#making-mods-general
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there is no need for a token when you are doing it in C#
and it wouldn't work even if you did
(but the cp token thing would have taken an Func<string> rather than a string)
(but also for future reference, just have a token return null if the save isn't ready)
ok, off to break more code, thanks for the insights
Yeah, functionally this wouldn't be too bad with C#, but the usability of the minecart menu is another thing entirely!
probably more manageable if you make it an entirely separate network (dunno if that's already the plan) and just hope no one builds more than like 6 of the buildings lol
i wonder how viable it'd be to change the display name based on the paint color of the building? for easier identification in the list
It's for greatness 
tho hmm.. a custom map/tile action on the interior that opens a naming menu and saves it to a dictionary isn't that bad actually
just have it be a dictionary of guid to display name and use that in assetrequested
you'd need to squash that dictionary into a string though to save it in the save data though ig
I think when you set the destination, you can set the name to whatever you want
well
"Setting" a destination is another thing entirely still
i thought these buildings became destinations when they were constructed
Time for a "Minecart Menu" mod?
I had considered that too when I was looking at making a scrollable bus menu lol
But considering I never finished the bus menu, the minecart menu is even that much further away
I'd much prefer the pagination
I'd hate to see how many pages 108 destinations is
I'd hate to scroll through them even more!
Integrated MC lets you set the carts you want, and how many show on screen at a time
Why? Tons of games have warp menus with scrolling. Many of them skip forward/back a page with L1/R1 triggers.
Minecraft menu mod where each destination has a lil preview
well any integration with Integrated Minecarts is out of my wheelhouse so you're on your own there
Ultimately I'd prefer scrolling with a search box lol
I am pretty sure the authpr of it just manually adds new locations when people release map mods
i dislike menus that have scrollbars but are only like 3 entries tall, and the alternative is having the menu take up more vertical space which I also dislike. also, easier for me to remember a page number than how far to scroll
Obviously it wouldn't be 3 entries tall... the vertical space constraint seems a bit arbitrary.
everything about Stardew modding preferences is arbitrary
that's why they're preferences
Minecart dialogue box is like... 5 entries tall though isn't it? lol
Before it needs a new page
vanilla is 5 I believe
Say did the warp network mod have nice menu?
10 works pretty good on the Minecart menu
I never got to use it
i don't typically use mods that add more entries to it in the first place
Not sure which one is the warp network, I used to use a mod that let you set up more mini obelisks
That one I think had a scrolling menu, but I can't be sure anymore since I haven't used it since 1.5 lol
I mean, my suggestion was tongue-in-cheek and fairly blatantly self-serving, but objectively I can't see how a side-docked list of 50, 100 or more destinations with scrolling as necessary (+ wraparound and trigger buttons ideally) could ever be worse than a bottom-docked 5-line dialog box with 20 pages to sift through.
doesn't sound very objective to me then
It's obvious that the vanilla UI was only intended to support a tiny number of destinations, rather than any aesthetic choice.
you asked me why I preferred somethin and I answered, dunno what else you want me to say
I like the warp nexus thing from sve
Physical space warps are cool, but they take up a ton of space if you want them to look good at all
It's perhaps not most convienant but the fanfare of going through one is nice
I don't like that u gotta go through the wizard basement tho
It only handles like what 8 locations and is roughly the size of a farmhouse
This is like changing lines on the metro 
wizard basement?
isn't there an entrance in the backwoods
Yeah to get to Lance's buddie's private island
You need to first go to the wizard house
And then go to the warp to the island
my sve knowledge is out of date, I didn't know Lance had a buddy or an island
The witch's hut is also through there but I'll allow that one cus vanilla
im surprised they didn't add it to the backwoods Nexus
I don't think there's space left in the nexus, unless you add an outer layer
they control the nexus tho. they are in charge of how much space there is
I am late to this discussion but I do like teleport hub stations that maintain a few carts or trains or warps, and then a separate menu to move between hubs
future nexus shape, guaranteed space for every expansion mod
imo thatd be sick actually
Giving me Minecraft nether hub vibes, LOL
it gives me older gauntlet game hub vibes (i know its not exclusive to gauntlet sh) but i can see the nether hub thing too
hubs are cool you can pry that opinion from my cold dead hands
ok, this might be a really dumb question, but how do I get tiled to use the sdv tilesheets?
I read the guide on the wiki but am confused. Adding tilesets needs a tsx file, but the tilesheets are pnh. And the re-using vanilla tileselts talks about an existing map with everything I want and a wrench in the tileset tab which doesn't exist?
There is no required tsx if you are using embedded tilesheets, AFAIK?
no idea.
As long as your tileset's source path is in the same folder as your map when editing (and where your map gets Loaded to virtually), then it should automatically pull the correct vanilla sheet
If not, how can I make a map with tiled then?
tsx is just if you need specific info, and i suppose you meant png
I build my maps inside the unpacked Content/Maps folder and then copy the tmx into my mod folder when it's done
And then when I need to Load the map, I make sure the Target is inside Maps/
You just need to include the png version of the tilesheets in your assets folder, and then when after you save the map, delete them
it says tsx, and to convert the png to tsx
not necessarily in your assets folder. specifically, wherever your .tmx is
well yeah, can be anywhere
Well, I have nothing yet. Besides tiled and the unpacked content.
Didn't know everything has to be in the same place
a tilesheet is different from a tileset which is where the confusion between .tsx and whatnot is coming from but i do not know enough about mapmaking otherwise to feel confident explaining those parts
I would go into the maps folder in the unpacked content and create the new map there
and after you finish and save, copy the file to your mod
Tilesheet directory climbing is a common error, which is why you need the PNGs in the same place as your TMX when editing, so it stays in the same directory
but don't save as to your mod
that messes up the directories the map is expecting
it's mentioned that this is if you want to keep animations and stuff from an existing tsx file, and other methods are mentioned too
Adding a new custom tilesheet
If you made a your own tilesheet and are adding it to a map the first time, you can create a new tileset from image.
Create your spritesheet and place it in the same folder as your .tbin or .tmx map file. This should be a PNG image with images divided into 16x16 tiles (see Modding:Editing XNB files#Intro for examples).
Open the map in Tiled.
Add the custom spritesheet:
In the Tilesets pane, click the Modding - creating an XNB mod - Tiled 'new tilesheet' button.png button.
Give it a descriptive name (like 'zcute bugs') and choose the image source.
Make sure that Embed in map is checked.
Keep the defaults for the other settings and click OK.```
For ex
i just copy-paste the needed vanilla tilesheets into my asset folder until i am dome editing the map tbh
Valid, I like to not limit myself initially so having all of them in the same directory already is helpful to me.
my usual approach is to copy a vanilla map which will have usually other useful data anyway, add other png that way if i need any with prefacing if needed, and use tsx only on the case when i really need to have custom stuff with animations/property set already
if you give an example of what you want to do, we may suggest the best approach if you're still confused
I want to make a farm map.
But without having any tilesheets available I just have blank spaces
id rather start with a vanilla map because of all the needed data to have it easier
any reason why you don't want to start with a copy of a vanilla map in the unpacked map folder (or a copy of it)?
you can always just delete the layers and readd them to have an empty map
it's easier to delete what you don't need than to add what you need that you don't even know you need yet
then you keep the map properties and can just move around the TileData needed to the place you want
You mean like editing a vanilla map?
ya
So just load one so everything is loaded and do all the changes I want?
I thought it's easier to just start one from scratch instead of massively revamping an existing one
just be sure to not save over the original file or you have to unpack again if you ever need that specific map again (i did that too often to count anymore lol)
no, it's a pain to start from scratch, and advised to not do that (somewhere on the wiki but of course wiki is huge)
good thing I copied the entire folder from my external drive lol
ah gotcha. Didn't know that
I just thought starting something new is easier than basically removing 90% of something and moving the rest xD
I suppose the same would go for farmhouses?
I kinda want to make both at some point (yeah, probably not the most ideal thing to start modding)
My source generators project is.. just about ready for proper early testing, I think? I've got attributes set up for SMAPI events, tile actions, touch actions, trigger actions, item resolvers, and GSQ conditions.
Oh, console commands. That's what I'm forgetting.
Already planned as a near future MEEP feature... almost certainly using some Stardew framework for UI, not sure if you've heard of it. 
I'd definitely work from the default farmhouse also, if only to be considerate of the vanilla renovation spots in later upgrades.
Unless you want to rewrite all of the renovations to match your farmhouse, which can be a lot
I feel like a farm is easier for starters 
I'm already overwhelmed
out of curiosity I used a debug warp while in the SVE sprite springs. I am now swimming in my farm dirt.
can i see a screenshot
that sounds hilarious
Im attempting to do a genderswap mod but the displayname seems to not work is there something wrong with the code?
im using Ladies of the Valley as a reference point
this json doesnt show anything useful because its not any of the includes
also id recommend just changing your config schemas to true/false and not yes/no
Yeah warping while swimming is generally bad lol
Soil swimming
Setting up a swimming area can be a little tricky to prevent this
"Condition": "PLAYER_HAS_SEEN_EVENT Current -1"
This condition only allows the action to execute if the player has already seen the "-1" event
Is there a way to make it a negative condition? Like, it should only execute the action if the player has NOT yet seen the event
put a ! at the start
!PLAYER ?
!PLAYER_HAS_SEEN_EVENT Current -1
Okay thanks
is -1 an example? i am not sure there's such an event id in current system
CRAZY!
...it begins.
Well, I checked debug mode for the Meowmere event...
It said "-1"
So -1 it is I guess
oh hmm, this one may be a bit special, so keep that in mind if you encounter issues
hopefully it'll work
Thank you!
I'll try it out right now
I noticed it at first too
Other events had like 5 or more digits
And this one was like "-1"
If I have a question that is more about a data structure, but is related to a stardew mod, would I post it here, or in #programmers-off-topic ?
probably here
I think if you're trying to check if the player has seen the event that gives Meowmere, you would check the mail flag hasActivatedForestPylon
Looks like that event isn't a real kind of event, it's loaded very specifically from a strings file
!PLAYER_HAS_MAIL Current hasActivatedForestPylon ?
Interesting...
Thank you! I will try that out if the event check doesn't work
So sorry! heres the json thats related to the character im currently working on
https://smapi.io/json/content-patcher/7ba0ae497b28423fa7960f4d224e9ce5
hii, anyone willing to look over a content pack i made perchance ? smapi says everythings alright but when i get in game, nothings changed
not sure if im in the right channel for that
!json upload it to the validator and send the link 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.
^that but also tell us what it's meant to do
oh ! alright well its supposed to change the appearance of my baby in game
Are you trying to use littlenpc or just replacing the textures?
just replacing the textures
used it for both my content.json file and manifest.jason files and both have no errors
If you don't send link here we will never know what you did
looks like you're missing a }
Before the ] for Changes
Target shouldn't have .png in it
days later as i work on a thing i can now confirm it has two uses! it also rots the gold lewis statue and turns it into a rotten pumpkin (:
oh alright let me try that
How does gold rot
yeahhh still not working
your guess is as good as mine!
uh
though more likely its Lewis placing the rotted pumpkin there
since the statue gets teleported to his house instead (or marnies)
I have a quick Content Patcher question. Is it possible to refer to a vanilla file in the FromFile when using EditImage? If so, how would I specify the path for that? I'm specifically talking about the images packaged with SDV - can I pull one of them when using CP, or must I have it as a part of my mod?
Can you share screenshots of your mods folder and your assets folder?
No
yeah, no problem
it works tysm guys!
I was afraid of that. Thank you!
Good job!
now to do every other npc
Nah, this works still
aqua regia
you dont have an assets folder but you are telling CP to look inside the assets folder for Baby.png
When I said mods folder I meant the folder specific to your mod, but you did show me that, so you don't have an assets folder in your mods folder
So you either can add an assets folder and move Baby.png into it, or remove assets/ from the FromFile
second pic is inside my assets folder
if your content and manifest.json are in your assets folder, thats incorrect
Your content.json and manifest.json should be in the parent folder of your mod
OH alright
everything you write inside your content.json becomes relative to where your content.json is. wherever manifest.json is, thats your mod folder, as far as smapi is concerned
So you should have a folder for your mod, normally named whatever your mod is, with those two in there, and then if you want to organize it further you would have an assets folder inside that folder with the assets your mod uses
alright, i arranged it like that and its still not working -_-
Uh, maybe show new pictures and upload and share the new json
I am making a decision tree that checks if the player has enough of the required items to make an omelet. Since there are multiple types of eggs that can be accepted for the recipe, I would like to make the tree reflect that. Right now it's only accepts white eggs.
However, I'm having issues figuring out how to make the tree dynamic since I also need boolean delegate (checkTask) to not take in any parameters via this method in my Decision class
private DecisionTreeNode GetBranch()
{
if ((permanent && complete) || checkTask())
{
complete = true;
return trueNode;
}
return falseNode;
}
The attached image here #making-mods-general message is the tree I am planning to hardcode for this recipe in the meantime. (Assume that there are more eggs that go down the false branch). Though I figure there has to be a better way to do this. Anyone have any advice? I don't want to spam this channel with code snippets, so I'll link to the project on github https://github.com/BlckHawker/Perfectionist-Interactive-Guide/tree/master. The main relevant files are DecisionTreeNode.cs ,Decision.cs Action.cs, and TaskManager.cs .
I already have a method that is able to get a branch of a single item, like a white egg, called GetProducableItemTree https://github.com/BlckHawker/Perfectionist-Interactive-Guide/blob/master/TaskManager.cs#L147-L260 in TaskManager.cs , but I'm unable to figure out how to make it dynamic since the qualifiedItemId needs to be defined by the time the branch is constructed. I know this is a large ask and people have other questions, so if you would like to dm me to have a more detailed conversation, I'm all for it.
the content one ?
Yeah
Also, have you checked the log to make sure there's no errors/warnings
And are you sure the child is a baby and not a toddler
when smapi opens ? yeah no everythings fine there
and yes
i have a picture of him.. my poor, unfortunately white baby /j
let me do the validator thing again, wait a sec
I forgot to attach the image
You still have .png in your Target
!vsc
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
I like VSC because it autosaves
Not that that stops me from hitting Ctrl S everytime I finish typing something...
oohh might try that out yeah
but yeah. thank you so much
this was my first content pack, i think im probably gonna do a whole lot more ahah
this is so cool
Did json assets get updated to 1.6 if yes is the templates the same?
I believe it's updated in a "keeping the lights on" fashion, so it should be the same
Now I am at a crossroads option A which is content patcher is a headache but is still supported while JA is no longer in vogue but it is A LOT easier to utilize
do not use JA
But it appears to be simpler in every possible way
I don't think JA is going to get any additional support, aside from being updated so old mods continue to work
Though I have to imagine some day that will become too much trouble as fewer mods use it
its really not, and not going to be as supported, and will be a major headache for anyone else looking at your mod, and people will hate having to install JA for your mod as a depndency
Even if it has no support, what it currently has allows me to do stuff simply, is it that bad?
Is support that important?
i would personally consider it that bad to intentionally use JA at this point yes
As long as you don't have any problems, then no support is whatever
But if you have any questions, the fact that very few people use it means you'll have a hard time finding anyone who can actually help you with it
Where does one find the inventories png file or sprite
And any mod that's becoming obsolete like that, I assume will eventually just stop getting updates
It's a Casey mod though, so I imagine it will continue getting updates until she burns out
Though, updates in this case just means, make it work in whatever latest version
Why is content patcher such a headache?
I never used JA, I find CP to be very easy compared to a lot of other modding I've tried to do
content patcher modding is probablyh some of the simplest stardew modding you can do
Honestly this is just kind of like between a sword and the wall for me
In what regaurds XD
Anyone happen to know what the inventory sprite is bundled with i cant find a singular
!PLAYER_HAS_MAIL <player> <mail id> [type]
This works for "Condition": but not for "When":
Is it possible to make it work for "When":?
not without a different mod
When conditions are content patcher things. entirely unrelated to game state queries
you cannot use a GSQ in a when condition
There should be a mail flag check for When
Content unpacked tilesheet has some equipment
Thank you so much
I'm gonna bookmark that page
CP modding has a much less human readable format for some assets
Thatās my only objection really
Since this mostly is for furniture I donāt really do anything different
If I do "!HasFlag": will it be a NOT condition?
For me its just fill out a template with all the info you need vs try to understand documentation that reads like arcane text.
Are there content patcher templates?
I mean thereās the unpacked content
the unpacked content is the templates
I knew it was one of the goofy things, Maps/MenuTiles and Maps/MenuTilesUncolored
Thank you, will try this out
That also reads like arcane text
It's built piecemeal
if your brand new 2025 mod depends on json asset i will simply not use it
if you are only doing it for yourself and dont care about publishing it then you can do whatever you want
less and less people in here over time will be able to help you with it
But I know i have to tackle the headache of content patcher eventually so better get it over fast but
Ultimately even if you are gonna release it, it's up to you what you want to use
Is there anywhere else to learn other than the documentation?
The wiki has examples, there's tutorials on the modding wiki and cracking open other CP mods that do things you want are usually the best methods
Modding wiki tutorials you gotta check carefully though, quite a few of them are outdated
Modding wiki?
usually the best thing is to just find a mod that's close to what you want to do
and see how it's done
the point isnt to copy things though, important to understand why they did this and that
I do this a lot too. I check multiple similar mods and try to see how they do it and then apply what I learned for what I want to do. If there are no similar mods, I check unpacked content and sometimes I can just make it work.
Also how to avoid a crowded content.json and dealing with syntax
Make sure the similar mods are updated too. Otherwise, you may be learning the wrong things š
I'm probably not the best person to answer that... so I'll let others answer you lol
!vsc will help a lot with making sure you're not missing things like brackets or commas
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
You can also get content validation in VSC with schemas, trying to find where that page is
Ah yeah the place on the smapi site
question, if i change the name of my stardew valley mods folder is it gonna fuck things up ?
Are you using a mod manager?
You means the folder called Mods?
yes
If you aren't using some kind of mod manager, it will simply create a new folder called Mods and you'll have nothing in it
If you are using a mod manager, I am unsure because I don't use those
Thank you very much fam
https://github.com/Pathoschild/SMAPI/blob/develop/docs/technical/web.md#using-a-schema-file-directly
Schemas for various text editors that support them, I know VSC does
If you use the content.json schema, it'll give you real time validation on things/autofill capability
It doesn't have everything, but it shaves a lot of effort off
"HasFlag|contains=hasActivatedForestPylon": "false",
Invalid JavaScript property identifier character: |. Path 'Changes[23].When', line 2945, position 12.
sending the error without the json is not very good
well the highlighted line at that link is missing the quotes entirely
and on line 2971 it seems like you have some weird quotes which i think happened when you copied what Classical Mathperson put
and i dont think theyre being seen as actual quotes
(also i think you edited the link to a different line after so im assuming you caught the missing quotes on the original line 2945)
Those quotes... š
Also, upon scrolling up, you have a ton of things without quotes
i actually think those are fine
thanks to newtonsoft magic
not usual, but functional
Yes, I am aware and spoiled...
Ah newtonsoft, saving us from ourselves
you technically dont need quotes around the entry keys either iirc
unless you use spaces
or maybe any special character. idr
i tried at one point
I use quotes when they really matter
its json5 standard to allow non-quoted keys like that and newtonsoft implements it even tho its not normal json standard
actually.... anyone here into sonic the hedgehog? how would ya'll feel about the villagers portraits in a sonic the hedgehog style?
it does help with syntax highlighting though to quote em
I know it's a bad practice to not use them though...
(case in point them looking strange to people not used to it on the validator)
Okay, so I fixed the softy quotation marks and now it says no error
Thank you for pointing those out
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-include.md
I forgot to answer this earlier
Include lets you break up your content.json into several jsons, it makes it more annoying to get help troubleshooting because you have to upload and share more things, but when you have a big json it can declutter it
Honestly I learn more from figuring out mistakes, I prefer getting help learning than help troubleshooting. (Honestly for me troubleshooting is more fun than making stuff for some weird reason)
It feels like the code equivalent of a doctor house episode
Fun... but it sometimes takes a lot of time
It's also beneficial to get fresh eyes on a problem
I do enjoy it though. Finally finding the issue feels so refreshing
Staring at the same blocks of code for hours can be frustrating
Honestly this is like dark souls
True sometimes you need jolly cooperation to tackle a hard boss
But quick question can someone point me to where in the documentation content patcher tackles how to make weapons?
Content patcher documentation does not and is not intended to cover specific part of the content (other than maps vs images vs data)
So how does one learn to alter those parts?
There may be tutorials, but itās honestly the same as adding an object but you target a different asset with EditData
Hmmm, never made a weapon before, only edited stats.
I suggest you check out other mods to learn em.
And use the weapons format
!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!
do this and look at the game's content
I have them unpacked
The issue isnt that I dont know how to unpack it its that I struggle to understand the game's content and how it relates to a patch
https://stardewvalleywiki.com/Modding:Items#Weapons
wiki weapons format^^^
Thank you
I am sorry for all the questions, its just really confusing to me tbh
but thank you
you gotta just try things in game
the errors tend to be descriptive of what u r do wrong
you still there roku?
`{
"Action": "EditData",
"Target": "Data/Weapons",
Entries": {
"FatCat.NewWeaponsMod/SuperChainsawSword": {
Name:"FatCat.NewWeaponsMod/SuperChainsawSword",
DisplayName:"Super Chainsaw Sword",
Type: "3"
Texture: "FatCat.NewWeaponsMod/weaponsprites"
SpriteIndex: "0"
MinDamage: "6",
MaxDamage: "15",
Knockback: "1",
Speed: "0",
Precision: "0",
Defense: "0",
AreaOfEffect: "0",
CritChance: "0.02",
CritMultiplier: "3",
CanBeLostOnDeath: "true"
},
}
}
`
I think this should work....?
I'm not too sure though since I only made that now from scratch
Yep that too
I never understood what Type 0 and 3 Weapons are...
Like... how are Stabbing Swords different from Slashing Swords?..
And when I turned a Sword Type 0 to Sword Type 3 in the game, I didn't notice any differences with simple testing
Too few people fiddle with combat-related stuff so I believe no one knows much about em
sorry if this is a silly question but how would I indicate an "OR" condition? As in, this is a multiseason crop it should be displaying in the shop in both summer and fall. I tried "Condition": "SEASON Summer" "SEASON Fall" and that did not work
for that GSQ specifically you can just do SEASON Summer Fall
using ANY also works (if they werenāt the same type)
I will try that thank you!
(my own GSQ woes right now: theres no way to check the golden clock status with one ;_;)
it exists on netWorldState but not as a property so the GSQ for it wont work.... sad
I like the wiki and author guides, but as a newbie myself, I find them only half-helpful.
Even one example per each would be really helpful for new people trying out modding ngl
They only become the most helpful when you already know a couple of things
They are quite good, but yes most useful as a side resource / reference resource for filling in some gaps
yeah i am refering to them but it can be hard to parse
Pathos added a lot of example and i added a couple but filling everything is a lot of work
I will not disagree on that at all
the thing with content patcher is that editing one thing is conceptually the same as editing anything else
My mod also was used as a reference by lot of people needing examples
so if there is one example for, say, editing objects, thats really all you need to know how to edit any other asset
The best examples are just unpacking the game and seeing how vanilla uses them
if u can edit Data/Machines u can edit everything 
I suggest you add more example once you feel more confident
and providing examples for other specific things would be explaining just how the assets themselves work, which isnt really content patchers purview
that one's got every case
absolutely, this is what I do most of the time when the wiki isnt enough
Or peek gamecode lol
I am scared to unpack the game I don't want to corrupt it X(
If one person adds one then another another its a lot esnasier to get one for each stuff
unpacking the game does nothing to your files
^^there are a variety of tutorials on the modding wiki
its repacking them back into xnb which will cause bad thingsā¢ļø
Also
If you donāt see one you want, itās a wiki, so you can make a new tutorial !
!reset is here in case you mess up
Please reset your game files. This will fix any broken game files, but won't affect your save files or mods.
If you use XNB mods, see using XNB mods for more info about why they're deprecated, and a list of Content Patcher alternatives.
Me, traveling
I never even once thought of that... diabolical 
that is reassuring haha
back in the stone age of modding
wasnt much option before content patcher
What are we now, the aluminum age?
information age?
Im in a lumina age
(xnb mods are also still being made today, unfortunately)
You can use an xnb mod if you're brave enough
Even after they all had to start from scratch due to 1.6 nuking all them?
u can always make a C# mod that does the loading
I've read somewhere that it is now strongly discouraged
theres been a few monthly mod stats with +x xnb mods
(I considered packing Bella into an xnb so I could have her on mpbile.)
would think 1.6 nuking everything would have been a great time to start using content patcher
november had +3
I was away. Generally if you have a question just shoot it out, usually someone will answer even if it wasn't someone you were discussing it with previously
But only once (joke because it reminds me of the "everything is edible" joke)
i think the major reason for most of the new xnb mods is non-english speakers not knowing how to make a non-xnb mod
sometimes ppl make both for whatever reason
Titanium is good too
What about steel
Also good, more complicated
What we call āsteelā is actually like 12 bajillion different alloys with wildly different properties
how do you know what i call it
Aluminum and titanium, by comparison, really primarily are used in a couple of popular alloys
wolfram
Tungsten?
yes (but wolfram sounds cooler)
chu seems like the type to call it wolfram
For some reason that feels so mean
its not!! its a positive vibe i get
Why did someone make a Minecraft theme park
I associate wolfram much more with wolfram alpha
So goofy... harvesting forage grown from seeds on regular dirt gives you less foraging experience but also gives you some farming experience. Forage seeds grown in garden pots are treated as if they're just regular forage that just somehow found its way into the garden pot
I'm poking the code for them right now, they're awful lol
are you making a foraging overhaul mod
forage in garden pots are heldObjects
Nah, I'm making my own spin on the deluxe grabber mod, since the current one throws NRE's and the source for the 1.6 redux is not open source
The NRE on its own wouldn't be such a problem if the mod had any error handling, instead it just slams the whole thing to a stop so all the collection tasks after that don't happen
All because they decided casting everything to Object was a good idea
wait what
to SObject or Object
SObject
But there's a whole bunch of things you can't cast to SObject
Tbh I've long wanted to do my own take on that mod
oh i def know you cant just cast that willy nilly, i was just gonna be very confused why they went to generic objects lol
I'm working on the base functionality now, but I was tossing around the idea of making it more balanced by adding some kind of modular upgrade system for it
One of my favorite upgrades currently is the global inventory with no size limit
Nah, it's like the shipping bin when you have Chests Anywhere lol

I might eventually paginate or work on a scrollable chest, but I'm still putting off learning StarML lol
There seems to be two types of swords... according to the game.
Type 3: Slashing Swords
Rusty Sword
Iron Edge
Templar's Blade
Claymore
Neptune's Glaive
Pirate's Sword
Type 1: Stabbing Swords
<The Rest of The Swords>
I noticed that Slashing Swords seem to be bulkier types with thicker sprites. They also have "0 or lower" attack speeds. The Pirate Sword is the only exception with +2 attack speed. The Tempered "Broad"sword seems to also be a Type 0 instead of Type 3 even though it is also bulky and slow.
Stabbing Swords seem to be the thinner blades with mostly 0 and above attack speed.
Do you guys notice any difference between these weapon types in game?
Scrolling chest is ez
i know this is about making a mod but you still might be better off asking #modded-stardew bc they actually play
(I would have said the two types were Galaxy/Infinity and Every other weapon /j)
P sure they are thr same
ive never paid attention to a single weapon besides my trusty dagger
Hmm, maybe Seasoned Farmers then... since this isn't really too mod-related
What dagger do you use?
plausibly. i try to forget any channel besides the ones in this category and modded-farmers even exists
My weapon progression is almost always, first sword, insect glaive, lava katana, galaxy sword, and that's it lmao
starderwui aint that great for chests menu 
FR
unless u just wanna redo whle thing
i like the iridium needle
That's 99% the Vanilla Weapon Progression
but the wicked kris into infinity dagger is fine too
but i think u can do the spans of inventory wren mentioned
Which sucks and so that's why I made my mod
cus the backing items is infinite, all scroll does it progress the span by ROW number of items
No obsidian blade?
I don't even recall the weapons
Rich people apparently skip that xD
Maybe it is the one I'm thinking of, whatever you get at the bottom of the mines lol
i fr just rusty sword it until i reach the bottom
It's literally, all free weapons until have to pay with Prismatic Shard
i dont bother changing weapons unless i get a drop
I used to like it on paper... but I got a bit disappointed in actual
my top priority in weapon choice is aesthetics since my partner is the one that actually does the mines and combat most of the time anyway
I like the idea of more weapons but honestly early on I don't really have the money to spare on a weapon
I asked in #stardew-spoilers but no luck... players there aren't too technically-minded
so. yknow. take my preferences with a grain of salt
If I wanted to make a weapon mod, it would need to revolve around other ways of getting them
My last playthrough was like
I think weapons r fine but they should all shoot sword beams
i still think someone should just mod the combat into turn based gameplay 
To make up for my awful aim
Neptune. Obsidian. Galaxy sword. Infinite hammer
Oh no I also had a random dark sword I used for a while
Wouldn't even take effort, since weapons have a projectile field
Try my mod š
This could be fun, but would need a lot of work to get there lol
the best way to get there is to start
So will it be like Final Fantasy Classics?
Maybe it could be like ADOM where u fight by walking into enemies
Either FF or maybe Mario RPG style
And u & enemy both get to roll a hundred different dice in the background to get final damage
Something about timing based attacks that increase damage or efficiency is kind of fun
like a sword with active reload
I have s&s this save so I am tearing through da mines
How does "sorcery" work?
Sounds interesting
Idk ask me once I'm outta year 1

But u get to dual wield immediately and that's strong
completely unrelated aside: it bothers me that the networldstate value for whether the gold clock is active is called "goldenClocksTurnedOff"
so its true if clocks are off and false is clocks are on. why
Boolean be like that
shouldGoldenClocksDoTheirThing
is there a texture dump of .xnb to .png for 1.6?
!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!
as another aside thank you getFarmer for becoming obsolete but also explaining how to replace it incorrectly in the obsolete notes
very cool
(its just a typo but still)
Is there a guide some place on how to code worldmap overlays so my farmer shows on the world map when in the custom area I am making?
thanks !
Goodbye everyone. Thank you for the help during the past few hours. I have achieved my goal of the having the Far Away Stone giving a buff and a glow when near the wizard's tower, and the buff and glow disappearing after the event.
Thanks a lot!
Ciao
also any idea how I should go about fixing my town exterior tilesheets for 1.6?
I haven't done anything with world maps, so not actually sure how to go about doing anything there
What's wrong with the tilesheet?
I found that but how do I find map pixel area numbers?
i can take screenshots, some stuff shows up fine but there will be minor inconsistencies, like the dirt under crops are a different color and there's some weird squares on sams roof
If you use Lookup Anything with the data mining options enabled I think it'll tell you which sheets a tile is from
And tile lookup
I think those are the option names, don't have it open atm
thank you!! ill definitely try that
If you look at Data/WorldMap and cross reference with LooseSprites/map, seems like those numbers are based on where things should be using the pixel coordinates of the map image
so i tried using the mod but pressing f1 on the map doesnt seem to work on enviromental tilesheets, unless im using it wrong. also it looks like the bus got moved to a new tilesheet as my retexture of it doesnt show up
@calm nebula Hi! I'll be getting updates ready for Cherry's mods; do you have draft release notes for your big Stardew Aquarium PR?
Uh, not really, sorry! I think I did write some comments on the PR itself which should be accurate
Alright, I'll draft something. Thanks!
Sorry!
Well, I don't have retroactive release notes for older versions yet. So I guess I'll do that at the same time after merging the PR.
anyone know where this ? on cursors is used
im having trouble figuring out what the source rect is (when used by game)
is that what floats over quest drop boxes?
no that one's yellow
When you make a new character it floats over the calendar to attract your attention
that sure is specific 
Aren't all the Cursors sprites hyper-specific?
Hello! I am very new to stardew valley, and the modding scene. What are some base-line mods reffering to currency, artisan time? Or ore-selling npcs?
im sure its used in more places but i couldnt get you a specific example
This channel is for creating mods, you probably want #modded-stardew
ah ok its 175, 425, 12, 12
The calendar is the only place I can think of off the top of my head
i was thinking its 16x16
raccoon stump, the bridge before repair on the beach, and adventure guild monster board
thats the other places its used
the bridge repair is the one that was on the tip of my tongue
previously i was using the (?) at cursors 240, 192, 16, 16
in hopes that ui recolors would recolor that one
they didnt recolor that one prob cus its even more hyper specific
i cant even find more than one usage of that sourcerect in the code
and its used in the character customization screen
i like that its 16x16 and in a circle 
I wish everything in cursors had a box that marked just outside of its used area
question what are some things that can happen on the farm that can be affected by the seasons changing
i.e. crop growth/death, tree fruits, and bee houses
what else is there
Animals don't go outside. (And can get cold inside)
oh good point i forgot animals
OK, I downloaded someone else mod to see how they did it. they have
"PixelArea": {
"X": 64,
"Y": 22,
"Width": 26,
"Height": 33
How do I find those number to put my place on the map
Grass and weeds don't spread in winter, not sure if that counts as crops. And grass gets a big regen on the day of season change. And random junk spawns on season changes.
hyperspecific example: all moss dies in the winter
Types of forage and artifacts can change... available fish can change if the farm allows fishing...
i am taking notes
fiddlehead fern and mushroom trees get stumpy
the random junk and weeds are taken care of bc the gold clock stops those already
isnt that just a graphics change
Speaking of trees, regular trees don't grow in winter unless fertilized. Similar to crop growth but definitely handled in a different place.
yeah pine trees still grow in winter
button what if u just
tbh i never noticed they still did
SeasonOverride go brr
bc i wanna make each thing configurable
r u gonna do something about content patcher {{season}} then
no
What is the context here, some kind of Season Configuration Framework?
im not sure why i would
i want the Gold Clock to stop more things from happening
bc atra said they didnt want their jack o lanterns to rot and it was eating away at me ever since and i finally caved and opened Rider
za warudo
but that didnt feel like enough to constitute a whole mod
so it's focused on behaviors and not appearances
so now i also want crops to not die and trees to continue to bear fruit and bee houses to keep making honey
well. i would like to see if i can just let the player choose what seasonal tilesheet to load too
so thats more appearances
but thats an extra thing for later
Bring back the ability to prolong thunderstorms, haha.
im not familiar with this
well i guess u can check what reads GetLocationContext()?.SeasonOverride
Used to be if you used a rain totem during thunderstorm, you'd get a thunderstorm the next day, but that was "fixed" in 1.6.9.
I don't know, it feels kind of like a "gold clock do more things" feature.
that sets a specific season, though
(Not that you have any reason to care about that by the time you get the gold clock, but... eh)
yea i mean
reading that would let u know what is gonna respect season in the location
for the most part anyways some r rogue 
but i wanna know what doesnt respect it
like fruit trees in greenhouse
Oh, another useful thing would be to have it preventing un-hoeing and un-fertilizing.
hmm so just a global greenhouse effect 
just on the farms!
creep is eternal
since the original gold clock only works on the farms
Random question, but what would happen if I synced two CP Randoms using the same key but one had more options in the rotation than the other 
well unless you're a fence
can't believe my beloved moss brethen outside of the farm still dies smh my head
just make a "Gold Clock Works Everywhere" mod smfh
oh yea there was that person who wanted to stop autumn mossy trees
Also add upgrades to the clock š
i hate that i like that idea
heresy
(also re: the random question though i have no idea but am also interested in the answer)
Uh. What do you expect to happen
Gold clock is 10 mil, so upgraded gold clock is... 100 mil? Does anyone play that long?
the last upgrade shall cost intmax number of money
i wonder if it'd be fine to just lower the price of the clock, as long as i made perfection dependant on Max Clock
(Random question or random question)
I don't know! I'm curious if it'd just completely ignore the sync or if it'd sync the first matching options but then pick a random thing if it rolls the unmatching one
Since it's gold, maybe for the upgrades you need 36 stacks of 999 gold bars.
im not much of a balancer
maybe u can just make "downgrades" of the gold clock
so that its not the base building
and u buy it up slowly
36,000 gold bars.
but i already made a lovely GSQ that detects the gold clock
My guess is "nothing particularly useful" tbh
But basically
it can be more lovely
The key is used to sync the underlying random number, not the choice itself. So it'll technically work fine, but the choices won't necessarily sync since the possible options aren't in sync.
also i dont wanna deal with multiple clocks being turned on or off independently
maybe its like
Makes sense! š Thanks, Pathos
big craftables u gotta put around da clock
multiblock machines...
If the first is (a,b), and the second is (a,b,c), you get a 1/3 chance of a and a, 1/6 chance of a/b, 1/6 of b/b, and 1./3 b/c
So nothing useful
not machines tho just uh pylons
multiblock machines is what that kind of thing is typically called in minecraft mods
that concept
Reason for asking is that I'm looking at stuff with DSV's Spirits Eve costumes, and some characters have more costumes than others. So I was curious how it'd go if I synced 1,2 with 1,2,3
oh i see my brain's still on selph furniture machines
i think just adding upgrades would be easier
I'll just have to duplicate outfits for characters that need to match up so they have the same number then
W what's a Minecraft
i feel like people would expect different sprites to go with the upgrades though and i cant do art*
*not in a good timescale
Yeah, or do (a,b,b)
For one, instead of (a,b,c)
It syncs the position of the choice
well if u do some shenanigans to load gold clock to different targets then ppl can edit that
i dont know if publishing a mod with shitty art and saying "its fine it sucks just edit it yourself" is a good first impression
Ah, true! It's currently handled by dynamic token though so that I can use one Random for multiple characters and reference it elsewhere when needed (for overlays and such), but I'll keep it in mind for later whenever I get around to the big costume revamp 
Ah, the classic programmer trick or "letting someone else deal with the art"
tint the entire thing iridium with hue shift, ez 
Maybe you add a paint mask to the final level
somehow i feel like my scope creep for this mod took an exponential turn as opposed to my usual linear and im not sure how i feel about it
well
I will literally give you the png for that
Yeah, that's what I did for Nach's MPS sprites, just recoloured small elements to match the new upgrade level
itd be so annoying if you ever wanted to move the clock tho
Nah, not exponential. Maybe polynomial.
i like the paint mask idea
urple
delicious MIT assets
inb4 bug reports from users installing building retex
installing what now
its ok take ur time
selph possessed by the sneezing cat
(fsr i thought it was the name of a mod)
There's a joke there but I probably can't tell it in this server
i thought ur mitt patterns are CC not MIT
hmm tho adding upgrades to a building makes it like, a completely different building right
I didn't think you knew any jokes like that.
like its no longer gonna be "Gold Clock"
Iridium Clock
š¤ gold alloy clock
And later on, the fabled Radioactive Clock (you know you want one)
thatll be annoying to patch all the places that c hecks for Gold Clock
not impossible by any means
just annoying
im easily annoyed by work
Instead of doing anything useful today I'm going to bed lol
huh... apparently a gold clock will only ever actually visually look right if the Wizard builds it, even if you mod it to be built from someone else
since it has to be "magical"
...huh
I think I finally cracked the code. XNA's graphics API was designed by drunk, sleep-deprived, disgruntled programmers playing a practical joke on the users.
Dangerous
That's just the test view I use, since everything with scissor rectangles is even more broken.
Transform propagation is scary, especially with all the opaque insanity going on in MonoGame.
so i dumped vanilla textures and used look up anywhere, the placement of the map tiles haven't changed since the new update so i have no idea why the grass and bus edits refuse to show the correct modified texture. any chance someone could test it in their game and see if it appears normally? š
if it doesnt work on your game its not likely to work on someone elses. if i had to guess theyre using one of the new tilesheets added in 1.6 that your edits dont account for
Hello all, I am new to modding and I had a question regarding git. Is it necessary to add a gitignore to my new repo for a CP mod?
you can do whatever you want with git
Lovely! Thank you so much for responding. I'm very grateful to now have access to the modding community. I look forward to talking with you all from here on! š Cheers!
one specific situation where .gitignore is useful is if your work folder is also the installed mod folder, and you want to exclude the autogenerated config.json file
Thank you kindly, Selph! š
that's a huge bummer to hear. i spent a lot of time putting together/editing/drawing stuff on these tilesheets š seems like im just SOL
thanks anyways
i mean you can edit the new tilesheets if you can figure out which ones they are
look up mod said grass tiles came from spring_outdoorsTileSheet but ill try editing that and see if it fixes anything
island_tilesheet_1 (and it's seasonal variants) also has grass that sometimes gets used on some maps, I think
As far as the bus, have you also changed it on Cursors?
hey, i know you don't like what you found, but this is just rude
not sure what seems to be the issue with this? https://smapi.io/json/content-patcher/5d565926b1e84c67b5a0e1c2dc2575e4
You didn't include the first { so it mad
omg
i hope you are using vsc or np++
it also helps if in the future you give the error along with the json
will do!
tysm i cant believe i missed that
I definitely suggest a text editor that'll check for stuff like that
Saves a lot of headache
oh there is one?
!vsc
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
Either of those will do
oh wait i have one of those!
!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.
tysm ill def start using those
There's also a big ol' list of software suggested for mod creation
Hey guys just a reminder not to respond to any curseforge reps.
Also don't upload to CForge. Your mods will end up on some hacker website called cursefire a knockoff curseforge site that uses the Curseforge launcher.
Or you could let people make their own decisions rather than trying to disparage CurseForge for something out of their control.
people here dont like curseforge for a number of reasons already, daemon.
you're in the wrong channel if you want to find curseforge support
it kind of seems like you literally just joined this server to say that lol
Because I did, after dreamy decided to join the CF server just to make a stink
Sigh
I would personally like there not to be some inter-server beef. Just putting it out there
I joined because I wanted to try curseforge as a mod author.
it definitely does not belong
I had prior experience with CF from the Minecraft community, so when they came to Stardew I knew I wanted nothing to do with them. And then they added my mods to a list of "hey you can upload these even though the author says don't upload their mods" which was fun.
See my issue is you're blaming CF for something out of their control, I can't speak for other concerns as I'm not familiar with those, but this one thing I have an issue with.
happned after uploaded to curseforge though
Please stick to talking about mod making, not how different hosters do something.
I don't think this is a discussion for here
š the hardest part about making an npc really is writers block huh
Remind me in 12 hours to do npc paintings compat for home designer
uhhhhhhhhhh oh yeah k i'll probably remember (#6413825) (12h | <t:1734024706>)
So I noticed if you use removeTile in an event, it affects that location for the rest of the day. Is there a way to avoid that behavior? or to undo it at the end of the event?
oh maybe I could try makeInvisible I haven't used that command before...
hrrmmmm that didn't seem to work for some reason
Is there a reason you need to remove the tile during the event but bring it back after?
If it's necessary to keep the object in the normal map, using a Temporary Map may make more sense.
I've done a temporary map before it just seemed like a lot of work for what I wanted to do.
What exactly are you trying to do?
it looks like changeMapTile will do it which I hadn't seen before. basically I want to open a door and close it but its not actually a door
OK cool that did the trick, sorry!
dang OK here's the follow-up though, I want this event to trigger the next morning if I go to sleep in a particular location (not on the farm), but I want it to trigger immediately at day start instead of on location change. Is that possible?
just a update because i don't think i mentioned it and wanna give yall a update, it did indeed work how ever i couldn't get tilted to work, it did work though when i simply just tossed that SVE file thingy
Farmhouse events trigger when you wake up, so have you tried just setting the event to trigger at that location?
If that doesn't work, there might be some specific Farmhouse logic that checks for events
I think it actually does work and I had accidentally taken out a line of code at some point where i was marking the event unseen which is why it wasn't triggering consistently for me. i clearly need to go to bed.
HEllo I'm trying to fix an issue with my C# code. My ring buff is removed on after a save/new day. How can I ensure it is not removed when it is stll equipped in the menu ui?
are you adding the ring buff yourself or relying on a CP framework?
either way, buffs don't persist over a new day, it's up to you to add them again
they are added with the ring buff system in content patcher.
but then I also have some code in C# to trigger the buffs when equipped
are you only putting the add buff code in onEquip
yes so far
that function only gets called when you physically put on the ring
simplest way to keep it is a OnDayStart event, if farmer has ring then re-add buff
alternatively you can convert your buffs into a postfix/override for Ring.AddEquipmentEffects
Cant get my content to load, {
"Format": "2.0.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/MenuTiles",
"FromFile": "assets/Maps/MenuTiles.png"
}
]
}
not to sure if im missing a path refferance or what :/
Anything in the log?
Well the problem is that its not even trying to load the content thing at all the only thing i have doen is had some tracing stuff looking for certain assets but this dosnt really pertain to what im currently dealing with cause im not really to sure what to do for the content pack in general because i havent made one the tracing stuff i have going on in my code for the mod part and not the content part is as follows [00:50:27 TRACE n/a] Tracing inventory background asset...
[00:50:27 INFO n/a] Found asset at: Minigames/Intro
[00:50:27 INFO n/a] Asset dimensions: 240x357
[00:50:27 INFO n/a] Found asset at: LooseSprites/Cursors
[00:50:27 INFO n/a] Asset dimensions: 704x2256
you have a C# component and a content patcher component?
are they in the same folder?
As long as they're in separate folders with their own manifests it's fine
i dont know what your end goal is, so i cant answer that. do you for sure have an assets folder inside your content patcher mod folder, with a Maps folder in there, with a MenuTiles.png?
correct thats what it is now i can send through the file structure?
does it say its at least loadingf your mod in the log?
!log
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
the mod is loaded in general but the content part is not loading
How does one add a single line of custom Dialogue without CP?
I was using new Dialogue(NPC, STRING) but that's no longer working/available. The String only accepts TranslationsKey now instead of plain text.
translationKey: The translation from which to take the dialogue text, in the form assetName:fieldKey // like Strings/UI:Confirm.
contentfoldername
-manifest.json
-content.json
assets
Maps
-MenuTiles.png
theres a constructor that takes an NPC, string translationKey, and string dialogueText, and while i may be mistaken it looks like using that one will just use the dialogueText as the string. barring that, you could always just add a string somewhere and call its translation key
please run the command patch summary and then send the log
ok
Do I leave the translationKey empty with "" when providing dialogueText or does it not work without?
ĀÆ_(ć)_/ĀÆ
might as well try it
i didnt look super deeply into the code
just skimmed
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
!log no, please upload the full log here
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Well, it works with an emtpy string as translationKey. Don't know how I missed that constructor... Went through Dialogue like 10 times to find a replacement. Thanks!
Log Info: SMAPI 4.1.9 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 7 C# mods and 0 content packs.
it doesnt seem like your content pack is being loaded. are you sure they are in separeate folders, both with their own manifest, and both with their own unique id?
(as in, the content pack mod itself is not being loaded, not just your edits)
a mod folder cannot be inside another mods folder
they need to be entirely separate
you can put both the C# mod and the CP mod in the same parent folder next to each other, but one cannot go inside the other
so do i just make a new folder or?
you need to treat them as if they were entirely unrelated mods
so they just both go inside your mods folder as if they were unrelated mods
ok so new mod essentially
you can package a content pack mod with your C# mod using something with the modbuildconfig nuget package, but i dont know how, you'd have to look at the docs for that
but all that does is just remove the manual part of giving them their own folders
they dont actually get combined into a single mod
ok so hmm in theory i could just use a referance to the content pack to coinside with the c# with loading of the content pack stuff possibly?
i dont know what you mean
for the record, if the only thing you're doing with CP is loading that one png, you can just easily do that inside the C# mod
hmm like so i make the content pack then i use a referance to to the content pack info or whatever in my c#
and im not sure how i have tried numerous time and cant figur eit out
you wont be able to get a direct reference to the content pack in your C#
at best you can make the C# mod have a dependency with your CP mod
you can load the Maps/MenuTiles asset after your CP mod edits it though just fine
Ok so what i am doing is i am trying to stylize each upgraded backpack after the 36 pack so then afterwards they would get the stylized png inventory png in the bag upgrade after the 36 bag
your edit to Maps/MenuTiles in your CP mod as is, is going to change the appearance of Maps/MenuTiles permanently
Everywhere
For FF's example pack, I have it in the same project folder, and I added a post build command to copy the pack to the mod folder as its own mod
correct but i was trying to make it so that say i use menutiles.png 2 loaded in eafter the next upgrade after 48 and then so on and so forth with numerous versioned like a bag check to then corespond to the png to be used for the style of that bag
do you have a way to check what the current bag upgrade is?
let me check
(but also yeah, if Maps/MenuTiles is used for anything else, which i imagine it is, your edits will show for more than jus the backpack)
i dont even think i have added that function because i am trying to even get it so that it would work before proceeding hmm
in fact Maps/MenuTiles seems like it'd affect like every menu with an inventory slot in it
well see the thing is that it is jus tthe inventory gets stylized you get what i mean so liek 48 is a style and then say 56 is stylized different but just the inventory outline etc
ye3ah thats fine
im saying its going to affect things that are not the inventory
yeah hotbar etc? like here
or things like donation boxes, chests, museum reward pickup, etc
okay those parts specifically are probably going to change like many many things
Well thats kind of the point like your inventory and boxes get stylized i mean idk then idk
if you're fine with changing the UI everywhere then its fine, its just not going to be limited to your inventory/backpack
assuming this is even the png that controls the inventory and its not some weird nine slice on cursors.png or whatever
Literally every menu lol
That's the texture that's loaded into Game1.menutextures, which is used to build every single menu in the game basically
That's true, the weird little slabs
and prize tickets and tailouring
cursors also has some menu stuff
but yeah point is, its not just changing your inventory
I need some help folks?
https://smapi.io/log/e6403fd1991240a098fac39a4412e41e
Theres a interesting map error im getting that I havent seen before. Does anyone know what it means?
Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 41 C# mods and 33 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
isolating the error, it seems to be this part here '''Invalid tile gid: 5823'''
but what does it mean exactly?
invalid tile gids i think are caused by, usually, saving the map without the tilesheets present
oooh a tiled issue
Move all the tilesheets back into the same folder as the map, make a change and save the map
(emphasis on "i think")
i can do that
is mineral town your mod?
I should probably have made a note of it when it happened, I think there was another cause for GID errors, but I'll have to search for it now
nope im helping the creator
ahh, gotcha gotcha
Oh, it was using a tilesheet that no longer exists
The wizard house tiles or whatever that got axed
oh yeah thatd do it
oooh interesting okay
mentally making a note of that being a potential cause for that error too
that way i have plenty of time to forget it again in a few months bc its probably gonna be very niche and uncommon
I'm gonna add it to my wiki entry on the Maps page for GID errors
tried doing it with just c# but idk what is going on with the code etc but grr
yep that fixed it
did you make sure to fix it by finding the tiles in a different tilesheet and not jsut copying an old wizardhousetiles or w/e into the tmx folder
i mean you can do that but you'd need to package that tilesheet .png with the mod then

thank you for helping i appreciate it a lot
š¤ would i mess anything up if i renamed the loom to spinning wheel, and then made another machine called loom that then turned spun thread into cloth
I haven't touched machines much
Why not just change the recipe for Cloth in the Loom and then make a new machine called Spinning Wheel that makes Thread?
It was mostly because the appearance of the loom was bothering me š
You can also change the texture of the Loom
...... Why do i always go for the more complicated options first
So i can change the texture of the loom to something else, then add a new machine called spinning wheel that uses the original loom texture
On the other hand, there's no way to get the original texture directly with just CP, so it wouldn't work with retexture mods while renaming the loom would 
Renaming the loom would potentially confuse people who have new recipes that require the loom though... Hmm.
Can't you just set the Texture to TileSheets/Craftables and SpriteIndex to 17?
I guess I'd have to test it first
i would say, do you want the mod for personal use, or publishing, and are confused users a big deal
once you decided that two points, you can move forward to see which approach works best for you
Oh, in Data/Machines? That might work, yeah. Hadn't considered that 
Well, Data/BigCraftables
Well im concerned about confusion users because it's part of a larger project i want to tackle
Machines have... something they can do with textures... moving to the next index or something?
Ah yeah, ShowNextIndexWhileWorking and ShowNextIndexWhenReady
Like the auto geabber?
Oh.
It's one of them hardcoded nightmares
someone added to my translation the other week, it was very nice of them and they apparently fixed some strings being changed that weren't being referenced correctly with recent patches
but they did it by giving me the changes as a whole zip of the changed mod so gonna have to look through with a diff tool
bit of extra work but hey it's a free contribution

