and veg but I saw it more with the peppers than the herbs
Yeah I noticed the leer stuff too, no idea what that's about, assuming some kind of translation issue maybe
As for the order issue, still seeming like a conflict issue at this point, I'm checking random things in your images to see if I have anything out of order but so far have been matching
It's funny cause I don't have an issue with any of those ones AFAIK. But yes I will double check the data file when it return home
I'll load a smapi log for you too for my mods list, see if anything stands out for you
(leer, from previous iterations, was just "read" iirc
in spanish)
Cause AFAIK my mod should be the only one changing cornucopia artisan sprites
Yeah, though it's not in a place where you should be using translations as far as I can tell
So really no idea why it was there, worst case it was probably just not doing anything
Well, other than offsetting the number of sprites you need lol
God, I know bell pepper is fruit, but I hate that
what else would it be? haha
vegetables aren't real
vanilla hot pepper is a fruit
is it a new vegetable? nope just Brassica oleracea
hmm WAG hot pepper ice cream
brassica oleracea mentioned
listen, i enjoy tajin on fruits as much as the next guy
I need my fruits to be sweet and my vegetables to be... not bitter but I dunno, not sweet lmao
peppers are sweet if you cook them-- 
so are carrots but you don't see me calling those fruits /lh
Ironically, this jaunt into off topic can be useful here @true coyote all those entries starting with leer are actually fruit anyways so you can just remove them from Vegetables lol
Yeah I probably will, I also hate that botanically they are fruit but culinary wise they are a vegetable
Wisdom vs knowledge forehead tap
Savoury?
Yeeesss
is ichor's next shitpost a, renames everything that's actually a brassica oleracea into brassica oleracea
All I need is to find out onions are defined as fruit for me to find out I actually don't like any vegetables
Also once I get this mod published, how do I acquire thr fancy mod maker role 👀
They are not, since they are the bulb of a plant and not the fruit part (ie pollinated flower offset)
Squash tho
👀 froot
Strawberries? Not technically a berry
(I did not know bellpeppers were fruit, RIP my favorite 'vegetable')
Dm bouncer
i'm gonna ruin your life
🌟 Science is a curse 🌟
You message bouncer with a link to your mod to ask for permission to add yourself to the mod author list on the wiki. They tell you if you're allowed to do that, then you edit the wiki to add yourself and then they sprinkle Cheeto dust on you.
Delicious pea fruits
Mmm cheeto dust... I hate being on a diet lol
i want to get hard pinged if they actually do setup a modjam
I've never had a cheeto
Cheeto's are okay, all chips get stuck in my teeth and I hate that
Yeah me too and am not a fan
the urge to make a junkfood 'food' mod
You can set up your notifications for the bulletin board channel to ping you for any message can't you?
Special buffs, they give you speed for a few minutes and then reduce your speed for a few minutes after that
They're extremely delicious for the first few handfuls and then super disgusting after that
true but i'd get jittery over pings that aren't the modjam 
Any like flavor coated snack is best had in small quantities
Consider: funions
I'll eat too many Takis and then regret my life choices
Funyons
Funyuns are similarly good in small quantities lol
off topic, i'm a rye chip fiend
Don't you want to know about bulletin board messages anyway? I always do because they're important server information (usually).
As if we aren't already off in the deep woods of off-topic
i just have the bulletin board as the only channel in this server i dont have muted
ez
this is still technically mod gen, i am thinking about it (i will not do it)
Me, unable to tell someone using a tbin to edit their map in a text editor: 
I must know what is happening in this channel at all times
Open it in a hex editor
They can just save to tmx right
why crow spawn private
Unless they r tIDE purist
wait what?
That's not a joke btw I actually did that for my greenhouse mod
The method and event that spawn crows are private, just means have to remake the functionality or I guess reflection
Did you have a good reason
oh
ask pathos?
Tmx was not cp-supported yet and I needed to make a large number of identical maps where the only difference was the season string in the tilesheet name
Or just say "no I don't want to"
Nowadays I just use tmx and a python script
If you want crows to do something besides eat crops then u probably need to make your own crow critter
Crows eating crops is a facade
The crop is destroyed and a crow is spawned on the crop spot
this.spawnCrowEvent.Fire(tile); i like how this is just, "Fire it."
Smoke and mirrors huh
Vapes and shiny surfaces indeed
oh no, i'm a crow
RSV has a rare event where it spawns 10000 crows on the summit farm
Wait u mean that wasn't a bug

I thought it was shenanigans between rsv and custom bush
... why custom bush specifically 
Right, looks like I'm up for the day. What should I do 
what's your list looking like
hmm ok removing the leer entries has fixed the three herbs not showing, but wormwood still has extra entries, and we're still mismatched
Hiria: outfits, dialogue, events, gift tastes, marriage, probably a bunch of other stuff I forget
Map: map
UI Info Suite PR: figure out what lines to edit to make NPCs invisible
yes it is
there should be no conflict, they are different items
We're not in JA land anymore
there is something conflicting somehow that's making my sprites mismatched
Well something seems to be causing a sprite shuffle for them because I don't get it when I have minimal mods
Q: Looking to make some music tracks and want to keep the vanilla Stardew soundtrack feel. What are some good synths and/or programs for this?
uif2 can probably wait until after they're done with the gmcm transfer? or maybe just a suggestion
gift tastes will probably be a quick one
map would probably be a full day thing if you want a full farm 
i don't know which would be easier for you to write for; the generic dialogue and then into heart events, or vice versa
(I've been out of the digital composing game for a looooong time)
if you disable Forager does the issue go away
the jellies and wine seem to be correct but honey, and vegetable related things are off (pickles and juice)
it does not fix the mix up no.
obv removes the extra entry since they're separate things
UI Info: I want to try to do it before they finalise the new version because it'd be incredibly easy for them to integrate a fix for it as long as they know it's something that needs fixing (and want to fix it). So I guess that answers my own question! C# time it is. Thank you for the help 
example of a mixed up sprite, prismatic rose honey showing on winter honey
Is this ebagi
yeah
an add on pack for ebagi fancy icons
for cornucopia
a mouthfull
ok so
the honey are all in order now except these roses (preliminary, gotta check the rest)
Might not be thing fixable by you then, though I'm not sure how ebagi handles flavored items 
The fear is that they r still use parent sheet index and preserve index
opened your mod files, your 8th to last entry is RoseWinter
your 8th to last sprite is that swirly rainbow honey
so that seems working as intended to me
so somewhere before that i accidentally duplicated something to push it ahead
who is the culprit...
just edit one of either the json file or the sprite to fix the order
there seems to be no problem with either EBAGI or your mod itself, just the ordering is mixed up
this is the way. rye chip gang
I guess that explains why I thought everything matched, technically it does I just didn't know it wasn't the desired images lol
if you want full accuracy, CA used Propellerhead Reason for stardew's music.
i don't know if i'd actually recommend it, per se, but i used Musescore (it's free!) for my mod's music and i think i got good results
ah found it
the config image i was looking at was in a different order than the data file and i didnt process that when looking between the two
some switcheroos and that should be fine
the pickles and juice though...
probably same issue. Which ones are mixed up
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
assuming it's your own mod, but uh, is this another fiddly with the renovations again
yep I see the problem
probably, if you could upload whichever pieces you changed so we can see, i honestly don't know if the cellar gets moved though
well this just got a lot more complicated 
i'll check this in a bit, pressing bugreport just came in 
Oh right, that's why I feel like shit
was about to test my map but i forgor i still havent made the quarry map at all,,
it's 1 am and it is Too Late to start a map from scratch
@woeful lintel
I mean allowing the base layer to be untethered from the hitbox could be pretty interesting, I don't really know how I'd use that to my advantage but I don't think it would be a Disadvantage? Overall I think right now I'm ambivalent? I mean if I'm going to have to rewrite my stuff one way or the other... If it's something you think you'll wanna do in the future do it now when we're already having to rewrite...
Hey there! I’m newish to modding but wanted to ask how possible something might be before jumping in. ||I’m playing with the new update of SVE and like the idea of the western frontier being a new area unlockable on the frontier farm, but I also prefer playing on smaller farm maps (playing on Aimon’s Small Forest Farm rn and really loving it). Would it be possible to make a personal mod attaching the frontier and all its related quest lines to a different farm map? I know it would require patching any other map but that’s fine.|| Any help is very appreciated 🙂
Yeah, that should be possible I think. Does the frontier farm replace a vanilla farm or have they made it an additional one?
it uses additionalfarms
......i just realized, this code block in frontier farm doesn't... do anything
heck yeah got it fixed
Does anyone know how Stardew Valley validates savefiles? How does it tell apart a corrupted/incorrect savefile from an accurate/valid one? It doesn't show the corrupted savefiles in the load game menu. I've looked at decompiled source code, but nothing points to a validator.
if the xml messes up, I assume just catching errors parsing
That was my guess too. I suppose that means parsing the entire file?
I was trying to cheap out and only look at specific values in the xml document.
But I guess that's not really feasible
try
{
using FileStream stream = File.OpenRead(pathToFile);
f = (Farmer)SaveGame.farmerSerializer.Deserialize(stream);
SaveGame.loadDataToFarmer(f);
f.slotName = saveName;
results.Add(f);
}
catch (Exception e)
{
Game1.log.Error("Exception occurred trying to access file '" + pathToFile + "'", e);
f?.unload();
}
definitely just seems to catch errors
yep, that's it
Making a Custom Farm Map: Does the Map Property "PetBowlLocation" refer to the "?" or the Bowl itself?
Usually the coordinate refers to the top left corner, so the ? here
The pet bowl area includes the weird tiles under it
Got it, thanks
I’m pretty sure it reads the whole dang thing
I’m currently working on a mod to add additional weapons to my game, what should I put in the “StockItemCurrency” section?
I’m not entirely sure what it means tbh
Are you using STF? It's basically deprecated in 1.6, unless you're modding 1.5 for some reason
figured i should put this here. ever get annoyed with having to write so many SMAPI commands over and over when testing? well, here's ConsoleMacros!
I was using JA but google kept telling me to use the shop tile framework to make it so a shop sells it
google isn't always updated with most recent info
your guide sounds like it was made back in 1.5
In 1.6 land you need neither JA or STF, just good ol content patcher
So I could add the new weapons using only content patcher? that’s so annoying, I spent like 3 hours looking through YouTube and google searches lmao
modding went through significant changes in 1.6, and for now the wiki is the most authoritative source of updated info
(that and unpacking the game files)
check out https://stardewvalleywiki.com/Modding:Index (particularly Items and Shops)
And even the wiki isn't up to date for 1.6 on every page so it's worth keeping the migration page open as well to ensure that any other page you're looking at does have the most recent info https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6
Lol it would show invalid files
hmm?
What program do y’all use for your pixel art?
I see a few on the wiki, but which one is the most simple to use?
Most simple is probably going to be something like Piskel or Pixel Studio. Maybe paint.net.
I use Aseprite, Affinity Photo, or Photoshop.
Question: How do I set in my map so that at night, it uses the glowing lamp, but during the day, the lamp appears off? (Along with corresponding light glow). I figure the glow comes form the light bulb on the paths layer, and the different appearance has to do with the Map Property "DayTiles" and "NightTiles" but the wiki is pretty vague with how to use the property and what all the numbers mean....
I vaguely recall messing with the NightTiles parameter back in 2017 for a now severely out-of-date map I edited a long time ago. That was in 2017 - I don't remember how to do it anymore...
DayTiles and NightTiles have 4 arguments per tile they're changing: layer the tile is on, tile coord X, tile coord Y, and tile index (e.g., Front 6 1 1253). Place your tile you want during the daytime on the map itself and set the DayTiles property up to reflect that, then set the NightTiles property to match the layer and X/Y but with the tile index of the night-time tile instead. As for the glow...I use the Light map property but I don't think that has an on/off.
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
i use aseprite! i built it for free on linux
Now to make a mod image. But first I must retrieve my child from daycare
It's the 4th number I'm having a hard time understanding For the glowing and not glowing lamp on the mine there, what is their tile index? I think I understand the other 3 numbers well enough, but that 4th one the wiki is too vague on IMO... I recall the light has an on-off? At least i think it did back in 2017? But then I could just be remembering wrong, it was only like 7 YEARS AGO...
OH MY GOD IT'S BEEN 7 YEARS SINCE MY LAST FARM MAP MOD.
OR 6 I FORGET WHEN I RELEASED THE SECOND ONE
Looking at the mountain map it appears that it's using the Light map property for the glow as well - if it is on all the time it might just not be very visible during the day? And if you hover over the lantern tile on the map itself while you're on the buildings layer you can see the tile index is 510 - that's the place on the spritesheet that the lantern is found.
Oh right, the Mountain map! I'll copy the numbers off the mountain.
NightTiles has 507 for the tileIndex so if we click on the tileset and go "edit tileset" and then click on the lit lantern on the tilesheet you can see it has the ID 507 which matches the NightTile argument.
if you're using code to make a mod for SMAPI alone to load and run you use C#
if you're making a Content Patcher content pack you use json (and misc files for tilesheets and maps and stuff)
yea what programe for C#?
(dotnet doesn't open)
well, thats up to both personal preference and whats supported on your machine. lot of people use Visual Studio
Thx
pretty much everyone uses visual studio community (2022), some use jetbrains' rider if they have a license
!startmodding lists IDEs i think
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
any text editor is fine really
.. for c#?
Going to be tricky to build lol
yea u can just dotnet build
wordpad is my IDE.
you have a very, very low baseline for fine lol
(is your name pronounced chewy or shway)
how do u get shway 
(or shoe)
I would've pronounced it chu-ur (very bad approximation of Chinese e sound)
its actually just chu but i got no strong feelings about any particular form
Like vinegar goose?
i hear chewy
my origin story is that i defeated all the other chu<realnumber> and now there is just me
I have no idea what vinegar goose is o_O
hi elizabeth, how do i transform Game1.windGust into some circular motion for a simple pendulum sort of behaviour
Cos and sin
my beloved circularFromRatio method fails me since my implementation is a screwy version of bush shake code
windgust and globalwind in sdv are real weird, gust occasionally gradually increases from 0 to 5 or 10, then immediately returns to 0
globalwind sits at some value 0/-0.25/-0.5 depending on the season, and increases (negatively) by some amount of the current gust each tick, while decreasing by a constant rate until back at baseline
https://www.acs.psu.edu/drussell/Demos/Pendulum/Pendulum.html this might help — it gives a direct equation for theta(t)

