#making-mods-general
1 messages · Page 113 of 1
i was about to say i suppose its been long enough for me putting off the api
Have the Thanksgiving mods showed up this year
Just use dynamic
Yeah I think you'd need to inject a custom json converter into SMAPI
It's super rare I would say the right answer is dynamic
Or you could do something fancy with [OnDeserialized] and a class that is convertible I guess
But this is one of them
time to learn about another C# thing i have never done, i guess. cool
Otherwise it's a bitch with makegenericmethod and frends
Never
My favorite frends!
(I thought this was for an asset you were making)
I will never ignore you and also do you have cat pictures
I don't have a cat so no
But I can send you a cat video I saw a few minutes ago
(Sent)
admittedly as new to modding as i was on the time i didnt think as much as i should have about how a C# mod could use the asset bc at the time i thought they could just do the assetrequested thing like ichor was trying to
i guess i should work on an API for SNF, too. frankly i assumed it would be straightforward to edit assets with whatever schema via the content api, as it is with CP
🤝
Yeah, it's kind of a problem with C# provided data models in general... Had that problem with SpaceCore data assets once.
Thanky all >< MrQi is no longer asking for phones :3
would it work if you just turned it all into JObjects
can pintail do enums
i'll do that if i have to. i'm only setting like three fields
Nope!
Is Jobjects what happens when the Jnames mod is installed
How are the maths
Hello fellow math person 😛
oh, those were phones? i thought they were slices of strawberry shortcake
No those are json objects
so without an API to help facilitate things is dynamic really the only way for a C# mod to do the equivalent of editdata into another mods assets? how does CP do it
The maths are going ok
i am face same problem as button for trinkets i think 
didnt make interface or api for any of em
w/e ill do it once someone ask
Reflection!
Which is why I suggest dynamic
Dynamic is just less painful to write reflection
how does CP know what to reflect
Pathos is magic and knows all
Wait, what happened to your mod jam role
I showered at long last
So, what CP does
The junimos stole my jam
It also has specific support for like IDictionary and stuff
Like it checks for it, if I remember correctly
i am realizing now i missed the opportunity to call the mod "James" 😔
I dropped the jam and it covered you instead but because it was on the floor it’s a different color now
But for the most part Newtonsoft handles it
hey? what's the command for free to use pixel art?
idk which channel is better to ask
I don’t know of such a command
why cant ichor also use newtonsoft to handle it then?
Dictionary and List specifically
You can look at the list of commands by typing /list in #governors-mansion I think
I recall this because I wanted SortedList for something once, looked into it, then decided to make sweaters insteas
Because the asset pathway doesn't handle things via newtonsoft
Like it's not involved
i checked but i cannot find it
Then it probably doesn’t exist
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
i thought someone linked free to use sprites??
i think im still confused then, but i think understanding is beyond my current knowledge, so i will simply take your words for it
true i just am looking since the first content patcher mod i wanna try to make is a recipe mod
I don’t personally know of places to get free pixel art, most people make their own
and as much as i like the look of christmas sweets i am pretty sure that using the assets will get me in trouble.
Yep, you’ll definitely want to check asset permissions
i was gonna use like open source sprites until i can make my own
Someone please make these into a mod
Check out what quantum math person said
still working on learning how
What kind of mod? Furniture?
Like plushies furniture?
Or food mod
eat the plushies
I am tempted to make a christmas catalog for christmas-y time... if I stop scope creeping myself to oblivion
Actually yes, this is nicer
atra if you havent stopped lurking already i have a question. would it work if i just made my asset a <string,object> dictionary instead of a <string,CustomClass> dictionary. this is just a question for curiosity's sake not a long term plan
trying to make a food mod now! though idk which mod to use as a requirement outside of content patcher..
cause i am not at a point where making the items required for the recipes as a standalone.
ex. many holiday treats in the usa have chocolate. one of the recipes imma do is hot-cocoa since it's my fav
Are you trying to avoid an assembly reference? If the actual object is still a CustomClass (even if the dictionary is not typed that way) then that won't really make a difference.
look into crop mods then
like cornucopia
u can also go for more general category/context tag (spacecore) recipes
true i wanna keep the required mods low so everyone can use em
no, im thinkin about ways ichor could add something to my asset through smapi's content pipeline
which. i gues is in a way avoiding an assembly reference
Right, I'm aware of the context but wasn't sure what the question could have meant otherwise. Is the issue you're trying to work around the specific fact that the user doesn't have CustomClass?
Because if so, and if you expose your asset as a Dictionary<string, object>, then your own mod has to handle any object that gets stuffed in that dictionary, even it's not a CustomClass, and the user still can't edit entries that are already in it (except using Reflection or dynamic).
ichors mod doesnt know what a CustomClass is so cant edit it on the smapi pipeline, yteah
i mean the plan is to make a proper api for it. as said it was just a curiositys sake question
but hm would it work if u just make a IButtonPowersAsset for ButtonPowersAsset
and ichor copy that
Asset pipeline doesn't do Pintail stuff.
i dont know. ive never had to think about doing that before or what it means to do that. i thought thats basically what an api was, in half at least
If you use a dictionary with an interface, the user has to put items with that exact interface, not an interface with the same name.
aww
Pintail only works over APIs.
(Unless something changed that I'm not aware of...)
Basically if you want to be patchable via the normal asset pipeline and without having to declare an API for it, then you'd have to use a Dictionary<string, SomeTypeThatEveryoneKnows>
You might be able to cheat and use a Dictionary<string, JObject> or something like that.
that's irritating
Or, just have ichor (and any other user) use dynamic to modify the properties, like Atra said.
fair enough
Dynamic is super slow, but it probably won't happen too often.
is there a guide for Making an API For Dummies on a wiki somewhere
need to figure out what dynamic is and how to use it for this
Dynamic is JavaScript for .NET.
(Not really, but it's a good analogy to start with)
You just declare a type as dynamic and assign whatever the hell properties you want, there are no compile time checks, only runtime.
There are entire books written about how to make a good API... but if you just mean "a SMAPI integration API that does what it's supposed to", then the SMAPI docs have that.
that is what i was looking for, thank you! the wiki is not loading very cooperatively for me right now 8')
ok so typically, to add to a dictionary-type asset like Button's, i do something like this inside the Edit call:
var dict = asset.AsDictionary<string, Whatever>(); <- this is the line that barfs because it cannot convert button's thing to... anything, including object
Right
maybe i'm dense but where do i make a dynamic to get around this problem?
we shud add whatever ichor end up doing to the making framework guide
Invariance strikes again. Is there an AsObject you can use? I forget what SMAPI gives.
Looks like no, just AsMap, AsImage, AsDictionary, so pretty weak.
for this, i'd also accept a way to add to it without snarfing it into the dictionary, although i expect it would have the same problem (but maybe a dynamic would work better there)
Oh wait, maybe if you try GetData<dynamic>()? Not sure if that works.
it must be doable somehow, since CP does it
If it does, that would give you a dynamic for the entire dictionary.
I have 12% phone though so see y'all on the other side
CP is... different. I wouldn't really try to copy what CP does into a C# SMAPI mod.
Not that there's anything wrong with it, it's just not going to be the most convenient.
Try GetData<dynamic>(), if that works then you're set.
or u know, just CP component 
CP is a large and complex codebase that i know little about, so i don't relish digging into it, which is why i asked here first (assuming someone would know the trick)
i am sorry for it being more trouble than you expected,
(it's not your fault)
Isn't there just IAssetData.Data
Does the field Data exist?
Oh... yeah, there is, for some reason VS was not autocompleting it.
So you could also do dynamic dict = e.Data and then hack away.
hmm that sounds fun. i'll try it
It'll work, just pretend you're writing JavaScript. Or Python.
wonder what the permissions for christmas sweets are??? i thankfully got the green light to use cornucopia's mod as a dependency!
but the 2nd issue is the whole making all the assets ;-; for now? i'll likely use free to use resources
alright, i'm giving up on this for tonight, since i was hoping to release and i can't spend more time on this. people can have a random icon on their powers tab for now and i'll figure it out later
did you want me to hardcode a specific icon in for you—
no, i'll use my own icon when the time is right 
It says on the mod page
and author is MIA, so effectively no permission
You know that Gandalf meme "I have no memory of this place"? That's me staring at my mod trying to figure out why my wizard mail thanks the player for materials but there's no special order for providing new materials to him to make the letter and crafting recipe delivery make sense.
I mean, it kind of makes sense to not have any idea why the wizard is sending you something but still.
Could i ask for some advice here? I am playing on a modded farm map that wasn't updated for 1.6 yet. So far everything works smoothly except for the fact that i can't move the farmhouse over it's original location. I assume it has something to do with the tiledata and would like to try fixing it myself with Tiled, but i don't actually know how to...
bbbbuuuggggsssss
delete all TileData objects in the area, as well as any tiles on the Buildings layer
...this won't break anything else will it?
no, all that TileData is for old maps where the farmhouse was part of the map. since the farmhouse isn't part of the map any more, all that tiledata isn't needed
ahhhh i see! thank you for explaining!
cool bugs btw
Had to put down the modding for the night. Trying to mod while watching a movie is a recipe for disaster.
i think what bugs need. is a box to live in. some kind of bug tank, if you will
bugs?!?!!?!? 👀
Bug house
A jar
aw no millipedes
Are you having fun with the feature creep
feature creep has evolved into feature creepy-crawly
Scope creep is so real.
while i do love millipedes, we have woodlouse and centipede rep
What about grasshopper
bottom-left and top-right 😌
not that i have anything interesting to say about grasshoppers for their flavour text tho
steal the clam flavour text
i am not stealing the clam favour text, incredible as it may be
maybe a challenger to Rice Pudding for best flavour text
There's a chewy little grasshopper in that pudding...
Anyone remember if Pintail works with events?
Never mind, ran a quick test and determined that it does.
Hello! Can anyone here give me a tip or hint on how to modify monster spawn chance?
Even just on Vanilla Monsters would be enough
@tiny zealot I've added an API to Special Power Utilities in this attached build if you want to try it out, and if it works properly for you I'll push it to Nexus. It isn't on there right now so the docs aren't linked there but you can find the info here:
https://github.com/Spiderbuttons/SpecialPowerUtilities/blob/main/SpecialPowerUtilities/Docs/API.md
I havent actually touched the new stuff at all, but what are these smaller, cuter looking book textures of the ones right above them used for?
It’s possible one is collections menu?
And one is the actual objects?
Could we see the two kinds side by side?
Yeah I’m not sure, since thise ones are the ones that don’t show in collections menu
🤔 i guess they're just unused and leftover...
Something I like about 1.6: I have been blessed with so much book pixel art for Almanac Next.
Used or unused it annoys me so much that the smaller book of stars is 1 pixel thinner than the other small skillbooks 
ugh there's actually a bunch of unused ones in here
Smol ones are unused and it makes me sad
😔 the pain of springobjects 2 electrib boogaloo
Very cute, very edible
apparently this one is unused? i can't find the actual ID of it so i assume its unused
GREETINGS. i am here with a specific request for guidance! in short,
- my roomie's birthday is december 1st
- roomie loves sebastian
- i want to make a dialogue-based mod to surprise them
- i dont know where to even begin and i have maybe two weeks to find out
im most interested in creating extra dialogue for characters upon interacting/interacting under specific conditions. are there any tools that story modders use that u can recommend? thank you!!!
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
you can do dialogue with just Content Patcher and it's pretty easy
if you want certain conditions you'll wanna make sure you read up on the Tokens stuff in the Content Patcher documentation
(those arent the only way to do condition-specific dialogue but they can do a lot of it)
gotcha gotcha . tbank you ;;
i would specifically like to make a character's name accessible via the Telephone call list after 12am in-game. so u can have one of those deep late-night "do pigeons have feelings" type conversations
i think you chose like one of the few dialogue related things i think you Can't do with content patcher
you can add incoming phone calls but those are still kinda random and not exactly the same
but i dont know of a way to add an outgoing phone call without C#
true...so id have to do C# to gey the
yeahhh
hmm. well
if it's for a very specific thing, maybe i can do it
ive done a little python before...
thank you for the advice however!
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
!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
These will also be necessary
ohhh
the former to get to things like dialogue and internal npc data and schedules and whatnot to know what to use for content patcher
the latter for looking at the games C# code
fair warning ive no idea how to add an outgoing phone call and ive only personally seen one other mod that did it and talked about it in here and they had to make their own IPhoneHandler class or something and it was a bit of an ordeal
in theory if i can find the code for telephone calls in there, i could copypasta and jerryrig it to do what i want
so i cant provide much more input on it than that and pointing you at IPhoneHandler
oh wow
i will take a look at that! glad at least one other person tried this
well, maybe for the short term i should pick something easier to do .. the phone seemed good because i wouldnt need to like, script a whole cutscene or something. but i suppose its more complex than it looks
OHH nice!! thank you for finding it!
its source isnt available but you can decompile it with ILSpy same way you can do with the game itself and see how they did it
true... ill credit them if i succeed for sure
obv you cant just wholesale copy it since its not MIT licensed or anything but you can see the process for adding an outgoing call with C#
more or less, accounting for decompilation inaccuracies
event script writing can be a lot of work too but also probably much easier than the phone call thing
mostly bc theres very good documentation for it all bc its so common, theres good guides and tutorials, and plenty of people in here know how to help with them
😔
and regular daily dialogue itself is ezpz
if you wanted to do something simpler, you could have like an event trigger upon waking up
on winter 1st
oHHHHH
youre so smart
but. . hm
i dont know if my roomie's game file is anywhere near that date
maybe i could- well idk how Saves work
if i could hijack a save file i could get it set up for winter 1st or sth
it would be easy to set up any save to be on that day or close to it though theyd need to load it of course
you'll want this too
thank you!!
dont get intimidated by how big the page is
i will be strong.
theres just a lot of things you can do in events
right right
you could even get Fancy TM and have it be multiple parts, p1 of the event in the morning, and p2 of it late at night
ooooh
im mostly just sending that link now for you to keep in your back pocket though, if you've never modded anything before at all, i would definitely start with a very simple dialogue edit with content patcher first

because you'll need to know how to use Content Patcher itself first and foremost
!makeevents
This is a compiled masterlist of event-making tutorials. If any more are made, feel free to add them into this command!
Arknir
Tips n Tricks
NPC Movement
CG Events
Thylak
Events for Everyone
Meeliebones
Narrative Writing for Events
LenneDalben
Tips for Novices
SMC's Funniest Home Skits
Anatomy of an Event
Lemurkat
Creation and Story
Code Breakdown
Skellady
Events for Babies
Aviroen
Final Boss of Events
if you have some python experience that should get you past some basic hurdles
We got a lot of em 
yup, u could give seb a line of dialogue specifically for winter 1st
not bc its similar to python but bc it helps to have like, general programming knowledge of how to understand syntax and stuff
u guys are the best holy shit. so glad i found this spot
and hopefully read error codes
though if you dont understand those still, you can ask for help in here
thank you ;; i definitely will
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.
theres also a link on the left side of that same site for error logs i just dont wanna clutter the chat with another governor
if you ask for help in here you'll wanna make sure you provide people your error log (even if you might not think theres an error) and your relevant json files uploaded to that site
gotcha..
okay. well. much to think about
i am definitely more of a writer than a programmer, but i like the game enough to give it a try
thank u guys for the advice and guidance
luckily for events its mostly just writing in preset commands in the right order and less so logic you have to come up with on your own and the rest is all writing
and for other general dialogue its like. 95% your writing and 5% making the json
😔 writing is the hard part
be glad you are simply editing an existing NPC and not trying to create a new one
phew. yeah thatd be a whole new bucket o worms
this is definitely heartening . we Love presets and shortcuts,
ohh yknow. it could be eben easier
ive seen people add extra dialogue upon gifting certain items to characters
yep, thats a new thing in game u can do...
so instead of event tied to date, i could preload a save file with the item in question in rhe toolbar. and tell roomie to give it to seb
yippeeee
so you can easily set up your own
this is also just a general warning i give to new people in general and not so exactly related to modding itself, but if you do ask for help in here along the way, dont be disheartened or feel ignored if no one responds. half the time its bc the people around dont know the answer and the other half of the time its bc they didnt see it. as long as your polite and provide the logs/jsons people generally want to help.
also dont be afraid to interrupt people, simultaneous convos happen in here all the time
gotcha! nah i get it, ive been in many big servers, i dont take it personally
(many new people often say they were waiting for a lull in the conversation to chime in. dont feel like you have to wait!! honestly sometimes we need to be interrupted to get back on topic—)
mood,
for example once you actually get to the event writing itself i will be completely useless to you bc i dont know shit about events 
oh wow the person who made the phone mod Also made this, AND says the code is CC-BY... so i could borrow and tweak as long as credited. literally an angel to me https://www.nexusmods.com/stardewvalley/mods/21501
Real,
shoutout to PrincessFelicie if youre in here . i owe u my life
they havent been around for a few months, though theyre still active on nexus somewhat
oh right also
im an editor, and id love to help give people feedback on their dialogue mods! i may not be able to do much on the coding side, but id love to proofread . so u can always bug me for that!
ahh real
you're best bet there then is to watch for people asking for feedback in #making-mods-art ! or sometimes the #making-mods-creative-writing thread in this channel, though less so after creative writing was officially allowed in the art channel
probably
nice nice
idk i havent looked in there ina bit.
just make sure you understand the rules of the channel and only give feedback when specifically asked for
aye aye capn
😅 ahaha... im supposed to be sleeping
bookes..
boonks
@royal stump heya esca, i have a question - i'm trying to use FTM to spawn ores and unique forage for specific farm caves (Quarry and Cove, respectively) in my farm caves pack.
i wanted to use the CPConditions field to prevent these spawns from appearing when the active farm cave is NOT the relevant farm cave map (i.e. if the user sets the Farm Cave Type to Cove, the ores for Quarry cave will not spawn). i've tried putting in "FromFile": "FarmCavesPack_(insert type here).tmx" and "Farm Cave Type": "(insert type here)" which is the config token, but neither worked, so how should i format this? Not sure if HasFile will work because all the farm cave assets are compiled into one mod. thanks in advance!
i would greatly appreciate it if someone wouldnt mind helping me figure out how to convert CPA to Spacecore that'd be great
i do not understand how to code and the instructions on the github page, while very straight forward, are too vague for me
What's the difference between a #C mod and a Json mod?
Sorry im new to modding ;^;
C# uses the C# language, and allows you to add new mechanics. They are often harder to make
JSON mods are usually mods using frameworks like Content Patcher or Fashion Sens, and allows you to modify or add assets (you can for example add recipes, events, characters, or modify existing ones)
json mods are often* content patcher mods
Oooo nice thank you
but json is not specific to content patcher. other frameworks may also ask for jsons, like Fashion Sense
From what I see you just need to download something and enter a few commands in a terminal, what exactly do you have difficulties with?
i know quite literally nothing about coding
Yes but you don't need to code anything for this conversion
its telling me to clone something without telling me what to clone so im like :?
idk what 'this repository' means and its already giving me a headache for CF
Oh, alright I see
I'll try to translate this for you, wait a bit
Ngl i never got the converters to work for me so youre at least not alone in your troubles lol
ive gotten the FS converter to work for me
🙃 i ended up just ditching FS altogether but
that's besides the point....
I think in my case it was a lack of space on my main drive tho...had uhh python installed on one drive and the needed package or w/e on another lol
1- install Python by clicking the given link
2- on the GitHub page with the informations, you should have a green "Code" button near the top, click on it then click "Download Zip"
Place the folder you'll get somewhere you know where to find it (your main desktop for example)
Unzip the archive (right-click, there should be a "uncompress/unzip" option. If not, you'll need to install an archive manager like 7Zip)
Once unzip, go inside the folder. Click on the file path (zone at the top telling you where the folder is) then write "cmd" - it will "open" the folder into a terminal
There, try to paste the second command given in the instructions (the "git submodule"). If you have a message like "git is not installed", you'll need to follow this guide: https://www.geeksforgeeks.org/how-to-install-git-on-windows-command-line/ (it's quite lengthy because windows isn't making it easy...), then use the command again
(This is basically to skip the "clone" part, because it's way trickier to explain easily)
3- Enter the few commands given next, still in the opened terminal. Again you may be asked to install things for it to works, but you'll have to look it up yourself.
Don't close the terminal, you'll need it afterwards!
4- put the mod folder you've downloaded in the folder where you can see the file "main.py", and rename the folder "input" (right-click > rename)
5- in the terminal, enter "./main.py". If it doesn't works, enter "python main.py"
6- you'll find a new folder named "output", your converted mod will be there :)
Don't hesitate if you have more questions!
im using my 1TB hard drive LOLL
taking full advantage of the space
i dont play enough games to fill it
(heads up Mr Duck but unfortunately editing in a ping after the fact does not actually give them a notification to get their attention)
Yeee i recently got a 1TB one too so I could try again but...i dont really have anything to convert left 
Oh crap
@late mica ^
cracks knuckles well ive had this CP-A mod sitting in my mods folder for a while
thanksssss
This situation is making me realise these convert guides are not very user-friendly, because most of the time I feel it's random players trying to convert things, and a lot of random player don't have the necessary knowledge...
Well, time to make a github.io
Hello! Can anyone here give me a tip or hint on how to modify monster spawn chance?
Even just on Vanilla Monsters would be enough.
depends on where/with what/how
c#: world's your oyster
json: probably FTM
I probably have to study on how to use FTM then.
I want the change to be global.
Like, if I set the value to "2", all monsters in all places have a 2x chance of spawning vs the normal 1x.
#making-mods-general message
there is no "base" chance of a monster to spawn that you can tweak
Thank you for the tip!
each area handles it differently
Oh sorry, I didn't see this. My bad.
in the case of the mines (i know you want all areas, using the mines as an example) its literally just a bunch of sequential random.NextDouble checks with hardcoded pass/fail values
buried deep in the populateLevel function
MineShaft.populateLevel, copy. I'll check that out.
Will this be using FTM?
that's c#
no, this is for affecting things with C# and harmony
Okay
FTM just does it for you in the form of json
you can copy what the functions do and run them again in your own code as necessary to add even more monsters to the monster list, though that would get pretty messy and ugly, because the original code is also messy and ugly. also you'd need to do it separately for each location
dont know how you'd lower the chance without a messy transpiler with harmony, because im not sure if clearing the monsters list to readd them with your own chances would fuck up levels where you need to kill all monsters to proceed and spawn a ladder immediately, or if it'd break them, or what
I was initially only making a simple mod. Didn't expect that I'd get dragged in this deep.
But I'm not complaining 😆
It's fun making mods.
you could prefix skip the original methods with harmony and run your own code with configurable chances, but then you say goodbye to almost all forms of compatibility with any other mod that touches the same code
i should probably ask esca what "SpawnWeight" means 
There is already another mod that does something like this. I believe it's called MineTweaks. But I'm too shy to ask help from the mod author. 😅
(and maybe spacecore?)
Thank you for the help Button and Aviroen.
I got some leads now so I can now at least start trying.
Ooooooo, that sounds interesting
In fakey fake: weight is an increased chance to choose something, there's a whole math to it, but it's relativly equivalent to having the same entry in a list multiple times to choose from
i didnt even see this function when doing mine stuff the other week
i guess i missed it
in that case, its actually really easy
also, i found it bc i looked at the source for Mine Tweaks 
Yayy!
Is it open source?
Now that I think about it, I never tried seeing the code.
I'm so dense sometimes 🤦🏼♂️
its under the Apache License but the source code is linked on its nexus page
ive hit a roadblock
Thank you!
that said
this function only exists for the mines and the volcano
if you want to affect monster spawn chances for things like the secret woods or ginger island west, you'll need to do manual work there most likely
so im nearing the end of getting to the conversion point for my CPA using mod but its not giving me an output folder
or for any other location that spawns monsters that isnt a mineshaft or a volcano
At least with a base function you have some idea of what'll work in those other places
That is plenty enough!
I believe "mines" includes the skull cavern too, right?
Like Skull Cavern floor 1 is Mines Floor 121
I read that somewhere... I think
correct
base.temporarySprites.Add(new TemporaryAnimatedSprite("Characters\\asldkfjsquaskutanfsldk", new Rectangle(0, 0, 32, 48), new Vector2(0f, 0f), flipped: false, 0f, Color.White)`
incredible
asldkfjsquaskutanfsldk is my favourite NPC
(i was mistaken about FTM being able to create higher spawns
)
Isn't FTM usually used to create new maps/locations?
huh... i dont know if i ever noticed that the slimes in the secret woods get stronger in the fall and the winter
nope, you can do that with just cp
the one time i don't put {{ModId}} in front of my npc name
we're gonna have a conflict
if this is about FTM, SpawnWeight affects the priority of which monster gets spawned more often in a given area
Or do I remember it wrong
FTM is the "spawn stuff in places" framework that spawns things that usually does not spawn in a given location. it can also cause resource items like stumps and such to respawn in a location where it's not hardcoded to respawn, e.g. Forest Farm
it does usually end up being used by farm maps, especially Additional Farms maps
Ooooh, "spawn stuff in places". I like that, easy to understand.
(if you're confused by the name, Farm Type Manager used to manage farm types)
esca's in too deep, can't change it now
hit it harder and it may go away
or use a better pickaxe
You could say it makes the world your farm now
There's a chewy little farm in there...
i definitely have forageable fatigue
so uhhh i will not be adding that into my mod 
FTM 🤝 PIF
name not entirely indicative to the function
spacecore will envelop all 
if i ever have to publish a framework i'm going to name it egg
Y'all I'll be going now. I have learned a lot in the short 30 minutes I have been here.
Saved me a lot of time versus self-study.
Thank you to everyone who gave input!
Just download Deluxe Auto-Grabber
it will not be an acronym
ngl i was confused that PIF turned out to be short for "personal indoor farm" because i sure do not use PIF stuff to make indoor farms most of the time
Auto-Grab way too much shit instead
everything is an acronym
the acronym for egg will simply be E
anyway oops i have to be awake in 5 hours goodnight y'all
i gotta shill button in an opposite timeframe now, i got swing/graveyard work shifts 
I think Blueberry meant that egg would not be an acronym for something itself
Pretty sure that was a joke
so I missed that entirely
Context is hard (personal experience)
I want now to make a framework and name it Overwhelming Overworldly Framework
oof for short
god this mod is out of hand. now there's bugfurniture.cs....
I hope they are one of two: furniture made of bugs or furniture FOR bugs
furniture
may I help you?
I don't know what this is about, but there's still a chance I can help
oh is this why you were screaming at tools, did you make a bugnet
catching bugs is old news. now keeping bugs. that's new news
Bugs are known to escape
do you have mini aquariums
mite do
or is the aquarium code also a mess
its quite buggy
custom aquarium, bugs have that jump/wiggle/move animation inste- 🥁
it's my own fault for giving u expectations
ok then one singular animal crossing green box asset, with the standing still bug
We are reaching bug levels that should not be possible
no no, it's quite possible. i've seen loc
Have you entered the ./main.py command? Do you have something appearing on the terminal after that?
If you want, send me a dm so we can check it out without clogging this chat (and so it doesn't get lost)
thanks! i should have time to check this out today. i'll have to work on one for SNF, too 
For a minute I thought you meant the mod and not the vanilla feature and was all "hey, rude" 
Hsdhjdjsjf
Hi, I'm making the content.json for a mod, in the documentation it's written that the Load action is for substituting assets, what if I have new assets? do I still use load and point to a nonexistent asset?
Thats exactly right!
👌 thx
We recommend prefacing your nonexistent asset name with your unique mod id so that it doesnt conflict with anyone else's assets
There is reference to unique mod id in the guide, do I need to ask Nexus for one or just hope I chose an unique one?
Best practice is modauthorname.modname
Make one up starting with your username. For example I could make a mod with the id 6480.FishingMod, and hopefully no other person named 6480 also makes a fishing mod
Generally as long as your username/mod author name is reasonably unique, you shouldn't run into issues
I wonder what one of the least unique names to have as a modder would be. Probably one of those real-names that overlaps with a cute thing, like Cat
Yeah, I would not recommend just using a first name as your mod author name 
Hmm I wonder. should I use Fizzie.InsertModHere or FizzieWhizzel.InsertModHere
on https://stardewvalleywiki.com/Modding:Farmer_sprite#Layers, it says "With the default shirts and pants, it is unnecessary to have a full torso drawn since the shirts cover most of it up. The pants cover up all of where the legs would go on the torso layer too. However, with mods that add more clothing options for shirts and pants, it can be necessary to have more torso drawn and legs added to the base farmer layer. "
how would I make it so that full torso is always drawn?
Is this doable with just a ContentPatcher mod, or do I have to turn it into a full C# mod?
If it's an asset that changes with the season the name of the season's name should go before all that though, right?
if what i think you're talking about is the farmer base itself, then you can just do that by making a CP mod to edit the base
the reason why "its not necessary for the torso to be drawn" is because default clothes cover up the torso, thus making it so that you never see it (Aside from like, bathing suits)
Hey I'm making stuff with Jelle, the issue is that we'd like to have no clothes show up at all over the base sprite, but replacing the clothing sprites with transparent pixels doesn't show the base underneath
? what is this even for
Essentially we'd like to just draw a character sprite that's always shown with no clothes going over it
I havent looked into it but undare made a topless farmer with muscular farmer body (a cp mod)
we'll look into that, thanks!
its possible they just retextured the default shirt to be a torso though
IIRC those shirts have like, limitations on shape that we'd bump into
Yes, seasonal tilesheets MUST start with the season name followed by an underscore
But you can still use the id after that, Like spring_mycoolmod_mytilesheet
for those curious, the file uses a color pallette in the top right https://files.jellejurre.dev/ShareX/gimp-2.10_Jhbw0ouoq8.png
my replace all was also replacing the color pallette, marking everything as "replace with shirt color", thus being transparent
not changing the color pallette made it work, thanks for the lead :D
When testing the CTs and the poor townsfolk just went through a tornado, earthquake, volcano eruption and hurricane... all at once
no I vaguely recalled invisible aquariums to be used as lighting fixtures but also thought about copying how vanilla aquarium handles the fimsh but just make it for the bugs
ok so how do i have tiles switch on maps during night and day? for example windows or street lights, and also how do i have indoor maps change time from night to day lol... (please ping me!)
[[Modding:Maps]]
Ctrl + f for nighttiles
It'll need to be a map property and it uses only the default spring_outdoorsTilesheet (named untitled tile sheet)
can you explain it like im stupid? like tell me the specifics and each step to take? sorry
Index for windows/lamps can be find by clicking on the tile and seeing the ID, or at the bottom left of tiled in the [] next to x y coords
In Tiled, top menus, click map properties
Go to custom... and add new(? Going off memory)
Keep it as a string, name it NightTiles
Follow the instructions on the wiki for the formatting
The tile index is what I said from above, either the click-> tile-> top left properties -> ID#
Tysm
Same process for DayTiles
Make a new string, and it'll be a different index than nighttiles cause they won't be "lit up"
Or was it the other way around, "lit up" = day, darkened = night for windows usually
Indoor and outdoor are the same process so you don't have to worry about that
So i deleted all the tiledata in the way, but this only unblocked the six tiles in front of the farmhouse door, the rest remains unbuildable. It seems there is something I am missing in Tiled
NICE
The farmhouse map property I like to overestimate, so the tiles behind the farmhouse clear as well?
Content Patcher's API for other C# mods doesn't expose config tokens, unfortunately, so FTM's CPConditions can't check them. There isn't really a good way to check a map replacement that's only controlled by CP config settings, but you could probably set up a trigger action that provides a mail flag. 
(whoops, hit enter too early)
wait in the map or in the tilesheet
Map, you don't have to edit the tilesheet
ty also last question what does int tilesheetIndex mean
The ID
I cannot for the life of me remember what the lamp post is but it's something like 538
oh wait last question how do i find the set night tiles for like windows
Those are townInterior iirc
iirc?
so it means i can't use the assets right?
Be aware that some windows are secretly 2 tiles tall, you'll want to only use the lit up/dark ones for the map property
If I recall correctly*
oh ok found it
Windows I for sure don't remember the # for 
ok last LAST question, as i figured out the rest, is <string layerName> just like back, front, ect?
so is it ok to use it?
It says on the mod page
it says "All the assets in this file belong to the author, or are from free-to-use modder's resources" and idk if it means it's ok
i don't wanna get in trouble ;-;
Read all the permissions in that section please
(It needs to be their caseSensitive layer names so if you have something like Buildings2 it needs to follow suit)
i reread it and it says i have to ask for the asset permission. but i cannot contact them.
Exactly
is there a way to contact em?
No, like I said the author is gone
You cant. You cannot get permission to use those assets.
son of a biscut eater ;-;
Its not that serious...
sorry
i am still learning how to do this
im not trying to be rude
i just need help in making this mod ;-;
Okay, so aside from setting up a trigger action (or using separate mod IDs for each farm cave, etc), you could edit location data to give FTM something to check. Start with this in your CP content pack somewhere:
{
"Action": "EditData",
"Target": "Data/Locations",
"Fields": {
"FarmCave": {
"CustomFields": {
"{{ModId}}/FarmCaveType": "{{FarmCaveType}}"
}
}
}
}
That would add a custom field in the farm cave's data with your config token text. In FTM, you could then use GSQs to check the current type, like this:
"GameStateQueries": ["LOCATION_HAS_CUSTOM_FIELD FarmCave YOUR_CP_PACK_ID_HERE/FarmCaveType cave_type_A"]
Replace the ID part with your actual mod ID, since FTM can't use the mod ID token, and cave_type_A with whatever text your farm cave type uses for those spawns.
Tempted to ask feedback
(also good luck on your first mod!)
i probably asked this but any tutorials on making cooking recipe mods for content patcher?
Tutorials none I could specifically think of, but we do have a lot of food modders here
ok! i definitely need help with it! i did get a link to a tutorial but it didn't explain how to add new recipes
how do i create a barrier around my map so i cant walk off it ALSO HOW DO I MAKE THE DOORS INSIDE THE HOUSES ABLE TO OPEN
honestly i do wish there were youtube tutorials for content patcher mod making tho ;-;
add tiles on the buildings layer
the docs are good
you don't need a quikcly oudated youtube video
true i guess i have an easier time with video tutorials
There are lots of documentation as well as wikis provided for by mod authors in regards to CP. The modding wiki is also a great start. Or even studying people’s assets.
can anyone help me, I wanna make an fs hair mod
wow
that's a lot of topics
thank you!! and of course, hmu whenever!
how do i make my indoor map rotate through night and day? cause whenever i enter the indoor map its night. like its always dark
don't we have a video tutorial, I cannot read
You have both DayTiles and NightTiles as separate custom properties?
just copy the example it give syou
it's less typing than having to coyp down a yt tutorial
do i have to make like everything day tile? like the floor and everything?
No just the windows, your daytile should be the yellow window instead of the dark one.
yeah it is, but its still dark inside. ill get a screenshot one sec
Screenshot your map properties as well, (and did you make sure to copy over your new map to your mod's folder if you're not working in your base stardew folder)
yes
is their like an indoors property i have to use or something? cause i couldnt find a property for that on the wiki
@ivory plume I don't think the github compatibility list is fully functional yet, at least overrideModData clearly isn't
got reports on people seeing [SMAPI] Vibrant Pastoral C# 2.0.1: https://www.nexusmods.com/stardewvalley/mods/6367 (you have 1.0.0-c)but you already added the code that should fix it "overrideModData": [ { "type": "localVersion", "from": "1.0.0-c", "to": "2.0.1", "reason": "manifest has wrong version" // last checked: 2.0.1 }
I don't recall if by default all locations are considered indoors. Since there is theIsOutdoors check
right this is what it looks like
yeah thats what i thought but when i add the property outdoors it will cycle through night and day
Oh you mean DARK
and the properties
do i have to put that everywhere 😟
alrught thank you!
i'm fairly sure you can use AmbientLight to make your map brighter too, without using the Paths lightbulbs.
i did that for my NPC's house and no one has complained, although who knows if it's subtly broken
regarding custom maps, on the vanilla farms all the NoSpawn: All are individual objects for each tile, does it have to be done this way or can i just use one object per bigger rectangle of tiles?
wait one last question, my warp out of the house wont work (heres the code for it) do i also need to make a map property?
oh my god thank you so much i couldnt figure out what it meant by running main.py
You need the exit map too
I'll take a look and release an update today.
and what pray tell does that mean 
you can make a big rectangle. it gets converted into single tiles like that by either the export or by the game (i forget which) so when you open it in tiled you see a bunch of individual ones
(disclaimer: i have been told this, but haven't done it myself)
first time i'm making my own map from scratch (using two of the vanilla ones as reference for what i need)
I am now being driven around and I get carsick so apologies my replies will be slower
#1277457201077813280 if you need me to check later
When you're seeing a map in tiled, is there a way to see how it would look if it were another season?...does changing the file the tileset is pointing to work?
@stable grotto The fix is now deployed to the update-check server. Thanks for reporting it!
Pathos, I saw you typing
it's fixed for me now
besides the python guide online, is there like a python for dummies
id say the former, since im having extreme difficulties with vagueness
what kind of vagueness and difficulties are we talking about here?
so im currently trying to get a CSA mod to convert to SpaceCore and at the point that i am at in the guide, its telling me to run the main.py file and it'll spit out an output folder (after i put the CSA mod into the converter file and rename it to input) however, when i do run the main.py file from the file itself it flashes up on the screen and does nothing at all
ive tried inputting the run command on both git, Python, and PowerShell (windows user) and its telling me that im doing it wrong
command invalid/not found and double clicking the application lmao but i did try typing into the terminals themselves
can you send a screenshot of the console output (including the command you use to run main.py)?
Hewo, I just want to make sure I am not mixing this up... Am I understanding this correct?
$d joja#joja in business part|joja not in business part
having a heck of a time getting my pc to take a ss sorry
how do I use the fashion sense example pack, i'm sorry, I'm really dumb when it comes to coding
the website told me to download node idk how to do that
copy/paste of the full console output (starting at your command you use to run main.py) would work too
PS C:\Users----> /main.py
/main.py : The term '/main.py' is not recognized as the name of a cmdlet, function, script file, or operable program.
Check the spelling of the name, or if a path was included, verify that the path is correct and try again.
At line:1 char:1
- /main.py
-
+ CategoryInfo : ObjectNotFound: (/main.py:String) [], CommandNotFoundException + FullyQualifiedErrorId : CommandNotFoundException
now i could just be stupid
ah, that explains it, you need to run it as a python program, as it is not a standalone executable, usually the command will look something like python3 <path-to-main.py>
also if the python program is supposed to work with existing files and uses relative file paths make sure to put the program in the intended directory and cd into the intended directory (usually the latter is the one that main.py is in)
btw, anyone know how to edit the tile properties of specific tiles? i want to add a custom property to specific tiles only
have you considered
the big download button on node's site I linked earlier
I already downloaded it
wait gimme a sec
I was sketching
sorry last time I was tasked to code a calculator and I had a mental breakdown
are all hair.json file the same?
sorry, I meant to say idk what to do after downloading node
as in the hairstyles.png or the json asset sone
run the installer
this one
(whispers) if you like proofreading, there are a number of EN translations of NPCs that are just put through MT and could use a little de-jankifying
There are also a number of ESL folk doing EN mods that often want a native speaker's help, too.
well given you opened the REPL, use it
if you didn't mean to open the REPL, then run whatever you meant to
i am trying to make certain tiles buildable/diggable on a custom farm map and other not buildable/diggable, how can i do this with tiled?
what's a unique id in manifest.json file?
the unique identifier for your mod. Put something like yourusername.yourmodname there
okay got it
Use the tile property Diggable with value T for the diggable ones, and don't use the property for anything non-diggable. I think the base game's maps generally edit it onto specific tile sprites, which you can do here
working great 
is this right? currently wrote this on notes
I wanna figure out the coding before starting thye pixel art
i mean on the actual map, not the the tilesheet, cause i want some tiles with identical texture to behave differently
also where do i set the diggable property? by default most of the tiles have it set already, where would i set it to make sure the default is overwritten? (the default value i can only see, not change)
ok, found out how to remove the default diggable/buildable/etc properties, now i just need to know where/how to add my own on the map
it just needs to be a TileData property on the Back layer, so afaik, you can copy an existing TileData and move/edit it, or create new ones with the "Insert Rectangle" option on the upper bar
oh, so those work for that too, good to know
btw, do they all need to have the name "TileData" or can i leave the name empty?
the wiki says to name it that, so I imagine Stardew only looks at them if they have that name
(I don't see the game's code ever looking at the name, though, so it might just be matching SDV's convention)
Perfect, thank you!! I'll put that version up on nexus in a sec then
ahhh wonderful!!! i will make a post and let people reach out!!
anybody know what the BrookSounds property is? (taken from the map properties of the new farm)
It plays water sounds at those spots
thx
I think wiki has this one
it does [[Modding:Maps]]
Hey friends, sorry I dropped off the face of the earth. I burned myself out super bad trying to get my last mod published and now I'm struggling with irl stuff. I wanted to know if anyone would consider updating my 2 mods to the new version of SDV (and the upcoming AIO build of Wildflour) in exchange for some monetary compensation lol?
can you remind me what two mods those are? Most content mods dont need anything beyond maybe tiny tweaks
Honey Creek Farm and Culinary Delight
off the top of my head i think the only thing would be updating the item ids for WAG
I already fixed one issue with HC thanks to Aba's help, but I don't know if now things need doing. And yeah CD needs all those done, plus the Oil tag is borked. I am sick atm so using my laptop is difficult.
Yeah, the vanilla game version probably doesn't have anything you need to update for. Could ask someone like Logo or Avi to test it in 1.6.14?
Well that's a relief, I have been super anxious because I just haven't been able to make any updates. I don't want people to lose their playthrough or anything
Oh not at all, if you just need more time I'm sure it wont be a big deal
That makes me feel better. I don't know when I'll be able to get to them, though. I have several markets irl and then the holidays, and then I'm moving house finally (hopefully). But I'll do my best to not worry in the meantime
hello! trying to get better at condensing parts of stuff, curious if when loading assets for furniture, is there a way to load it all in one without having to repeat this over n over for each piece?
I'm playing with CD in my current 1.6.14 save and everything is fine so far. I do use Cornucopoa ingredients though, and yeah if you use WAG item ids those need updating
I can look into doing that some hours from now
You can use {{TargetWithoutPath}} but it requires some renaming to make the target and fromfile names line up
"Action": "Load",
"Target": "Cornucopia.MoreCrops/treesapodilla_spring, Cornucopia.MoreCrops/treesapodilla_summer, Cornucopia.MoreCrops/treesapodilla_fall, Cornucopia.MoreCrops/treesapodilla_winter",
"FromFile": "assets/{{TargetWithoutPath}}.png"
},```
ooh alright i see! thank you so much :o)!!!! 
You can also load a single combined asset sheet and point it at the index, though I don't know the exact syntax.
Is there a way I can make a custom item to make an NPC a roommate- like the one you give Krobus- that will only work on that NPC, and prevent that NPC from also being roommate proposable with the item for Krobus?
Yes, just make a custom item and have the roommate-ness be tied to that. Juna does that, as an example.
Other roommateable NPCs will not be able to roommate with your items by default.
The idea of roommate proposals was the best thing to ever be added to the game
It's just cute
krobus roomate > marrying someone
I gotta rifle through jumin's files
..OMG
No
😭
*juna
....
Excuse that typo~
I want to see how the roommate stuff was done
from what i remember all they need is an item name with a context tag corresponding to the npc name
(use the shadow pendant as the example)
im pretty sure from what i remember
ok, my first self created custom farm from scratch is finished, only got a small issue:
the tiles from the path layer seem to have gotten mixed up, and i now see the red placeholder icons everywhere xD
nvm, i did a stupid, i accidentally placed everything that was meant to go in the paths layer into the buildings layer
that one's on me
ok, now i got it in the paths layer, but for some reason none of the debris spawned, did i do an obvious mistake that's easy to fix?
you got the coding part too?
do you mean the manifest and content.json? if so yes, if not i don't know what coding part you mean (it's supposed to be a CP farm, constructed it with another modded cp farm as reference)
hm, no I actually meant as in when you define the location where you also define what fishes can becaughed in the water on the farm n stuff(but i only did new locations so far, not farms so idk man)
Hello! good afternoon. Any idea why cabins won't appear in custom farm map? Already used path nearby cabins tile and added paths layer custom property ''order'' but still not showing up ingame
looking at another farm map now seems like thers none, weird
i did compare my farm to the new vanilla layout that got added in 1.6 as well, and so far i can't spot any differences aside from the ones i did on purpose (mainly the warp zones and entry points)
wait a second, i got an idea, lemme test something
yes
i copied over most of the properties
but yk how i accidentally put all paths layer stuff in buildings layer first?
after fixing that, i loaded the save that was created with it in buildings layer, so i might have to create a new save for the debris to actually spawn as debris
ohh yeah!
i keep forgetting that
happened to me when i tried testing my added grass spots on an existing testsave for my new map lol
it's always the stupidest mistakes that take the longest to find
i give to you:
smol farm
a very small farm, only a 5x5 area for crops and barely enough space for one farm building (altho it still can fit any of the shed/coop/barn, it's just that you only got space for one of them, and some extra space for a silo, so technically you can do everything on there)
that leftmost pink tree needs some fixing with the bush tho
ohh i like how its not just one big flat place but has lil nooks
holy hell all of the trees and bushes on the sides need fixing, i made a total mess xD
this might be my new favourite abomination
one with the foliage
alright, shouldve asked when you said instead of brute forcing oopsie, but the renaming part im a bit confused about. i have my assets folder matching the target, though its still not loading. my item turned into an error / cursor x_x https://smapi.io/json/none/0d8cf9b78ab1420a8cb2269c0e77a290 json if needed. renamed black bear to smth shorter for test ease
You loaded your asset into slumberwood.webkinz/Black_Bear but didn't change your furniture data to match
that one is still using Mods\\Black_Bear\\Furniture
Are you making new saves each time? Paths layer changes only take effect on new save or with RTF (though I don't know if RTF covers cabins)
!rtf
Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).
where would i load it? does each one need a separate one then? im trying to wrap my head around it
your furniture entry is referencing Mods\\Black_Bear\\Furniture, which is the old asset you were using before
switch it to slumberwood.webkinz\\Black_Bear
aka what you loaded
Using an png file has two steps:
- Load it into an asset name
- Use that asset in the data
the asset name in both steps must match
(you also need to load the rest of the assets aside from Black Bear, but we will get to that. right now make sure the Black Bear furniture item loads correctly)
yes, new saves
OHH okay i see now!!!! thank you lots for the explanation, that makes a lot more sense to me now! the rest of the assets will need to be changed the exact same of course, just the same process right?
it did fix the asset problem ingame!
damnit, setting tile properties as tiledata on the appropriate object layer doesn't work, anyone got any idea how i can set the tile properties on individual tiles on the map?
talking about these ones from the wiki
you can also put them all on one inage
is this why I can't create cabins? tile layer for it isn't doing anything for me using tiled
x:
nah, that's a different thing
x: halp what am I doing wrong
you didnt name it tiledata
tiledata ?
ooooooooh
any idea on why these wont work inside a TileData object?
mood
what specifically? p sure at least parts of these are for the entire layer, not a specific tile
Hi, i have question about XNB pack
how can i write code convert file .json & png into XNB file?
we do not do xnb modding anymore
specifically the Diggable, Buildable and Water properties are the ones i want to use
those are for the layer
diggable and water i believe is directly on the tilesheet tho
that would be global for all tiles with that grafic, i want it to be only on some tiles
not too sure. might need FTM for that
specifically i have a decorative barrel i want to have the water property so the player can refill the watering can there, only a 5x5 area diggable, and 2 buildable areas
hmm
i've seen other cp farms do it, just doesn't work for me for some reason
imma test a couple things to see if i can figure it out
Did you make sure to name the data object TileData
yeah im not too sure about that. didnt think bout adding anything like that to my maps so far
(just for reference, FTM can't edit maps directly, it's for spawning objects/monsters)
good to know, never used it myself, was just guessing as it kept being mentioned as "something that can do more stuff that CP with farming stuff" or w/e 🤔
gestures yanno
If you don't want to add the properties directly to the tileset, you would make a data object with the properties on it for the appropriate tiles (Back/Buildings) depending on what properties you're using, there has to be a tile on that tile layer and the data object has to be named TileData
yes, i did
looks at that simple forest-y farm map that i started No, no...I have enough to do...
(unless...)

Greenhouse has TileData with WaterSource on it, so could use that as an example for how it's done
i have two previous tries but i fucked up the uhh map properties so my third try was starting simple with keeping the warps in the same spots
at least I could continue that map
Seems weird to me that WaterSource is a Back data, dunno if I've ever seen a spot you could collect water be one you would want to walk on lol
normally lakes and rivers are back tiles for the water and building tiles for the shore
from what i've seen on the base game maps
Yeah, I guess it's probably so you can make a shore a water source but also so you can still fish from it
Since I believe Buildings layers interfere with fishing
Though, I guess Water must pull double duty as a source
also i finally figured out the problem with mine:
it has to be specifically a rectangle object, not another type that is effectively also a tile snapped rectangle that is very clear which tiles it covers and which not
Oh yeah, only rectangles allowed, snapped to the right location, but you can make them bigger than a single square and they'll get broken up into individual squares when loaded
if you hold CTRL down while placing the reactangle it will snapp automatically to the grid btw
saved my ass multiple times
I don't know how you get it to unsnap lmao
i had everything grid snappec before, i just didn't have it classified as a rectangle despite it being a rectangle
All my shit is snapped to grid and always has been
mines the opposide and idk why I jsut isntalled tiled and thats it
O:
I know why mine is, because I followed this when I first set it up

I can't believe you've been dealing with unsnapped this entire time 
curse my tiled being german not knowing which one is snap to grid
Do you read German?
I am German
so windows auto sets rpograms to german for me lol
like, on install
i'm german as well, and lemme tell you, there's a reason i have everything set to english, cause the german translations sometimes make absolutely zero sense
thats why i play sdv in englisch lol
There's a Language dropdown in Tiled settings
I'm guessing the positions of tabs and stuff might be the same
oh sweet
makes future questions easier to handle when asking in here when i dont get something to work
idk why snap to grid is called magnetisches raster...
Sounds like a literal translation lol
not really, literally translated into english it would mean magnetic grid
alright, my smol farm is ready for the nexus, time for upload
Hm, well at least I don't have to add this to the wiki, just gotta keep it in mind if anyone has issues with getting TileData to work
Though I guess this is a little wrong in that it says you can only put it on one tile
Maybe it didn't used to work or something, not sure in that regard
how do I test a mod if it works?
uh just start a save with it?
You made sure the json is correct yea?
tbh idk if it's correct
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.
I am not sure if fashion sense has a schema
But yeah it's good to check syntax is all correct
how do I use that?
btw, do i have to set smapi as requirement for the mod if content patcher is set as requirement? does a cp farm map mod even need smapi?
CP requires SMAPI so you would have to have SMAPI installed yes
That said, I think it's mostly just a convention/covenience thing to put SMAPI required because I don't even know of anyone making mods outside of SMAPI
most people dpnt require smapi on the nexus page
from what i've seen most do set smapi as requirement
Oh lmao, I always do, I feel like I usually see it too
Just need to use editor with proper support for json, like vs code or notepad++
If they don't have SMAPI installed, they won't have a Mods folder to put it into, and if they make one it won't do anything because the game doesn't load mods itself lol
I always require it too
Theoretically I could post a xnb mod that doesn't need smapi
I wouldn't but u know
Oh that's true, the accursed xnb mods don't need SMAPI
Though you can use CP to patch xnb's in lmao
I mean, I think it's less bad than just using an xnb mod, but still probably a compat nightmare
Yeah well if u just Load over springobjects then u might as well be making xnb mod
If you set super early Priority then it could maybe be less bad
Then everyone else should just patch over any patching back to default you'd be doing
i never put smapi as a req because its kinda a giving since you wanna mod the game
well I definitely did something
Haired
I would agree, but mod stats doesn't
maybe coding is not my calling
Looks like your source image is way too big
I don't think FS has any HD image handling
it does but idk how it works
I am no artist and so I have had no entry point for getting into working with FS
how do I fix this? each hair are at 32x32
is it too big?
heres a mod i think you can look at https://www.nexusmods.com/stardewvalley/mods/28833
Hm, guessing some combo of the HairSize and Scale fields
took me 6 hours to figure out too(spent most of that time procrastinating)
This preview image sure is an image
FS definitely supports high res stuff, what's your JSON like
It's scary
heyyy quick q... i forgot to disable the Children toggle when starting my file, i dont want the crib or the wallpaper Or to have a kid's...
- if i use a save file editor, can i just turn it off somehow without destroying the game?
- which up-to-date mods do you guys know of that let me Eliminate Decor and Baby?
i found a mod to reduce the baby chance to 0%, so elliot won't ask me. but i am seething that the room is ugly and i cant decorate it,
Are there high res body for fs to use with high res clothes
I just took the one from the example on fashion sense
I did not know scaling was involved
you need to edit it some more to change the scaling yeah
but otherwise your hair is loading!
Just blow up the crib from renovations
!gameplayquestion
Hi! This is a support channel for issues such as game errors, missing saves, games not launching, and so on. Your question seems to be more gameplay focused, and as such would be better suited for:
- #stardew-valley
- #stardew-spoilers if your question is about something post community center or other late-game content
- #modded-stardew if you want to know what mod something is from or what mod changes some game aspect.
BLOW IT Up? GHGH
i love this option but.
Lol, that command isn't quite right for this channel either
But yes you are lost pls go to gameplay channel
there's no HD bodies and I'm pretty sure modders that make them use the vanilla body as a base
though there's this template for FS HD mods: https://www.nexusmods.com/stardewvalley/mods/26949
idk how tbh
how do I scale idk how this works
By adding this property to the code: https://github.com/Floogen/FashionSense/wiki/Scale-Property
Look at some FS HD mods as a reference
But if that's too hard for you, I suggest just sticking to vanilla size (16x32, each side) such as this for example: https://github.com/Floogen/FashionSense/blob/development/FashionSense/Examples/[FS] Example Pack/Hairs/HairTemplate/hair.png
(I love the automatic custom validation we can get now that we moved the mod compatibility list to GitHub.)
community kitchen is compatible? wow, i didn't even look at that one for 1.6 since i figured it'd be broken beyond recognition
Nope, it's broken unfortunately; it depends on Custom Community Centre and Custom Music which are both broken.
well, the good news is i was right, at least
Has Pathos put out stats yet or am I still too early
You're about two weeks early. (Though it does feel like months since 1.6.9 released.)
how do you make the cars move? like the ones in Zuzu 
YAY
my first custom farm, the Smol Farm, is now published on the nexus
https://www.nexusmods.com/stardewvalley/mods/29558
Oh no! I hope you've gotten at least some rest since then
... that's a no then I assume

Anything helpful I could do?
can u add convo topics via vanilla mail
Currently I'm working on setting up the mod compatibility repo and updating the mod compatibility list for 1.6.9. Once that's done, volunteers would be welcome to help review pull requests to update it.
(A lot of the potential issues will be automatically detected by the PR validation scripts, so it's mainly just checking that the change appears to be correct and follows the guidelines.)
mail can include actions and im pretty sure there is also just a convo topic command specifically too
yay ok
Sure!
tbh i only ask here cus wiki die rn
Yes!
Got it to load lmao
bruh trying to figure out this scaling thing is hard omg
I feel like it's this part but I'm not sure
scale: 1?
idk okay, I never understood coding
it's said that that fs has a default value of 4 so I turned it into 1 since I used a 32x32 sprite
Is there any info about why the wiki is giving a 503? It was doing it yesterday and I was kinda hoping it'd be working today or that someone would know more about it
wiki is not fine for everyone
🤔 did something happen?
thats what cam is asking
then maybe a server issue
yeah, that's why I asked if there was info that just hadn't been announced or something
oh its back nice
It's just been overloaded for a few days
It's to be expected when updates drop for a game
so too many people accessing the wiki at once?
maybe a bit heavy with all the console players
yeah, the page I wanted finally loaded after a number of tries
in that case i guess you just gotta give it a second or two ...
do u think people would want to have config to make a greenhouse not a greenhouse...
and give it certain seasons

🤔
i think that could be interesting if the seasons in the greenhouse are different from the outside farm, maybe a reversal, so summer-winter and spring-fall
australia greenhouse 
i got no intentions of that sort though, it's merely for aesthetics
this reminds me of conversation about compat between vmv and ui info suite dealing with off season seasonal produce... that sounds like a funny mess
is this supposed to be an artifact trove on the cover of the book
i dunno i alwaysthought its a heart
cuz i fr thought it was a golden apple 😭
Looks kind of like cheese
maybe it's one of the artifacts that was stolen before we arrived to the valley
squints a gold duck from an isometric pov, looking down and right
It's the Treasure Appraisal Guide, so I guess it's supposed to be an artifact of some kind, but it looks like yellow blob
i always thought it was an artifact trove
Hilariously, in Canada, the bases that aren't in service say "sorry"
thats 2 votes for artifact trove then
maybe one of the previously stolen artifacts was a yellow blob 

the top right gold "edge" definitely gives the impression it's meant to be an edged object
though not sure what's the depress in the middle meant
"a few pixels" is 30% of the available width
Yeah, being 8 pixels wide doesn't leave a lot of space for detail lmao
not if i can help it



