#making-mods-general
1 messages · Page 69 of 1
my point is that a mail flag simply is or isnt. you cant check if the mail flag has a value of 0 or 1 because a mail flag has no value. a mail flag IS the value
The renovation syntax assigns 0 or 1 to a flag with a type of "mail"
As part of the renovate actions
From this piece:
{
"Type": "Mail",
"Key": "Fireredlily_renovation_bathroom_open",
"Value": "1"
}
],```
So I'm trying to read that as part of a When condition for a map patch, since nothing else is working.
That key and value are read as part of the Requirements to enable a renovation.
But the format's different
that controls whether or not the mail flag is set when the Type is set to Mail
it doesnt set a mail flag to 0 or 1
It should be adding or removing the flag, which meant HasFlag should have worked, right
?
That's what I was thinking at the start but it refused to acknowledge that the flag existed
if Value is set to 1 then you will get a mail flag with the id "Fireredlily_renovation_bathroom_open" when you do the renovation
...
I literally copy/pasted the exact same "HasFlag":"Fireredlily_renovation_bathroom_open that I had in there and it suddenly works now.
I don't even know anymore.
except now it only runs the EditMap on a patch reload, which is... not ideal.
hm
are you sleeping a day?
been trying not to, since renovations are MEANT to be instant
well, the hasflag token wont update any quicker than any other token, so once a day unless you change the updaterate to something else
all tokens are per day by default
Gotcha
specifically on DayStarted
So if I change it to OnLocationChange, by the time the person goes back to the farm, it will have updated.
unless they have another mod that lets them do renos from home
(not that i think thats worth worrying about)
otherwise yeah
I'd have liked it to work without needing to do an EditMap workaround so that it updated on the actual reno screen, but, since that refused to actually load my map in the first place...
Thanks very much 🙂 I was loading the sprite on monster instantiation
Adding it to characters/monsters was the solution, thankyou
no problem! glad it works 
hey! doesn anyone know how to actually create an NPC? my and my friend tried making one with Miss Coriels NPC creator, but i think we had a problem w sprites. any help would be- well- helpful! thanks
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
the wiki confuses me sm 😭
miss coriel's npc maker is outdated (though the sprite stuff should be more or less the same depending on what part specifically you got stuck at i.e. appearances)
ohh it is?
the first link is a tutorial on the modding wiki and not the official wiki which is more guided and explanatory!
and yeah afaik its not been updated to 1.6 yet
NPC dispositions and other related stuff changed a lot in 1.6
ughhh it seemed so easy and would have been so helpful
i will warn you that probably even with the NPC maker, making a custom NPC is like, one of the more difficult challenges someone can undertake
none of the individual bits are difficult but you need a lot of individual bits to make an NPC functional
yeahh it didnt seem so easy
very doable tho! so long as yuou have patience
we were running on a really old gaming laptop too 😭 all for a school project
i crashed out so many times
oh i'm so relieved to hear dispositions are gone
they're just- gone?
Hello! Sorry for immediately writing a long question.I'm having some issues getting Custom locations to work properly. I got one room that's like a hub area to load properly, but when I try to walk through that one to another custom location the warp doesn't work and SMAPI just says "location wasn't found or couldn't be loaded". I put the same info for them both in content.json and idk what I'm doing wrong bc I'm not that good at coding
They've been replaced by Data/Characters
i mean the asset called "NPCDispositions" is gone but NPCs do have similar data, just in a much easier to edit model
Well they're not gone, as such, just much easier to work with now because they aren't a string.
!json Can you share your json please?
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've never shared a link to this before so I hope I'm sending it right https://smapi.io/json/content-patcher/f20a882e5a3d419ba53024a1f3f2ffe8
i wish i had a pc
I need a new computer, my laptop is 7 years old now
Yup that's correct. However, you're using CustomLocations which is deprecated and your Locations edits aren't correct - not least because you need to be editing "Data/Locations", not just "Locations". Your whole location's info should be in Data/Locations rather than using CustomLocations. https://stardewvalleywiki.com/Modding:Location_data
Ah ok. So should I change the "Target" to "Data/Locations" instead of just "Locations"?
7 in most electronics' years isn't much. but 7 in laptop years is quite a lot lol
The Targets for the EditMap's are wrong I'm pretty sure
Yes roku is correct
I've been trying to use the examples on the modding wiki but this is all very overwhelming. I'm an art major
The targets for the EditMaps should be CarrionCrepitations.SolaraValley_FlumeRoom instead of FlumeRoom and CarrionCrepitations.SolaraValley_AntiSolara instead of AntiSolara (I'm fairly sure - I've never use CustomLocations before though because it's old).
The modding wiki is out of date for anything map-related.
(Well, most things map-related)
That figures. A lot of the stuff I could find was several years old
Here is an example of how to create new custom locations the 1.6 way (ignore my notes to myself lol): https://smapi.io/json/content-patcher/cd429d3782d340e983bf64806c64a2bd
(Also, you can usually load files that are going into the same area - like Maps - in one Load action rather than my inefficient way of loading my three maps separately. I just haven't bothered to write mine the consolidated way yet.)
Oh wow this is a lot different than what I was doing
I kinda prefer loading things separately so I can tell what's going wrong
I think I'm going to try rewriting all the location stuff tomorrow morning, it's like 10:30 where I am rn. Thanks for the links I appreciate the help
apparently, people are making bad mods and linking my discord in them <.<
that makes me worry...
esp since it's mods i wouldn't ever want to associate with DX
disappointing that Event.int_useMeForAnything2 is in fact already used by the spriteText command, meaning you can't use it for anything while text is showing 
hello... someone commented on my mod about a weird issue and i have no idea how to start trouble shooting it... i think something is modding the greenhouse and that messses up my mod...
https://www.nexusmods.com/stardewvalley/mods/24997?tab=posts
[game] Can't read map property 'mushymato.MMAP_BuildingEntry' for location 'Greenhouse2f7eb869-7f9f-443c-b6a0-cec413535e0e' because the map is null.
[game] An error occurred in the base update loop: ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
at Netcode.NetList`2.get_Item(Int32 index) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Network\NetFields\NetList.cs:line 22
at StardewValley.Buildings.Building.doAction_PatchedBy<CF.FarmhouseFixes__FlashShifter.SVECode>(Building this, Vector2 tileLocation, Farmer who)
at StardewValley.GameLocation.checkAction_PatchedBy<DaLion.Professions__DecidedlyHuman.MappingExtensionsAndExtraProperties__Goldenrevolver.HorseOverhaul__leroymilo.FurnitureFramework>(GameLocation this, Location tileLocation, Rectangle viewport, Farmer who)
Probably need to get an actual log to see their mod list
Wow, that is a lot of mods all patching the same method.
GameLocation.checkAction is one of those absurd method's that does like everything
unfortunately, GameLocation.checkAction does everything lol roku beat me
Way, way, way too much crap crammed into one spot
Yeah, so the issue could really be in just about any of them.
MMAP, SVE, Professions, whatever MappingExtensionsAndExtraProperties is, Horse Overhaul, Furniture Framework... yikes.
That's also just the error provided by the user, not even from a log so who knows if it's even related
Could just be the first red they saw
True. Like most errors, it's not really worth investigating without a log.
I blame Chu /j
I was looking at the code for MMAP but it seems like it should be fine if it fails, also should be throwing a different error
Just noticed the bots changed too, spoopy
Too many "boo" puns. They could have made it "Bludgeoner" or at least "Bone-cer" or something.
and i took that personally
I can only give you partial credit for at least being a rhyming pun.
I could be Eliza-boo
how do you feel about focus going by the name Doctor without having first defended a thesis?
surely a controversy
do you know for sure focus has not
no, but i'm taking a calclated risk 
there's really no event command for giving the player an item, huh. more c# to do
Putting aside the "how do you know I haven't" question, which must remain a mystery, I am not sure that Victor's character technically had a formal doctorate degree.
Focus-Pocus is always a possibility to avoid malpractice lawsuits, if necessary
i'm amazed he even got the part in SVE given his dubious credentials
can you not do trigger action actuions in events?
i don't know
a question for later
Not half-bad, I will keep that in my back pocket or for a future event.
can you do normal dialogue commands in events? (i know nothing abt event scripting)
the good news is this pure CP event mod only has 2 postfixes, 1 perscreen model, and a constant on-rendered handler
otherwise pure 
oh there is just an action <action> event command added in 1.6
so you can absolutely give the player an item
Like a "pure" function that only writes to two files and does one network transfer.
... or also just the addItem event command listed right below that that my eyes glossed over
and yet the dialogue page is updated with 1.6 commands 
why not be the change you wanna see in the world wiki
maybe..
Wiki editing is scary, but it is the right season for it. 
Can I get help with C# modding here?
I've been trying to update a mod called "Restauranteer" for a week, but I couldn't update completely. I'm not very familiar with coding, and all I could do was reference the released code of the mod and a similar code used in "Market Town".
As a result, I succeeded in running the mod, and when the event conditions were met, NPCs showed order emotes above their heads. When the order was fulfilled, the game correctly displayed dialogue and farmer could get paid for the food, as expected.
However, the code for placing a fridge in the shop doesn't work (there are no SMAPI errors or syntax issues, so there's nothing left to fix). The fact that there are no errors but nothing works when I actually run the game drives me even crazier!!!!
The problem is that the player cannot freely cook without the fridge. Also, the part where NPCs offer recipes for sale in the Saloon when the player hasn’t learned them yet still hasn’t been resolved.
Therefore, I ended up removing the fridge creation and sell current recipe logic entirely and only have a half-finished mod. The related methods are GetFridge, PerformAction, and GetSaloonStock(SellCurrentRecipe). Oh, the compatibility with the Love of Cooking mod is also deleted, as it’s related to the fridge functionality.
I understand that the author of this mod, "aedenthorn", has made all his mods open-source and does not update them. So I'm curious about where I should upload this file I created to get help. Is it okay that upload the file at here...? Or How can I get help to complete this mod.
I hope someone can fully update this half-finished mod and upload it to Nexus Mods.
What happens if I don't define the Starting Farmhouse furniture for a Custom Farm Map? Does the game pull the Default Farm's farmhouse's furniture instead? Do you end up with no furniture?? Is there an easy visual way of defining the furniture for the farmhouse for my custom farm map??
I assume itd pull the standard farm furniture but Id try it out to be sure
could use lookup anything (with debug fields enabled in settings) and a cjb cheats, then furniture the place and look up IDs/coords?
you could clone the repo and push your changes I guess?
If you don't specify, you get no furniture!
And yes, sheku's suggestion of grabbing the furniture you want with CJB Item Spawner and then using Lookup Anything to find the item ids is a good one!
oh, there's my name in this, I don't like this...
Oh no, it's where I put a transpiler, and I have no idea what it actually does...
I think it should be fine (FF is probably not the cause of the error), but I don't know what the other mods are patching, so maybe there's an incompatibility
Oh no... I'm also in this. 
i'm pretty sure i have most of those mods minus professions and my custom greenhouse map (aimon's fancy) loads fine?
fair enough
If I understand correctly, is it possible to continue the file? What can I do?
In a custom event, there is a command to slowly move the camera in one direction?
Thx!
I NEEED HELLPPPP
My audio file isnt working
ive writting it into code like this
label prologue:
play sound:"bonk.wav"
and ive also dropped it into my audio files
but its not working
ok, I need more info...
Are you editing it into the game code directly?
wdym
where did you 'write it into code'?
ok, explain exactly what are you doing. I have no idea which code you are editing on c#. Are you making a new mod?
yeap, you can upload free code, and as aedenthorn has their codes under MIT licence makes them free for intelectual use.
I would suggest you select the parts of the code you think are broken, although not error, and throw them here with the discord code formating, if not too long:
```c# <code here> ```
I updated aedenthron's Spoilage this week, so his logic is kinda fresh yet on my mind
Is possible to change from beach map to "changeLocation NightSceneMaruMap"?
If so, how? I cant find the Maru event that does it
how come you're not called aviraven for halloween
'if any value is given to [pan] , no panning occurs'?
aviroe'en
i could make it something different
got me confused there
[ ] on the wiki means optional
ok, 'any value given' means 'no value given'
I am not an english native. sometimes these descriptions makes me confused
that's fair, it's not correct in english, i honestly haven't bothered to look at the description since i knew what it did
Thx, this works, i hope I can properly set it up so just the night sky is vissible
the whole map is 'fake', so i think the night sky is baked in
it is clear enough by code logic, but damn... sometimes descriptions makes it harder to understand
it's more that the parameter pan should be named ifThisParamIsGivenThenDon'tPan
I think I had some issues learning how some events worked during the week because of that
I had to experience myself with a testmod
Uhm, any other map that I could use? Just need a calm background while the character is talking
I dont have the skills for that
so if I do changetotemporarymap <maphere> (13,60) the function would just look at the pan and say 'now I don't want to pan anymore'?
Maybe I can just move around the valley
oh, ok. I thought it was the panning coordinate
changeToTemporaryMap Island_N false
yeah probably should update that but i honestly just use a copy paste from the wiki.gg
changeToTemporaryMap Island_N false/bgColor 0 0 0/ambientLight 0 0 0/
cause the lighting on temporary maps act strange 
let me try it!
yep, it doesn't even care what you give it. true, false, (13, 60), eggs, whatever you like, it'll stop panning
I have an idea to a Jack O'Lantern lil quest for halloween challenge, like the find-my-axe-Robin-one, but these event and quest edit makes me think twice
you wouldn't need to edit an existing quest, you can throw your own in and it's easier than editing
oh question for stardew players, is golden pumpkin an op reward for doing a task ingame
not really?
I meant editing a new one... I used editting freely there
i think it only has the universal 'love' right? not like stardrop tea?
is it worth a ton?
id like something satisfying but not busted lol
it sells for a good amount in the early game
eh
I would say it is a good gift. not busted
has kind the same worth of the chest treasure that you can randomly fish from the start
Not like me getting magic rock candy for my birthday and immediately selling it
i think the main problem you'd have with a robin-axe quest, is the 'find reasonable tile' to place the item
that's rude!
quest items are added to an overlay objects layer, but I'm not sure how to use that from content only
so you won't have to worry about colliding with existing items
I can just follow the robin quest and see how it does
also removing any forage that may be at the tile, or randomizing it
i'd just do the 'isTilePassable' or something, there's a method somewhere that checks whether it's clear
interesting
i contemplate just putting this half baked npc out now because i'm not in the mood to script heart events
I also think about having partial outcomes in case you try to return the wrong item, as an easter egg
but not sure if it is doable
game would consider it as gifts probably
my main issue would be doing the npc sprites...
I have zero experience with this lmao
You have until the end of the month! Don't rush it!
what is in less than 2 weeks
i wouldn't rush it, but a large expense dropped into my lap 
I know but you still don't have to release it now and then regret it later. You can focus on your irl stuff and then decide next week what to do with Mothman 🫂
oh discord changed it's blip noise i don't know how i feel about that
If you're asking what I'm referring to it's the deadline for submission to the modding contest for the spirits eve event.
I am aware
Sorry, I misunderstood your message then because it looked to me like you were asking what was happening in less than two weeks.
it's driven me nuts because I had the idea for a nice lil quest mod but there are lots of things I would need to learn to there
sorry, should had used 'which' maybe?
But now I think you were saying "the end of the month is in less than two weeks". Which, to me, is a long time away because the only other mod jam I've participated in was a weekend one lol
also I will be busy starting the middle of the next week. so maybe I will skip this year as I just showed up to the mod community
god only 48 hours for a mod jam sounds like a nightmare
Definitely don't push yourself! If it's stressful rather than fun then I don't think it's worth it.
people are extra creative with these short schedules. I see lots of nice things on game jams
Yeah I didn't end up doing anything because I felt too unskilled to implement any of my ideas in the time frame.
but also it usually goes well to the ones used to modding/game developing and has enough practice
This time around I think that even if I don't finish in time or if I make something that's pretty crappy I will have at least learned some new stuff and practised drawing more.
Got to do things the old fashioned way?
yeeeeeup
it's fine, since there's only a winter option, i'm not gonna bother with a full season recoloring
i hope i annoy people with the fact that mothman speaks in piglatin
I laughed
And yeah I think Mothman can easily get away with not having seasonal outfits lol
dwarvish wouldn't make sense cause no one acknowledges him except krobus
and speaking ~eloquently~ didn't fit, so i was like "what sounds like gibberish but is still coherent?"
It sounds awesome
I would probably be very annoyed to, basically, have to learn a new gibberish language to understand him
i did honestly contemplate my own morse code but in verbal clicking but i was like "that's far too niche"
most of our comprehension comes from context though, so depends in how you do it, may go very well or very annoying lmao
oh it's a translator
calm down, R2D2
is there a way to give an item in an event? Without using mail I cant find a command for that in the wiki
Reciprocate does it with villagers giving gifts back to the farmer
oh there's setskipactions i didn't realize
definitely going to be useful for me later but i'm done dealing with the mod i'm thinking of for now 
nooo event playsound doesn't have a pitch modifier...
Thanks!
And for looping music? Because If I understand correctly, "continue" just play the background season music
the first command in your event sets the looping music
e.g. "Custom_MyMod_Event1/u 1": "spirits_eve/-1000 -1000/farmer 69 69 1/end plays spirits_eve
Yes, but, if it isnt the first music?
you can change the track later with playMusic spirits_eve
Yes yes but, i have a long cutscene and the song only last 1 minute
How can I make it loop?
it doesn't loop? then i've no idea hahah
I think i read that it doesnt, but, im going to test it first
Well, it loops, so no trouble lol
I dunno where I read that in the wiki
just don't ever use the sine sound, it will break 
why in gods name would you play a looping sine wave as background music for your event lol
i was testing out all of the soundids that didn't have examples
because sines are fun
The following updates were made to the original GetFridge method: I modified the method to reflect the updated data types in OrderData.cs, since I had changed them. (In order, string, string, int, string) Additionally, I replaced all instances of objectInformation with objectData used in version 1.6. Afterward, I only made minor fixes related to data type issues. Although no errors occurred, the fridge did not appear anywhere in the game.
public static Dictionary<string, NetRef<Chest>> fridgeDict = new Dictionary<string, NetRef<Chest>>();
public static Vector2 fridgeHideTile = new Vector2(-42000f, -42000f);
private static NetRef<Chest> GetFridge(GameLocation __instance)
{
switch (__instance)
{
case FarmHouse _:
return (__instance as FarmHouse).fridge;
case IslandFarmHouse _:
return (__instance as IslandFarmHouse).fridge;
default:
__instance.objects.Remove(ModEntry.fridgeHideTile);
NetRef<Chest> fridge;
if (!fridgeDict.TryGetValue(__instance.Name, out fridge))
fridge = fridgeDict[__instance.Name] = new NetRef<Chest>(new Chest(true, "130"));
return fridge;
}
}
I originally had an if statement related to autofillfridge within the method, but the code was getting too long, so I'll upload just that part.
it doesn't put a fridge. it just gets the Fridge NetRef if a fridge is found
maybe something else is changing or taking the fridge away
or not putting it
FarmHouse should had a fridge by default after the first upgrade is bought
the mod also changes the farmhouse map?
maybe it sets a fridge in default if no fridge was found, but I can't understand where
check for references to this method, if it is being used somewhere
I see. I'm sure there are several fridge-related logics, but the fridge doesn't show up at the saloon, so I thought one of them also creates a fridge.😥 I don't even have a plausible basic knowledge of c# or coding, so you might feel my explanation is ridiculous. Thanks though! I'll have to look for more information about the fridge.
Can I also attach the code for Getsaloonstock? I tried to fix this, but the smapi error seemed to say that utility calss doesn't have the getsaloonstock method. It was supposed to be done like this
[HarmonyPatch(typeof (Utility), "getSaloonStock")]
public class Utility_getSaloonStock_Patch
{
public static void Postfix(Dictionary<ISalable, int[]> __result)
{
...
}
So since it doesn't exist in the utility class anymore, I tried to write logic to replace it and there are no errors to see what's wrong, but it didn't work. Nothing was added to the stock at the Saloon.
public static void UnlockRecipesFromOdersInSaloon() ///Replace Utility.getSaloonStock
{
if (!ModEntry.Config.ModEnabled)
return;
GameLocation saloon = Game1.getLocationFromName("Saloon");
if (saloon == null)
return;
foreach (Character character in saloon.characters)
{
string orderDataStr;
if (character.modData.TryGetValue(ModEntry.orderKey, out orderDataStr))
{
OrderData orderData = JsonConvert.DeserializeObject<OrderData>(orderDataStr);
string dishName = orderData.dishName;
if (!Game1.player.cookingRecipes.ContainsKey(dishName))
{
Game1.player.cookingRecipes.Add(dishName, 0);
ModEntry.SMonitor.Log($"Recipe for {dishName} has been unlocked from Saloon order.");
}
}
}
}
It's good. I was also learning some c# code and logic through the week. People here like to help if them can.
The Getsaloonstock you referenced above is an Harmony patch. Harmony is a framework that let's you add things to the base code.
So, in this case, the public static void Postfix you referenced should be implemented as a Utility method. To update this you need to update the Harmony logic, and it is beyond my grasp right now (to be sincere, I refrained to dwell too much in this for now).
Even if redoing the logic in a new method, you would need to patch the new method with Harmony so the game can use it as intended. There are things that, if not patched in the game code, the game just overrides.
hope it helps you understand how to parse it to Harmony and fix
sorry for my answers. it's raining here and internet is unstable
also, on Visual Studio, you can check where a method or property/variables are used/referenced rightclicking on it and selecting 'find all references'
it will so make a list at the bottom window where you can check everytime that variable/property/method was called
if you didn't yet, take a look at the c# mod making guide/tutorial here:
https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started
it will help you understand the basic logic behind all c# STV mods
and what you need to change/implement to make it work
also, I am sorry if my instructions sounds a bit pedant. English is not my native language and I am just trying to be clear without bringing it to a ground floor lecture
feel free to ask anything that you didn't understand
and feel free to call me by DM so we can free this channel
Thank you. Your explanation on the direction of correction was helpful, which part is lacking. I will refer to the link as well. Thank you for your kind explanation.
Not really experiencing any problems, but there's something that I'm curious about... if it's already possible to take the asset or a single i18n token from another mod, would it somehow be possible to edit just this i18n token?
Probably not, but just something that came to mind 😅
I'm still on 1.6.5....
what?
[SMAPI] Vanilla Tweaks Style Stardew Valley Expanded Seeds 2.1.0: https://www.nexusmods.com/stardewvalley/mods/24669 (you have 2.1.0)
[SMAPI] Vanilla Tweaks Style Stardew Valley Expanded Seeds 2.1.0: https://www.nexusmods.com/stardewvalley/mods/24669 (you have 1.0.0)
OP how? It's utterly worthless except for sell value. Maybe it'd be OP if you got it on day one, otherwise it's meh.
its a universal love iirc
The only reward I'd consider OP with my mod load is a million bucks... 
Sure, I guess being a universal love is... sort of useful. But you have access to other sources of those.
Tea set is the most op item if your goal in game is to collect all the things
If you are the sort of player who cares about OPness then you are most likely the sort of player who has already collected 5-6 golden pumpkins by the end of year 1.
(as well as a few dozen rabbit's feet)
work boots:
Is 1.6.8 mod breaking ?
Haven't opened the game in half a year and after trying to update a mod there's just one error... I'm honestly impressed by myself 
no, editing the token would not be possible
Hello everyone! does anyone have a guide to how to make hair for fashion sense, i just cant find anything about making hair from 0...
Okay, all the errors are dealt with... now do I want to test the mod or throw it at users and wait for bug reports... 
I'd like to claim that stable vs. buggy releases are an earn it or burn it decision (the "it" being your credibility/social capital).
...but unfortunately, in reality, that's not even remotely close to how Stardew mods tend to be publicly received, and things like "performance" or "correct behavior" are mostly a matter of your own personal pride (or lack thereof) in your work.
My maps are fixed!! Thank you so much
Oh LMAO that's hilarious! Is there an easy way to copy a vanilla starting farmhouse layout? I would like to just load the standard farm regular farmhouse. Can't go wrong with that layout.
Alternatively, what's the ID of the furniture and wallpaper catalogs??
https://mateusaquino.github.io/stardewids/ Under the Furniture tab
That's a good idea actually
A collab with @hard girder to make the vanilla doghouse smaller and cuter:
https://www.nexusmods.com/stardewvalley/mods/28688
Does anyone know the proper way to code a readable letter? Like, a player can walk up to a letter on a table and it pops up on screen when they interact with it. I managed a command in one of my other maps for reading some signs, but for some reason the letter using the same code method doesn't work :/
does secret note framework handle that
if you want it to look like an actual letter from the mailbox i dont think you can? i might be wrong though
I mean I'd settle for just a large dialogue box. For some reason it just doesn't appear at all, which is weird bc I did nothing different from the other signs
there is the action dialogue in Tiled but that only comes up as one of those portraitless-centered dialogue boxes, and it's usually just a small box
I made a Tile Property called Action, with the details being "Message (MessageName.1)". Then I have an EditData adding an Entry to Maps/StringsFromMaps. That worked ok for signs but I can't do a bigger message
do you have a Tile actually placed in the correct layer as your map action thingy
It's on the Buildings layer
assuming the Action tileproperty is on the (pink?) buildings layer
then you also need a tile on the other Buildings layer
in the same spot
Can the player be standing next to it or do they have to be standing on the Action tile
they just need to be close enough to right click it
or w/e their interact button is
so you can put the action on the table tile where i assume you already have the table itself on the buildings layer
Ok so there is both a tile on the Buildings layer and the pink Buildings layer, the Property is "Action|Message "Message.Name" " and I have a command in content.json to EditData in StringsFromMaps with an Entry that is the letter content. But when I run the game and go to read the letter, interacting does nothing. The cursor doesn't even change
then maybe you didn't put the updated map in the mod folder
(there is actually Action Letter <string messageKey>)
or me, i had something on a Buildings2 layer, and therefore it wouldn't let me click
I spent entirely too long working on making a fillable Google sheet that can spit out a valid EditData action for Data/Characters but it WORKS
I did a Save As directly to the mod folder to be sure. Also I tried Action Letter and there still wasn't anything there in game
one thing that got me more than i like is when i had building instead of buildings
I still want to add more notes but I am happy to share it later tonight if people want to test it out for custom NPC Data and tell me how they manage to break it
Oh my god I figured it out. I forgot to label the Tile as "TileData"
that'll get you
Yeah that was one I didn't even consider
it's sort of a pain in the nut, but that's why i've transitioned all of my tiledata into cp edits
Does anyone here use monodevelop on an Arch-based linux distro? I'm struggling to get my environment to build.
No one does because monodevelop is deprecated. The linux devs are either the VSCode group or the literally using vim and dotnet build group
Thanks, I'll look into it
There's also Rider on Linux which is probably the closest to Linux VS, though you need $$$$ for it
(or be a student I guess)
There's also the open source license
They just give you a discount if you're a student, and you need to prove you need it for a class
You get it for free as a student and don't need to prove anything besides being a student
That's how I get my Jetbrains license
I'll probably stick to vscode for now, but thanks
it's a little scary how fast this contest mod's come together. so close 
must be nice, i still gotta write heart events
just needs a little map polish, a little finale, and a little testing
I haven't even started yet. Good for you though.
me : about to push an update
someone on nexus : reports a bug
Well, at least it's good timing, except i need to repack
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Unix 6.11.3.1, with 5 C# mods and 2 content packs.
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows NT 10.0.19043.0, with 5 C# mods and 2 content packs.
this might be better off in #1272025932932055121 i think
Oh, woops, sorry
..why did my vs22 explode
there's really no doorknocking sfx 
hmm I do recall a bunch of modded events that have door knocking. they may just have modded a custom sounds in
i'mma see if i can get away with 3 consecutive axchops
which means i gotta turn off youtube playlist to debug this event 
on second thought they may have just used the axe chop sound lmao
https://smapi.io/json/content-patcher/f772192830c94fb0afcc64b7ac7ed129 Could someone figure out exactly what it is I'm doing wrong here? I'm looking at this in notepad++ and don't seem to have any hanging quotes or anything
missing ending comma on line 500
I use the step sounds (woodyStep, stoneStep etc) for doorknocking sounds in events
oh my desktop audio isn't working that's interesting
bless
wonder what isn't annoying but still sounds like metal, either way i can just get away with the stonestep
(thank you years of being a band nerd for that knock cadence
)
will events on the farm always have them in this starting position? I tried changing them but no difference. They can move but always start there, overlapping with each other on the stairs of the farm house.
if you don't want the actors to show up until later, you have to set their initial positions to something far like -1000 -1000
oh yeah i could have them enter a bit staggered and maybe work around it like that!
I was going to have them waiting like they just knocked etc
yeah you can have them all in the inital setup like farmer -1000 -1000 0 {{Mothman}} 10 37 2 warp them in when you need them, warp them back out to the impossible number
(just remember if you're using the globalfade/viewport trick that viewport -1000 -1000 will be able to see your <npc> -1000 -1000) 
Can CP do custom rarities for objects like JA could?
Technically there is a way around it (I forget) but then your events look weird if the player moves thr farmhouse
You can do things like "set up the camera off screen then move one npc before moving the camera in."
Does anyone know APIs are still duck-proxied if the caller has an assembly reference? Like how many mods probably do with SpaceCore?
I'm looking at possible designs for "framework extensions" now and wondering if I should even bother attempting to work with the API system or just roll over to an "internal API" of static methods.
oo ok i was trying to get vincent, penny, and jas going up together to trick or treat. it's working fine other than that bit 😅 i just got back to my computer though so i'll keep working on it
Sorry, just realized I meant "categories"
Try advancedmove (or is it positionoffset?)
You need spacecore for categories not from base game iirc
To give them special display name
Hey! Sprite animations; should I put this straight into my content (the screenshot) and nothing else.. or should I put this instead into my content (the text)
"LogName": "Animation Frames",
"Action": "Include",
"FromFile": "assets/animations/Animations.json"
},
it's up to you how you want to organize your mod tbh, you can actually have everything in content.json
So either would work?
yep
Thanks!
are we able to butter the cats
Okay frick I meant positionoffset sorry
But it's what I use for the same effect, just gotta multiply the numbers to get the right amount of offset
making ignoreEventTileOffset the 4th command in your eventscript prevents that
I think I got my workaround in place but i'm going to try that too-- thanks!
Didn't work for me :/ They were all standing on the same tile still. This is thatt part of the code: continue/64 15/farmer 64 16 2 Jas 63 15 1 Vincent 65 15 3 Penny 64 16 0/skippable/ignoreEventTileOffset/ My workaround was to start the camera elsewhere on the farm and use beginSimultaneousCommand to allow the sprites to move while i moved the viewport toward the farmhouse ^.^
Anyone know what the ID is for replacing the load screen song? It seems to be not on the ID list on the wiki
it would be music/camera/actors/ignoreEventTileOffset (so before the skippable).
but this is what I was hinting at when I said there was a way around it BUT it doesn't work if the player moves the farmhouse
because then it just uses the coordinates, which is not necessarily the doorstep
title_night
Okay i know a mod I used to use- Piano Valley- changed the music during the rain with just using the ID... "rain", but that doesn't seem to be working
oh apparently it's case-sensitive. crisis averted
Wasn't sure where to ask this, but how do people make the portraits for Stardew Valley mods? It has to be a 64x64 canvas, right? Yet I see so many portraits with extra pixels that look advanced, and even the ones that don't do pixel art on a 64x64 canvas without looking blurry
you need a hd portrait mod
The ones that are making portraits larger than 64x64 are using Portraiture https://www.nexusmods.com/stardewvalley/mods/999 (or HD Portraits if they're pre-1.6)
Or Scale Up 2 if that still works
Platonymous made Portraiture and Scale Up 2 and I'm not sure why because they look to me like they do the same thing
oh scale up 2 is more general
portraiture has some portrait specific features like a button to swap between base and hd
Ah okay
Sprites in Detail is the one with Large Gus
Scale Up 2 is still working in the beta, as of yesterday anyways
Scale Up 2 has Large Krobus.
wow. that's a large krobu
Big, off-center Krob
[taking notes for my writing-task entry]
(sprites in detail is also still working in the beta)
In general I'd recommend using Scale Up 2 instead of Portraiture for mod authors because it demands less from users.
(Also compatible with vendor portraits, unlike Portraiture. >_> )
contest mod was going so well until i decided to remake all the maps with custom tiles. i can feel my life fading away
fair, i don't like the idea of 'drop this into a folder' cause I Don't Trust
the maps look so much better 🥹 it just takes..... fucking hours
I would take another look at fixing the content packs for Portraiture now that I understand them, but I don't think a PR would get accepted any time soon
me counting to 4
smh
Hello, I am Rose, i am having trouble with the my moods machines 🥲 does someone know how to fix it , i am using content patcher
having to work in on/off shifts in tiled to reduce exposure to dangerously mind-numbing tasks 
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md
You should use i18n for translations instead
me too-- my brain is not made for numbers and coding and stuff but it's a fun challenge (usually) 😛
Hm, I don't seem to have an example. Basically you need a folder in the folder with your content.json called i18n
Inside that folder you would have a default.json where you put your i18n keys, and you can use the page I linked to go from there
You can also just come back to translations later, though it does create quite a bit of work to handle all at once
Mothman! (the brainrot is real)
Yes it's much easier to do i18n as you go.
i am already done with 5/7 of the heart events 
i experiment with it thanks for the suggestion
When somebody made a translation for your mod, but the screenshot they use for their page is from another mod. 🙃
If it helps, you can use this to convert your text to i18n: https://nom0ri.github.io/sdv-i18nifier-app/
OMG thank you
Gonna save me time
I am in college and I have 2 art classes and MATH. The bane of my existence
fun fact: me counting to 4 (incorrectly) was the first time I used math out of school /j
looool 😂 😂 🤣
the brainrot is so strong that i forgot how to format "Action": "EditData" for a solid minute 
literally kept on writing "actionedit": "data" in some form or another and going "that's not... right..."
yay i think i got the code how i want it! so i'll just finish up the sprites and one portrait, then do final checks, and my little trick or treat event mod is done 🙂 i might finish before my trip in a couple days even.
the mothman hypotonized you
checks watch i have been awake for...... 16 hours 
I'm doing a trick or treat mod too, yay!
ok i think i've finally buttoned up all the features in lacey's next update, and now i have to do a bunch of sysadmin stuff
i'm excited for them to exist, i love halloween
and their costumes are from one of my childhood special interests ^.^ (that i still love ofc cuz who wants to grow up anyway?)
joy is for everyone ✨
(fun fact, i've finally figured out i can just go straight to the 'upload new version' on nexus and throw my file into the fires and it'll update the semver across the other damn tabs)
i'm fairly satisfied my mod is completely impossible, which makes playtesting all the more daunting lol
moth
i realize i didn't make a spouseroom but i was so sick of tiled and i just Wanted To Be Free ™️
just found out that event music doesn't loop by default, tracks determine themselves whether or not they loop
🤏 I am dis close to yeeting my buildings
I've noticed tiled seems to be one of the less-enjoyed parts of modding in this channel, meanwhile I'm out here making maps I'll never use for fun lol
Can't get them to produuuuce
I like making indoor maps but outdoor maps have so many cliffs and river edges that I am very bad at making look good
I just wasn't in the mood to look at Tiled anymore since I've stared at it for my event positions all day
It's a fully functioning npc, I just don't know what'll happen for marriage so that'll just be an update 
Does anyone have an example of a custom building that can do item processing?
Mount Vapius' Fruit Press
Cornucopia also adds rules to the Mill if you need examples of adding new rules to existing buildings
Man my building don't like me >:|
obligatory if you need help feel free to post a json
this looks fine to me. what's the issue? the chest not bringing up? or it brings up but doesn't allow adding your items? or it does but the conversion doesn't happen?
chest not bringing up, so it doesn't allow item adding
imma bout to slingshot the items into the building
but yeah chest is refusing to chest
did you click on the tile exactly at coords X:3 Y:1
yup
figured it out: your building size is 5x3, which would put the chest tile at 3,1 right in the middle and unreachable by hand
I pulled up a test game, put the chest at 3,2 and it works
WEEEEEEEEEEEEEEEE
Thanky Selph :3
On a side note, a friend is having this error 9-9
https://smapi.io/log/ca0b4cc29e6d4470926cd5f69ff7ad25
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Education, with 21 C# mods and 5 content packs.
cant really point out an error without the json but my guess is they have a typo in/misformatted their list of recipe ingredients
Time to learn how to use PathPart so I don't have to name my files the same as my assets.
Curses, it won't help me.
Unless I put them in different folders, which feels like more work.
Now time to get acquainted with item extensions
I will attempt to LIGHTS
too bad CP building don't lights 😦
I have had IE disabled since 1.6.9 beta started, I wonder if it has a fix yet
Hey, so I applied sprite animations to my schedules n' all! The SMAPI isn't providing any errors, but the sprite is not doing the set animation. What could be the issue?
a1230 Custom_Ridgeside_RidgesideVillage 69 49 2 F1F4Gift_Drawin
Can you share your Data/animationDescriptions 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.
(Like Airyn said before, please use #governors-mansion if you're using bot commands for your own use as it gets pretty cluttered otherwise)
Ah, I didn't see that; my apologies
What JSON format would you like?
Content Patcher is fine.
(anyone can change the format after they open the link)
Tried rebooting the day, but the animations are still not in my favor.
I'm surprised you're not getting an error in SMAPI given that you are missing a closing quotation mark at the end of your F1F4Gift_Sittinggg entry.
Surprised myself
Try adding that. If it still doesn't work, share your spritesheet so we can double-check your frame indexes.
This screenshot is meant to have the drawing animation
(Also, does your screenshot have Kota in it twice?)
Not the sitting
What do you mean?
I know, but when your code block is wrong it stops the entire patch from being applied.
Ah okay
Ahh
Let me try it thn
then*
Nope
It does not seem to work either
I know why
Hold up
I imported the missing code, and now.. here comes the errors
What could be the issuee?
here's my content.json!
The json in your Animations.json is wrong still according to the error log
The code itself, or the file name?
I've outlined the useful part of the error message here
If that is the content of your entire file, you're missing the "Changes" field.
Is it okay if you put it in and send it over to DMs? I only ask as I'm still uncertain about the formatting, and how to do it aha
If you open up any of your other include files you will see that they have
{
"Changes": [
before any code blocks and
]
}
after them.
So just copy one of your other ones and replace whatever code block is inside them with your Data/animationDescriptions code block instead.
Alright, thank you!
If you're still not sure after that, I can send you the fixed version
Does this seem correct?
Yup
Alright, thanks for the help!
Ping me if it doesn't work because I will be away from my computer
Aye aye Captain
@vernal crest Hey! So the sitting animation works--I decided to test for another animation.. and it seems in a halt again.
In particular, F1F4Gift_PizzaEat
1500 Custom_Ridgeside_RidgesideVillage 33 17 2 F1F4Gift_PizzaEat
Oop
I know why
My apologies
Sitting ✅
Eating Pizza ✅
Drawing ✅
Singing ❌
@vernal crest I promise this is the last time I bother you! Could you investigate what may be going on with the singing animation?
It doesn't seem to work, whilst the rest do
I was able to identify the other errors, but.. not the singing one
No errors in SMAPI eitheer
either*
Sorry, I didn't get a ping on my phone. Can you share your schedule line where you call the singing animation?
And your animations json if it's changed since you last showed it to me
And she's not doing anything at all in any of the schedule points where she's meant to be singing?
Scavenging through a savefile and I find a programming warcrime
No
For instance
0 BusStop 31 5 2 F1F4Gift_Singing
Hmm, I can't see any problems with your json.
Can you share your spritesheet so I can double-check the indexes?
Yeah that's fine
Answer for anyone interested: the animations didn't like the 0 schedules.
Hm, i don't think it's that, i think it's just the first point in a schedule can't contain any animations or anything 
Really? Because almost every schedule key he has includes an animation in the first point of the schedule.
@ashen goblet have you tested any non-0 schedules with an animation in the first point of the schedule?
I tested around 5, and each don't seem to work.
I'll test this
Incorrect
Seems fine
hm
I believe this theory is the correct one
To repair the issue; I put a secondary command to move the NPC from the 0 point to the next nearest tile with the animation
I'll see if that works
Got this error, though I think it's unrelated
What is this about?
@vernal crest Worked!
Someone do let me know if I should be worried about this, or not.
I take it the issue occured since Steam is not open
Can you share your whole log please?
It would take a lot of screenshots
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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
Hmm?
I'll send the whole log then, rather than just the error
Ahh, I'm uploading the console's logs
Hence why it doesn't work
It does not allow me
What do you mean?
I CTRL+C through the console text
No
I just had to reboot the game
But in future, follow the instructions on the smapi.io/log page to upload a log
how did i never notice this before..?
knock knock hello gang Im a little lost; where in the strings can I find the data for the strength minigame for the valley fair festival 😭
?
mainly wanted to study this 
ah thats one part thank u avi 😭
Im mainly looking for the actual minigame part yeah, wanted to see how I could potentially borrow it for one of my minigames uifsaiuyga
this is so cool tho, thank u avi i owe u my life

i realized you can have hot mustard as a strength that's hilarious
thats me
i'm definitely a leather boot
What is the dialogue code for accepting/giving the pendant?
a good solution to find those is having a program that can search in all file and search for the string (which you can usually find in the wiki)
it's how i usually search for string
or do like me, opening 200+ files in Notepad++ to localize one entry
notepad++ has the search in whole folder, in case you want to make it easier for you in the future
Open Notepad++, Ctrl+F on keyboard. Go to "Find in Files" tab. Change "directory" to the folder you want to search.
I use it all the time for finding stuff in vanilla and finding stuff from mods (like finding out what mod the currently playing event is from or checking which mod gave a character a specific line of dialogue).
just found and tested it, but thanks a lot
this, fellow modders, will help me a lot
sure!
it's the kind of stuff that makes checking stuff like "what are the text mentioning junimo in game" wayyy easier
@fickle garden Hi, sorry for the ping, but since I'm updating Rasmodia (and finally got around to expanding the portrait sheet) I was trying to find the source for 12 expression portraits. Tbh the only mod I've seen using 12 is yours, but there're no portraits included. Do you maybe have an example or like an expression list? 😅
Real men use grep ||good thing I'm not a man then.||
||(Don't you use grep? Hush you. )||
i think 12 expressions originated from looking for love but dont quote me on that one
i always used who's rasmodius as reference for any 12 expression sheet cause thats what i use
let me get you a link
also no worries about pinging feel free to whenever lol
Oh yeah, I always forget about the existence of lfl hah, thanks!
Now... time to decipher what those expressions can mean 
good luck
i also drew a 12 expression sheet if u need another reference
If you mean the blond wizard then I already saw it, with all 3 it might be easier to decipher I guess hah
yeah
hey so ive been doing houses and im wondering how to get the right doors to take. id like them to take the black door from the cursors png. in Tiled i put the transparent black door for it as it was previously a transparent brown one. in game they're looking like this.
There's a separate tilesheet, but can't remember which one
o.o i needs it
I'm trying to edit the furnace so it only requires 3 ore instead of 5.
https://smapi.io/json/none/7910029ed9a24a86bfb51528e49f63ae This is my code. It isn't working and I can't figure out what I'm missing
do i need to add in all the stuff that im not editing...?
You can use TargetField here
uhhh....
It would be fun (not actually fun) to have a mod that made the amount of ore needed decrease after you smelt more
(Fun)
(Not fun)
So u can drill down to the trigger and change the required count without touching other stuff
There’s a tutorial specifically for doors. Does that help?
https://stardewmodding.wiki.gg/wiki/Kailey's_Interior_Door_Guide
This is a mildly advanced guide for modders that assumes familiarity with Tiled, Content Patcher, and map modding fundamentals such as the difference between Map Properties and Tile Properties.
Interior doors, such as the one in Figure 1, are interactive map elements with hardcoded behaviour (see InteriorDoor.cs). There are three types in the b...
what do you mean?
like first ingot in the stack taken 5 ores, second 4, and etc?
no, until you've smelted 1000 bars, the first ingot takes 10 ores
https://smapi.io/json/none/0a79afd89a354b2298d61c6135edc75e It still isnt working
then after another 1000, it takes 7
then 5
then 3
it's an Idea but it doesn't actually work well for the game, where early game is already hard enough and late game already easy
yeap
(I have a little personal mod that scales shop prices based on your friendship with the shopkeep)
I have skipfishing mod configured to when I fish 100 fishes of the same kind to skip minigame
it goes from about 2x vanilla price to about 90% vanilla price
to that kind in the case
(unless you divorce their kid. In which case, get ready to be fleeced.)
same concept. but just because the minigame grows boring after a time
I use Realistic Shop something-something
I think it has same mechanics
let me take a look
ah ty. i will take a look
I think you need to make a changes block to each nested change you want to make in this case
??
{
"Format": "2.0.0",
"Changes": [
{
"LogName": "Cheaper Cooper Bars",
"Action": "EditData",
"Target": "Data/Machines",
"TargetField": [ "(BC)13", "OutputRules", "Default_CopperOre", "Triggers", "ItemPlacedInMachine" ],
"Entries":
{
"RequiredCount": 3
}
]
}
Something like that
not sure if you can keep adding TargetField's in the same Changes block
this would just change for cooper in the case
No. it's becuse each entry needs an entry key
I think it is a bit unintuitive you have to target the 'list name' and the 'id'
"Default_CopperOre": {
"Id": "Default_CopperOre",
"Triggers": [
{
"RequiredItemId": "(O)378",
"RequiredCount": 3
}
]
},```
ok, this is better. thanks
Actually it should be Fields, not Entries
neither of those work
then you can do what I said
If it's Entries with my updated format, it replaces the entire machine rule with just your info
ok changing entries to fields does work
looking again, that's exactly what @merry rampart did and she said it didn't worked:
{
"Format": "2.0.0",
"Changes": [
{
"LogName": "Cheaper Bars",
"Action": "EditData",
"Target": "Data/Machines",
"TargetField": [ "(BC)13", "OutputRules" ],
"Fields": {
{
"Id": "Default_CopperOre",
"Triggers": [
{
"RequiredItemId": "(O)378",
"RequiredCount": 3
}
]
},
Like this?
I think Jen got it.
yeap, seems like that. Now I think I got it
why mine would not work? I did like that when editing Data/Shop
because each change needs that ID at the very front of it like how I showed in my example
otherwise you're tossing a bunch of brackets at CP and it doesnt know what to do with them
I get it, but in my case I am targeting the ID on TargetField
doesnt make a difference
it works on Data/Shop
feel free to show me your code
{
"Format": "2.3.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": [
"Carpenter",
"Items",
"(BC)216"
],
"Entries": {
"Condition": null,
}
}
]
}
Condition is your entry key
If you wrote this it would not work:
{
"Condition": null,
}
}```
which is what you are trying to do in the previous example
you are right. I kept the extra {}
I got the idea now
So this would had worked for the cooper bars
{
"Format": "2.0.0",
"Changes": [
{
"LogName": "Cheaper Cooper Bars",
"Action": "EditData",
"Target": "Data/Machines",
"TargetField": [ "(BC)13", "OutputRules", "Default_CopperOre", "Triggers", "ItemPlacedInMachine" ],
"Entries":
"RequiredCount": 3
}
]
}
(Corrected as pointed bellow)
no, you should count the number of brackets after Entries
could I make more changes using this logic or I need to use Fields if I would change more than one higher list?
hypothetically your idea would work, but the bracket syntax is off
yeap
anyways sorry, I have to go now
go there. thanks
this was the question though. I may make some tests
right now I should be more concerned in understand how to make Harmony patches, because I may need it...
whenever anyone gets time can i get some assistance. i have been given code from wildflour to handle my milkshakes thru my end now so i can add them in as needed so she doesnt have to. im just not sure what parts of it I need to change. (and i havent done anything with code since making my mod in june)
this is what i got.
no rush and thanks in advance.

you may need to change the when condition to check for having wildflour mod rather than what i assume is your own
outside of that, maybe the config part
but more context may be good
thanks lumina. so basically gourmand handles everything currently, such as blender and milkshakes. she sent all this over so its just straight for my mod, but its still using her blender.
so i have the milkshakes now and am able to add in new ones whenever i want.
if that makes sense 
I want to completely change an image but I don't seem to make it work, what am I doing wrong? https://smapi.io/json/content-patcher/e39f9c7acad84a88a2285959f56af807
Targets shouldn’t include the language codes at the end
But I want to change only the TR version of that image, so that won't be possible?
If you want to change only a single language add a when condition with “Language”: “tr”
you're also missing a ] between the last two }
Thank you both, it's working now
here's a couple shots of my mod
The sleeve works surprisingly well on the tiny sprite!
yeah ;D
what happens if two mods does harmony postfixes on the same method?
all postfixes will always run
so they don't overwrite one another? nice...
I found how to make my night transition
I will need to patch Game1.UpdateGameClock
for some reason it meddles with ambient light too
yep
I'm not sure if this would be about art or coding. I've changed only two pixels on these buttons and they look wrong in the game now. Their sizes are same as vanilla ones too. Other images in the file seem to work fine. This is my content.json if needed https://smapi.io/json/content-patcher/5d50fc3657914dd99587d72203b06a7e.
BigCraftablesInformation is 1.5, BigCraftables is the new asset in 1.6
CP is migrating the old format automatically
the entire mod overall is still on 1.5 and using the old format
CP is trying its best to automigrate, but it doesn't always work
it looks like FarmAnimals is failing the automigration
wasn't there an updated new language mod for 1.6?
you can use that as reference instead
if you can't find that mod I'm talking about might be better for you to unpack the game, learn how CP works and start your translation mod from scratch
your new buttons are wider than en base at least
No, they are the same
i just counted mine :D
Original ones I sent are the vanilla Turkish buttons and they work, but it's broken when I only change two pixels :/
maybe something to do with saved files encoding/resolution?
1 - mine (broken)
2 - vanilla (works)
3 - vanilla Turkish (works)
🤔
It's weirder that only these buttons break, and other images in the file work
are you modding 1.6.8 or 1.6.9
.8
If the current day of the week ends in a "y", then yes. Otherwise, hell no, your calendar is fucked, you've got bigger problems.
are you modding 1.6.8 or 1.6.9
(sorry wrong person lol)
^^
I got the 1.6.8 unpacked content
I don't think buttons would change in a version though
and you're using the same ingame language as the file you used?
ah
that would explain it
this is 1.6.8
How did you even notice something like that in the first place
this is 1.6.9
Okay so there would be no problem in 1.6.9, problem solved!
staring at the same thing for long enough and yours look too wide :D
Thank you both
yay! forward updated
if I copy an entire base game method, add my changes, and parse it as an harmony postfix to the same method, my changes will kinda 'overwrite' the original one, right?
nope, I meant postfix. prefix is if I want something to run before a base game method, don't?
I think I misunderstood what 'overwrite' means
like changes the received arguments and etc
but yes any changes you make to a field in a postfix will overwrite the original
I mean, to all outgoing effects, it would be like
the original method would yet be running, but after it my changes would do it's thing
ok, I will try it
the original method is not too big to do it
de-DE is German
Germany German to be more exact. let's not discriminate the other kinds of german speakers
this one I believe: https://www.nexusmods.com/stardewvalley/mods/7052
so there is a way to make a prefix to skip the original method?
if you make a prefix return a bool thats false, the original method from the game itself will not run. however, prefixes that run before yours may still run (and may skip yours). also, postfixes will still run, which may still change the results of your prefix
but I can make a prefix_postfix one
i dont know what that means
the prefix to skip and a postfix to do what I need it to do
you can patch the same method with as many different -fixes as you want yes
im not sure why you wouldnt just do what you need to do in the prefix though
because the prefix can be overiden by another prefix, but the postfix will run
what are you attempting to do with your patches?
(Tbh if I'm at the point where I need to worry about that I'd start rethinking what I want to do)
you will never be able to 100% guarantee that the original method does not run, as someone else can make a prefix that does the same stuff as the original. or a postfix that does the same stuff as the original but runs before yours
I am literally trying to skip the forced colapse at 2am (2600 game time) by another way
that's right
yet it would run if not for incompatibility issues
thats the same as just doing what you want in the prefix, though
I think I will keep things are they are, as patching the updategameclock seems enough
really depending on what function exactly you mean what you probably want is a transpiler
but the prospect of having the game time runs from 600 to 3000 to keep things continuous would be nice
I thought about it, but it would demand another deep learning session: how to use IL instructions
https://stardewmodding.wiki.gg/wiki/Tutorial:_Harmony_Patching#Transpilers has a pretty good starting guide, though beyond that you need to do some more reading/referencing other people's code/etc.
and considering the possibility that a transpirer can make the compiler skip entire portions of the original method instead of substitute
yeap, I read that
i dont think transpilers affect the compilation of the original methods at all. harmony patches them in at runtime
also i dont think UpdateGameClock is the one that makes you pass out
if the result is skiping the parts of the method, it would be good
nope, it just changes the day/night light
that's the one I am doing a postfix to
which one were you wanting to skip entirely?
performTenMinuteClockUpdate
this is the one that activates the pass out
if has a switch that does lots of things in given time hours
that is a rather large function to be skipping
case 2600:
dayTimeMoneyBox.timeShakeTimer = 2000;
player.mount?.dismount();
if (player.IsSitting())
{
player.StopSitting(animate: false);
}
if (player.UsingTool && (!(player.CurrentTool is FishingRod fishingRod) || (!fishingRod.isReeling && !fishingRod.pullingOutOfWater)))
{
player.completelyStopAnimatingOrDoingAction();
}
break;
case 2800:
if (activeClickableMenu != null)
{
activeClickableMenu.emergencyShutDown();
exitActiveMenu();
}
player.startToPassOut();
player.mount?.dismount();
break;
yeap, it would request an entire redo on a prefix/postfix
(which I don't recommended for compatibility purposes)
which will also break any mod that transpiles this method
(yeap, I am very aware)
I was more interested in the possibility
not something I would like to do
these two cases on the switch just affects the player, so
if I could transpile them out, I could have a full 600-3000 cycle without breaks
that's why I was avoiding looking at the decompiled game. I knew these things would rise to my perception
well, if you ever decide to give it a shot, it probably wouldnt be too difficult to just turn everything in those cases in the switch statement into nops
You are going to break so many things by doing this, both mods and vanilla functions.
It is not just the one place that checks for pass-out. There are a dozen, maybe more frames that hardcode day end at 2600, or hardcode the number of minutes in a day, or use a utility like CalculateMinutesUntilMorning, and you'd better be prepared to transpile or postfix every single one of them; and you'll still break many mods that re-hardcode their own assumptions.
I already skip it through changing time from 2550 to 150
I didn't found other places that implement the pass-out event though
and the old Night Owl had a cycle to 3000 without problems that I used. of course, unless new checks and hard coded events were added on the base game
I am not sure why the ambient light and the pass out where fused to the update-time functions though on new versions...
maybe ConcernedApe didn't like farmers 'staying awake' past 2am?
i mean, you're not supposed to be awake past it
working on spouse schedules - someone please remind me is there a default day of the week that the spouse room inside the farmhouse is used? I know the patio is saturdays.
doesnt seem to have a default day
based on random chance after some other random chances/conditions get passed over
OK thank you
planning to implement a Mon/Wed job and didn't want my NPC to never use the room
Night Owl had quite a lot of spot fixes, and probably didn't handle every case. It is not just passing out. It is parts of the code for which times > 2600 are simply out of bounds or not understood.
The game is hardcoded to a 20 hour cycle from 600 to 2600. There is far more involved in that than one pass-out check. Just search the decompile for 2600 and you'll see a preview of that.
Can you change it with a mod? Yes, you can do anything with a mod. Have other mods done it? Yes, with varying degrees of stability. Can you trivially change it with a single Harmony patch and not expect to break things? No, it is far more fragile than that.
you have a jump conclusion when consider 'not expect to break things'. I am just considering the possibility. And IF it doesn't break more things than would be feasible to fix with a mod, could be doable
I am also against the idea of 'jack-of-all-trades' mods. I enjoy to think that 'mod' is, at the same time, short for 'modification' as well as 'modular'
I don't know what you're getting at. Patching one thing without breaking a dozen other things is not "jack of all trades", it's just responsible coding.
Yes, I know, we joke about "ship it" being whenever you can technically launch the game with a mod installed and not have the game crash and burn horribly, but c'mon...
I think we are incurring in miscomunication here, and I may had you confused to my train though
don't worry, I will not launch a mod that unadvisedly may break dozens of other things, if that is your concern
fixing broken things by the change and being 'jack-of-all-trades' are two separated things in my concept
I was just making a point that 'jack-of-all-trades' mods usually changes lots of internal mechanics that them potentially break dozens of other things in the process by just being what they are, and that's not what I am trying to do
This might be a very broad question but If I was to try to convert a Solid foundations mod to just using Content patcher how would I go about doing it? The mod in question I want to fix is this https://www.nexusmods.com/stardewvalley/mods/12312
you need to look at Data/Buildings
also that mod also rolls its own C# component
hm can buildings do animation yet
so it's not as straightforward
(also be aware of that mods licensing requirements if its not for personal use)
yeah with draw layers
specifically the statue of greed and the clock just flat out don't work
then it's a problem with the C# part
SF still works last I recall
converting it to Data/Buildings is the least of your worries
ive tested the mod on a midgame save and a newgame and on both the clock and statue of greed dont work. problem is i dont know jack about making a mod but i wanna figure this out
i mean judging by the posts tab it seems like it was broken in the major version
if you dont know how to write C# code then it will likely be difficult to wrap your head around
on a new game the statue always just eats whatever item you input. on an exisiting save the statue literally never fails and also has no cooldown
ya i figured it'd be complicated. I haven't seen many mods that add buildings to the wizard book so I was holding onto hope
well it's open source
adding a mod to the wizard book would be easy. its just that this has custom code
just learn C# 
(i like that i can tell who's started lurking in this channel by what emotes they react with)
dont
me i am trying to be encouraging
With zero coding knowledge but I'm sure people have started with less.
everyone starts with 0 
i dont think you can start with negative knowledge
(to be fair if you search for sdvdemetriums in the server you get a very desolate landscape of reuslts)
but yeah what chooOoooOoo said
you're cornering the market!
its just a very unique mod it just feels like a shame to let it die and judging from how often it gets a response I doubt itll get fixed
cant believe blueberry is only 607 / 2291 demetriums
:doubt:
i mean the mod author is still around on nexus so they probably just dont feel like fixing it. even if you did fix it you're not likely to be allowed to upload it to nexus anyway
could put it on github, though
if it's a c# mod you could still submit a request to update the main branch with your changes. maybe they're just tired of updates
i thought peacefulend is on hiatus of some sort
from my skyrim modding when a author is around regularly and doesn't acknowledge anything it rarely gets fixed
i dont know who they are so ¯_(ツ)_/¯
Sure you can, it's called VB.
I did start with VBA
And I'll bet you had to spend a lot of time unlearning all the things you'd learned from VBA.
i may not know programming but i am visual and very basic
knowing any sort of programming concept at all is knowledge though
even if its as simple as "1 is an int (sometimes)"
getting the clock working in the mod seems like it would be really complicated
seeing as how it literally sends you back in time
The time spent unlearning all the negative knowledge from VB outweights the positive knowledge gained from it.
if u want to art maybe u can make ur own spiritual successor
It's math™, you see.
did i start a fight?
no we r just being nerds
no don't worry, vb already lost
In more ways than one.
is it a fight, or more of a one-sided beatdown
Is it also -1 if you knew the polite coding language
from ppl dunking on VB in this chat
It's a fight in the same sense as Ken fighting A Honda instead of E Honda.
well not saying I cant fix it but itll probably be a really long time...
C# is about one of the easiest languages to learn
Hello everyone, I'm looking to add controller support to my mod https://www.nexusmods.com/stardewvalley/mods/25231 which basically lets you fish with your mouse cursor, but I do not have a controller to test my support, would anyone with a controller be willing to help test for me? DM me
Unity devs used to come in here?
