#making-mods-general
1 messages · Page 82 of 1
oh
for a real world analogy, saffron is the most expensive crop in the world, why aren't more people growing them
Oh wait, the wiki says you can: https://stardewvalleywiki.com/Sweet_Gem_Berry
I wonder if that changed at some point. But, still not very efficient considering the growing time.
I think it might have
I just remember that when I was trying to move on from CFD for RomRas after 1.6 dropped there was still something that was keeping me there, but can't remember exactly what
i think the only thing that jumped out to me for CFD was the bouquet dialogue as well as the pendant dialogue, so honestly i think we're free from CFD?
yeah you can seed maker sweet gem berry. there's almost no reason to though unless you're doing a challenge 'fill every space with sweet gem berry' run
It's just not a great option for money-making, because you can't process it into an Artisan good and it doesn't benefit from the related professions for crop price bonuses (I think), since it's not technically a Fruit or Vegetable.
I s2g I'm gonna make a mod where every food is edible
Since you can't use RNG manipulation to get those seeds from the seed maker, though (i.e. compared to Ancient Seeds), it would be wildly inefficient to do it that way, even once you get the greenhouse. Even with the best ferts, it still takes weeks to grow and at best you get 2 seeds for 1 crop. Covering even the whole greenhouse with that would take years of in-game play, not worth it at all.
if anything theres reason not to bc isnt the seed maker not even guaranteed to give you a seed
hence challenge run
There's a remixed bundle that requires Sweet Gem Berry, though, so there's that.
It'd be kind of a boring challenge run tbh... lots of sleeping.
watering?
Many challenge runs include lots of sleeping haha
Obviously you would use sprinklers, there wouldn't be watering. If you can afford rare seeds, you can afford sprinklers.
(Sweet Gem Berry Pie would be an interesting recipe to add in, specifically tied to the Special Order board maybe...)
have the bear make the special order
I guess so, but they aren't just sleeping, except for the TAS run which did all sorts of weather manipulation and other crazy stuff.
I considered having the sweet gem berry as a recipe for vanilla cooking recipes but decided against it due to how long it would take for a single ingredient
does getting the berry kill the plant, or is it like greenbeans?
my hunch was "someone had already done this somewhere" and I was right lol
https://www.reddit.com/r/StardewValley/comments/1cig4bs/i_harvested_over_3100_sweet_gem_berries_in_year_2/
It's a personal choice but the more interesting challenges to me are the ones that require maximizing in-game time as opposed to real-world "speedrun" time.
It is just a single-time harvest (not kill)
though actually pretty sure the reddit post author was cheating
damn
wtf is an apricot?? why is it not edible-... oh i'm on the sappling entry
it kills the plant
Without question.
also, why are all the fruits 15 edibility? you'd think they'd be more with how much nutrients are in them
Probably because of how easy it is to get a bunch of them
Would cause balance issues with cooked food
... ah
What little precarious balance there even is
though imo it's only an issue in the early game where you need all the energy you can get
Gotta get to Ginger Island before you can get those
pineapples are very lategame. you seem to forget this is a game lol
the numbers don't have to make sense.
they make sense in the game
All numbers are made up
even after summer year 1 I usually don't have to worry about energy
and yeah it's a game, don't think too hard about it 
Personally I think the pineapples eating me back is why they are extra edible
it's your mod, use whatever works best for you
If you really don't like it, you can always change it
of course
Most of my CP mods are just to tweak things I don't like lmao
I'm just refrencing this stuff for my gold-plated mod, where price & edibility gets increased by 10
-300 will get treated as 0 for the sake of my mod
Kind of risky, since things are usually -300 for a reason
I wonder if that would screw up seeds
huh that's a scenario I haven't considered. though eating is right click and use is left click
Oh that's true
I think that should be fine but dont quote me on that 
I definitely play this game more by letting the parts of my brain that automatically do shit handle controls lmao
That might break when using the special ability of weapons. I am not sure though.
yeah same it actually took me 5 seconds to recall which mouse button was eat, since I let the lizard brain handle that while playing
yeah, and with my mod, those -300 would turn into 10 in edibility
it depends on how their mod handles increasing item edibility though right?
*Would you like to eat the Galaxy Sword?*
I would leave the -300 edibility and just increase price more to compensate, personally
I apologize for interrupting, but does anyone have a good updated tutorial on making cooking/crafting recipes for CP?
I am trying to look at other mods and learn that way but it's kind of just making my head spin 😅
I have a tutorial but I can't guarantee it's good
i mean, i'll take it
It's a big ol string
messy string
ugly string
oh perfect! that's what I was looking for, thank you
1.7 to fix monsters/crafting/cooking/npcgifttastes, please
(Personally. I would like changes to xmlser)
should I do it by a multiplier then(like 1.5x or smth)? instead of an addition(+10)?
I cant 😭
....did i accidentally fixate on a difficult section to mod 😭
yes pls, my baby child (that I hate) clickCraftingRecipe can't handle any more transpilers/replacers
not really, it's just annoying since it wasn't migrated to being a proper data model
no, it's fairly simple
ah okay thank goodness
clickCraftingRecipe needs to be saved from the pile of transpilers
(hold on, i am sloshed, let me see if my git has an example of a cooking recipe)
it in fact, has both, rejoice
Maybe, depends on what kind of value increase you're looking at, 10 for edibility and price is very little
they are coated in Gold Dust(which you get 5 from milling in the mill)
But that also changes depending on how many of these gold plated items you can expect to receive
one per gold dust
thank you!
What are you milling, gold ore?
yes
5 per ore?
yes
Ok so that basically doubles the value of gold ore, could math it based on how long it takes to mill but that's starting to get a little too heavy lol
isn't gold ore 25 price tho? each gold dust could just be 5 price?
tho I add on an extra 5 bc profit
I may be a little slow on math and numbers
Hence the doubling of the ore value 
yee, i see now
Yeah, balance is a tough thing to deal with in this game, because it's already pretty wonky
so what about mill times?
would it help if game or smapi exposes a event for thingcrafted
The price increase at 10 is probably fine, since that's not a huge increase and early on you won't want to be sacrificing gold so readily
no ❤️
Mill times you could definitely try to calculate what your profit per time is for smelting gold
Gotta account for the coal price
isnt the mill like
And then see how the mill stacks up
Like it does an entire stack in one day or something?
yea no matter how much u put inside it's always done next day
Honestly, I never build a mill lmao
but molasses
I think I've only ever had one, never used it, and have never built one since
i build it because i'm making an aesthetic farm, that's it
and chicken feed
i build the mill cus it spins around and that makes me happy
i need more buildings with animations tbh
My chickens can eat grass and grass clippings and like it
Pathos intentionally keeps smapi somewhat streamlines
if i was given buildings TO draw, i would
To make his own life easier
I'm back to say that this is incredibly helpful, thank you very much
u can always make aviro's buildings
i don't have an aesthetic, so i'd have to figure out what i'd even want to do cause then i need to do every single part of the game
Magitek
Wild Horseradish, Leek, Parsnip, Green Bean, Cauliflower, Potato, Garlic, Kale, Rhubarb, Melon, Tomato, Blueberry, Hot Pepper, Radish, Red Cabbage, Starfruit, Corn, Eggplant, Artichoke, Pumpkin, Bok Choy, Yam, Cranberries, Beet, Salmonberry, Hops, Spiceberry, Grame, Spring Onion, Strawberry, Wild Plum, Hazelnut, Blackberry, Winter Root, Crystal Fruit, Snow Yam, Sweet Gem Berry, Coffee Bean, Ancient Fruit, Apple, Apricot, Orange, Peach, Pomegranate, Cherries, Ginger, Taro Root, Pineapple, Mango, Carrot, Squash, Broccoli, Powder Melon
these are the foods that can be gold plated
Just steal FF's garbo
stardew kugane
i think the market is currently saturated with witchy and rustic buildings
to counteract this we should invest in joja building stonks
there's already someone who made joja everything isn't there
brutalism let's go
that new farm house is great
Magitek is just like steampunk, which is just witchy smashed together with rustic lmao
my civil engineer husband has a bone to pick with architects about this
Neo-futurism (no I don't know what that means)
(I'm looking at it, I don't know what it means)
Goofy sci-fi is what they should have called it
iirc it's stuff like rayguns, ufos and The Jetsons no that's retrofuturism, I can't read
do we have a full cyberpunk remodel?
cause honestly i've been contemplating a neo-tokyo style for a long time
how are you going to make a cyberpunk farm and small fishing village
It looks like if cybertrucks were turned into buildings
the grass is fake, it glitches out to reveal it's all a simulation
holograss
Grass that does the hologram fade/glitch when you walk through it sounds fucking dope
@velvet narwhal #making-mods-art message Honestly I think you do actually have a special talent for ~~derailing ~~giving inspiration and motivation cause last time I ended up releasing a whole mod for 1000+ wallpapers after you asked one innocent question! :bongo_cat_heart: :VMVLmaoDog:
- @worn coral (Jump)
except i'd do it to myself, i just have to patch the grass draw
i will accept no brutalism slander here. association with joja is slander 
that said i absolutely think we need more brutalism mods—
robo cows and chickens
you're side-eying me but its genuine its my favourite architectural style
i trade you then, do the c# for my draw of glitchy grass movement and i'll make farmhouse brutalism
ill decline
XD
...
(Yes, I've always felt that Stardew's main issue was that it wasn't depressing enough.)
if you could mod the game so we just live in the concrete cubicle from the intro forever and ever i think we can call it quits
go be brutalist in The Cube
this is a holy idea
isn't that already a mod
i vaguely recall something called "Never Left The Office" unless that was a hallucination
you'll have to pry my gigantic bare concrete structures from my cold dead hands
well at least i know now to keep my brutalist aesthetic mods to myself i i ever make em i suppose
please do share them
it's probably popular, but i am also not a fan of brutalism 
People like to look at beautiful things. Total madness, amirite?
hey I think brutalism is neat as well
then again I uh grew up in a country that was taught architecture in the cold war by russians
I have to admit, brutalism looks nice, but from an engineering standpoint I never want to work on something like that.
in this cube we don't mention things like detail, craft, and colour 😌
texture and warmth begone
Comrade, we should all give up our cathedrals and castles and live in cold concrete boxes.
Or at least, you should.
After looking up brutalist architecture, I feel like I'm looking at Halo levels
Some of these are genuinely cool, but the flat, tall apartment buildings I could live without
the geisel library made my husband go, "i ain't working on something like that"
you guys must really love looking at this grey square discord window in your free time
I don't blame him I don't want to work on something like that either.
I use a non-grey theme, actually.
I have spent too much of my life in buildings that could probably withstand a nuclear explosion
This looks like I'm gonna get jumped by a Dark Souls boss here
At least it's got a brick pathway; usually it would be dirt or more concrete.
what're the green things on the concrete?
Probably weeds someone forgot to pull
Yeah, they really don't look like ornamentals to me.
The haphazard, untrimmed nature suggests abandonment... as rokugin said, very much warning of an incoming boss fight.
great inspiration for my expansion though, but not for the right reasons
actually those are free healing items
nom nom nom
This is way cooler than the flat apartment buildings, so impractical
as someone who is afraid of heights, i hate that
Looks like a freakin' parkour course lmao
Ugly and extremely fragile, that's a winning combination.
Imagine it being hit by a hurricane or even like, a stiff breeze.
TBF, most things struggle with a hurricane lmao
greebled
I am pretty sure that the building codes would prohibit a building like that somewhere where hurricanes are not a rarity. Too much risk of damage to nearby structures.
Most permanent structures should be able to resist a low-category hurricane, earthquake, tornado, etc. Of course if it's extreme enough to uproot giant redwoods then your home ain't gonna survive either.
i'm getting lost just looking at this (also i like looking at it. it is cool)
Skyscrapers have to deal with insane amounts of wind shear just to stand up on a clear day.
I would have to decline going inside this thing lmao, I think I'd have to climb out a window to find the exit
What amuses me the most about that photo are the apparent door-sized openings that lead to precipitous drops. Don't go out the back door!
I think we should build our homes into the ground
Where I live, that's insanely expensive, it's like all clay here
And basements leak like hell
those look like windows to me but admittedly i am not an expert in worlds most inefficient minecraft house building so it could be doors
also building homes into the ground is a great idea until there is a Bug in which case. no
Actually, maybe that's why I like brutalist, it looks like something I could actually make in MC
yeah thats so valid actually
Welcome to my new house build, it's a rectangle with no roof
there will always be Bug, no matter where you build
even in outter space, Bug will find you
“Fixed your spouse sometimes saying "..." instead of the intended neutral dialogue’”
I LOVE U FOREVER PATHOS AND CA AND EVERYONE ELSE WHO DID THIS!!!!
@wanton pebble remember when we worked on this for hours?
Yep.
hey mate, if you did that I would certainly use it and hopefully be able to expand it to the rest, I have not much time for modding these days as you may have seen I have put out 0 new mods in recent months, so that may be the only way I could get it done any time soon
also who pinged in this chat lol?
that'd be Pathos!
here
(Also same re: not putting out any new mods - but I am currently on top of making any immediate fixes needed! So I can quickly go code Abigail's for you)
can you have edibility lower than -300? like -400 or smth?
probably technically, but -300 is a special value that means "inedible"
you can try it. i don't know what it will do
would you die
150 or so, i forget
{
"Action": "EditData",
"Target": "Data/Characters",
"Fields": {
"Abigail": {
"WinterStarGifts": [
{
"Id": "(O)766",
"ItemId": "(O)766",
"MinStack": 100,
"MaxStack": 100
},
],
},
...
},
},
That's your original (removing the rest of the characters as it's character-by-character edit this way). In new code, it would be
{
"LogName": "Abigail Winter Star Gift Data",
"Action": "EditData",
"Target": "Data/Characters",
"TargetField": [ "Abigail", "WinterStarGifts" ],
"Entries": {
"{{ModId}}.Slime": {
"Id": "{{ModId}}.Slime",
"ItemId": "(O)766",
"MinStack": 100,
"MaxStack": 100
},
},
},
You could also use the ID as you did (i.e. matching ItemID exactly) but I find it's easier to have a descriptive entry
I think negative edibility only reduces energy
Trying to figure out if I have a mod that patches that lmao
But I don't think I do
thanks a lot, should make it easier, i will update ASAP!
makes cactus juice
Tested with minimal mods installed, negative edibility indeed just reduces energy. So you can absolutely still pass out if you eat something with too high negative edibility, but with stardrops that buffer increases a bit lol
-400 edibility reduces stamina by 1000, so no staying awake there lmao
Fixed Queen of Sauce reruns being affected by the recipes needed by unclaimed farmhands in empty cabins.
Thank god
Lol
gives the insanity (de)buff
i would definitely do the wavy screen effect in c# and just be like, "toggle off for vertigo sufferers"
yee
yes
Ah, that's what I was looking for, my brain got tired and I decided to just test it lmao
thinking about a "touch fuzzy, get dizzy" mod now, thanks a lot
i'm surprised there isn't already a mod that creates that as a debuff, the screen wobble effect, i know spacecore has the screenshake for events
it would be pretty easy to implement as a shader. i think khloe's weather mod has a heat ripple effect (via shader) which is quite similar
screenshake is as simple as moving the camera, there's base game methods for that. wobble is harder and doesn't already exist
i know what i must do, i must cause vsync tearing but in game
it would be much harder to do without a shader. you'd have to (transpile-)patch a ton of locations in the code, i think
xna distortion?
imagine being the first to intentionally create a screen tearing shader
i like my dramatic events, what can i say, i'd definitely dig my heels in to see if i can implement it in event code
Meanwhile I've still got half a dozen full pages of documentation to write... on features that were completed weeks ago. Why must they take 10 times as long as the actual thing being documented?
Congratulations though, must feel good to be done.
i think i should probably improve the API docs and maybe think of how the C# mod api should look like
but i'll do that after getting this out the door
hmm why is there a 1.6.9 coming out?
anything i can help with on stardewui?
and wow they already have another modpocalypse coming
we knew about 1.6.9 for a while
im here a lot but I had asked if it was mod breaking but no answer.
so just assumed it was not
as for modpocalypse, there's a few C# things you need to fix
mainly lights and quests, the migration page describes it in detail but fastest way is to just build your current mods against 1.6.9
Is this the modapocalypse?
No. The vast majority of mods should be unaffected by the changes in 1.6.9, and SMAPI will automatically rewrite most mods that are.
updating mods really be incredibly difficult
naw all my transpilers survived you'll be fine 
oh I was already building my bunker
question, I know this server doesn't allow nsfw(completely fair), does that count Greek statues and such? /gen
Probably a question for @outer glacier
how do I use the bot? just dm or smth?
mk, thanks
is the top floor of the (normal) mine the only one that doesn't change/keeps items/objects there? could I possibly mod smth(like a shop spot) into one of the treasure/fishing floors?
you cannot without C# and even then it's painful
The trinket mod posted above adds a vendor to the mine entrance
Probably the only easier place to put them
Other than outside the mines
no computer for a week
over a thousand posts in this channel alone
I will never catch up to what I missed XD
oof
TDLR of my stuff: I made alt versians of some animals, and am making gold-plated food
tbh u can just give your stuff to dwarf vendor
I mean, yeaaah, but would that dwarf make stone/marble statues & other decorations specifically?
i only bothered with a new vendor cus of contest 
its your mod and your lore do what feels right 
tbh he seems more like the in the mines with bombs kinda dwarf than a making beautiful stone sculptures kinda dwarf
Is there a way that I can make a building have a shadow that functions like the sign's shadow does? (Being that it is under the structure and only darkens the texture below instead of going over it.)
add the shadow to the sprite?
I would, but that just overrites the texture below it. I would want the shadow to change depending if it is on grass or dirt.
building data entries have a "DrawShadow": true field you can set if you bake your own shadow into the sprite
you'd set yours to false, of course
are you saving as PNG with transparency? some common formats don't support alpha (jpg, gif, ..)
np
Docs, or code? I have yet to start anything in milestone 3 yet, so that's all wide open: https://github.com/focustense/StardewUI/milestone/3
Docs maybe aren't as bad as I thought at first glance; after the page I'm working on, there's only 3 more that can be written before the M3 features are finished. Just gotta keep grinding away. Definitely open to contributions on either end if you can make sense of what's there.
i will attempt to fix the bug i noticed previously 
You mean the grid one, #20?
yea that one, and these 2
- splitscreen p2 focus search is very borked rn, suspect i just need to detect split screen and half viewport width before measure
- full screen overlay do not take clicks - machine mod released with a local workaround for this but ill do the bounds caching thing
is it fine if i put all 3 things in 1 PR
It's better to have them separate, but if they're all 1-line changes or something very small then it's OK if they're together.
ok 3 PR then, i'll open issue for these other 2 as well
Full-screen overlays take clicks - are you talking about the thing where scroll bars were considered out of bounds?
yea, and floatingelements
the temp solution was this https://github.com/Mushymato/StardewUI/commit/b6c2ed0fea6a810750b0084c8b6dd91f48310c7c
actually hm, im not really sure what is up with the split screen thing
it was draw menu correctly, so measure is fine
First I've heard of it.
just basically impossible to navigate with controller
i'll try to reproduce now and send details in thread
Maybe some state needs to be per screen? Although activeClickableMenu should already be.
I'll say, one thing that I miss from MC modding, is making the little icons for the mod to use in-game, sure there's GMCM, but it doesn't show pics
Congrats!!!
Weird question, is it possible to have crops grow only at night with CP? For example, I’ll have a crop ready to harvest on this day, but it will be ready at 7 pm.
no it is not
Thank you!
SpaceCore has a TimeChanged trigger and Cloudy Skies has a GrowCrops action
If you’re making a c# mod you can add pictures to your GMCM page. CP just doesn’t provide a way to do that
you could probably do something with those
yeah you can do crazy things in gmcm menu pages with images and scene builds. i went ham on advanced draw for love of cooking
Ohh, I’m not too familiar with Cloudy Skies
Doesn’t look too hard to follow on the GitHub
ive never used it either, but according to the documentation you can grow crops, optionally using a GSQ to filter which ones are affected, in different locations (All/Here/Outdoors/radius around the player/specific rectangle/etc)
That’s very cool. I’d like to make night-time only crops
boo-pumpkin
im thinking you could maybe set the growth time of your crop to be double what you actually want it to be. it'll grow once every night you sleep by default, but then you can grow it a second time at 7pm, making it effectively half the growth time (and thus what you actually want it to be)
the reason i think you need to double it is in case you go to bed before 7pm, i think
you'd probably want to set a mail flag at 7pm saying "the player got to 7pm today" and if the player doesnt have that mail flag the following morning, grow the crops again in a daystarted trigger action
(and if they do have the mail flag, dont do that, just remove the mail flag so that it can be reset for this new day)
Thanks Button - I’ll definitely try this
(if you set it to the normal growth time then the problem there is that theres no way to prevent it from growing once more overnight if you ARE up atr 7pm, bc afaik theres no "UngrowCrops" action in Cloudy Skies or any other mod im aware of)
Ahhhhh I see what you mean
the only thing i dont know how id handle is not doing the GrowCrops action if the tile was unwatered, but... maybe thats just not too big a deal anyway bc who doesnt water their crops yknow. it'd still halve the growth speed
Hmmm true
giant crops don't need their tiles watered to grow, do they? it's not unheard of
by then theyre already grown, though, so it doesnt matter
The middle one needs water if they’re fully grown but not a giant crop yet
So you’d still need sprinklers if you’re aiming for a giant
crops do not need to be watered at all to become giant
(once they are already grown)
Hmm I don’t remember that 
the top left tile is the one thats checked anyway
At the start of each day, every possible 3x3 grid of crops (including overlaps) has a 1% chance to grow into a giant crop as long as the top left crop is fully-grown and watered, and all constituent crops are of the same type.
Top left needs the water, not the middle, my mistake
hmm
maybe it was amod i was usin in 1.5 then cuz i definitely just abandon my fields without water after like year 3 when i just wanna get a buncha giants
(i have not gotten to year 3 since then...)
though, looking at the code, i dont see where it actually checks whether the tile is watered
1.6: Giant Crops now require the top left crop of the 3x3 grid to be watered, instead of the center crop.
I knew I wasn’t insane 
what an oddly specific change
Right? Lol
probably just made the for loop easier
is there any way to cheat in a giant crop
do you mean without altering the chance
they're very satisfying to hit. big fan of the cromch noise ca got for it
the chance for a crop to grow into a giant one is seeded using the tile its on (plus other daily unchanging things) and the rng is recreated every day its checked so you'd have to manually do it i think
Is there a way to add a specific type of water/watering can and make use crops grow with that specific kind of water only?
Example: strange crops using only holy water
is there a way? of course. does it involve disgusting amounts of weird and specific c#? of course
cant believe im waiting for crops to grow in the crop growing game
(also i did just change the chance of a giant crop to 100% and grew it without any tiles being watered)
That may possibly be a bug then LOL cause it sounds like that’s not supposed to be
you can subclass tool to look and act however you like. i've got one that's a pair of fists that makes you bounce. the world is your oyster
the relevant loop is in Crop.newDay and theres just no check for watered status at all
But tbh, I think it makes more sense not needing water
so I won’t report it on forum muahahahaha
where did you even find that changelog item? its not on the version history wiki page
Hey! I think I know what’s your issue, from looking at milkable sheep’s code.
They don’t use the target fields, but set their own values to the sheep, which can override other values, especially since their priority is late
Also good morning everyone!
yeah, you need to load an empty field for them
That’s awesome!
that giant crop changelog thing isnt on the official changelog post either
I'll fix it by having EAC also load empty fields for every animal in game
so you can use Fields and TargetField
Perfect then!
[[Crops#History]]
in the next version which needs 1.6.9
i wanted to make iridium scythe able to harvest giant crops
do you think that is too op 
maybe i need to gate it after an enchantment
That would be cool tbh
Since scythes don’t have enchants
they do (in my mod)
I wonder, do we have actual names for the unused meat sprites?
junk food
the unused meat sprites are only referred to by number on the wiki, and those numbers don't have entries in even the SDV1.4 object data file
oh i see, well, time to guess them! XD
@ivory plume https://smapi.io/log/75958a54f2234cae8e0cc765066ae35f
Error when opening the wallpaper and flooring catalogue, looking at the Data/Shops entry for Catalogue, the PerItemCondition field of Wallpaper under Items is incorrectly formatted
Log Info: SMAPI 4.1.0-beta.5 with SDV 1.6.9 'beta' build 24303 on Microsoft Windows 10 Pro, with 8 C# mods and 1 content packs.
Meant to look at this like a week ago 
should I add some more ingredients to this? steak would probably function as a base like fried eggs
I like garlic with my steaks, but that's a personal taste thing
ooh garlic with steak is tasty indeed
huh, i just realized salt and pepper don't exist
some JA mods added them as distinct ingredients, loc 2 has them as a basic seasoning item
otherwise you're using qi's secret sauce
I've always thought Qi seasoning being just plain salt is very funny
i actually wanted to try and add salt and pepper as seasonings XD
the game doesn't actually let you add new seasonings like qi seasoning very easily, but at least loc does lol
and just like that, another transpiler was thrown into clickCraftingRecipe
Too late for that XD
The cooking skill needs xp somehow
The discord app sucks, it tells me I got pinged but no idea how to check it, and the search tool is utterly broken...
So if someone pinged me, do it again
yes pathos, do it again
you know you wanna
its own channels? i believe it
yeah (I meant very active channels, but the statement still holds by itself)
damn, I just noticed that it's possible to attach a light to a TemporaryAnimatedSprite, I hope no ones uses FF particles in depth cuz I don't want to add this...
i'm sure it's perfectly simple to add if you like. copy the paths implementation for basic lights, add optional field to your model, add to TAS constructor params, done
I don't want to add fields... it means more documentation, examples and updating the schema... Also I still have so much stuff to do
Notification tab in the app at the bottom or the Inbox top right, next to the search bar on desktop
Uh, literally never used or even seen that before
pair of cute 
That’s cute
Why does it look like a Japanese shrine at the back?
im not sure actually
🤔
It kind of looks like a Saisen box
Are there any tools to convert mods to Fashion Sense without making a billion manual edits?
There’s a converter I made for vanilla style layout of pants to FS pants
!converters
A lot of converter tools have been made by helpful members of the community to update outdated mods or convert existing mods to modern or alternative frameworks, and for 1.6. Here's a list:
- Convert XNB mods to Content Patcher
- Convert pants/skirt spritesheets to Fashion Sense
- Convert Custom Furniture mods to DGA/1.6 Content Patcher
- Convert visual Content Patcher mods to Alternative Textures
- Convert BFAV mods to work with 1.6 Content Patcher
- Convert TMXLoader mods to 1.6 Content Patcher
- Convert Custom Music mods to 1.6 Content Patcher
- Convert Shop Tile Framework mods to 1.6 Content Patcher
- Convert hair spritesheets and JSON Assets shirts & hats to Fashion Sense
- Convert regular Content Patcher to i18n format
- Convert JSON Assets to Content Patcher
- Convert fish data from field names to slash delimited values
- Convert markdown text to Nexus' bbcode
- Convert Custom Ore Nodes and Custom Resource Clumps mods to Item Extensions Framework
- Convert Content Patcher Animations to SpaceCore
- Convert More than Necessary to Content Patcher
- Convert SAAT to Content Patcher
There’s a shirt and hats one too
You can see all ping in the "notification" tab, at the very bottom of the screen when on channel/server selection
I should read channels before answering and pinging people 
hi @ivory plume, is it too late to ask if the three methods on StardewValley.BellsAndWhistles.Bird (Draw, Update, FlyToNewPoint) could be made virtual 
think of the possibilities. we could have pigeons
Perfect, thank you!
(I absolutely love the mental image of you going "I want pigeons... Oh! I know what to do. (yells across the house [the modding channel]) Hey Pathos can we make these methods virtual")
i have bird needs
No i understand, sometimes you just have needs
I personally have junimo needs, and that's why i'm working on junimo npcs
Birb good
If I dont scratch the junimo need they will not leave my brain (they've been stuck in there for over a year)
You don't need that
@brave fable Hello, first of all, I'm really sorry if it's rude to mention you directly on the Discord board. Regarding the distribution of LOC Alpha 6.0 translation files, I left comments and messages on Nexus Mode and Discord, But I didn't got any reply, and I found you here, the mods board. If you check the comments I left, please reply. I'm also sorry if it sounds rather strange because I'm not good at English.
No critter hits anywhere in xmlser
You can create your own class perfectly fine there
(speaking of: today's the 1 year anniversary of my brain worms junimos that haven't left my brain since's 1 year nexus release anniversary)
I am sadly not doing a c# mod, just cp ones
what is the % of people that make sdv mods that do c# mods actually?
that seems like an interesting topic of discussion XD
is it even knowable (in practical terms)
I think it really just depends on what type of mods are being made. I tend to do stuff in Content Patcher unless I need C#.
You could maybe do a really, really rough approximation by looking at the monthly stat dump of mod type breakdown (and I do mean really rough).
I mean, technically we could get an estimate by going through all the nexus mods, and getting the authors name and whether it need c# or not, but I don't think anyone has the time or want to do that.
you could technically iterate over a mod dump, check for # of unique Authors, and then check for the # of unique Authors who have at least one mod with an EntryDll
That would be in interesting idea, especially if we went over multiple months of data.
it wouldn't give a 100% accurate result because people may have changed their author name during their modding journey, there's some collab projects where the author name is X and Y that would count as a separate author (technically you could account for that but it's not really worth it), etc
My favorite is SVE which currently lists four names
If I make a C# mod id count towards that statistic too 🤭
I wanna look into FS eventually, there's not many furry mods(tho there is the Animals and Myths Pack, which is really good), but I can't find any that add muzzles, and I'd like to make a custom 4 ear accessory
i like clicking on a message in the search results, and discord sends me halfway there
such good software
yeah...
I mean, atleast the search result showd up.
Discord is a functional messaging app 👍
true
ok, so, finally got all the objects implimented, how do I add a big craftable?
Data/BigCraftables
Mostly the same as an object but in Data/BigCrafyabkes or whatever it’s called again
Data/BigCrabbyCakes
Selph is better at spelling than me
Also the corresponding wiki page: https://stardewvalleywiki.com/Modding:Items#Big_craftables
where is "StardewValley.Object"?
did you decompile the code
the unpacking?
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
No, decompiling the C# the game uses
you don't need to see the code for most CP modding
don't care about the code part
you want to look at the data, and you have info about where the data is
so how do I make the BC make things?
That's in Data/Machines
ah
thanks
your machine is similiar to furnance i think
yee
does anyone have a blank I can copy?
I tried to copy from Machines, but VS just spat so many errors at me about commas T^T
Just download a mod that has a custom machine in it
obligatory what editor are you using and whether it has a JSON validator plugin
I'm using Visual Studio
It should have highlighting at least right (I don't use it personally)
it does, but no matter what I do, there's still errors
take a comma away, other error happens
readd the comma, tells me to remove it
As usual if you need help feel free to post stuff at smapi.io/json
also seconding aba's suggestion of reading from a mod that adds machines. Cornucopia Artisan Machines have a bunch of examples of both adding new machines and editing vanilla ones
this is even more confusing
Can you tell us what the errors say
no errors, I'm just lost in trying to understand what any of this means/does, I'm looking at the wiki, but looking at vanilla and Cornucopia Artisan Machines, only makes this confusing
you're looking at the actual data/machine too right? machines run off of a lot of things at once
if you want to edit a vanilla one that requires the targetfields because you need to dig into deeper lists
but if you wanna make a brand new one i'd just find a similar machine in vanilla and see if you can get it to do what you want it to do
I'm basically trying to copy the furnace, but idk which one it is in the Machines.json
I'm making a personal mod targeting the Ridgeside falls shops and I can't get the syntax for editing specific entries right for the life of me. Any help?{ "Action": "EditData", "Target": "Data/Shops", "TargetField": ["RSVMysticFalls1", "Owners", "None"], "Priority": "Late + 100", "Entries": { "Items": [ { "Id": "Rafseazz.RSVCP.FriendFallsItem15", "ItemId": "(W)Rafseazz.RSVCP_The_Prankster", "Condition": "PLAYER_HAS_SEEN_EVENT Current 75160085, PLAYER_FRIENDSHIP_POINTS Current Keahi 2500, !PLAYER_HAS_MAIL Current mod.weaponbought Any", "TradeItemId": "(O)Rafseazz.RSVCP_Spiritual_Essence", "TradeItemAmount": 100 "ActionsOnPurchase": [ "AddMail Current mod.weaponbought now", ], }, ], }, },
(BC)13
For future reference: https://mateusaquino.github.io/stardewids/
selph beat me to it 
thanks
you're trying to add an item? because your targetfields is currently in the owners section and not the shop entries section
No, editing an item to make it more expensive + only purchasable once. I've tried every combination of targetfields stuff I could think of, and the closest I ever got to anything resembling success was deleting all the other shop entries which is not what I want
targetfield is effectively like tabbing through a book's chapters if that makes sense, and each field is a chapter
so if you wanted to edit only one specific item, you have to dig with targetfield like: "RSVMysticFalls1", "Items", "ItemId"
this is right? do I need the (O) parts for my mod items?
(O) is object, yes
Nope, still not working{ "Action": "EditData", "Target": "Data/Shops", "TargetField": ["RSVMysticFalls1", "Owners", "None", "Items", "Rafseazz.RSVCP_The_Prankster"], "Priority": "Late + 100", "Entries": { "Id": "Rafseazz.RSVCP.FriendFallsItem15", "ItemId": "(W)Rafseazz.RSVCP_The_Prankster", "Condition": "PLAYER_HAS_SEEN_EVENT Current 75160085, PLAYER_FRIENDSHIP_POINTS Current Keahi 2500, !PLAYER_HAS_MAIL Current mod.weaponbought Any", "TradeItemId": "(O)Rafseazz.RSVCP_Spiritual_Essence", "TradeItemAmount": 100, "ActionsOnPurchase": [ "AddMail Current mod.weaponbought now", ], }, }, I keep getting yellow "the field 'RSVMysticFalls1' > 'Owners' > 'None' > 'Items' doesn't match an existing target" errors, probably misunderstanding something fundamentally here
delete the owners/none
you're trying to look for chapter 7 inside of chapter 2 if that makes sense
Finally got it working, thanks a ton
can I make my machine bark?
i mean, technically yes
{
"Id": "Default",
"Condition": null,
"Sounds": [
{
"Id": "furnace",
"Delay": 0
}
],```
that's amazing
i don't remember what the dog bark soundID is
https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo/edit?gid=1082266757#gid=1082266757 you're free to find out though
I dont think this sheet has sounds in it
it does, first tab
I'm not seeing any places to put the non-working and working textures/sprites into anywhere in this code, how does the game know which to use?
What’s maximum move speed for the speed command in events? 🤔
I imagine the integer limit
thats odd
wdym working/nonworking, it's under load/working effects
under temporary sprites for a different object i'm seeing tilesheets\animations
{
"Id": "Default",
"Condition": null,
"Texture": "TileSheets\\animations",
"SourceRect": {
"X": 0,
"Y": 1920,
"Width": 64,
"Height": 64
},
"Interval": 50.0,
"Frames": 4,
"Loops": 10,
"PositionOffset": "0, -4",
"Flicker": false,
"Flip": false,
"SortOffset": 0.0,
"AlphaFade": 0.005,
"Scale": 0.25,
"ScaleChange": 0.0,
"Rotation": 0.0,
"RotationChange": 0.0,
"Color": null
}
]```
but is that the full item sprite, or like the furnace, the weird fireball that pops up?
i don't know what craftable is 64x64 but this is where you would make it do it's animations like the jiggle of a furnace
I looked at the animations spritesheet, it's the furnace's fireball
https://stardewvalleywiki.com/Modding:Machines
ShowNextIndexWhileWorking
ShowNextIndexWhenReady (Optional) Whether to show the next sprite in the machine's spritesheet while it's processing an item (ShowNextIndexWhileWorking) or ready (ShowNextIndexWhenReady). Default false.```
is it possible to make food items without needing a recipe for them??
example: i want a candy in the game as a giftable/eatable food item but i dont want a recipe requirement for it
how would the player replicate it?
or do you want it to be like the golden pumpkin where it's given out sparsely
just an object and a shop entry then
ah nice, it doesnt need to be in cooking category in order for it to be an ingestable item?
i just copy paste from actual food items tbh
Just needs an edibility value
i cannot change at what index an item is inserted using TargetField right?
I have a food item that is only obtainable through dialogue
oh that's super cool!!
Thanks ^_^
i don't understand the context of this
hmmm, what is it using as it's texture, and how do I change that?
Looks like unused springobjects item
It doesn't look like it's actually a big craftable?
trying again
Error texture
That’s the index 0 sprite on springobjects
Which is sometimes used as a fallback
How sure are you it’s a big xraftable?
(btw, am I spelling "plater" right? as in, something that plates with gold?)
Yes
Seems right
i forgot to change Data/Objects to Data/BigCraftables
The fallback for big craftables should be the big craftables sheet which is why we think it’s an object
well, now I can place it, but I can't put stuff in
Did you set it up so that it functions as a machine
Data/Machines
it's only got one rescipe rn, just so i can get it working, but it'll have 53 by the end
iirc the data/machine needs (BC){{ID}} right?
same exact id as the data/bigcraftable
so, like this?
"(BC){{ModId}}_GoldPlater": {
data/machine (left) data/bigcraftable (right)
grats!! 
will never forget that feeling of having your first mod ever work for the first time
am i missing any important fields here?
(these items will only be obtainable through npc dialogue + sold at a stall during an event)
i don't think gift tastes is a field in objects?
Blehh that reminds me I need to find a way to make mine ungiftable
i do want them giftable though
"CanBeGivenAsGift": true,
no i mean, it's not a valid field in objects
oh i see
you'll have to manually add them in with targetfield, hold on i pull up the copy paste
i guess i didnt need that for my other mod since it had a Cooking category and those are automatically giftable items
Is that in the code somewhere? It's not on the wiki and it's not in Data/Objects
should be in data/objects 
right underneath artifactspotchances
Maybe a newer unpack
Maybe it's a 1.6.9?
oh, it's 1.6.9
line 1347
neat
I feel like maybe this was added so you can stop handing people prize tokens
sweet
Well, I need it for tomorrow so that isn't ideal haha
sorry, i always look at my 1.6.9 unpack
No problem Avi 
i do actively have the other folder i just uh, renamed it to "stardew 1.6.8" and my go-to is quite literally just "Content (unpacked)" 
same
Was your screenshot of your own mod json or the Objects.json from your Content (Unpacked) folder?
do I even need to update any of my code then, if you've been giving me 1.6.9 code??
it's there in 1.6.8 though too so that's weird that yours doesn't have it aba
no, it's all the same
my own mod, i got it from A-Sauroen
the only things that differ are npc-specific dialogue keys
tbf i have been linking you directly from the wiki 
nono, the object code you pasted into the chat
and then the animal code you linked to your own thing
Hmmm if my date modified is to be believed, I haven't unpacked since 1.6.6
well that makes sense
I'd better unpack and see
major field additives haven't changed between 1.6.8 and 1.6.9, but considering 1.6.9 is in like, 5 days, having your code up to snuff isn't a bad thing
gods I do not want to add all 52 more rescipes
Huh, CanBeGivenAsGift was added in 1.6.6. I haven't even got that! I've been on 1.6.5. Oops
how do I add a rescipe to the (vanilla) mill?
Thank you Avi that CanBeGivenAsGift saves me so much fruitless work
i need a pufferconstructionhelmet for the amount of times we suggest targetfield digging
i will be the change i wish to see in the world, i pull out the tablet
how do I do this?
Go one level deeper
same way you did your red chickens
Like if you want to access something that’s nested
like this?
target mill, then target itemconversions
"Mill", "ItemConversions"
i will brb for a little while, chores just flopped in my lap
@rancid temple, so, looking at the wiki, you can change how much can be produced each day, so it can be not the whole stack, but a set amount
added some fun continuity to my cooking mod.
basically, Joja has a monopoly on selling meats around Pelican Town, and that is why you can only get meat from them.
but when you complete the community center, Pierre starts selling meats as well, since they are out.
ooo~
do i need a type and category for objects?
Yes
I have a food item but I don't want a cooking requirement for it, how would I format that?
you can use spacecore for custom categories
i dont want a custom category, would just prefer none tbh
you need to inject into the cooking recipes
though imo its fine to have something that is cooking but you cant cook it yourself
Oh ok, that wont make a cooking/recipe requirement for 100% then right?
and u can use spacecore to give it some fun category like "snack"
:3 now this makes me want to use spacecore to do that
snackies
I wanted to make a trick or treat category but i also have items that villagers may give that's vanilla so i figured its just best i do Cooking but without the requirement needed
so just making sure I wont need any recipe of sorts but its also ok to be a cooking item
thanks all
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 9 C# mods and 4 content packs.
wait, ok I see where I messed up
https://smapi.io/log/bb79ae5132804e5183f35d07ada23765
ok, now I'm stumped
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 9 C# mods and 4 content packs.
https://smapi.io/json/none/f6a1c6de3e674608be045c61822436e8
this is my mill file
your entries is incorrect
it must always be "entries": {"someid": {}}
even if you only got 1 thing
If that's what your target is called, yes
thanks
Question about replacing sprites and portraits: What would cause the code in content.json to work for one character but not another even when the code looks identical? I made a mod that swapped out Abigail's sprites and portrait, then copied/pasted it when I added the sprites and portraits I made for Caroline, just changed the file names to her files. When I run the game, Abigail's sprites still change but Caroline's don't acknowledge the mod at all.
!json a lot of things could cause it we wouldnt know without inspecting
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.
all the Assets/Caroline* images exist?
Yep, I even tried freshly copying them into the folder
well, all of your targets for caroline have .png in it, which makes it invalid
lol guess A-Sauroen beat me to it
I think this is the longest name in the mod
is that a challenge lol
you could reduce it with Golden Wild Horseradish
ah
including gold plated pumpkin
60g seems cheap though lol ^..~
gold dust is 5g, gold ore is 25g, you get 5 dust per ore. gold plating something increases it's price by 10g
(Has anyone updated the wiki with this, btw?)
not sure if its just 1.6 but 1.6.9 beta its in data/objects
yah not seeing it in 1.6 unpack so its added after but definatly in 1.6.9
you get this in 1.6
"ContextTags": [
"not_giftable"
],
it was confirmed 1.6.6 iirc
k i have a file gap lol had RL issues so i only have 1.6.9 and 1.6 to reference ^.~
i'll probably throw it into the wiki but i'm just double checking what it defaults to
probably true
it defaults to true
looks like canbetrashed is the same
would i even need it as a field then?
no, but if you want it to be a different loved/liked you'd still do the npcgifttastes edit
standard json doesnt allow comments
ohh didnt know that thanks
its fine for stardew modding and smapi and content patcher. just not standard json
thank you 
you can change to ignore
how can i do that?
file/ properties
thank you!! 
its totally fine, no biggie~! dont wanna stress you out 
There was a command...
would it make more sense to reduce it to Gilded instead of Gold-Plated?
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
do you have any idea how many lines of code i'd have to change?
i was gonna say it's a brand new one
.> that works to lol
ctrl + h /lh
Just !jsonc would probably be easier to remember imo 😅
maybe, i don't use vsc so it doesn't scream at me about my comments 
Also I didn't know we could make code look like that on discord 
i don't remember which ones are supported but it's like, cs, c#, json, c++ all gives it funny colors
sigh gona have to take a break for some dumb reason the path tile sheet is broken on my map im working on ....
Will setting a false dependency force a mod to load after said false dependency?
yes
Ty^^
anyone know why im getting this red text? [game] Failed parsing dialogue string for NPC Tenko (key: , text: ). ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') at StardewValley.Dialogue.checkForSpecialDialogueAttributes_PatchedBy<mistyspring.dynamicdialogues>(Dialogue this) at StardewValley.Dialogue..ctor(NPC speaker, String translationKey, String dialogueText)
thank you!
one of your dialogue lines is not coded correct or the reference to the line isnt coded correctly
Now that I finished my assets, objects, and i18n, how can i...
- have Pierre sell my items in a stall during a festival?
- have NPC's give a random item when you talk to them on only a specific day?
For 2, dialogue has an option to give items
Just make sure the dialogue only shows up on that day
(if there are any mods that are similar i can just learn from then i dont mind recs either
)
Either with the games own conditions or CP
cool! thats perfect then
hmm im sure i saw event shop data somewhere
For 1, you’ll have to look in the unpacked content for the names of the festival stalls
(do you want it to be the same item every year or only on year one, because those are two different dialogue keys)
i wanted it to be a randomized item every year on fall 27
thanks!
Should be fall_27 and uh fall_27_2 I think
Jorts and Jean have day-specific dialogue as a reference if you want to look at their dialogue files
thank you! 
You can use the same dialogue for both keys though (or point them at the same i18n)
from what i see data/shops i did a search for strawberries and it shows vendor info and items
"DesertFestival_EggShop"
Yeah I'll just do that
not sure what it could be thats not correct. I ran everything through a validator
this is possible with CP though, right? i probably shouldve asked this BEFORE making this mod ._.
So, I've been thinking about doing another random feature in one of my personal mods that would trigger a chance to get a clothing item if you interacted with a specific piece of furniture. How terrible would that be to accomplish with CP?
(Mainly thinking about using HxW's bathroom furniture set to try to make the laundry machine do this)
is it a whole new clothing item
validator just checks format say you are loading assets/map.tmx to maps and you reference map2.tmx later smapi will say map2 doesnt exist but the code could be 100% formated correcty
You could that using SpaceCore's tile action on furniture thing, using the trigger action tile action to give it.
(I think Calcifer might have tile action on furniture too? Not sure about trigger action tile action though)
or like a drawer where u r put in take out
I figured I'd use a vanilla clothing item that's associated with a character's spouse, or if unmarried, a random vanilla clothes item.
yes you could do a date check and only load assets on certain days
Jorts and Jean are only CP, so yes 
what would be the best way to go about figuring out what is wrong with it?
go to one dialoge line and see if it works then add others back
thank you <3
are you loading an editdata
but unfortunately machines can't output Item
only Object
so yea i think either spacecore or calcier are your best bet
calcifer feature:
Custom actions when interacting with furniture (can run tile actions as well as trigger hooks). For example, this can be used to create custom catalogues, by defining a custom shop and then opening that shop when the furniture is interacted with. See HxW Fairy Garden Furniture's beautiful Fairy Garden Furniture Catalogue for an example!
also best way to actually see what's going wrong is uploading it to the validator and then giving us the link, but from what i'm used to seeing, it looks like you're loading an editdata
Thanks for the suggestions! I'll take a look at both Calcifer and SpaceCore's tile action/furniture implementation to see what I can come up with.
good luck lily!
(The upcoming version of Extra Machine Config after SDV 1.6.9 has a workaround that allows machines to output non-Objects)
(though the tile action is probably easier; furniture machine rules are actually kinda scuffed lol)
i feel like thats gonna draw a chest on the table
unless you specifically do something about furniture.heldObject.heldObject
#making-mods-general message
the "holder" object inside the furniture will get drawn as the first object inside the chest inside it
coat stand furniture that give u new shirt every season
did i do it right? lol
It looks correctly formatted
ok cool, will skip to the day and test it in a bit then ^_^ tyty
the construction cats??
theyre turtles
iirc
Jorts is an orange tabby cat that initially rose to internet fame in December 2021 for a viral Reddit thread discussing purported workplace attempts to train him that included him being smeared with margarine.
A Twitter account personifying Jorts (and his fellow workplace cat Jean) as a supporter of organized labor has since received recognition.
awwwwwwwwww!!!
what is an edit data? and should i link the smapi log or the cp validator
cp validator, i'm about to take a nap though but if you're making an npc we got plenty of guides on it
!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!
thx!
I find it hilarious that Jorts has an actual wiki page 
i made this npc a while ago so could just be old https://smapi.io/json/content-patcher/4f0ebc5fd3c54fc09098fef3ebee0bf4
I am mildly suprised he does
I'm still having problems with events in our custom areas. I'm now loading a blank JSON file into a hypothetical XNB for the new areas, which is what people here have told me to do. Problem is, the event I'm testing this with still isn't working. I tried activating the event through the console, but all I get is an error saying it wasn't found. It's almost like I'm trying to edit a file that doesn't exist, but the console isn't telling me that for some reason. What's actually going on? (I know some people may prefer a link to the SMAPI JSON validator, but I'm just putting the full file folder here so people can see the full file structure, which will probably be important for figuring this out).
chance of people looking without the json are low
you do you, but personally i will not dl a file unless i have reasonably excluded other options first
and then i would likely just not doi it anyway
btw, i cant find your jorts and jean mod
Without looking at it, have you already checked it with debug ebi <id> to make sure the event loads, even if it's not triggering?
to rule out precondition weirdness
(Unrelated)
I'm working on <location>_Entry dialogue and I'm wondering how many characters can fit in the speech bubble. I wanna make sure I don't break it with too many letters
Nope I said I was gonna nap I'm gonna nap.
I don't know what hypothetical xnb means but if you never loaded a blank.json i.e. a {} into your data/events/YOURLOCATION then you're writing your events into the wind.
I did try, and it's saying that it can't find the event.
This may be relevant to people here, but I doubt it's relevant to anyone: https://forums.nexusmods.com/topic/13501488-publisher-approved-paid-modding-policy/
Over the past year several game developers have introduced varying paid modding schemes, including Bethesda's Verified Creators (Skyrim, Fallout 4, Starfield) and InZoi's Creations Marketplace. As a result, we've received a lot of requests for clarity on our paid modding stance and our paid moddi...
still, pasisng it along for those who have patreons etc.
Isn't it just for partnership with the game publisher on modded content (mostly or only Bethesda situation with their mod shop)?
I don't think Patreon has anything to do with this
I am loading the blank JSON file into data/events/[The map's name]. I don't know if that's supposed to create an XNB file for the area for events to be loaded in, but it must not be, since it seems to be writing those events into the ether despite this.
there's a bit about how you have to link to Nexus if you have a patreon for paid mods
the fact taht Nexus, a private company that makes money off of people downloading mods, is complaining about paid mods, is, however, hilarious.
I'm kinda bewildered that you're not allowed to offer commissions
If you click through to the advertisement policy you actually can’t link to patreons for paid mods at all
Nexus! :V
They’re very unclear about this in the announcement, but the announcement is for Bethesda games as best I can tell
content patcher doesn't make xnbs
Sure, but itapplies beyond Beth, so kinda..
Look, if you want to defend a company that makes millions off of memberships so you can download mods, on you, etc.
I'm going to just point out Nexus is often strict on this and leave it at that
I’m not defending
I don't think anyone knows or cares what inzoi is, lol... Besthesda is still almost half of Nexus's traffic.
Just trying to make sure the info is clear
fair, sorry.I misunderstodo a bit
Because I was very confused at first
Here are the two files:
SpiritField.json: https://smapi.io/json/content-patcher/61d66d26d6ff4af39f68fc3e02de2b07
content.json: https://smapi.io/json/content-patcher/a0f3693ffa124e8098f719b273093ee4
I don’t agree with it, but it seems like nexus is scared of Bethesda getting mad about paid mods given that there’s some options “officially” for paid mods, and is trying to completely separate themselves
With much resulting outcry etc etc (nexus author server is a cage match today)
You can find the stuff about "no commissions" on the page linked in that post - https://help.nexusmods.com/article/77-donation-options-guidelines
Content creators (mod authors, tool creators, etc) are the lifeblood of our community. To that end, we are happy to offer and support various methods for our us
But I specifically asked about Stardew situation and they said that no commissions for mods are allowed to be linked, and comms for art they feel is “it depends”
Bethesda gonna Bethesda and Nexus gonna Nexus. Attaching oneself to any commercial property and hoping to make a profit off that is always going to be a risk, and subject to having the rug yanked out from under you.
Read: Not allowed unless the mod feels like it.
mod as in moderator?
It still feels really bizarre not to allow commissions though.
Yes. Nexus's moderation team is .. uneven?
And as such I default to assuming you'll get one of the harsher ones and can't appeal
Is there an actual difference between "Now" and "All" when it comes to non-letter mailflags? I've been (accidentally) using both interchangeably and I've noticed no difference, all flags are applied instantly (which is the behavior I want)
Like... I get it could be abused, but still
My theory is that lawyers won’t go for anything if there’s no money in it, but idk why they don’t just say that
Maybe that's not other people's experience, so-
Yep, I put them in the game 
Well, Comms in Bethesda land are virtually all mod commissions, not "asset commissions" like what often happen here.
Bethesda land seems scary
Interestingly, I sometimes get people wanting to pay for me to update my old mods - and that's against the policy apparently: "Do not offer donations in exchange for files, updates, or assistance."
Then they can specify.
It's not exactly Earth Logic, but I can see how one could come to consider that a form of paid mod.
Like I realize Nexus grewout out of the Morr-Obli-Skyrim modding scene
nice!
I feel like you can’t offer but you can accept, by that wording?
but they could be clear about non Beth mods
There's also "Do not solicit or request donations in exchange for files, updates, or assistance." - so maybe, but still iffy
For non-letter mailflags I think you should use Received instead of Now?
Their model of modders is the sharecropper model and they don't want you running any kind of independent business on their platform.
(You don't have to like it, but staying in that mindset is how you'll predict their policies and enforcement.)
Yeah well you just can't do it on nexus
otherwise you get a blank letter in the mailbox
Dunno why, it's in the same place it's always been https://www.nexusmods.com/stardewvalley/mods/10950
If you do it on Patreon its ok
oh my gosh custom npcs have changed since i last modded this is so confusing
thank you, when i searched it on google, none of the links came up, apologies
If you do it on patreon you still have to have no way to link your mod page to that patreon, including through intermediate links like twitter or Reddit that then advertise the patreon
You can offer commissions on Kofi or Patreon
Oh, I wouldn't use Google for anything on Nexus, just use their search
makes sense
Not on nexus itself
Some confirmation on *what* you should actually use would be nice because I've never experienced this blank letter phenomenon
Yeah, that makes sense, can't say I agree with it though. I get wanting to push out people who do it in bad faith, but it feels like they want people reliant on them for it all, and don't want people to be able to stand on their own
Tia wrote a guide!
Let me see if I can find it
!NPCs ?
ive been following the wiki and the template but i am so so lost
even nexus sucks for finding mods sometimes. I'll need to click on the dependencies for translations in order to find the actual original mods sometimes
I genuinely love this!!! 






Oh yeah I also find translation first for some reason have to search on Google
If there’s bits that are unclear, potentially looking at mods updated for 1.6 as reference could help?
i mean, it says right there what each one does and what it will do. There is no single answer to what you SHOULD do because it depends on your use case. if all you want is a hidden mail flag, received is ideal
By default it goes in newest first order iirc
i never knew cats could form a union
And obviously translations are all newer than the original
I don’t know why it does that instead of like by relevance
They could have at least mentioned the name or somethin 
The sharecropper model is never very good for the sharecroppers. Great if you're the owner, though.
Ahh, I guess it just doesnt show in the mailbox if there's no Data/Mail entry. I know if there is a Data/Mail but it's malformed then you get a blank letter that instantly disappears
As for your original question, I guess All is only relevant for removing actual received mails and for other use cases it's not as important?
I mean the name is just "Jorts and Jean" 
The helper cats?
Well.. fair enough 
Like I said, I'm asking precisely because I've been using two of the types and have seen no apparent difference between them, and saying to use a third type makes it no less confusing
I thought it had a subtaglinething
So can you put requested by if a mod was commissioned?
Missed my opportunity to call it "Rise Up, Sabo-Tabby! The Adventures of Jorts and Jean"
well, the third type is the answer. it's the one that does what you want with no other side effects. adding it to All will also work, but only as long as you never need to remove that mail flag on that same day, because it'll be re-added tomorrow whether you want it to be or not
I just thought about a possibility of seeing a mod called "The Rise of Jorts" and can't stop laughing... 
Now that's a solid answer. Thank you.
I actually just finished a farm that was requested made
so if you want your mail flags to be temporary or not there after today , you don't want that. if it doesn't matter then there's no difference, just best practices that can potentially save headache later
https://smapi.io/json/content-patcher/8bfbfadbed7043d4a11aa8c78c97d72e does this look right>
?
See the error at the top? You seem to have a brackets problem
i know theres an error but not sure what to do about it
it need more at the end right?
Is this a file you used “include” for? Or is this your main CP content.json?
its my dialogue json
What is the original file named?
dialogue.json
Okay, then you can ignore the format warning
The main content.json needs to have the format
But the other ones that get referenced from there don’t
i was tyring to rework my content file and thats where i got confused lol
What's your object data look like?
your file looks right to me. did you make sure to include it
(if object data is wrong an error entry should still show up right)
Do you have a Format in all these included files?
ahhh im missing 1 in NPCGiftTastes.json
You shouldn't have Format in any Included file

