#making-mods-general
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Only content.json gets Format
I see, thank you, that will probably be it
tried reloading, not sure why it didnt work
do you... have content patcher installed?
oop its outdated lmao sorry
Yep that'd do it lol

i also did the same when i first tried stuff on the beta
Oh, no wonder you weren't getting errors about the Format lmao

LOL
yay they showed up ^-^
oh but they also showed up in somewhere i didnt want
how do i change them to just an object?
Has your issue been fixed yet, or did everyone get sidetracked by the mod commission talk?
where is this and what do you mean just an object?
cooking collections, and to not have a cooking recipe/perfection requirement
i was told earlier to make them an object type just not sure how
ehhhh
ill just use space core to make a new category lol
mabey this field ?
"ExcludeFromShippingCollection": false,
i dont know if its the type or the category that controls it (or both, maybe). id say maybe try changing "Type": "Cooking" to "Type": "Basic" but thats me completely guessing
make it true?
no, that controls the shipping perfection
is there an excludefromcookingcollection? lol
it wont affect whether or not something shows in your list of recipes or whether or not you need to cook the food for perfection
hmm
as far as i knew there wasnt a way to make something that is technically Food from the games perspective but also exclude it from the cooking perfection. ofc you can change something to not be technically food but still look like food
i also dont know endlessly far
nope 
i meen you need 81 recipies cooked whats a few more lol
i already made vanilla cooking recipes, im DONE with recipes for a while lol
i'd rather make a new category with SpaceCore
how can i btw? is there a guide?
its very straightforward
you could try type basic and make it a food item only like said above
oh yes, ill try that ty
just use cornucopia as an example
thanks 
cause cave carrot is food but not recipie
true
You're confusing edibility and categories
I do think the Type is likely to control the shipping menu thing though
(i havent read the context of all this)
i havent made many items yet im still fighting my farmhouse lights mod and making a new building mod
context
change both the category and type values, but this means you cant cook them in the kitchen if that matters
no i dont want it cooked
Make it type basic and set the category to 0 or to the number for artisan goods
thank you ill try this!
cave carrot was 12 not sure what that is lol
12 is forage
yah dont use 12 then lol
theres a whole bunch of category numbers on the object wiki page
so since im making this not cooking items anymore which i had as universal liked, do i need to put that in my npcgifttastes that these are all gonna be assumed universal likes?
or is 0 automatically universal like
yes depending on the category you put them in
artisan goods are universal likes i believe but 0 is nothing
perfect, thank you!
So I probably can't put requested by on nexus..
The category is what changes the item subtitle in hover text to "Cooking" or "Forage" or whateverm And you can use Spacecore to make it sonething unique if you need
i guess im just confused on the difference between Type and Category themselves
since they seem hand in hand
im gonna try type cooking and category 0 and see where that gets me lol
category does the subtitle text like i said (and some other profession linked bonuses) and Type does the special functions like making all Cooking tupe items be in the collection menu
oh its just the text, gotcha
No you cant do type cooking
Yes
hm, does having it in the collections page even matter for perfection, though? ive been trying to look through the code to see where it adds it to the collections, and it DOES add it to the collections page ofc if the category is -7 or the type is cooking, but the code that actually checks perfection % only checks Data/CookingRecipes. so if you dont actually have a recipe, it shouldnt matter, right?
It shows up without a recipe
If it matters for perfection, who knows, but players would be confused
it shows up in the collections page, yes. im talking about for perfection specifically, though
It'd be slightly confusing I suppose
okay cool, that worked
i just bring it up bc Anaira mentioned an ExcludeFromCookingCollection field, which i dont think is necessary in this case, is all. so if Anaira wanted she could just not worry about it
thank you 
I don't think it counts for perfection, but I agree that it being in the collection without a recipe could be confusing.
sorry, I'm trying to read while traveling and misread your message
dont read and drive you might die and we need more updates and crops
Rofl
gotta fill my extra greenhouses with something
is there a specific file i should refer to?
i use Basic or Trash category on cooked foods to exclude from collection/perfection, works perfectly well 
loved gifts for the ||raccoons||
(shh I know they're not NPCs)
yeah that ended up working for me! im just figuring out the last part of my mod which is having a random item given by npc dialogue on a specific day, i couldnt find where to actually input that
make them romancable/roommates
(the latter, pls)
Wednesday? What about by the Halloween mod contest deadline ๐
Excuse me, Mr ||Raccoon|| is perfectly married to his wife. I'm no homewrecker smh
(unlike a good chunk of this server)

so make them brother and sister for context ^..~
i don't care so much about serialisation if that's what you mean, i'd just like to inherit and add to existing behaviours of Bird without needing to redefine all the state flow and draw behaviours. stuff like add shadows, increase ticks between states, change flying motion arc, etc
shadows i could do with just another draw since i own the location class, but the rest not so much
how do i have an npc gift a random item when i talk to them on a specific day? trying to follow the jorts and jean mod but i only found the dialogue part, not the actual item input
https://stardewvalleywiki.com/Modding:Dialogue#Dialogue_commands
At the bottom is the random item command
oh thank you so much
The specifics of how to do a specific day I'm not familiar with
surely you'd just have it as a Spring_2 dialogue or somesuch
<season>_<day> I guess
Done in the upcoming 1.6.9 build 24304!
Fixed in the upcoming 1.6.9 build 24304. Thanks for reporting it!
thank you, pigeon man. you've saved our city 
thank you!
(it was a little funny that the PerchedBirds controller for birds is almost entirely public virtual, but Bird is locked down lol)
It kind of god sidetracked a little.
could you reopen the game and debug ebi MyMod_MyCoolEventId , then patch summary, and then share a log here from https://log.smapi.io ?
we'll be able to see the event ID it's trying to find but can't, as well as whether your blank events file was loaded, plus any other hopefully useful info present in the log
is there a way to make all npc's just say the same thing or do i have to do "Action": "EditData", "Target": "Characters/Dialogue/", with every character?
You can iteratively do it in C#, but if you're only doing CP then it's gonna be individual
okay thank you
can't you use this method:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#field-references
{
"Action": "EditImage",
"Target": "Characters/Abigail, Characters/Sam",
"FromFile": "assets/{{TargetWithoutPath}}.png" // assets/Abigail.png *or* assets/Sam.png
}
it's still sort of individual since you're specifying one-by-one in Target, but you're only using one changes object
I'm not sure I understand how you use that for dialogue lol
replacing {{TargetWithoutPath}} with your single fromfile path, ofc
surely the same as you would any other asset
I guess if you avoid tokens, you can Load the dialogue for each NPC?
Can TargetWithoutPath be used in an entry?
you can use exactly the same method with Load blank + EditData data
shoot, you can even just make a token for your list of targets so you only need to write it once
if you care that much lol
whatever saves me time and energy rn
If you make this work, I'd love to see it because I can't visualize it
in my mind it's quite simple, but i have quite a simple mind
If you have a simple mind, I'm literally braindead
I think I finally understand what you are saying lmao
I was getting really stuck on the TargetWithoutPath and trying to figure out how that works with EditData
all the dumb things i wrote but if it was content.json:
"Changes": [
{
"Action": "Load",
"Target": "{{Targets}}",
"FromFile": "assets/Blank.json"
},
{
"Action": "EditData",
"Target": "{{Targets}}",
"Entries": {
"mon": "asdfghjjkl$h"
}
}
],
"DynamicTokens": [
{
"Name": "Targets",
"Value": "Characters/Dialogue/NPC1, Characters/Dialogue/NPC2, Characters/Dialogue/NPC3"
}
]
since all dialogue keys are generic, NPC1, 2, and 3 can just eat the same ones from the same file and use the same dialogue
your random item ids dialogue thing is done per-dialoguebox too, so they should all give independently random items
Does EditData accept FromFile? It's not on the docs, which is why I ask
well, you cant use FromFile in EditData
you can still just use Entries
"Changes":
[
{
"Action": "EditData",
"Target": "Characters/Dialogue/Abigail, Characters/Dialogue/Alex, Characters/Dialogue/Caroline, Characters/Dialogue/Clint, Characters/Dialogue/Demetrius, Characters/Dialogue/Elliott, Characters/Dialogue/Emily, Characters/Dialogue/Evelyn, Characters/Dialogue/George, Characters/Dialogue/Gus, Characters/Dialogue/Haley, Characters/Dialogue/Harvey, Characters/Dialogue/Jodi, Characters/Dialogue/Kent, Characters/Dialogue/Leah, Characters/Dialogue/Lewis, Characters/Dialogue/Marnie, Characters/Dialogue/Maru, Characters/Dialogue/Pam, Characters/Dialogue/Penny, Characters/Dialogue/Pierre, Characters/Dialogue/Robin, Characters/Dialogue/Sam, Characters/Dialogue/Sebastian, Characters/Dialogue/Shane, Characters/Dialogue/Willy",
"Entries": {
"fall_27": "Happy Spirit's Eve!"
}
}
]
}```
This is what I have right now from what I've gathered... Would it be possible to change the fall_27 to be i18n instead?
sure, so long as you have a matching fall_27 key in your i18n file
it's completely independent of any game or mod keys, organise and name it however you like
since i think you've got my halloween mod installed you can look inside that and see it's just whatever i felt like
i suppose you can use any unicode characters for keys 
"๐๐ฌ๐ง๏ธ": "Nice weather, @"
you can add tokens to your i18n file to clearly separate dialogue from logic:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md#format
i'm not sure how you'd format the actual embedded random item part, but maybe like this?
// content.json
"Entries": {
"fall_27": "{{i18n:fall_27 |item=[(O)100 (O)112]}}"
}
// i18n/default.json
{
"fall_27": "Happy Spirit's Eve, @! {{item}}$h"
}
both work, it depends of what you need
(is there a reason you're using a token here?)
I just wanted to have the npc gift an item on spirit's eve 
a randomized one, pertaining items from both my mod and vanilla
i'd say it's generally easier on translators to have as little logic in the translation files as possible
true
i mean, both work so it depends of what you need in term of clarity and organisation
simple commands sure, item selection logic maybe not
ohhhh i see
i like my letter objects to be in the letter itself, not the translation
i'd rather it be in the data then
but for the random items i am fine with them in dialogue because it's easier for me
thanks
(to add or adjust stuff, to make some dialogue have gifts and some not, and so on)
makes sense
also, thank you!
it's the same than the way people do random lines of dialogues, you have lot of options
but each modder will have an organisation making more sense for them
Iโll try.
So is there a way to reload the locations for my cp mod after i change the map files without restarting the game?
try a patch reload but i'm not sure how it works with maps
sure, use patch reload MyContentPackUniqueId and then debug wh and then debug warp MyCustomLocation
maybe you don't even need to warp out and in again, but it helps if you change lights and such. at least for my locations
Thank you I'll give it a shot ๐
would you also be able to either show me a tutorial for map building using tiled or a website that explains the different tools and overlays? I'm trying to edit my map I commissioned and it needs a lot of touch ups, but i barely know the layers and how the tilesheets work X(
hi there, it's not rude at all - i don't actually read most private messages anywhere at all, so mentions in here are the best way to contact me. sorry for not answering sooner!
posting translation files on naver should be perfectly fine! so long as it's just the ko.json file and not the entire mod i'm more than happy for people to make and share translations.
just a quick notice: LOC is still being worked on, so sometime after SDV 1.6.9 is published you might need to update it for the latest changes. thanks for your work!
How would you implement CGs into the game?
what is CG in this context
content gatcher
Like the type in visual novels
card game, carl gustav,
An illustration
[19:47:25 ERROR SMAPI] - SpaceCore 1.25.3-beta because it's no longer compatible. Please check for a new version at https://www.nexusmods.com/stardewvalley/mods/1348 or https://smapi.io/mods
Is there a newer version of SpaceCore for the beta?
people make a whole map in the design of their illustration, then change the event map to the fake "map"
casey's posted it in this channel, i'd search discord for messages from casey including a file
Eli and Dylan in east scarp does this
remember to download SpaceCore 1.26.0 though, and not 1.26.0 or 1.26.0
why is it yellow lining me? o:
!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.
usually hovering over it will give you info
but that smells like a json schema took effect that probably isn't the cp one and is complaining that theres stuff that doesn't belong
Oh wait its easier than that
you have duplicate keys
you don't have a closing blue bracket and opening blue bracket for the second patch
how will i have different entries for different npc's though?
use the token in the key and then have different keys per npcs
(the target without path token)
Changes is a [] list of {} objects, and each object has some list of fields (such as Action).
you're put the fields of several objects inside one object, when instead you need to close the object and open a new one for the following fields.
'you have duplicate keys' is from having several objects' worth of fields inside the same object
notice in this example each group of fields is within its own {} object
like that?
is there also a way to randomize the actual entries? if that makes sense
looks good in yours
again if you don't want to have 4 copies of your list of items, you can make a dynamic token for it
more specifically? you want random dialogue per person?
oh, i dont think ik how
example of dynamic tokens in the 'all the dumb things' message above 
yeah instead of each npc saying the same line every year, it can choose between the 2 lines
oh thank you!
i'm not sure about randomised dialogue for a specific day. if i know making-mods-general well enough, someone would come in here to tell you to send a conversation topic on every NPC on spirits eve specifically with this dialogue instead of giving them a fall_27 entry
https://stardewvalleywiki.com/Modding:Dialogue describes how to set dialogue with random options for some specific cases, such as Outdoor_<random>
if you assume all your NPCs are outside on spirits eve in the town_halloween map, you can use that
just need to conditionally apply the dialogue for spirit's eve only
hi i'm very sorry if the spammers put a crypto link in here i have my account back now tho
yeah i might just have half of them say the line and the other half say the other one then switch for the y2 variation cause ii am truly fried
i'm not an npc or dialogue person so i'm not really in the mindset for applying really smart specific dialogue entries
basically all my npcs have a decently large chunk of lines in my i18n file but their actual content file is just "mon"~"sun" 
at this point i know more about how the dialoguebox->dialogue class flow works than any dialogue commands and keys lol
actually are npcs even going to use your dialogue? fall 27 is a festival day, they're all using festival dialogue during teh event
if they can get to any to speak to em before the event starts they should say it
probably
can you even talk to any npcs when the town is locked for festival setup
maybe you could catch demetriums
you definitely can
Any that wander where you can go
if you can get to them and they arent on the Town map then its just the same as any other day
demetrius, robin, the dwarf, elliot, the wizard, leah, Gil/whatever the other adventurer guys name is. all available.
oh and willy
I need a mod that makes festivals like a sign or some crap that you can interact with in town to start, because parts of the map being inaccessible is awful
you can, its only day festivals that affect going into places, right?
(oh yeah somehow i remembered robin and demetrius but not their kids. oops. theyre also available)
Non-passive festivals block off the specific areas they are tied to
(i didn't even remember robin, just my beloved
)
Because entering the area is the trigger to start the festival
ik i mean the buildings, not the festival area
Oh yeah, if you can find some way into the buildings then you can enter them no problem
I used to use a mod that let you click spots on the map to warp to lol
ill just add dialogue anyway, fuck it lol
if somehow people can cheat getting into there, theyll get an extra treat :p
for the love of yoba, please work lmao
i need to work on my paper 
lol makes mod to cheat my way in
Log Info: SMAPI 4.1.0-beta.5 with SDV 1.6.9 'beta' build 24303 on Microsoft Windows 10 Pro, with 6 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Just need a warp room lol
hey u might get a free ||magic rock candy|| out of it 
i just HAD TO JINX IT
sounds like you've got to share your content file 
every fall_27_2 value ends with an extra }}
again if every |item= value is the same i'd just make that into a dynamic token so you only have to edit one line to update them all
man emily would definitely be the one to give you hummus for halloween
maybe leah
makes mod spawns chest in house with 999 rock candy >.>
its so weird that shane loves the hummus pack and not her
(all gift tastes are based on the actual vanilla items)
[[Movie_Theater#Concessions]] if curious!
to be fair yoba loves hummus and emily is some godless heathen cowboy
i literally had no time and energy to make my own tricks and treats for this halloween mod
LMAO
Abigail for life
i'll take life thanks
lol
Is there any way to change the location of the chicken coop that spawns on the Meadowlands farm map?
tbf i'm impressed you even made items, i just gave a pumpkin for every puzzle win and made a spider version of the owl statue to drop somewhere on your farm when you clear them all
I want to use the Meadowlands for my custom farm map but the coop spawns in the river rofl
No, it's hard coded. SpaceCore has a feature to let you spawn buildings + farm animals on custom farm maps though
works for ducks โ working as intended
(Or vanilla ones too, but that would be in addition to the meadowlands one)
instead of overwriting meadowlands just make it custom map and the coop wont spawn and you can build one later
the free coop is half the point of meadowlands tho
Yeah, that and the blue grass
i thought it was the grass lol
i don't know what blue grass is other than a genre
Yeah, I really wanted the blue grass and free coop
not a big deal though. Will just have to move it
I used Spacecore to add a starting coop to the larger meadow maps mod I'm using.
And it was pretty easy
Blue grass increases animal friendship faster
blue grass also fills twice as much hunger and gives twice as much hay
i thought it grows slower though
It does
it does grow slower
It's roided out grass
that part is unfortunate
wow, sounds like meadowlands absolutely dumpsters on river lol
The slow growth rate is kind of a problem lol
Just a few animals can eat the grass out before it can replenish
wait does it grow slower, huh
Though animals only eat half so it kinda balances out?
I see nothing in the code about blue grass growing slower?
It spreads at a lower rate/chance, doesn't grow slower AFAIK
ah that would explain the ancedontal feeling about it being slower
Oh, hold on, I was looking at the wrong line
Which, if you just selectively take out the non-blue grass, that helps with the spreading. xD
And since it doesn't go away in winter...
all grass is winter proof tho
It doesn't grow in winter either, unless you make it
Yep, just means it's easier to set things up for a nice spread in spring.
In GameLocation.growWeedGrass it doesn't check grass type at all, but in Grass.dayUpdate it only grows if it's type 1 (normal grass)
say did that more grass framework let you give grass different statistics
So there's an extra growth check for normal grass
if it grows slower then it spreads slower since it needs to be fully grown to spread
like rocky grass for rock crabs 
enjoy your transpilers 
that's a permanent part of Extra Animal Config's road map
I havent made it because I havent gotten around to it and no one's asked for it
let me be idea guy in peace blueberry
I literally didn't know there was a difference between growing and spreading for grass lmao
I've already transpiled the hell out of animal data, what's a couple more
I was using them interchangeably
i do think there is like
a complete breakdown as soon as one of them tries finding il that was changed by the other
a lot of extra fuss gameplay wise
if you had an animal type that only ate specific grass
feed is not as bad cus u control the items directly
I'll cross that bridge when another person becomes as neurotic about farm animals as I
Also a reason why I haven't done it tbh
the clickCraftingRecipe clan lives in uneasy peace
(re: blue grass - I asked CA if it growing slower was intentional since we were already talking at the moment, and it isn't, so that'll be fixed in the 1.6.9)
The fast expressions Council looks at each other warily
can u ask ca if he has a nice halloween pumpkin..
Pathfinder rewrite when
Ooh it seems like the code was there before blue grass and its purpose was allows growing farm grass and not other grass types
So the dialogue works, but the item wasnt given when I spoke to the NPC (this was after fixing the }} issue)
Yep, that's what I suspected and why I asked CA
ohh the dialogue doesnt work in the spirit's eve festival though ~_~
thats why you'd have to talk to them before entering the festival
new concept spider webs (grass) grows inside animal houses and you have to sweep (scythe them) otherwise your animals become unhappy
and why only some would be accessible for it
(And then there's me, looking out my window as the clickCraftingRecipe clan runs past and sipping my tea)
oh nah i'd rather have the trick or treating be AT the festival
we don't run past. we writhe on the ground
then you'll be editing the spirits eve festival itself
it's a hard life
gotcha thanks
Thanks for exposing a very very nice API so I don't have to further torture clickCraftingRecipe
my dialogue won't replace the festival dialogue right? only appear before the vanilla dialogue?
it will replace it, yes
x.x omg
You can text operations thoufh
you can still write it like normal dialogue with breaks to make you have to talk to them again
Append the #$e#blah
or that too
could you use TextOperations to add a dialogue break and your new text?
I want the brain cell back bluea
it's mine and you can't have it
๐ง
you may get some strange sounding dialogue if you do that though
"Mother won't let me go in the maze. *sob*. Trick or treat!"
can i just not have ANY new dialogue and JUST have the item given?
Sure
sure
this is killing me
"demetriums_2": "Wow, my daughter's lost, I haven't seen her in hours. I hope she's alive. $e Happy halloween, Farmer Jim. [Hummus Snack Pack]"

you would just append the item gifting stuff same way you'd append other dialogue
i have no idea how to do that
brb, i need a breather
ill read the info when im back
ty!
think i broke my map even worse lol
Thank you sm
gota hunt down why this path sheet isnt loading correctly
.> System.Exception: Invalid tile gid: 2406 i realy dont wana remake the map
invalid tile gid gives me heart pain
if you're using an external tileset, try embedding it.
if your issue was with the paths tilesheet, try adding a new paths tilesheet with a different name, replace the existing paths tiles with your new ones, then delete the old sheet
no guarantee either will work
as always, make sure your tilesheets and tilesets are in the same folder as your map before they're embedded, and make sure they stay in the same folder throughout
im using internal sheets for a small map >.<
so loading the map into the maps folder should pull the correct sheets
loading the map only substitutes the image from the game files. tile id references, properties, etc are handled in your map file (or external tileset)
https://smapi.io/json/none/2cd1cc61d6304c3ab3f5542b1619df2b like this? @uncut viper
I almost wonder if it'd be possible to have a nested 'event' within the Spirits Eve festival for the trick or treating. Or somehow modify the town Warp during Spirits Eve so you have a separate 'passive' festival for Trick or Treating in town that ends before the Spirits Eve festival starts.
don't go anywhere near an event playerControlSequence unless you want a head injury ๐
This reads like a threat 
I understood almost none of those words, which is probably for the best, really.
Could make a passive festival the day before or after for Trick or Treating
maybe in ferngill they trick or treat in the morning
But the town is inaccessible all day
on all hallow's day, the day after halloween/spirit's eve
Right, inaccessible during day is why I said you might need to temporarily mess with the warp to Town
sounds to me like they're all just giving you treats, though. except for whoever decided to give you hummus
That doesn't seem too bad?
i have a couple vanilla items as well 
||
||
Sorry, did people actually give you tricks as a child? I would absolutely riot lmao
idk id be kinda mad getting salted peanuts and apple slices for treats
those would be tricks for me, and also black licorice, but thats just me personally
I wonder if you could structure something like Haley's bracelet event to fake the Trick or Treating 'map'
this is australia, we don't do that here 
If people didn't give us candy while we were trick or treating we dumped the garbage they gave us on their front yard

every event playerControlSequence is setup and managed in c#, so if you want anything like the bracelet sequence you need a code component
Don't worry, I'm not attempting your idea, just throwing suggestions out there. ๐
and harmony. a bit of harmony
ah, I see
oh no i wasnt worried about that hehe, i was just like, scared of more coding LOL
fair
i trust yall 
(authors note: my contest mod uses custom playercontrolsequence setup. i hate it)
(mod is half harmony and half temporaryanimatedsprite definitions)
am i missing anything? https://smapi.io/json/none/f351e49a146542c7a13a34696c7af335
well a target would be nice
<.< seems like there is something strange going on im gona have to scrap and start over it just gets stranger and stranger now its saying its trying to remove tile sheets on load
Amazing!
oh
Sounds like you can write the documentation of temporary animated sprites
I'm thinking about a SpaceCore-powered way for that (one of the ES modders has asked me a couple time), just haven't gotten around to it yet
i'm a blue belt in alpha, alphaFade, and alphaFadeFade
Was I the one who introduced alphaFadeFade or did I just use it for something
is my target gonna be "Fields", "every npc"?
Ah, yeah, my stuff was something else
or are they all separate?
i actually don't know lol
DeltaAlphaFasr
is there a simple & fast way to find the ids of 52 items?
!itemids
open object json ctrl+f type in name
you probably need to use every npc by name, as well as their y2 variants in the same festival file
thanks
probably just ignore the spouse lines if it's more work, contest deadline is looming
"Property 'Introduction' has not been defined and the schema does not allow additional properties."
what does this mean
you can add more detail/polish later if you like, but if it breaks something and you're outta time then it's judged as-is
yeah im mentally done with this mod too i didnt think it would take me this long, but ive been so tired from irl its affecting how im learning
yeah mine was meant to be a 1-day joke mod but things tend to drag on
!json you probably forgot a surrounding bracket somewhere
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.
my original idea was just void chickens emit purple light
what's this contest yall are talking about?
https://smapi.io/json/none/6c29a6d46ad1490ba13fa5cf311b0148 was gonna test with this but im getting an error
You've put gift tastes into festivals
i just copied and pasted from my gift tastes 
is this a file you meant to Load in a separate action? You're only meant to load an empty file and then use EditData to put entries into it
which needs Changes, Action and all that jazz
i have no idea, im trying to update my mod since the dialogue stopped working
i haven't touched it since june
There's a guide somewhere on the wiki that still forcibly loads dialogue keys like that 
hey does someone know how to unlock pennys new house in a new save to test something? I use cheats menu but can't see any option about it there
I guess we'll get to the 'best practices' stuff later, can you post your content.json?
i was following this
Did you just wanna add dialogue when they're at the festival? Cause iirc you don't need to targetfield
i just wanted them to give an item at the festival
dont wanna change dialogue, at least not rn
Well give item = change dialogue cause it requires the [] dialogue command
im so confused aaa
and the file you posted above is assets/dialogue/Dialogue.json?
yes it is
ah ok i backread through the link lemme see how it works
what avi means is to give the item, you have to edit the dialogue to inject the command. if you do it correctly, there won't be any difference in the displayed text
hmm I don't see anything that should go wrong. The error you posted is from the validator itself, but it should be totally fine in this case.
when you said it doesn't work what did you mean? in game errors, the dialogue doesn't load, etc.?
where's my new emote 

yup the dialogue doesnt load. https://smapi.io/log/ec785b9a0e4b4568be610c02fe7f16a3
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Home, with 63 C# mods and 184 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
pls ignore all the other errors- i'm still redownloading stuff
https://smapi.io/json/content-patcher/d548558b6b5345a7bc639190bc8dc38e try this, though i'm unsure how the delimiter works in dialogue
tldr i replaced fields to entries because fields is for specialized string digging
Delimiter: The characters to add between the current and new text
if you wanted, you could use"Delimiter": "#$b#"to add dialogue breaks in data, though this might not be something you want
yeah i'm worried about that adding to the end so it brings up a menu again
actually might need to remove the (O) out of everything because dialogue only takes the raw item id
Thank you I really appreciate this!!
unfortunately i got this showing up when i reloaded [Content Patcher] Ignored Trick or Treat Concessions > Item Data (from Data/CharacterData/Dialogue.json) > EditData Data/Festivals/fall27: error reading info. Technical details: System.InvalidOperationException: Error parsing '}}]' as a tokenizable string
ill try that!
well my heads broken from looking at code and working on this map im off to sleep night fellow modders
i wasnt sure if the (O) was what made it randomized or not LOL
it did not like that bracket huh, how am i going to interject the item call then
i felt that, good night and good luck when you work on it again!
(O) just explicitly defines your item as a basic Object, rather than (BC) or (R) or (F) or something for other item types
oh okay
(I gotta run for 20 min any dialogue wizards who can jump in I'd greatly appreciate it)
the hero we all need
"I spent the afternoon daydreaming about the ocean. So I decided to cook some seafood. [(O)198 (O)202 (O)727 (O)MossSoup]$h"
so the (O) is necessary, but how is it going to...
i'mma just put flavor text real quick
without knowing what's inside assets/disposition/Disposition.json, possibly the trailing space at the end of your NPCGiftTastes is causing issues? unsure if that's a problem these days
thats really nice of you avi
thanks
ill see about the space - heres the dispo https://smapi.io/json/content-patcher/3dbe459f9d1f412180745440f3fae0f7
it's failing in dialogue, so the issue could be in any one of your dialogue files
yeah, did you update your disposition to be data/character
i did not
i would start there before we worry about the dialogue
thats def the issue then
oh well your Dispositions changes are never going to be loaded
you're working with SDV1.5 data.
i was trying to do the data/character earlier. im not sure if im doing it right
review the character structure for SDV 1.6 here: https://stardewvalleywiki.com/Modding:NPC_data
it's completely different to NPCD
that is what i have been following actually, but i still get confused
well that would make sense
after rockcandy i dont think thats supposed to be there
surely this is the same error you had just before 
because what the heck is a blank.json and where do i put the files
blank.json is quite literally {}
im so tired im gonna ||hurl||
what does it do? whats the point of it?
i had a good 3h nap 
Itโs a file that contains nothing but {}
It lets you use EditData instead of load
if you look at characters/dialogue folder, you see all the NPCs have their own file?
well your NPC doesn't have a file, so whenever you're editdata'ing, you're writing into the void
Basically itโs a placeholder for โIโm gonna put things here laterโ
ooooh ok let me put this together rq
npcs are the worst to debug for a newbie if you've split them all up because you're like "welp, fellas, here's the 8 json validator links, help"
I just had an idea. Death Note, but Light moves from Zuzu City in order to escape being found out as Kira. L decides to come along and basically harass this man into revealing himself
As a mod
ok so smapi stopped yelling at me but i still didnt get the item at the festival
ima restart my game JUST in case
what dialogue pulled up?
Best practice is to always make a new save when testing something. Just so everything is fresh
I cleared out so many saves that had "a" as the name yesterday
i would but i wanna have npcs like leo and kent
oh
remove <>
in your internal name
{{ModId}} is brand new, you don't need to replace that
so change Dean.Raki back to {{ModId}}
oooh ook
i remove these on every name right
yep
that's just wiki formatting, anytime you see a <> replace it, it's not-optional
Lots of yummy conditions in your disposition...I'm definitely going to be using those
and the character file goes in tenko-assets-data.. i have the quest, phone calls and movie data in that folder too
Also sorry I'm leaving to get dinner
all good, i appreciate the help
Can't remember if my release zip on github works appropriately as a plug n play 
I'll check that later, I think I put only the essentials in there
hi everyone! I've been playing sdv for several years now and I wanted to take the plunge in making my own player skin mod with fashion sense
I'm working with aseprite, absolutely zero programming knowledge, and a can-do attitude
well that's the best way to start
as far as sprite sheets go
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
!software a text editor of your voice, we usually suggest visual studio code as it has a built-in json validator
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
I have one set of hair sprites textured mostly
if you're making the player skin you'll have to understand that the farmer is effectively a paper doll
wait it's not a png 
rip
thanks for responding so quickly 
I have a manifest.json file set up
when I go to add the assets into the content patcher mod file itself, how do I use the png of the sprite sheets?
i actually don't remember if fs does player skins
the one with the magic mirror?
right
asprite should let you save as a .png
i'm doing a saw-themed skin pack lol
or export as a .png, i'm unsure because i don't use it
halloween and all
were you doing it specifically for content patcher or for fs
because they're different frameworks
well I don't want to just replace existing hairstyles
are you doing a farmer body or a hairstyle? 
I'm trying to add a bunch of my own. perhaps FS would be optimal then?
hair and outfits yeah
there's a lot of things to choose from customization wise so you'll need to be specific exactly;
a brand new farmer body (bald)
hairstyle
shirt
pants
shoes
hat
accessories
everything except the farmer body can be a simple addition into the starting customization/illusion fountain
by simple addition i mean, it's a new item in that list of the vanilla instead of replacing
ohh like where you stretch out the existing textures vertically and add another three rows?
they're formatted in columns right
Another old addition that hasn't been properly migrated
well it's just another hairstyle when you're clicking in customization with the arrow menu
yeah that makes sense
realistically shouldn't be extending vanilla
havent even gotten that far yet hgjhgklhjf
VSC/VS/Rider
most simple JSON mods won't require an IDE, just a capable formatted text editor
selph uses VIM
yeah im in notepad
notepad is neither capable nor formatted lol
Visual Studio Community is what most use for C# mods
c#, yes, json, no
uhhh notepad ++
N++ is okay, I don't like how the validation thing for it works
i don't like having to install a plugin from a website i keep on forgetting about for n++
sublime text (nagware) is nice for json, notepad++ is also good
visual studio code is perfectly fine too and very extensible
so this needs to be vertical if it's going to go with all the other hairstyles in the same sheet?
?
what do you mean creating an IDE
installing one? sure, no harm in having extra tools even if you're just making a JSON file or two.
nope, absolutely not
100% no lmao
h u h
confusement
we're working with microsoft's tools entirely
feel free to do that, if you want
their IDE, their framework, their runtime environment
like, seriously, if that's what you want to do with your life
I'll go enjoy a virgin pina colada in the rain
you can do whatever you want forever
you're free to make the CLI/C++ to write stardew mods but you're also better off trying to code a robot to open a can for you
VS works, I think adding an assembly reference (or like 10) is all thats needed. I use a decompiler for c# mods and just notepad / VS for json / content patcher stuff
don't expect monetary value out of it if that's what you're asking
lmao
live your dreams then
anyone interacting with SMAPI is going to be using VS Community anyway, not VS Code, and it works perfectly fine already thanks to the existing SMAPI/SDV nuget package
Unless they're on Linux, then their options are VSC, Rider or vim
save your time, save your life
wow blueberry shaming the dozen linux modders here
You dont have to use VS neccessarily even on windows
they should be shamed.
well if you want to like
i suppose rider is actually going to be an option now that anyone can use a non-profit license
Rider free now
true, but i'll have a hard time adjusting out of vscommunity
im sure people will use it, not just for sdv
i do difficult things because i'm paid to, i enjoy having a life outside of that lol
i say while answering dialogue formatting questions for free
the other fun thing to invest in is a content patcher gui mod making tool
what's the command>
that would also be a thing many ppl will enjoy
I had considered doing this lmao
!modideas ?
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your ideaโmodders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
used to be a gui npc creator (ms coriels) that ppl liked and sadly didnt get 1.6 update yet
99.9% of the time they're bad ideas though
i've looked into a CP GUI before, but it's something you have to be confident that you or someone else will be able to invest into long-tem though given CP is constantly changing
and do i really want to involve myself in cp's complete backwards compatibility? fuck no
do we make him do it, do we make him become the main dev for smapi mobile
CP is already a no code mod making solution
Yeah so this gui need to be like
Hello. Im curious why other modsdid an Action: Load on a dialogue file (containing an empty json) then did an Action:Include on dialogue files that has actual content.
I also noticed this on RSV mod, Amon, and Qingfeng mod.
You have to Load an empty json because if you Load a json with tokens in it the tokens won't work
if someone doesn't want to learn what a json is they're never going to be able to finish a mod
idc if it has a ui
So you Load the empty and then usually Include another json with the EditData patch in it for organization sake
i guarantee you can't reprogram my inspiration and determination
Technically you could skip the Include and just have everything in your content.json if you want
I am exaggerating ofc but it would be nice for ppl more into art side of code to have thing that can spool up the content patcher part for em
Biggest difficulty is putting up with Nexus's bullshit
They can fine tune things afterwards 
nexus bullshit implies you've finished your mod, though 
probably, yeah
someone did that with ModDrop
Assuming you can wrangle all the users off Nexus, it would be pretty expensive to deal with network traffic and hosting
The reason ppl use nexus isn't cus nexus is good experience
It's just that everyone's there
nexus has it's .zip validators, already cemented as a "modding" website
Ol social media dilemma
Before I became a mod author I had no problems with Nexus, I dunno if that's the typical user experience though
nexus works for me, and it sends money to wildlife preservation for my downloads. hard to beat that
stardew is also kind of it's own ecology outside of the bethesda whiplash
Maybe it'll help if you try to make a mod yourself
Then you can answer these questions with the experience
if you're trying to find something to xkcd yourself with, chu's suggestion of the cp gui is probably your best bet
you could also be the forerunner of de-hardcoding a lot of vanilla mechanics, there is a multitude of things tbh
That's kind of like saying "I don't want to learn what foods taste good, I just want to cook"
Would you trust someone like that to make a good meal?
The hosting costs for a Nexus-like are probably the central problem
The technical aspects are all pretty solvable but Pathos already has a decent level of costs which he tracks in the monthly stats and he doesn't even host anything
You can look up his past posts to get an idea
Like 100-200 a month in just network traffic lol
I don't see how you can teach without having done it yourself
I think you should do project that spark joy but it would have to be significantly better than nexus in some way if you want people to switch to your platform
That would be entirely up to you to do. Advertising here is a no go.
networking/hosting costs absolutely do not spark joy lol
hey, uh, what catagory is "-999"? it's not on the wiki
therefore i invite you all to my service, which sftp connects mod authors to everyone who wants to copy their files
there may be security risks, but i'm willing to expose you to them
"some of you may die, but that is a risk i am willing to take"
this is an ore node
What if we just have a big ol torrent file with every mod ever created
P2P file sharing trust
Most things Typed as Litter you can safely ignore
technically we have the 'every mod ever created' download button in the pins
you'll just have to build them yourself
Yummy computer crash
that scares me and i don't look at it
I think it's less than 10gb right
what about a gist we all share that links to every mod
i miss the mod-dump-repo. 
Although that's only like, every c# mod
Yes. This would do!
and then everyone uses github and mooches off microsoft
The mega gist 
tbf we can already host all our mod releases on github
ah
it's just that very few bother to publish releases, and fewer download them
yes, i'm proposing a solution with absolutely no flaws to solve the networking problem
Who would own this gist?
me who doesn't understand how to format the release.zip haha, yeah guys
I vote elizabeth overlord of the mod gist
this plan has no flaws
the blockchain

Can I ask why you're so determined to be such a benevolent creator/host for the community?
I know I joked about big ol P2P torrent earlier but please be aware that you can't just mirror all mods currently posted on the sdv section of nexus, not without permission from every single author
Then do it. Build your Field of Dreams.
listen i'm not going to stop you, but don't be sad when you can't overcome the network effect and/or the cost of hosting such a site becomes apparent
Anyways
more seriously, i'd also as a user be concerned about the longevity of a service purely made for fun
Can someone please add siphonophores to the game?
ooooooooohhhh. what if i do an Action:Load and reference the actual dialogue files? Would that make a difference?
Please?
i looked them up recently and they're wild
Okay then do it, but it's time to move on from this conversation.
would you want them as fish?
I think category -999 should get added to the wiki
Can't use tokens in load actions
or something else?
So you wouldn't be able to have tokens
Why?
It's for the rocks on the ground
If you do anything with those you're using either a framework
Or you're doing your own c#
Maybe they float around
bc it exists in the Objects.json of the game, and what if smn wants to make their own ore or smth
Nah, that's the thing you want to avoid doing
And you need to hit them with fishing rod cast to collect
Then we expect you to be able to handle a decompile
Instead of using fishing minigame
And handle your own code
also, like, for people that stumble across it and are like me and curious about it, even if it's c# only, it's better to have more info in a wiki then less
Aren't they? Ahhhhh
The only exception to this idea is if you write all your dialogue without using a single token
So creepy. Soooo cool
If all your dialogue is written without any i18n or any tokens at all, you're good to just Load it
i'd still Load-blank and EditData in that case just to allow myself to use tokens later if needed
and if you're not using i18n for your dialogue, wat
Usually I think it is the translations that get people lol
Sounds excellent!
aaaa i think i understand it noww
On my desk by Wednesday?
Poor chu, never allowed to just be the ideas-person
shit, 12 hours from now? what a rough boss
Could be Wednesday EOD
....i thought Wednesday was next week
nope, 24hours
it's literally wednesday right now
technically wednesday is every week though
Yes!
infinite mods?
now i gotta listen to that with a pina colada in hand
and not the pina colada song?
that's for a different day of the week
What is Wednesday but a human construct
What is a Wednesday? smash
please do not smash Wednesday
Everything is a human construct if you philosophy hard enough (can't think of the name, but that viewpoint where the entire world/your entire life is a hallucination by your own brain)
nihilism?
no, that's where everything means nothing
.....I was going to make a joke but it would have been inappropriate
everything is a simulation
deterministic?
i'm now gonna make a 4th wall breaking stardew mod that shakes reality with my screen tearing c#
I love (hate?) that a lot of the stuff we see is just our brains guessing as to what should be there
Speak for yourself
We're all one short circuit away from hallucinating wildly
My 4k cameras capture the world perfectly
Lucky, I can't afford the upgrade 
but are you sure you're holding the camera?
If you manage to mod reality let me know - I'd love to decompile and harmony patch my brain
isn't that called 'lobotomy'
Avi, omg
That's a skipping prefix
That's if you mess up the transpiler
wait true
I had the wild dream two days ago where I got tossed in a mental institute but srill had to do my job (somehow?) And also had to drive everywhere and couldn't keep the car on the road for some reason
Say does the weapon stat areaOfEffect do anything
and even if it does capture it perfectly, you can still hallucinate what you're seeing on it
I was trying to give scythe bigger range
I think it increases the bounding bxo size by that amount of pixels on each size
Doesn't it increase the range slightly but it is in pixels
Pixels...
Not sure if scythe logic would account for it though
You said "the wild dream" which makes it sound like this is a recurring theme
All my dreams are wild
Well I'll try giving it 128
calling this "the wild dream" makes it--- dammit roku
I have been dreaming about modding stardew, and also that my dad was a semi-secret apocalypse/doomsday preper
Are you free from labview in this dream
Mine are boring. The next dream was about doing laundry
Is the reality that it's not a secret? /j
(is2g I'd turned on reply with that msg, is there some keybind on discord to turn it off??)
No
If you push escape when replying it gets rid of it
But I dunno about any other keybinds
no, he wasn't, but in the dream it was a semi-secret bc I had known he had modified the dream basement
my dreams are bonkers but i almost never remember them.
anyway, what wacky dream shit are y'all putting into your upcoming mods
The wackiest dream of all, properly functioning code
Back on topic I seea
(trying desperately to return to topic)
๐๏ธ
i'm gonna make an entire dreamland if that's what you want, ichor
Just harmony patch GL.BindTexture
What issues could that causem
apparently I was modding my More Animal Varieties mod? at least the first dream, the second one I think it was an npc of some kind? never saw the art of it, just code
You could take a stab at updating Dreamscape to 1.6? 
i'm hearing about dreamscape for the first time
What does that mod do
never heard of it, but if it's MIT i might
Wow
It's aedenthorn, so open perms
Oh most of this can just be a PIF
cracks knuckles
And then a couple tile actions
honestly i think i made a list of aedenthorn things i was gonna bring up to 1.6 as a runthrough of c#
That sounds like an awesome idea
aedenthorn?
making a PIF for magicant would be fun too
Mouahrara already got to this one
A prolific modder who retired just before 1.6 dropped
ahh
what did i freak out about? six hundred mods or something?
("prolific" is a bit of an understatement)
True
six hundred mods!?
They made 637-ish mods?
yeah, six hunnid mods
638 published
... damn you dumb brain with numbers, i thought it meant 6,000
Wait, Mouahrara updated Dreamscape?
probably doomed though, since you'd probably need to patch farmerrenderer to ||force nudity|| and as a rule i do not touch farmerrenderer
Yeah I see a link in the comments
Thanks! I missed that.
what's up with farmerrenderer?
pain, that's what's in farmerrenderer
It's a whole ordeal to touch it, partly cus you actually have to touch both vanilla and fashion sense
Given how prolific that framework is
What if u put the farmer in swimming mode and then draw the body separately 
oh my list of "c# mods to learn from and bang my head against" included atra's "more fertilizers" to be extensible to cp, that's gonna be an ordeal
Or settle with swimsuit
problem with swimsuit is it only has walking frames
but what's farmerrenderer a mod for?
(also, the male farmer is taller in his skivvies. please enjoy knowing this)
before you ask, i do not remember about the female farmer
Why does magicant need this anyways, I am lacking the context
It's because with his shirt off, he has to stand up straight to avoid having a gut
oh, it's just a thing from mother 2. when ness wakes up in magicant, he is naked
Ah yes I remember now 
Clearly one just needs to draw clothes that look just like the swimsuit. Everyone dreams of making custom pants, right?
How would you translate the funny isometric perspective map?
A swimsuit is not panrs
tilesheet crimes
I mean the item type in stardew (custom pants tilesheets), not them actually being pants in the literal sense
Can't you just copy farmer legs
hello guys, just a random question, how do you access the content patcher config menu? i've added a configschema thing but idk how to access it
Do you have Generic Mod Config Menu installed?
I don't know the context for this, but what about patching SpriteBatch.Begin to force a shader on everything instead? What could possibly go wrong
well now i feel stupid, that's probably the problem lol, thank you!
Without it, you would have to edit the config.json that's generated
Much nicer to be able to deal with it in game though
speaking from experience: performance
Under mod requirements:
- This mod requires an RTX 4090 or equivalent/better.
Problem solved!
256GB of RAM
Is sdv/monogame cpu capped for any aspect of graphics 
I'm not sure work would appreciate me running stardew on a work machine
lol
also, sorry for interrupting again, but there's another problem i've been encountering with seasonal variations in content patcher
usually it's assets/{{season}}/filename, where each season is a separate folder, and it looks like this is checked every ingame day to update sprites, but for some reason, the file for houses_PaintMask.png doesn't update unless you close and reopen the game
not yet, still working on it rn
this is the json, and as far as i can see, there shouldn't be any problems
Wasn't there a fix for paint masks somewhat recently
I haven't been paying attention
The last fix I recall is chairtiles
not sure, this is the first time i've done any modding since last month because exams lol
Can opt into the beta, though it'll be releasing in like 6-ish days at this point
Translations now support tokens?
Ahhh okay
IT's specifically the placeholder values
Str.format
yeah, so i'm assuming if i upload the mod right now, the next patch of cp will work fine with it
I was actually talking to Pathos about something related to that - I wanted to use other i18n entries in an i18n entry
Without having to pass through the value manually
He was up for it so I'll probably be PRing it at some point
Flying cauliflowers!!!!
Seems like it's only expanding it left and right?
Lol
(My use case was specifically guidebooks - I want the page translation to be able to use translations with just the strings, so that translations only need to override the string ones, unless they need to change some formatting to make things look right, in which case they can override the formatting ones too)
That's bizarre lmao
scythe's aoe is a bit weird iirc, i think it's made of multiple hitboxes that are pulled apart as size increases
It's not bizarre if you've seen the weapons collision code
Still would have to pass through DTs and config values manually (such as with S&S, Hector's pronouns) unfortunately
I would argue that's just pushing back the blame on what part is bizarre :P
(UNLESS you use my CP alternative, which passes context values through to translations automatically, because unlike Pathos I actually don't mind implicit behavior in cases like these ๐ )
is the wip of the spacecore docs site published somewhere 
just found out about the "explode" function in json
I am sad that it is not, in fact, a thing to make the (thing) explode in error
On my local lan network
And if I restart my computer it vanishes until the next time I decide to work on it ๐
Utility.getListOfTileLocationsForBordersOfNonTileRectangle why
Apparently Pathos tweaked the save serializer some in the upcoming beta build, so if someone could test SpaceCore's stuff after that is out, it would be greatly appreciated
Remind me in 92 hours to look into SpaceCore serialization for 1.6.9 if I haven't already
NO. HECK NO. NOT GON-- ohhh fine. Consider it done, kittycatcasey. (#6332024) (92h | <t:1730590249>)
i should figure out how to build from source huh
it's working fine 


