#making-mods-general
1 messages · Page 128 of 1
Ok, I actually successfully got the test to run one frame. Now I just have to figure out how to pass the GAME_PATH into the test instead of hardcoding all the paths.
ahhhhh thank you so much!!!! glad you saw the praise!
I reciprocate the remark about "keep circling the tapes". Not that I have any mods etc. (at least in this community) anyway, but everything I publish is implicitly under a "don't be a jerk" license like the one CoFH uses for their Minecraft mods.
if you ever do publish something though you should make it explicit and not implicit
yes I think I wrote that somewhere on my mods' pages but I'll add it to the readme and anywhere else relevant
True. And for at least some projects, I do. For instance, my (currently private) github repository for a WIP Minecraft mod has a LICENSE in the root folder.
I just want to state it as a general rule also, so people are at least slightly less likely to assume ARR if I forget that file sometime
well.. if you forget that file, and no one is around to remember you saying it in this one instance in this channel, they have to assume ARR
Question: I managed to get the DrawLayers animations to work for the Obelisks that are actually Buildings, but the Farm Obelisk isn't a Building. How would I animate that?
Is that one a map patch?
It looks like it
You might need to animate the tilesheet using spacecore
That's unfortunate and makes it pointless for me to use CP Drawlayers in that case, since I might as well use Spacecore animations if I have to use Spacecore at all. xD
Was hoping to make a version that didn't require SpaceCore
(Original was a CP Animations mod)
the struggles of map making continue
I suppose the Farm Obelisk can be the only hot air balloon that stays on the ground.
change the ChairTile sittingDirection to opposite. 😉
Any idea how to remove warps from the previous map used
like I edited the adventurer's guild to make this and now when I walk to the fireplace I exit at the guild
If you're editing in Tiled, you'd need to change the Map Properties for the Warps
I've no idea how to do that
Okay, so open up Tiled
gotcha
Nexus's virus scanning seems to be a bit behind... like more than 2 days behind.
Yep, my screenshot was to show them how to get there, Shrimply. 🙂
DX i heard tiled and my brain moved on autopilot
LOL
well "heard"
oh my god this is how i fucking do doors and fix the lighting as well?
doors as in clicking on a door to warp in somewhere?
Yep
doors are in the internal ones to open rooms
if you have to click on a door, wouldn't that be in the buildings object layer? as an action
The internal doors with the animations are set in the Map Properties, yes.
You then pair it with a TileData object for Action Door on the same tile coordinate
this and doors now working thank u
😔 i tell myself to work on my npc but making houses is fun
that it is, all my npc says still is 'hello dear'
Use regular ol tiled animations with a tmx edit map?
do any of yall blacksmiths develop on linux
if so would you be willing to share your coding workflow with me if i ever make the switch to using it as my primary OS
Hi! I cannot recall. Updates as to what?
You said you were going to look into CP-A Mods not properly working/converting
I think
Yeah, that's what I've been working on for the past half hour, it's a lot of tiles to animate xD
For the future 
does there happen to be video tutorials on how to do modding on the coding side for Stardew? Almost to the point to start making the rough outlines of the actual busyworks for my Seasonal Penny mod and hoping there is a video or step by step guide. Or, is it better to find a pre-made seasonal outfit mod and reverse engineer for what I need?
If you want to add seasonal outfits for your NPC, there's two ways you can do this: the token way or the Appearances way. Appearances is a new code structure added in SDV 1.6, so if you're looking at an older NPC's code for reference, they'll most likely be using the token way. The main difference between the two is that the token way is simpler...
Don't use video tutorials because they don't tend to get updated as game changes
okay thank you. Coming from very basic HOI4 modding, was spoiled was amazing video tutorials that still work even after many many patches
You can't copy paste out of a video tutorial either 
anything posted before march of this year is definitely way too out of date to be helpful. anything after march but before november is like, slightly possibly (but not likely, but maybe) out of date for specific things
for sdv in particular there was big paradigm shift with 1.6
anyone who might've fussed with playerControl in events, should/can it be possible to interact with tiles that have a message or letter action on them in the map or am I going to need to crack into C# territory for something like that?
Workflow on Linux... I use gnu manip program for sprite art. No complaints but I'm all in on Linux at this point you get used to it.
i was mainly asking for the coding side of things, hence the use of Blacksmiths lol
guess i shouldve made that a bit more clear
I use visual studio code from arch repo. Still new to it but works good got intellisense.
Need to install mono tools
how do you use vsc with the visual studio extensions
I'm still new what extensions?
i currently use visual studio, not visual studio code
its a c# exclusive ide
But I've created several c# mods already
Well everything works but still trying to figure out how to do hot reload
I think because I am on arch I think they only have visual studio code but maybe other distro like the Linux mint Debian,Ubuntu distributions will have the other visual studio perhaps?
hello, where can I see the source code for translating Stardew valley? thankyou so much
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!
I'm up entirely too late, but the balloon obelisk animation for the farm obelisk is working! Hooray!
Guys
?
Why does my ancient doll does not sink on the lava, It keeps coming back to me(im on mobile)
really can use some time this winter break to update the good ol' market town
Hi! Need help installing smapi on an arm device (handheld console) or raspberry pi. has anyone had success?
You'd be better asking in #stardew-spoilers
#1272025932932055121 would probably help you better
they sent me here
Oh, so that means it would need another smapi basically... Okay, my bad ^^
Can't you install Linux on a raspberry pi?
I thought you could
Always wanted a raspberry pi
Probably not all distributions
Yes, but the problem is that there is no rpi version.
It is an arm architecture, like on android phones. smapi for Linux is made for x64 architecture. I wanted to know if it is possible to run smapi on arm at all.
probably not
the most interesting thing is that smapi andoid version exists.
surprising, i know 
well i guess it "used to" exist
because right now it's still in development, and barely works. If it ever does work properly, that is.
you can use the compatibility branch (which ofc means no smapi), a vm/translation layer or 1.5.4
yeah, don't do that to Furniture, that would break FF compat in some ways (I have postfixes for clicked and checForAction and I already rewrote the whole draw function)
If one makes a secondary recipe for an item, one ends up with two copies of the same 'item' on the crafting menu, right?
alas, your recipe and furniture tutorials are awesome. helped me a lot!
from one linux user to another, let me know if you need help setting up hot reload manually.
i do it through the terminal with dotnet watch but i had to work around some finicky bits
hey, so I mentioned to my husband ages ago I wanted to try and make a mod just as a project and to say I have tried it, especially because I have an interest in coding and such. He has requested I make a custon NPC character for the game for him as a project to work on.
As someone who has never made a mod ever before, am I in over my head starting with making a mod that creates a custom NPC character or is it doable for a first timer? I don't want to try doing something that is simply not within my capabilities for my first go :'3
Honestly it's not the best for a first timer because of how complicated it is imo
It's doable, but
I suspected it would be a bit much xD
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
If you're interested there's a bunch of things that can belp you
oh, thank you! 
I shall go in with low expectations that I will actually make it, but it will be an interesting read nonetheless. I want to give it a go someday, even if I try other things first!
unless you want to do something really out of the box (requiring C#), i wouldn't say making an NPC is especially hard as a first mod. it's just a lot of work: there are a lot of pieces scattered all over the place and you have to do them all in concert for it to function
the only part that's hard is finding a place for them to live (the game map is really crowded these days)
you should probably just ask it here
better to just ask without gating for "experts"
it sounds doable ?
is there a way to make NPCs immediatly warp/follow their schedules if i change time programmatically?
In my case, making my mod requires talking to robin in her shop a lot
so to ease the development process, at day start i teleport to mountain and set time to 900 programmatically, but it looks like shes still following her usual schedule
oh, it's okay. i didn't mean to sound rude.
when you lead off by asking "who here knows a lot about <subject>", people who might be able to help you but don't consider themselves to know a lot about it may be disinterested and ignore your question. and people who do know a lot may not want to commit to helping without knowing what the question is. if you ask directly, you are more likely to get helpful answers from passersby
debug ws Robin
@mighty lake not a mod-maker (yet!) so can't provide expertise, but just wanted to say that I love this idea! You could also integrate existing things in the game with this easily that could negatively impact Lewis' favor/increase yours. For example, when you put the gold statue of him in the town centre for people to see
or the classic purple shorts
oh ic. thanks
oust lewis in a predefined series of events: not that bad, SVE does it #morris4mayor
dynamically simulate an election where any npc can be mayor: thats a lotta C# and dialog writing 
ive never made mods before so its like probably way too ambitious but i want my idea to exist so bad even if its just for my own gameplay xd
that makes sense, i appreciate it 
Time to attempt again to get my book to book
@distant radish
What are the benefits of doing MPS in C#?
- You can inspect the data of modded machines, and generate additional tiers automatically
- Need some heuristic to decide what tier the base machine's at though, and what would a tier upgrade
- No longer need to produce recolored version of machine sprites, can just do things during draw
Components: - AssetRequested: do a late priority edit on Data/Machines and Data/BigCraftable
- Object draw: alter draw here, using mod data to identify what to do
i dont have plans to do any of this but i do think it's a good idea and the most efficient way to do mod compat
i thought 2.0 was in c# already?
not the bulk of the data edit afaik, the C# is for edge cases
ah okay. my memory told me that 2.0 was the project of converting MPS to c# fully but maybe my memory is faulty...
No, but 2.0 had a code cleanup (that’s what you might be getting mixed up)
Those are good ideas, but I don’t have the knowledge to do them haha I’m also fine doing the compatibility patches, they are usually very quick to do
never too late to lern
that would be it! 
and i think the asset requested part is pretty good for a starter C# mod
its really just doing what content patcher would have done for you, but programatically so u write less code
hey chu....is that pi in your user name?
no it isn't..never mind! ignore me!
i saw long number and assumed it was pi...
I understand… but I have learnt my lesson for Machine Evolution System - most rules will be done with Context Tags so I don’t have to add compatibility with any mods
how do i change maps for festivals?
The big thing about an NPC as your first mod is that it has a lot of parts and is a lot of work, so it's hard to see the payoff vs. a small mod. Plus it does help if you have a little familiarity with CP first. I'd start by setting yourself a realistic list of what you want in the initial release: as an example, Jorts and Jean's first release had no movie or resort stuff and only two events, so you don't have to come out of the gate swinging 
Do you mean to replace a vanilla festival map or are you creating a brand new festival that needs a map?
(SVE still has my ire for making custom NPC compatibility extra work for festival appearances, LOL)
What about a machine upgrade item 
Thanks for reminding me I gotta go adjust a position 
my husband loves Jinx and was surprised to see no League themed mods, but I explained there's very little crossover in what League stuff could be applied to Stardew short of simply adding characters as NPCs (like how people have made Jujutso Kaisen characters!
) so he asked for me to make Jinx as an NPC as my project, but I think what I will do first to get used to it is simpler stuff like reskins (e.g. a bomb to look like a Jinx bomb) as I'm sure he will enjoy that and it gives me an excuse to learn!
Okay but a cat being underfoot or on a wall is okay
Cats do that
This is Wren, she's supposed to be by the castle in Ice Fest and it apparently wandered off
i'm still confused about how SVE handled spirit's eve in 1.6. like i figured it out (eventually!) but why did they do it Like That
Ah, okay
If you like doing pixel art, you could look into stuff like Fashion Sense for Jinx themed outfits! Not very applicable to NPC making per se, but he'd probably like it 
What castle lol
I have never done pixel art before actually! I would like to try it though :3 so maybe this will be the thing to focus on first!
The ice castle Robin builds in vanilla
Feel free to check out #making-mods-art to post WIPs and get help or feedback! 
brand new festival that needs a map, one of my custom maps
Ahh yes can you please make vi and cait as well to feed my obsession /lh
if this works out, I would love to!
Oh god i just realized something, how are festivals going to work if i get rid of lewis as mayor 😭
....demoted to Events Coordinator? 🥹
you're so smart i kiss ur forehead platonically
Upside for Marnie though, Lewis will be less busy since he won't be the mayor in full and might finally have a chance at making his terribly kept secret relationship public
oh.. haha... haha
She deserves better x
LMAO
LOL
my husband got the purple shorts quest for the first time in our shared gameplay together and his innocent lil completionist in him said he would do it, and I was like "no, let me handle this one. I need to torment the man"
I figure there must have been something there if she was willing to go along with it for this long, but, it's your mod and your vision xD
just because. funny
#KrobusForMayor
would love to see other mods adding compat for this where you can just have like jorts as mayor
our mayor is this cat thank you town
what is the difference between an item and an object?
Object is a specific type of item, 16x16 pixels + can be gifted generally iirc
things like big craftables, rings, and clothing are items but not objects
Check this out. A bunch of things are Items each with their own properties:
https://stardewvalleywiki.com/Modding:Items
thanks
From that page:
Objects are the default type for items in inventories or placed in the world.
I accidentally messed up a unsaved stardew tile sheet, without a back up like an idiot, is there any way to get a new one??
re-unpack?
nvm i was able to undo it
ik i asked a bit ago but how do i change maps for festivals? like new festival, my own custom map
I am finally done with my chest sprites!
once you know how to satisfactory make one, the others fly by
I can go back to the fun: coding
Unless it's a passive festival, I think new festivals are beyond my knowledge and probably need C#?
Nope
You can do new festivals
They won’t have fancy mini games or anything
Ridgeside has some, fireworks festival is mostly CP except the mini games
thats completly perfect! Mind letting me know how to code in a festival and how to change maps for festivals?
ok ty!
there are also the new passive festivals (night market, trout derby, desert festival, etc) that doesn't block off the map and force you home when it ends, if that's more your thing
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6#Custom_passive_festivals
how do i set up like an in game like cutscene, for example maru's rocket or like when alex's mom popped up in the sky
the "traditional" way is to load custom maps
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_Events_CG
ah wait, you want in game sprite stuff
Probably the new temporaryAnimatedSprite event command to load any sprite anim you want
tysm i was pretty much looking for both
hello!! can u guys help me fix the content.json file😔
i keep getting this text
im kinda having trouble how to input properly
hello, i am trying to add a warp to a modded map with the "EditMap" action, it's not giving me any errors, but it won't show up in-game. will post a shorter version of the content.json soon just give me a minute please
!json post it here
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.
at first glance you seem to be having a syntax error (missing comma/bracket/etc.)
I'm trying to figure out where to put that missing something something 😔, perhaps y'know where?
missing comma end of line 10
https://smapi.io/json/content-patcher/3fb3d2a529e047fe9a519857957feaaf
ok here's mine 😔🙏
gawd dzamnnnn thank you, thank you so muchhhhh dosjjfkajdjsjdjsjsj thanks bro👽
it's fixed now
mwamwa
you're loading your map using the internal asset key, but is editing "Maps/ritzygen.gabrielmod_GabrielHouseInside"
I don't believe those will point to the same asset
o
so do i point it to the internal asset key then?
sorry 🙏
(I usually load my map assets to a Target so I can point things to the Target and avoid that)
Is there a particular reason you are using the internal asset key in the map path?
i dont have ras pi, but i made Harmony Patcher for Arm64 & x64 and i made SMAPI 4.1.7 Android
it run works fine
it's easier for me
Figured I'd pop back in now that it's a different time of day/more folks might be active - has anyone tried using playerControl in an event and if so - were things like message actions interactable during the playerControl portion?
I'm not sure why it's easier than loading and using "Maps/ritzygen.gabrielmod_GabrielHouseInside" for your Map Path if you are gonna have that available anyway. InternalAssetKeys are also specific in that they block things from changing them, so you might not even be able to add things directly to it from code?
I could be wrong but my understanding is that you use an InternalAssetKey when you don't want anyone else to be able to alter the asset later.
InternalAssetKey is more performant, but yeah assets loaded by it can't be edited
ok thanks 🫡
(at least that's the case for images. Not sure about maps, probably the same)
question
I've been told multiple times that CP mods should not be concerned about optimizing performance unless they've done something very silly, so not sure how relevant that is, LOL.
if i have an NPC that spawns on the map that i'm going to load instead of using internalassetkey, will it break the NPC's spawn when i change it to load?
InternalAssetKey pretty much just means that SMAPI does the loading for you. Otherwise, it will behave almost identically.
As long as your location's internal name isn't changing, it shouldn't matter?
It's for convenience as you have to do less typing.
ok thanks you
In this case, I believe you'd just be doing {"Action":"Load", "Target": "Maps/ritzygen.gabrielmod_GabrielHouseInside", "FromFile": "assets/GabrielHouseInside.tmx"},
So just telling SMAPI "hey, put this file from my mod folder into the game's Maps folder virtually with the name 'ritzygen.gabrielmod_GabrielHouseInside'."
Sorry, I was talking about Spacecore dungeons! 🙂
ohhh, sorry for my confusing
A lot of converter tools have been made by helpful members of the community to update outdated mods or convert existing mods to modern or alternative frameworks, and for 1.6. Here's a list:
- Convert XNB mods to Content Patcher
- Convert pants/skirt spritesheets to Fashion Sense
- Convert Custom Furniture mods to DGA/1.6 Content Patcher
- Convert visual Content Patcher mods to Alternative Textures
- Convert BFAV mods to work with 1.6 Content Patcher
- Convert TMXLoader mods to 1.6 Content Patcher
- Convert Custom Music mods to 1.6 Content Patcher
- Convert Shop Tile Framework mods to 1.6 Content Patcher
- Convert hair spritesheets and JSON Assets shirts & hats to Fashion Sense
- Convert regular Content Patcher to i18n format
- Convert JSON Assets to Content Patcher
- Convert fish data from field names to slash delimited values
- Convert markdown text to Nexus' bbcode
- Convert Custom Ore Nodes and Custom Resource Clumps mods to Item Extensions Framework
- Convert Content Patcher Animations to SpaceCore
- Convert More than Necessary to Content Patcher
- Convert SAAT to Content Patcher
3rd from bottom is the cpa to spacecore anim
hey friends not sure if this is the right channel but is there there a sheet that lists the X and Y tile coordinates of the game maps? I'm trying to code npc into a specific location
you can use debug mode/tiled
Debug mode is a mod
I also like using LookupAnything with tile lookup on
Ooo I see thank you so much!!! @iron ridge @lucid iron
the double backslashes thing for opening textures in CP EditData thing is old? Or is a cross-platform practice? because I saw paths with normal slashes working normally and got confused
Spacecore animation?!?!?! I missed that somehow!!! That would likely have fixed my solutions yesterday!!!
the game normalizes both so it doesn't really matter nowadays
the only place that this is relevant is in slash-delimited data structures (e.g. furnitures), where you want double backslashes when you don't want the game to think it's a new field
does lewis have a shocked portrait?
i just unpacked his portrait file but i swear i remember seeing a shocked expression on his portrait one time, am i mandela-affecting myself or am i confusing it with a portrait mod? 
he has a shocked sprite in the intro cutscene, but not a portrait
(unless a mod does that somewhere)
^ I believe the portrait that's used along with that shocked sprite in the revelant event where it happens is usually the angry portrait.
gotcha, i guess i got confused remembering the sprite!
thanks for your help loves <3
moriss has the funniest expressions
Morris is very wacky
Also when his customers are all in Pierre's shop, I think?
ok, I am having another unintended behaviour with CP conditions.
By CP Git example text bellow:
{
"Action": "EditImage",
"Target": "Buildings/houses",
"FromFile": "assets/{{season}}_house.png",
"When": {
"Season": "spring, summer",
"Year": "1"
}
}
I understand that the patch will be applied if (Season is Spring OR Summer) AND (Year is 1)
if so, why my patch bellow was applied even if farmer doesn't have the Big Chest Recipe?
{
"LogName": "Load Frozen Big Chest Crafting Recipe",
"Action": "EditData",
"Target": "Data/CraftingRecipes",
"When": {
"HasCraftingRecipe": "Big Chest",
"HasCraftingRecipe": "{{ModId}}_FrozenChest",
},
"Entries": {
"{{ModId}}_FrozenBigChest": "388 60 84 60 334 2/Home/{{ModId}}_FrozenBigChest/true/default/{{i18n: FrozenBigChest.name}}"
}
}
yeah!
what a silly fella
{} can't have the same key multiple times, so I imagine only one of those is applying
hmmm I see
oh wait, nvm, misread
so the only way to check if farmer has both recipes so is through dynamic token?
queries and such?
I was trying to get rid of a boring dynamic token, but seems like I will need to get back to it
I'm not sure about the format offhand, but a query should handle "has recipe A and B", yeah
I will look for using queries in action. thanks a lot
"HasCraftingRecipe" being there twice doesn't do something silly like "HasMod" and only read the first one unless you do a |contains= right? (I don't actually know)
I imagine it's the same situation; {} in JSON is basically a dictionary of unique keys with attached values, so it'll either throw an error on load or just read one of them if they match
(whereas [] is just a list, anything can be in it)
"When": {
"HasCraftingRecipe |contains=Big Chest": "true",
"HasCraftingRecipe |contains={{ModId}}_FrozenChest": "true"
}
this should work
(also yeah, I forgot about contains, that'd be better than setting up a query
)
Yeah, that
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
OKOK thanks
right I was looking through the files in the game...what exactly is the Dog5 supposed to be? Like...it looks like Dog...but purple?
Like is that for people who have custom animals?
(but also yeah its not just HasMod that wil ldo the "only load one" thing its any key as esca says. its a json thing)
its the same as if you tried to add two objects to Data/Objects both with the same entry key. cant do it
unused Iridium Pupper? LOL
IKR?! I was just trying to update one of my mods to allow for people to select what dog is overwritten for my Dog substitution mod but now I'm invested lol
The cat has one too!
they aren't directly referenced in the code at least, and Data/Pets* doesn't use them, so probably that
turtle is the same exact purple coloring
free real estate
Hmmm
thanks a lot. (and I also think it will be better)
I'm just gonna stick to the ones I know are referenced and used in game....
XD
Another question. If I wanted to have a blank option for something IE you don't have to have it. Would one of the allowed values just be " "?
so like this "AllowValues": " , 1, 2, 3, 4, 5",
and then "AllowBlank" would be just true or "true"
Honestly though it might make more work for me I might just have a checkbox to enable/disable the specific animal... 😭
Hi
Hi

(I think someone made a mod for the iridium pets!)
oh, nm, I see it got linked
question: i know i can do forage on any grass and sand tiles etc but is there any different with custom tiles? I am either doing something wrong or idk. i just wanna have an item spawn in a room
Hi Faux. May I DM you?
Of course
Still needing assistance on this...
use the config editor for FTM it'll help
you can set an actual area instead of tiles
i dont use ftm
Man I swear the thumbnail wasn't this crunchy before
i am just doing it via CP
I would use FTM
shouldve mentioned that, sorry
Did nexus smoosh it a second time
i dont really wanna use ftm tbh
Do you intend to have "they didn't pick one" return the default value?
yes, so I want there to be the option that they don't have to pick one so that would be left blank and the default value would be a blank too
what i basically just want is ferret furballs to spawn in the fishmongers boat lol
"Those trains are regular like clock" does this sentence makes sense and is there a more natural phrasing in english? It's a bit hard to picture trains thatarrive on time, i know, but well, sdv is a fictional world in a lot of sense
well guess who wrote category -1002
I still feel that FTM would be the easiest option. As you can set an area to have spawns from a certain time and only when the player is present.
I mean, how are you planning to use the "blank" value?
"Those trains run like clockwork" is the colloquial phrase
If it's blank, don't load anything
yeah but i dont really want too many dependencies for my mod
thanks 😄
In that case, I feel like you could probably just list that as "Default" or "None" in your AllowValues to make it easier for the user to understand.
Rather than just a blank dropdown option, which they may think is an error
you need for an indoor location forcespawnforageable (exact name toc heck) and a tile with spawn true
hmm
It's because I have two (planning to add more eventually) dogs for the Dog Substitution mod XD
however i got some annoying stuff in using that for VMV as i got stone and twigs to spawn in those area too, which is apparently unavoidable
I mean you have one dependency right now, content patcher. unless there's more that I don't know about
Ftm or spacecore pick ur spawning framework 
Custom Companion, Content Patcher, Spacecore, Item Extension and probs the custom secret note framework in the future
wait i can do spwaning with spacecore??
And I mean, my massive farm mod has content patcher and FTM as depenancies
hm, well i gonna try what lumi said first if i figure out how
it's new compared to FTM but yeah
oh wait maybe not when i read that stone and twig comment

i jsut want this lil room to spawn some furball objects
twigs n stones kinda not fitting there lol
yeah, maybe it's not always the case, but i prefered to let you know just in case
Fact of the matter is, dependencies are gonna be everywhere, and some mods have 20 from what I've seen. And given that FTM has an easy way to set spawns for items, plus a config editor, I just think it's the more friendly way to do it.
you can always test and see
And FTM is always kept up-to-date and its creator, Esca, is very helpful :3
Yeah I guess that makes sense. Just do "None" and have that key in the conditionals just not do anything so it's skipped...Now just to make sure that the options aren't overlapped....
Wasn't there a mod that would allow you to add extra animals automatically without much issue? Like I know there used to be a mod that would allow you to have extra animals and that you could just drop them in the assets folder?
wdym extra animals
both farm animals and pets are supposed by the game/CP now
Also...Is there a way to do a conditional for a patch that is basically when this = this and that doesn't = this
there was the old mod allowing to add skin
but it's outdated/deprecated
now that animals have skins in their data
does AT support horse skins I forgor
Well, still want to know. Can you do a When X = 1 and Y != 1 conditional?
Basically I have the config schema set to allow a user to select 1-5 (and none) but both dogs up for substitution have the same options. If someone selects 1 for the first dog, I want to make sure that they cannot selct 1 for the second dog
or that if they do, nothing will happen
Yes
I'm replacing the sprites
LOL
HOOOOOOOOOW
maybe i should have been more clear lol
SDV 1.6 is the "Add, don't replace" update
the iridium cat and dog mod does this too
And here I was replacing textures... 😭
and u can decide if u let ppl select ur doog at game create
or lock it behind pet shop
[[Modding:Pets]]
eh its just a bit o json
Nah, a lot of it is transferrable
tbh if you did the sprite that's 90% done
art is the same
You're mostly just gonna be targeting a new pet or breed target rather than the existing one in a lot of cases.
No I mean I have to make a new project or completely re-name the old one and then make sure it transfers to curse forge
circling back to the original config q though
you can't use cp conditions in the config schema
for the fancy stuff u have in mind you'd need to do a C# mod (like atelier cauldron for wildflour altelier goods)
Ok well I'll just add new pets XD
ok, the condition worked, but now I need to exit the game and reload when I have the conditions met so the new recipe shows up

oh yeah i am realizing what it might be lmao
maybe I should just try to do it with dynamic tokens
But, I do have question on if there is a better tutorial for adding an animal than what is on the wiki as I do not understand it in the slightest....
Couple it with seeing how Ichor did it
I'm still sick, I'm not doing anything currently 

but eh i think the best way to lern is hands on
just do it™️
0 consequence if u explod game
I still like tutorials as they help to guide me....else I'm in here being a bother and constantly asking questions....
I have successfully used Dynamic Tokens to create values based on my config options to change additions to a shop list via item query for a specific context tag value.
(I did this for one of my unreleased mods, I hope Airyn is proud of me!
)
yeah no i still dont get em to spawn
i also think that the format is not that hard
Forage spawns are a fairly low chance aren't they
since vanilla is your example, u r just editing in some new entries
I mean I will have to make the icons...
I don't have those XD
I'm gonna ask so many questions y'all are gonna hate me....
If we hated questions, we wouldn't be helping here
probs, but i think i found another issue so before i show my code i gonna try again after fixing it lol
Like also, just looking at the github page for ichorscat... I am confuzzled... mainly because there is this "IconTexture": "Mods/{{ModId}}/Icons", but like...wouldn't it just be assets/icons.png?
nope
BRAIN NOT BRAINING!!!! the structure just doesn't LINE UP FOR ME
man, I either am really unlucky or i am still doing something wrong xD
I know this, but like....you have to have a target
right?!
and this makes NO SENSE
Are the Load's further down?
...they are...still makes no sense to me as it's all in one?
"Action": "Load",
"FromFile": "assets/{{TargetWithoutPath}}.png"```
Like can you do that?!
yea
You can do all your loads at once using the TargetWithoutPath token
weeee I finally got my book to book... now to get the secrete notes to note
WHATTTTTTTTTTTTTTT
It takes the Target you provide, scoops off the "path" part and leaves just the end
Just need to make sure that your png names match your Path part of the Targets, yep.
So if you provide your Target as Mods/{{ModId}}/Cat TargetWithoutPath returns Cat
Error 500 N3rdGirl brain crash
time to show my code and hope someone knows what i am doing wrong (I did check if the location is right already that was my second issue lol) https://smapi.io/json/content-patcher/87c2e42c1ece4cbaae666cc876619610
scroll all the way down for the forage stuff btw
See Idk if I'm being dumb or just overwhelmed XD
I mean I also go into work in about an hour....
i didnt wanna cut it out of my content.json in case i missed a bracket in the copy-paste
so I'm getting the customer service mindset ready....
I work retail...
colleague
Looks like SpawnableDefinitions require Trigger Actions?
lol I can't do tiny text XD

Was doing some very basic testing and my NPCs failed to load with a message like "Could not find file '[pathname][NPC name].xnb'. Anyone know why this happens? Complete log: https://smapi.io/log/e9eef9561f344a749d111e1d8d9f1cdb?format=RawView
Log Info: SMAPI 4.1.8 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 8 C# mods and 5 content packs.
trigger actions, huh....
usually that means your loads are wrong
portrait or sprite most commonly
check for typos, file name mismatches, etc.
sorry if this is a ridiculous question; I'm going in totally blind here! How do I know exact what size to make my pixel art for clothing items? I'm trying to make clothing items through Fashion Sense and I want to understand how to do everything before I try and throw myself into it all :'3 (literally only got as far as making the manifest json so far
)
SpaceCore readme has a specific Trigger Action for Spawnables
Make sure you have portraits instead of portrait
I haven't actually played with any of this spawnable stuff, so I'm not actually sure how it works, but looks like there'a an example
check out the wiki and the example packs: https://www.nexusmods.com/stardewvalley/mods/9969 For reference, the farmer is 16 pixels wide and 32 pixels tall.
do you see somewhere I'm using portrait/? I don't find that in the log
Hm, looks like the example is just the definitions, not sure if this example actually works
...I actually have that page open on one of my tabs and somehow completely missed the examples/templates part
thank you for pointing this out!
yeah it's something off with your portrait load sdvhead
can you upload your dispos.json
https://smapi.io/json
hmm
upload wherever you're doing the portrait load, presumably content.json
yeah what Tai said....
Puts on a dunce hat
OH! Taikall, I got my NPC to LOAD!!!
He lives
this is my npc load: https://smapi.io/log/345387bc6f3c44b68f6bf6e38aed6342
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
keep in mind that npc loading and everything else in my mod USUALLY works, but occassionally it seems the save file gets corrupted and NPCs stop loading
Use this page to upload your json: https://smapi.io/json
could the cause be that debug commands (i do a lot of world_setday right now for festival testing) is corrupting the file?
SIGH
should really read everything carefully
Missing required fields: Format.
you need "Format": "2.4.0",
if its in an include it cant have format
if this is include... what button said 
(I wouldn't do the loads in an include but)
is this the folder where your files are at?
it is loaded from an included file like so: { "Changes": [ { "Action": "EditMap", "Target": "Maps/Town", "FromFile": "assets/Locations/Sheriff_fixup.tmx", "ToArea": { "X": 70, "Y": 0, "Width": 8, "Height": 9 } }, { "LogName": "Initialize NPCs", "Action": "Include", "FromFile": "assets/NPCs/npcsetup.json" }, { "LogName": "Unlock initial mod events", "Action": "Include", "FromFile": "assets/NPCs/Events/events.json" } ] }
I do have format in my content.json
I guess it's unnecessarily complicated but my NPCs don't load until daysplayed > 40 so that's why they're loaded later on after checking that you've seen an event
Right well I need to go be retail drone...wish I could've helped more 😭
but I mean I have files that I've played for hours and hours and hours on, and they continue to work fine
I assume you've either disabled that condition or you're past 40 days on your test file?
but I saw this error on a file I was using for festival testing and it broke the save after playing for like 5 minutes
I used debug dp on my test file
so that's why I'm asking if using debug commands can cause this
(I would personally put that condition in your disposition instead of conditionally loading, but)
it might be possible that when CP reruns the patches your stuff gets temporarily unloaded i guess, which might cause problems
which is why yeah, id also put that condition in the dispo
augh its still not working what is up 
also I would strongly suggest giving your NPCs a more unique internal name, e.g. yourmodname.Shannon - if there's any other NPCs sharing your internal name that get loaded, SMAPI will just refuse to load them both
I've wondered about that but this is my first mod and the tutorials / examples I worked off didn't have that approach... that may have to be a 1.1 feature because I'm actually 99% done with this
void, you might try pinging casey? I don't know that a lot of people have used the spacecore spawning yet
if you make it a 1.1feature it will be so much work to fix it
more work than necessary i mean
oh like it could break previous installs... sigh
because there will be data associated with the old NPC name in the save
yep
what tutorials have you been working off? Pretty sure I mention that [goes to check]
It handles it automatically.
oh I'm pretty sure it was a pre 1.5 tutorial on youtube i think the guy who wrote the zuzu city mod
plus some others
ohh yeah, I would not reference a 1.5 tutorial just because some pretty significant stuff to NPCs changed
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Well I'm not going to start over like I said i'm 99% done you guys!! I will see about the NPC name prefix though
I am too shy and awkward to ping the cool people 
If you're using a 1.5 dispo but you're using Format 2.4.0, that could also be causing the NPC to not load
i assume all the disposition information is mostly obsolete now?
(the stardewmodding wiki tutorial also does not use modid for the NPC internal name in its example though)
yeah it didn't exist when I wrote the tutorial 
I updated it for 1.6 and like I said usually everything works, but I do have a follow-up question about what you two were saying about 'putting that condition in your dispo'
I mention it under content.json but like my examples from Jorts and Jean don't have it because they started in 1.5
let me summarize how i'm doing it now give me a min
that's the 1.6 dispo format, yeah, but no, it wouldn't be obsolete
maybe i am doing the trigger wrong, who knows...what I understood from it I got
"{{ModID}}_FerretFurBallspawnSPACECORE": {
"Id": "{{ModID}}_FerretFurBallspawnSPACECORE",
"Trigger": "DayEnding",
"Action": "spacechase0.SpaceCore_TriggerSpawnGroup VoidWitchCult.CP.TheFishmongerNPC_FerretFurballSpawn VoidWitchCult.TheFishmonger_Fishmonger_GI_Inside_LowerDeck includeRegions excludeRegions"
},```
then are age manner and socialanxiety all actually used?
@next plaza is this the right format for spawning forageables via spacecore?
oh wait i thing i also understood the region thing at the end wrong
Yes, they determine which of certain default strings get used.
and its not like harvest moon with rivals so i assume that loveinterest was never actually used
huh, interesting
social anxiety also determines whether or not they say hi to people they pass by
Yeah, loveinterest in particular is obsolete and you don't have to include it (it has a default null)
and how they react to you drinking mayonaisse
I thought the setpiece stuff in the group was the area but uhh
thnkxxx

what about friendsandfamily
im gonna set them but
do they also get used for default strings
or determine non dialogue interactions
yes, they'll determine how your character refers to others in e.g., revealing gift tastes ("Did you know my dad, Pierre, hates trash? I guess everyone has their hangups.")
OK so I have my condition in content.json (https://smapi.io/json/none/146785ce8b484fd782dd8e05762f5c0f) that conditionally runs an include called prereq.json (https://smapi.io/json/none/e1e82d23876d41d4b7839cb6b37783f0), which will update the NPC home, initialize the NPCs in npcsetup.json (https://smapi.io/json/none/988de45f62fe4339968ad48a2d1d1240), and create a few events. The bulk of the NPC data though including schedules is in fixup.json (https://smapi.io/json/none/a195a2808b0e4761899ad21f39d9500f) which isn't loaded until after they've seen the event where the NPC building gets fixed up
And it USUALLY all works, but help me understand what I should change about my conditional loading to improve it, besides making my NPC names internally unique
Sorry I know that's probably an overly complex way to approach it. first-timer here that bit off maybe more than he should have
NPC character data has a field called UnlockCondition or something that determines when they can actually show up
I am not debugging it
You said it usually all works? What have you changed since it last worked?
when we say use the Condition in the character data thats what we mean, not conditionally loading it with CP
it STILL all works, just on occassion it seems like test files get corrupted, and I THINK it only happens when I use debug commands to change the day but I'm not positive
that way the character data always does exist, but the NPC is still only unlocked after the days_played requirement is met
I feel like conditionally loading parts of the NPC based on different conditions is going to cause problems
OK, so Button can you point me to what is the correct way to hide the NPCs from the player until the reveal time?
so yeah, I would load everything at once and just not spawn the characters until you're ready using the Condition field in the disposition
Jorts and Jean do this, they don't actually spawn in until after six days, so that might be a good example of what you're doing
OK I will take a look at that resource and your mod for an example. Thank you both for your patience.
Also why are you splitting the NPC load between npcsetup and fixup - what's the difference between these two?
In retrospect there is probably not a good reason. It just doesn't "do stuff" that I don't need them to do. like I need them to be able to be present in an event. But I don't want to activate their schedule until the next day
If you don't want them to start their schedule until after an event, you can conditionally patch that in
if they're spawned but you want them to not be wandering around until after the event, I'd use a warp room (small map not accessible by the player) and have a schedule that just dumps them there
then patch that out in favor of their normal schedule once the event is seen
ok i think i gonna stop trying for now idk whats the issue with my stuff but i did figure out to add the numbers for the regions in my trigger
OK well thank you for the pointers. I'm grumpy that I have to do all this unexpected work but I guess it's good it will save work later. 
learning is part of the process 
which is btw just for reference
"Id": "{{ModID}}_FerretFurBallspawnSPACECORE",
"Trigger": "DayEnding",
"Action": "spacechase0.SpaceCore_TriggerSpawnGroup VoidWitchCult.CP.TheFishmongerNPC_FerretFurballSpawn VoidWitchCult.TheFishmonger_Fishmonger_GI_Inside_LowerDeck 6,12,3,6/9,12,4,3/11,10,4,4 0,0,0,0"
},```
aka these spots
so i guess i really gotta wait till casey is online
@next plaza
casey was already pinged
i am sorry that you got pinged again casey afdsf
Hey, do you know if this command to give random money in a dialog is correct?
$action AddMoney {{Random:{{Range:5000, 7500}}}}
Have you tried it?
It’s usually much more reliable to test things by putting them in the game than by asking humans to read them
Yes, and it does not work, it shows me the keys }}}}
inside an i18n file?
nope, in xnb but should work
oh, I failed to see that even looking for it before pinging myself
I am so sorry in this case, Casey
in XNB? Do you mean in content patcher?
if you're working with the .xnb file format at all for anything other than unpacking, you are doing something wrong
unless you are modding your switch
yeah random would not work in an xnb because it's a CP function
Yay, found someone violating Better Crafting's license and uploading it to Curseforge. Time to see if they comply with a demand to remove it or if I get to shout at Curseforge directly
ok, even calling the "HasMod"s conditions in a dynamic token, it yet requires to reload the game to the recipe show up...
🫂
The license is no license rn? I snooped a little because I was curious
ohh, that explains everything, thxxx
I think she says the upload permissions in nexus
(Curious whether i should imitate you)
Yeah, I switched to All Rights Reserved while I figure out what license I actually want to use. But licenses are annoying so I have been procrastinating.
I'm sure there's some kind of source-available license I can use.
oh, neat
And yeah, I list my permissions in Nexus since that's where I distribute actual builds.
I switched to MPL for some of mine since I’m not an expert on licenses but it seemed maybe better than MIT
I want to have my source available too, I just don't want people uploading builds and stuff while I'm still maintaining them.
I'm pretty sure recipes are only "added" during load/sleep even if the conditions for adding them are true
That’s about how I feel
Although some of my mods I feel more protective of than others
I got from 'I am doing only the original chest' to 'since I am here, why not doing all the chests' to 'I am doing only the normal sized chests for now' and finally 'I am doing only the original chest again'

doing four times more work to end at the same place
I might switch licenses again idk
I tried to sleep, didn't worked
Maybe if i actually work on mods again
had to reload the world/game
Like if I’m dead, then sure people can have them, and I like having them public so people can reference them
Hewo sorry to interrupt, I has a question:
How do I prevent the keg/preserves jar from processing a specific category_fruit item?
I am ok having an open-source since Nexus give me option to not authorise the build be uploaded anywhere else. But I know how you all feel
Elizabeth are you learning to knit too
People can and will claim they built from source
Truthfully or not
Curseforge is kind of a bad influence that way
seems like I am the only MathPerson actually working on mods. maybe I should leave the nick to another retired modder thinking about coming back while knitting
I don't mind my stuff being completely open. The worst case scenario I can imagine is someone building directly off of my work and maybe getting a bigger audience than me.
I was gonna say, you'd better be careful, the knitting brigade might come for you 
Yeah, Curseforge basically says "oh this is MIT sure you can upload it you don't need permission"
I just get annoyed by straight reuploads
you can only exclude them by patching in an exclusion for your item into the machine rule
(but for the love of god please do it in the least invasive way possible)
It's like if anyone wants the headache of supporting my mods, be caseful what you wish for
I haven’t found a license that prohibits reuploads without some actual thought and changes put in
I like how the BSL has a feature to automatically relicense to something like MIT after a period of time passes. That seems like it'd be good for mods.
Which is what my actual intent is
(let's be real, they wouldn't support them, that requires effort)
I’m also picky about where licenses come from
Just write nonsense code
Lol
I can only think of that ending in 2 ways - they support my mod better than me in which case you can have it, or they support it worse than me so people would end up coming right back to me
I think one reason why no one has tried with mine is that my repo isn't trivial to even fork ans recompile lol
Gotcha, thanky!
That would be in the trigger part right?
Absolutely true I think
I won’t touch GPL stuff, which does limit my options on licenses
atra you also write in such a verbose way that it gets lost on someone who does it purely as a hobby
well in fairness, stealing a C# mod generally does require at least a little effort, and most people aren't about that
My mods have so many overcomplicated abstractions as this point that I can barely make sense of it anymore
easier to just steal SVE and call it a day
Idk if it’s a working mod they probably just download and reuploads it
(Amonf other things, you have to disable my keysign)
Stealing a broken C# mod is the hard part
Invade the keg >:3 /j
I really don't care. over and over issues will show up that will not be answered in curseforge, and so hopefully the users will come to nexus to reach me and it will be just kind of free propaganda
yeah, cornucopia does it for some stuff (because they have rules that require 2 or more of the same item, so we dont want the player to be able to make something with just 1 of them)
https://github.com/MizuJakkaru/Cornucopia/blob/main/[CP] Cornucopia Artisan Machines/machines-extendedcrops/keg.json
Scroll to the bottom of the file
Your alternative option is to make it not a fruit in the object data, and just use Spacecore to overwrite the category label so it LOOKS like a fruit
Anyway, I already have my mods automatically syncing to CF and ModDrop so there's no reason for anyone else to reupload them there at least
I’ve considered stealing atra’s but then i remember support is gross 😛
And what do you think I am
a knitter 
Hahaha I do use cornucopia as an example to follow when I get stumped, thank 6480!
I might someday try to revive the ones I used to use for myself
I really liked the Simon says one
I’m so bad at Simon says
maybe I should do the same just to discourage these, since I am just starting
i just know the day will come that tia holds my arm behind my back and says, "revive GIMA for me, or else"
(To be fair I think if someone re-upload me rn, we'll, I'm inactive(*), fair game.
(*) or maybe I'm too active, ran five miles yesterday.)
This tripped up sheku when he tried to fork me lol
Fuck yeahhhhh work code worksssssss
I get to go hommmmeeeeeee
time to git gud at C#, shlub
so I was advised to move my conditional NPC loading to a game state query in the NPC disposition. All well and good. This will be unlocked based on 'daysplayed'. However it needs to synchronize with an event which unlocks the same day, which currently uses content patcher's days played which is not exactly the same. Do events support game state queries (I don't see that on the wiki page that I can tell)?
I think I did something wrong on my last edit
If you need it to wait for the event, you can make the event seen the condition itself.
The NPCs would spawn in the next day iirc
the event seen needs the NPCs though : (
ahhh
Atra I think yours is 1 tier under casey's in terms of cloning and building
Spawn the npc unconditionally
Have a day started trigger that sets the npc invisivle
Set the npc visible in the event
I dunno how pathos keeps things so clean tbh I only got to 6 mods before I went "nope I'm splitting this shit up"
Atra if you're already spawning the NPC could you not just hide them in a warp room until the event is seen?
Is NPC visibility a character data property? I don't see it
No, but there is trigger actions for it
a trigger action action can hide an NPC by making them invisible
like Elliott with his book tour\
Hi my favorite trigger action author
(but if you know where theyre supposed to be you can stilol catch them with Lookup Anything)
(huh, did 1.6 change how Elliott's 14 heart line works or did hardcoded trigger actions always exist?)
(i should admit i dont know how elliotts stuff works im just repeating what ive heard over the last 8 months)
(ive never gotten him anywhere close to that number of hearts)
all heart levels i get with the men are incidental
turn them all into women, got it
Anyways, question to the crowd
I'm just gonna doublecheck his vanilla event to make sure nothing changed... 
Which marriage candidates feel super young to you
For some reason despite the fact that Maru is super young she doesn't feel young
abigail, sam
Penny still feels young to me
...so who's the older sister, Emily or Haley
Abigail without a doubt
Both older and younger
is this for a mod you're making atra
It looks like I can use the game state query in the event after all so hopefully that will work if I understand this correctly
Emily and Haley are a bit hard to define. Emily sounds older, but having a less responsible older sibling like Haley also makes the younger mature faster
yeah i've always seen emily as older simply due to the clint infatuation thing
I would also not be beyond consider they are non-identical twins
Haley may also be older than she sounds, but have some kind of Peter Pan syndrome
ok what of this data in specialorders is actually used by the game and what should i change if i just want a characters displayed name to be different
and after spending 12 hours and downgrading my former 4 chests, 12 files and a handful of conditions, I have a simply frozen chest to work with spoilage
weeee no more weird fruit as wine
are you changing Clint's name, or just the person that requests this order
im changing clints name through the whole game but i just mean here
i want it to still be requested by clint but have the name say something else
got it. the strings associated with the special orders are in Strings/SpecialOrderStrings
nope
is there any mods that add more dialouge to emily?
Probably lol
If you're looking for ohe, #modded-stardew might know
If you're planning on making one, make one anywyas lol
then you're in the wrong channel
o oki
ohe is probably one
just quickly so i dont need to make a post, does anyone know how to add a hud mesage without the whitespace / border for the image. just got started and this Game1.addHUDMessage(new HUDMessage("rain boosted crop growth!")); adds the hud msg but with the area for an image
!anyonecancook
Game1.showGlobalMessage
thanks!, is there an easy way to change the size or do i just have to accept it
you can skip the first four stages of grief here
https://smapi.io/json/content-patcher/fd551f653dd5408bb9c1fc61be0fe2d9
Working super basic example of making a Prismatic Shard spawn in the General Store using SpaceCore
🤔
maybe its time for me to make a spacecore json to keep all my spacecore stuff in...

hi @rancid musk , where can i find a list of current materialcontainers/inventories from ICheckCanCraftEvent? my usual method takes params of CraftingRecipe, List<IList<Item>> in the base game inventory item list format
if i have to rewrite the ingredients handler i'm going to leave love of cooking at 2.0.1 hahah
🫂
it is your mod? if yes, do you use a key named VoidWitchCult.CP.TheFishmongerNPC_FerretFurball anywhere?
yeah its the key for the object
i thought i needed to add it there 
if it is a new object, check if it is being loaded correctly
damn capitals
it does exist ingame if thats what you mean
please dont tell me thats the issue
I didn't include the inventories because I didn't think it was necessary. Better Crafting is already checking the recipe's ingredients are all available.
What exactly do you need them for?
yeap, seems clearly a capitalization issue to me
I had {} issues when working on my mod earlier that almost made me lose my mind and scream for help here, because my textures were not opening
I was loading it to Mods/{ModId}/texturename and trying to open them from Mods/{{ModId}}/texturename
Floof
i either wanna make thread out of it or cloth..or maybe just directly use to it craft something idk 🤔 we shall see. i am happy enough for now that it spawns at least lol
oh, if bc already checks there then that's probably fine, i was just looking to use the existing behaviours if possible
question: with EditData it is possible to add a context tag to an item without deleting or having to manually copy the original ones?
I do think there's some problems with how this spawnable thing works though
Seems like if it chooses a spot that's not available it throws an error
Doesn't stop it from spawning in other spots
O:
But the red I'm sure will be great when any user sees it
I think Cornucopia does this
Look at Cornucopia - Artisan Machines and then look for their objectcontexttags.json file
just like all the comments i get for an AT issue with the menu not showing the textures of custom buildings and i get asked why my mod isnt working
CP 2.4.0 and onward supports editing lists of strings like models now'\
The example includes adding, removing, and replacing context tags
Yeah. All you need there are your extra behaviors. So, the frying pan upgrade level? I didn't notice anything else but I might be blind
no, that's all for now thanks 
I'm adding a mechanic to Junimatic where Junimos will take raisins and get a speed boost. The way it'll look will be a Junimo grabs the raisin from a chest and hauls it to the Junimo hut (which is a big-craftable, 1x2 thing)... Easy enough for me. But I'd also like all the Junimo Huts to have an animation when that happens. Perhaps a shake and a little burst of sparkles. Any idea where I could find an animation like that in the game already?
blueberry my liege the cat in sailor styles is leaving behind a impassable tile
the anim when junimos repair bus/bridge/etc?
Those are all cut-scene animations, aren't they? I'm hoping for something that'll happen during gameplay. That is, the player is just walking around and the huts sparkle for a second or two.
Ugh I think I actually have to deal with VS being discontinued
I sort of hate microsoft
I will save it for later. but I am glad to know
yea they are but i think the sprites is just this one but side to side
as for sparkle effects u can pick smth from TileSheets/animations
Rider is free now!!!!!
think i'm good to update the patch to this?
{
"LogName": "Sailor Styles: Shops - Tile",
"Action": "EditMap",
"Target": "Maps/Forest",
"MapTiles": [
{
"Position": {
"X": 33,
"Y": 96
},
"Layer": "Buildings",
"SetTilesheet": "outdoors",
"SetIndex": 102,
"SetProperties": {
"Action": "OpenShop blueberry.SailorStyles.Shop none 0 2020 33 96 1 1",
"Passable": "T"
}
}
]
}
Yeah I'm downloading Rider rn
The wiki doesn't have any tutorials on Rider though
So that's going to be fun
its basically 99% the same
I don't feel like figuring things out myself rn but I guess I have no choice
Many grumbles
i think so? never tried interacting with a passable tile with action on buildings 
the other approach would be to use action in the cat's dialog
since the cat is an anti social npc right
im having troubles coverting CP-A mods. when i convert them they dont animate in game
yeah the cat is antisocial and has no dialogue, but it does use a unique animation at every schedule point
so in theory i could open a shop action. if one exists
to spacecore i think and english
nop its only avail as tile action or debug 
VS is being discontinued?
tile action it is 😌
panic
i will hope that passable is just work 
seems like time to learn another IDE
vs on mac is ending yea
oh ok. I am safe with my shitty windows so
is it possible to add other folder trees to the solution view? since removing the csproj files and using ContentPacks in the c# project it's a nuisane having to open via explorer
folder view in solution explorer sucks
I don't think I even own a hole punch
You have to get the area you're patching precisely right in SpaceCore animations
Show an example of what you're doing and I can explain what I mean
Neither do i
I am scared to know what those are...
https://smapi.io/json/none/68f54fff25fa48b280911fd2a789cabe
The items and recipes are all there >-> but why is those there???
Send help ><
Weeds
But from where?
Isn't that like the default Texture and SpriteIndex?
You can set DisplayUnknownRecipes to true on that crafting station for debugging purposes
hmm probably recipe no like ze pumpkin seeds 
nvm I has discovered an extra slash in ze recipe after actually seeing
friendship ended with VS, Rider is my new best friend
on a side note I was today years old when I realized I can add a number next to the yield 
what do you mean
You need to open a pull request
o
To the compat github
Elizabeth new mod 
nope
just fixing a broken one
Maybe a new mod...in like a couple years 😛
I still have 2 more broken mods
and 1 I want to add a feature to
I have been feeling the art itch a little bit
like one tiny iota
I also relicensed a bunch of my mods, again
Probably janky but idk, at some point I just pick something that seems ok and go with it
I did discover one of those mod stealing websites stole one of my mods
I think they didn't update it for 1.6 tho lol
if you do cloth or yarn or something lmk, Wren could use some
I'll add it to her gift tastes
(could also include Lola and Lacey in that)
Yarn? Yarn?

Cotton candy flavored
hmm, maybe ill add yarn. tho not sure what all could be done with it 🤔
hats
i do have one cloth made of flax that i use for some bigcraftable deco :B
nothing too fancy but
i fear i gonna scope creep myself into making a custom crafting station or w/e and thusly will never finish my update cuz i always gonna do more lmao
(Brioche hat?)
huh I never bothered to check 1.6.9's furniture crafting fix. Looks like it works, so Craft Anything Framework is mostly obsolete
looks kinda weird though lol
take your time and make your mod what you want it to be, but i am eagerly awaiting your hats so i can write reactions for Lacey to have about them
that's more points toward the "furniture as machines" side, vs "revive bigger craftables"
because it turns out the collision and placement logic is kinda a pita to reimpl lol
1 step closer to the table that makes more tables
(better crafting does show the icon correctly, fun fact)
Naturally.
(I'll just add a hard requirement for BC ez)
I appreciate using 10 wood to transform an oak table into a walnut table.
wood plating
it's just a veneer 😌
You just soak it in wood.
I looked into how hard it would be for vanilla to switch to using drawinmenu
And meh
It's not a simple two line change so I'm not going to bring it up
okay- i has question, yall want the short story or the full story, cause either way it involves- uh- what- are they-
Just ask it
Tbin?
? Do you want to make maps
how does one- see the stuff in it--
!tiled
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
i'm trying to edit something but, completely clueless
enable the tbin extension in tiled
dunno why you are editing tbin though, just use tmx
Maybe an older mod that uses tbin? Idk
i give short story, a revamp of alex's home is clashing with SVE, a way to fix it was to edit the file
or- at least that's what a person suggested--
the resident of alex and his grandparents is the mod that had the instructions, i'm trying to see if a mod that changes ||the casino|| works still, or if it's clashing with SVE
which, i will be honest this is like. super new. so i have no clue what tmx is, or what tilited was until now
Okay so what exactly do you need help with. I think people want to know what the actual question is
Yeah
If you want time to go through the map editing guide thats fine
I still use tbin cause its what Im used to, and change is... change lol. What are the advantages of tmx though?
pleaseeee be patient i have no clue what im doin-
i wanna try and use the mod "less ugly casino" but- apparently SVE edits it or does something with it i think- so i'm hunting for its file, and im trying to check if its the right file but its in Tbin format (?) and im not sure how to really- see or use what's within it
Whats the advantage in plain text?
Unless you want to analyse the file in a seperate tool
Did you read the message that Forsy pulled up about tiled?
if your tilesheets get fucked up you can fix it manually instead of having to open it in tiled and potentially need to redo the whole map
(potentially)
Ah, cool!
you can fix mistakes with a text editor and you can easily discern the file structure
tbin can be opened in tiled, a program for editing and opening maps. To really see it though youll need the associated tileSheets as well. When you open the .tbin file in tiled though it will be tell you what tileSheets it wants.
sometimes i mess up tilesheet climbing so i can just open tmx and fix it
cus it's just xml file
mhm, but- i can't seem to understand how to use it,
but u dont have to deal with any of that if u dont want to
tiled can open both tmx and tbin(with extension enabled)
oh yea i also check my maps into git
so plain text = can see diffs
If you're not sure and don't have a mac, you're on windows
honestly it seems like it would be easier to just turn off SVE's edits than edit the other mod to fit SVE, but ymmv
Hi there.
I want to move custom NPCs around on the event map. For example, I want Pam to move around during the Luau, similar to how she does in the base game. I've set it up like this. Please advise.
thank you.
{
"Action": "EditData",
"Target": "Data/Festivals/summer11",
"TextOperations": [
{
"Operation": "Append",
"Target": [ "Entries", "Set-Up_additionalCharacters" ],
"Value": "Yamionisama 39 7 2",
"Delimiter": "/"
}
]
},
you will want to continue using TextOperations, targeting "Fields" -> "set-up" -> a reasonable index in the script, and append advancedMove commands targeting the desired NPCs
pretty sure I use field 5 for festival animations
if you don't already know, be advised that every festival now has two maps (for odd and even years), so there are _y2 keys involved as well
"Operation": "Append",
"Target": ["Fields", "set-up{{FestivalYear}}", 5],
"Value": "/animate JeanCat false true 100 28 28 28 28 28 28 28 28 28 28 29 30 31 32 33 34",
},```
what I use for festival animation (the {{FestivalYear}} adds in the _y2 tag on even years)
hello, its me again, I have come back for more chastisement. I'm the one who had their NPCs everywhere with "Shannon" and "Russell" as internal names instead of something firmly unique
I'm starting revisions and want to make sure I have the right idea before I do this everywhere, do I have the right idea to do it in this fashion? {
"LogName": "Russell Blank JSON load",
"Action": "Load",
"Target": "Characters/Dialogue/{{ModId}}_Russell, Characters/schedules/{{ModId}}_Russell, Strings/schedules/{{ModId}}_Russell, Characters/Dialogue/MarriageDialogue{{ModId}}_Russell",
"FromFile": "assets/NPCs/Data/blank.json"
},
sorry { "LogName": "Russell Blank JSON load", "Action": "Load", "Target": "Characters/Dialogue/{{ModId}}_Russell, Characters/schedules/{{ModId}}_Russell, Strings/schedules/{{ModId}}_Russell, Characters/Dialogue/MarriageDialogue{{ModId}}_Russell", "FromFile": "assets/NPCs/Data/blank.json" },
Yep, that would work and is the most common way of doing it in 1.6
{{ModId}} will output your mod ID, so the internal name will be yourmodname_Russell in this case (with yourmodname being, well, your mod name)
yep understood, thank you just confirming
if I was better at regex I'd have a chance of hunting down all these references
wait the abbreviated names are still fine in like event scripts for advancedMove etc, right?
no, those need to be the internal name too

can you not do a find/replace on everything that isn't dialogue and the display name?




