#making-mods-general

1 messages · Page 157 of 1

brave fable
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none of this is really more than a 5-minute job if you know what you're doing, but a very nice tool for new users

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ah I see

calm nebula
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Won't be home for like, hour and a half

vernal crest
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It's just trying to wrap my head around how C# works that has been a struggle for me.

calm nebula
brave fable
#

it just works ✨

calm nebula
#

I also don't have good mod ideas anymore

velvet narwhal
#

it has definitely been a struggle

vernal crest
#

Like trying to understand the order that things go in.

velvet narwhal
#

thonk you just don't wanna upkeep mods, which is valid

uncut viper
#

sometimes it takes a bit/a few tries for programming concepts to click

vernal crest
#

Like which part of the code will run first

hard fern
#

🤔 what would be the easiest way to learn C#?

vernal crest
#

I am used to "the bit that is higher up on the page"

brave fable
#

presumably events, execution order, stack depth, ..

vernal crest
#

And to find out that is not how it works was rage-inducing

uncut viper
#

i tried and failed to figure out how to program many times before i finally got it

brave fable
#

technically top-to-bottom is correct for local instructions hahah

vernal crest
hard fern
#

😭 memory stealing tech...

brave fable
#

dare I say generally correct

calm nebula
#

I got it on my first real attempt. We ignore the fact that my dad tried to teach me c++ at 7 by giving me a textbook

velvet narwhal
#

might i remind you of my 8 hours of going, "why is this harmony patch not patching? everything looks correct"
"You didn't put anything in the ModEntry to register it."

calm nebula
#

Needless to say that is not how you teach a 7 year old how to program

brave fable
#

but it said for dummies on the cover..

calm nebula
brave fable
#

well you still need to call new Harmony.PatchAll()

calm nebula
velvet narwhal
calm nebula
#

It has to be reachable from there

brave fable
#

a more in-depth explanation is probably in order hahah

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not that we can really give it on mobile

calm nebula
#

Yeahhhhh

rigid musk
#

spectacular... beautiful, one would even say amazing (thank you all for your help in realizing i needed to just add them all manually)

brave fable
#

but yeah the "easiest" way to learn is to be taught by professionals and study with others. the next easiest way to learn is fuck around and find out

calm nebula
#

It helps that I did a lot of python metaprogrammkng first

velvet narwhal
brave fable
#

i took the mythical cpp > java > python > c# pipeline

rigid musk
#

if someone does it first just do it again >:] whats stopping you? nothing

brave fable
#

c was in there somewhere and I'd rather forget about it

calm nebula
#

Hmm. Should I go buy more yarn y/n

vernal crest
#

So far I have tried many hours of learning on my own and made very little progress (so unusual for me with anything) and then a couple of hours of asking rokugin a lot of questions and making a small amount of progress!

calm nebula
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Joann discontinued the "hand-dyed" pretty they had

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So I'm very much considering buying up the rest

hard fern
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i got so much yarn for christmas 😭

brave fable
hard fern
#

what am i even gonna do with it all

velvet narwhal
brave fable
#

ive definitely started or failed more mods than ive ever released

calm nebula
#

I've killed more mods than I've released yeah

rigid musk
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the mod author who made polysweet also made an iridium bomb mod (ive been wanting to make one since 1.4 ironically but i didnt know nothing ever at that point) but that doesnt mean im not going to figure out how to do it one day

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idk what their name is it just vanished from my mind when i went to type that

brave fable
#

it's just part of the process. you absolutely aren't expected to make a winner every time, maybe not even more than once

rigid musk
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but ill make that mod and then ill get the blacksmith role >:]

brave fable
#

but practice means when you get that one inspiration you'll be able to do it well and confidently

calm nebula
#

Some of us, and I'm talking about myself, never make a good mod

velvet narwhal
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i got my ribbon of, "not the worst first transpiler i've ever seen" so i'm sitting comfy

hard fern
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i think once i hit a wall that CP can't climb, i'd have to turn to C# haha

velvet narwhal
calm nebula
#

Really it's a matter of fuckinf around and finding out

velvet narwhal
#

yep, my history of "c# inheritance" "multilevel inheritance" "dual inheritance" for this hors.cs is, uh, something

brave fable
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all the inheritance tutorials talked about Dog : Animal... im not prepared for Lizard : Horse

uncut viper
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topologically speaking im sure you can easily go from lizard to horse

velvet narwhal
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i mean if everything, in the end, becomes crab, i don't see why everything in the end won't become lizard

calm nebula
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Lizards and mammals are very different

velvet narwhal
#

that's coward talk owostare

uncut viper
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thats why im speaking topologically not biologically

calm nebula
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From the way they breathe, to the way they chew, to the way they run....

uncut viper
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ill admit im not very familiar with the way lizards chew

velvet narwhal
#

i'm pretty sure it's just swallow

brave fable
#

you've seen jurassic park right

rotund elm
#

Is there a way to trigger the Special order being given after the mail is opened, currently my setup gives it at the same time the recieve the letter in the mail beginning of the day

uncut viper
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put the special order command in the mail itself

velvet narwhal
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but uh, the reason for lizard : horse is because i wanted a custom horse only for my area and i'm just doing it the worst way i could possibly think of ™️

calm nebula
uncut viper
brave fable
rotund elm
velvet narwhal
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looks right

uncut viper
#

no, use the mail command

rotund elm
#

If that is true I have been giving all my recipes wrong LMAO

uncut viper
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its on the migrate to 1.6 page

velvet narwhal
rotund elm
#

wdym mail command

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ok ok

velvet narwhal
#

oh %item suspicious

rotund elm
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OHH so %action AddSpecialOrder {{ModId}}_Willy %%

brittle pasture
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no

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use the mail command as linked above

rotund elm
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wHaT

uncut viper
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you could. but you should use the mail command

velvet narwhal
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no it'd be %item specialOrder {{ModId}}_Willy true %%

rotund elm
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Im looking at it

velvet narwhal
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i think that's a bool, right? [immediately] i assume

uncut viper
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selph linked you to the section with the specialOrder command

brittle pasture
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we should really migrate that stuff lol

rotund elm
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Oh I see I was looking at the trigger action section

brave fable
pine elbow
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can someone help me? I am an android modder and can't use custom music mod right now, our SMAPI have something that's late than the current version but our api version is caught up with PC, and I followed guide they still not work even I located it to the right places

brave fable
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once you're used to spritebatch you can just throw shit around like spaghetti

uncut viper
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you're not likely to be able to get any help with mobile modding in here. i believe theres a separate discord for it?

brave fable
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art has a process, programming has a process, drawing does not

velvet narwhal
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you're basically pioneering on your own in regards to android modding

pine elbow
uncut viper
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like, theres no rule against asking about it in here. but almost no one here will really be able to help

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(and i only say "almost" bc i cant be 100% sure. but ive never seen someone in here have any answers for mobile modding besides "good luck")

vernal crest
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Sometimes it's "abandon hope all ye who enter here"

uncut viper
velvet narwhal
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do we even have an update on what mods are actually active for android? i assume due to SVE being available that means CP is available

pine elbow
velvet narwhal
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then standard procedure would just be "write it like how you would for PC" since it's a cp mod

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the nuances to that? no idea, i have no idea if android has access to OpenAl or some other audio formatting system due to the storage requirements, etc

rotund elm
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Ok awesome, another question, how can I use the mail flag for completing the special order to trigger the map patch for a house repair?

velvet narwhal
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"HasFlag": "your flag here"
}``` in the editmap patch
rotund elm
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It has to be cause android users use my cp mod

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Thanks Jamore!

primal pine
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Yo mode authors how much time you spend to make an npc mode or add something into the game?

velvet narwhal
hard fern
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SDVpuffersweats like 4 months and counting?

pine elbow
brittle pasture
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NPCs in general requires lots of effort, taking months for one is typical

pine elbow
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but I can run 350 mods finely

primal pine
velvet narwhal
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thonk ... dll... for a cp mod... yep i'm lost

hard fern
primal pine
brittle pasture
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that's not a very informative number since presumably most of those are CP packs, in which case they work if CP works

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(mobile weirdness notwithstanding)

pine elbow
rotund elm
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Another question, is there a way to prevent my special order from being seen on the order board so people dont trigger it and not have enough time?

velvet narwhal
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yeah in regards to the internals of android smapi, i don't even know how pc smapi does it's magic

brittle pasture
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special orders have a Condition field

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you can put whatevs GSQs in there

cedar turtle
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I don't think this is the channel for technical support. Least of all for android

brittle pasture
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(that also needs to be documented on the wiki)

velvet narwhal
cedar turtle
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Making mods is fine.
But earlier I saw a troubleshooting question about android smapi.

uncut viper
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yeah they ARE trying to make a mod. we just dont have the help for it available here

pine elbow
rotund elm
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Just gonna set the year to 20 lmao XD

uncut viper
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their custom music mod isnt working

cedar turtle
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But ok, if it's about making a custom music mod or so

brittle pasture
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it's not literally Custom Music the dead mod, they're trying to add to Data/AudioChanges

cedar turtle
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Ah gotcha

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Ignore me then

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Apologies for the inconvenience CB_hide_homer

uncut viper
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an understandable confusion tbf

pine elbow
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it's ok maybe I will try use some runtime dll for the android instead

brittle pasture
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also looking at the code, it seems like you're trying to add music to the Jellies festival map? I dunno if that's handled differently

velvet narwhal
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damn those old frameworks

pine elbow
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So basically if we run the origin music mod on nexus

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we will get error and the game logs just crashed

uncut viper
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i dont even know if the content files have the same names on android

brittle pasture
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if it works on PC but not on Android then yeah nothing we can do about it

pine elbow
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so I fix the code and now no errors

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but it doesn't work

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ok so I think it's runtime problem

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ty

velvet narwhal
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yeah, like i said earlier, probably a correlation between the audio software that android uses versus what PC modding uses: which is OpenAl

pine elbow
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nvm it's work now

hollow hazel
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Any idea if its possible to atribute the transparent property of trees to furniture? I want to make doors

gaunt orbit
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Like make furniture transparent when you walk behind it?

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Is that what you're asking for?

hollow hazel
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transparent infront and behind, like when you get behind trees

velvet narwhal
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oh you mean that slight transparency thonk i'm actually unsure if you can do that to anyone but trees

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or is that the front layer thonk

gaunt orbit
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You can't make it fade when the player is behind it without c#

rancid temple
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Buildings do it too

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If you have that field set

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I wonder if Leroy would be interested in adding it to FF

hollow hazel
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Ah phooie, well il come back to that later

velvet narwhal
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i'm fucking flashbanged every time

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it gets me every damn time

royal stump
light bramble
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so 6480 said that I could use their code for the machines in my large cheese and mayo mod. I'm curious if I need all this:

"Entries": {
    "CopyQuality": true,
    "PriceModifiers": null,
    "MinStack": 1,
    "ItemId": "(O)6480.qualitygoods_LargeGoatCheese",
}```
I don't plan on having quality get copied, but Idk if I need the price modifyiers thing.
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additionally...can this be explained to me? like what's going on here?

"TargetField": [
    "(BC)16",
    "OutputRules",
    "Default_LargeGoatMilk",
    "OutputItem",
    "(O)426"
]```
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can't find anything on the docs about "TargetField"

light bramble
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I see

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ty

royal stump
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as far as I can tell, "CopyQuality" defaults to false and "PriceModifiers" to null if you omit them, so you should be able to omit those two

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MinStack's default seems to be -1, but I'm not sure how machines interpret that

light bramble
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Ok, one final thing (for now)....Shouldn't I stop at "OutputItem" and not at "(O)426" cuz I would need to change the id as well as itemId no?

royal stump
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if you want to edit the existing OutputItem entry for goat cheese, you'll need to target it specifically by leaving that in; if you wanted to add or remove(?) an entry, you could just stop at OutputItem instead

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...or maybe both technically work, it's been a while SDVpufferdizzy

rancid temple
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If you stop at OutputItem and in Entries patch (O)426 then you'll overwrite every field in 426, defaulting out any values that you don't provide

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Defaulting to whatever the normal defaults are for those fields, not whatever was in there previously, I mean

rancid temple
royal stump
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(right, yeah, what I mentioned about defaults is only relevant for new entries, not edits)

light bramble
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Ok. So Id and ItemId are different things right?

rancid temple
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Yeah, Id is used to identify that entry to the rules

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So when you're doing a TargetField it's what you would include to make sure you're targetting the correct entry there

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Doesn't have to be the same as what you put in ItemId but it usually is

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I like to make it more plain, so I don't have to memorize a bunch of Id's

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Like I'd prefer to put GoatCheese instead of its ItemId

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Using just the ItemId probably causes less confusion for people learning this stuff though

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Since having Id and ItemId the same has no negative if they're both the ItemId, but if you decided to make them both GoatCheese that wouldn't work so well

light bramble
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But if I wanted to completely change the ID of the output item I’d need to make sure that I provide all the information that is required. Right?

rancid temple
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If it was an existing entry then you'd leave that to whatever the set Id is, but you'd want to change ItemId and whatever other fields pertain to like quality and stuff that you want

light bramble
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But what if I wanted the entry to be differently named

rancid temple
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There's not really a reason to name it different, you could add your own entry and name it whatever you want and move it up on the list

uncut viper
#

to add to that, if you're editing an existing entry, there is reason not to change the Id. that will break anyone who edits it after you using targetfield

rancid temple
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Be a shame to cause incompatibility lol

uncut viper
#

there'd be absolutely no good reason for it

light bramble
#

Ok

rancid temple
#

The only ones who see those entry Ids are other mod authors

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They don't appear in game anywhere

deep cypress
#

Sorry I forgot what I was doing! And I cannot find it now!

pine ermine
#

Does anyone know what network protocol(s) Stardew uses?

royal stump
rigid musk
#

Right so I appear to have done something to the dialogue that isn't actually working - and I can't really figure out what I did wrong so I would appreciate another set of eyes.. or a few

Dialogue JSON: https://smapi.io/json/content-patcher/758cabf1da7749268999533a705a0f5a
Log with Patch Summary: https://smapi.io/log/6b5b7197232349acaec30c6a646c1d32
Thing that I think is important from the Patch Summary but I can't find anything that makes sense in my brain that relates to it (as far as i can tell none of the "QiNameTitle" tokens are referencing the 'QiPlayerTitle' token):
invalid named argument 'QiPlayerTitle' for QiNameTitle token, which does not accept any named arguments.

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 17 C# mods and 5 content packs.

velvet narwhal
#

i feel like it might be "QiNutRoom_Tue": "{{i18n:Aos.QiWalnutRoomTueDialogue|QiNameTitle= {{QiNameTitle}}|randomName={{i18n:RandomName.{{random:1,2,3,4}}}}}}", this one but i'm not sure

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"spring_Wed6": "{{i18n:BasicQiWeeklyDialogueSPWed6|QiNameTitle= {{QiNameTitle|QiPlayerTitle= {{QiPlayerTitle}}}}}}", or this one

rigid musk
#

every time i see "qinutroom' i die a little inside

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every time

velvet narwhal
#

nut room

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my beloathed

rigid musk
#

AH

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i see i see the second one i think it is

velvet narwhal
#

but on that spring_wed6 you're missing }} after QiNameTitle

rigid musk
#

yeah

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thank you i could NOT find that

velvet narwhal
#

the first, unsure about the syntax

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but if it works it works

rigid musk
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first one seems fine, it doesnt reference any issues as far as i can tell

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i also got permission from Jaz to use their code for that thing so i have no clue if its right or not but their mod works so

hallow urchin
#

Just finished making my first full mod :) It's a simple notification/sound system to make it more obvious when a ladder or shaft spawns in the mines/skull caverns because i am SO tired of using staircases and then realizing another ladder was right there
Gonna polish it up and find out how to release it tomorrow. I'm so happy!

rigid musk
#

I can talk to him again!!! thank you so much Jamore WAHsnapped

pine elbow
#

does anyone know about moonlight jellies Dialogue IDs?

hallow urchin
pine elbow
#

I want the song to appear right after we answer Lewis to start event

hallow urchin
#

i feel kind of bad for just asking for help and not returning it but i hope to one day be able to lol

velvet narwhal
rigid musk
pine elbow
#

I tried to target the map but it doesn't work might from android limitations but it work on another map target

tiny zealot
# pine elbow

"HasDialogueAnswer": "yes" is part of your problem here. this token expects a dialogue answer id that you have chosen in an NPC dialogue

velvet narwhal
#

"mainEvent": "pause 500/globalFade/viewport -1000 -1000/loadActors MainEvent/changeLocation Beach/warpFarmers 28 36 2 29 35 2 34 36 2 37 35 2 25 36 2 10 39 3 30 35 2 33 35 2 36 35 2 up 25 33 3/positionOffset farmer 0 16/warp spouse 29 36/faceDirection spouse 2/specificTemporarySprite candleBoat/showFrame Pam 24/positionOffset Pam 0 12/showFrame Haley 30/viewport 26 36 true/pause 2000/move Lewis 0 1 2/move Lewis -2 0 3/pause 400/showFrame Lewis 16 true/animate Lewis false false 200 25 16 17 17/pause 800/playSound parry/specificTemporarySprite candleBoatMove/pause 500/showFrame Lewis 0 true/animate Lewis false false 200 25 12/pause 400/move Lewis 1 0 2/pause 6000/specificTemporarySprite moonlightJellies/pause 10000/playMusic moonlightJellies/pause 18000/emote Jodi 16 true/pause 800/emote Emily 16 true/pause 700/emote Abigail 56 true/pause 8500/move Jas 0 1 2/pause 300/faceDirection Jas 3 true/pause 300/jump Jas 8 true/pause 500/emote Jas 20/pause 500/viewport move -1 0 8000/pause 4000/move Caroline -2 0 3 true/pause 4000/faceDirection Sebastian 2/move Abigail 1 0 2/showFrame Abigail 24/pause 500/viewport move 1 0 21000/pause 5000/move Lewis 0 1 2/showFrame Lewis 18/pause 3000/showFrame Haley 31/pause 100/showFrame Haley 24/pause 1000/showFrame Haley 31/pause 100/showFrame Haley 30/pause 1800/showFrame Jodi 25/pause 1000/showFrame Emily 27/showFrame Haley 31/pause 100/showFrame Haley 24/pause 1000/showFrame Haley 31/pause 100/showFrame Haley 30/pause 1000/move Clint -1 0 2/pause 2000/globalFade/viewport -1000 -1000/pause 2000/pause 1000/message \"The glow of summer has faded, now... and the moonlight jellies carry on toward the great unknown.\"/playMusic none/pause 2000/waitForOtherPlayers festivalEnd/end",

you'd have to insert somewhere in here, lemme count the fields

velvet narwhal
#

oh wait thonk

pine elbow
#

and yes I already test without it

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it doesn't work by default

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it's works if you target another maps

tiny zealot
#

there's already a playmusic command in the script. could you not simply replace the existing cue with the new one?

velvet narwhal
pine elbow
#

if you use the origin code it will be immediately error

rigid musk
#

i mean the moonlight jellies audio is "moonlightJellies"

pine elbow
#

yes

rigid musk
#

so ... i m just not sure what you're asking or looking for

velvet narwhal
#

okay, so in your edit, you've edited the actual original audio

#

in the original mod, they have their own brand new audio ID

pine elbow
#

Ok I will show you why I edit the origin

velvet narwhal
#

ig i'll go and download the original but afaik it should just be as simple as a field edit on Data/Festivals/Summer28 and changing this playMusic command to the new ID thonk

#

oh it's, quite literally a direct replacement

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is this yet another one of those Android Smapi™️ quirks? i guess i'll never know

pine elbow
pine elbow
#

that's why im here for you guys suggestion

#

I need to put everything manually

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the origin content the ID is not right to run so I change it and try to relocate the path and everything but im struggle on the Dialogue ID

pine elbow
#

but if I fix it to the format they will not give error

ocean sailBOT
#

Log Info: SMAPI v4.1.10.2 - 1735794647 with SDV 1.6.15 build 24354 on Android Unix 34.0.0.0, with 71 C# mods and 123 content packs.

pine elbow
#

nvm forget it I think I will just try to place it manually

#

sorry for interrupted

velvet narwhal
#

i think i get the jist, you're making it it's own unique playMusic ID, but i'm not one to really deal with audio, but basically:

  1. the entry id needs to be unique, the original mod should Just Work if the moonlightJellies is changed out for it's own unique id
  2. you'll need to use the fields as well as whichever index the playMusic moonlightJellies is in that event code that i posted earlier, (indexes start at 0)
  3. the target you'd be doing is Data/Events/Summer28
    thonk ok.
GitHub

Mods for Stardew Valley using SMAPI. Contribute to Pathoschild/StardewMods development by creating an account on GitHub.

velvet narwhal
#

world sprites are 16 px wide and 32 px tall

noble eagle
#

i cut the ear off or else it woulve clipped into the other

#

okay thank you

terse mulch
#

I have vanilla SV and i kinda wanna get mods but if im completrely honest i dont even know how to do it, Can anyone help me out on getting started?

terse mulch
#

oh okay thanks

rigid musk
#

is there like, a blank stardew calendar i could futz with for scheduling in my brain

noble eagle
#

okay so my mod is supposed to change sprites and portrais. the sprite change worked but not the portraits

#

whats wrong here

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thats what theyre called i double checked

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i did upscale the portraits to HD, do i have to add anything more to the content because of that?

tender bloom
#

You have to use a special framework

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Your choice, but portraiture is the most popular from what I’ve heard

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There’s a few others I don’t know much about like sprites in detail or scale up

versed wyvern
#

I think Portraiture's the only one that works out of the box right now

royal stump
versed wyvern
#

But you could also do it with Spacecore with TextureOverrides

tender bloom
#

I usually just use the wiki page, as Esca says

rigid musk
tender bloom
#

For calendar reference

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I leave the birthdays and such in so I can plan around them

versed wyvern
rigid musk
#

wait i found this ... for future reference for anyone anyways

tender bloom
#

My understanding for portraiture is that you just dump them into a folder

#

But that might be out of date

versed wyvern
#

Yeah but they're also setting up their own mod at the same time so I'm not sure

noble eagle
#

the only tutorial i can find it from 2 years ago

versed wyvern
#

You might be able to extrapolate what you need to do from Portraiture's instructions on its mod page

rigid musk
#

i have never written the words 'nut room' more times in my entire life

rancid temple
# tender bloom But that might be out of date

Portraiture hasn't updated since the 1.6 beta, so it's still the same. The content packs for Portraiture is still broken in fact, so the only way to do it is with the Portraits folder inside Portraiture's folder

#

It literally is as simple as putting a folder inside the Portraits folder inside the Portraiture folder, name it whatever you want and put all the portraits in there

#

The portraits have to all be named specifically the same as the portraits they're replacing

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Abigail.png, Abigail_Beach.png etc

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There's an addon mod for it that lets it effect more portraits

hard fern
#

Actually I'm pretty sure it's location based

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Using Character_Beach made them wear their beachwear on the pelican town beach

rancid temple
#

I would have to double check the source, but I'm pretty sure Portraiture doesn't change when the portraits are used, just replaces the portraits when they're used

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The addon, PortraiturePlus, does have location based stuff, so that could cause issues

#

Especially since the base game does call it Beach

pine elbow
#

Hello! Never made a mod before but I was directed here- been using some genderswapping mods lately and I've noticed that while vanilla lines get changed, modded ones stay just the same (understandably) and refer to 'em as female still. Is there a way to make some mod/script that switches out one word for another in my dialogue mods?

velvet narwhal
#

if there's a gender call in the mod, the key is: ${male^female^nb}$

#

so say the npc says something like, "You're the best husband ever! | You're the best wife ever! it can be shortened to: "You're the best ${husband^wife^partner}$ ever!"

hard fern
#

but what about in regards to the NPC 's gender? (I think was the question, rather than the player's?)

#

(i hope I'm reading that correctly)

velvet narwhal
#

that can be done with a GMCM config and then replacing any gender calls to the npc with the dynamic token

somber walrus
#

@velvet narwhal Good to see you again. could you please help me out? I put the event in the content.json file but.... I have 2 errors in the Visual studio code that I am trying to fix which is hard. one is colon expected the other one is property expected.

velvet narwhal
#

!json could i see the json? the colon sounds like you're missing the entry key and i can't understand from context clues what 'property' is supposed to mean cause there's a lot of things in that field

ocean sailBOT
#

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.

gray bear
#

can you screenshot it in the program?

somber walrus
#

sure yeah I can do that!

velvet narwhal
# pine elbow Hello! Never made a mod before but I was directed here- been using some gendersw...

but the gmcm thing:

      "AllowValues": "Male, Female",
      "Default": "Male",
      "Section": "Content",
      "Description": "Changes dialogue and portraits of Marlon's gender. Still goes by the name 'Marlon'."
    }```

the correlated [dynamic tokens](https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#dynamic-tokens):
```    {
      "Name": "gender",
      "When": { "Marlon's Gender": "Male" },
      "Value": "{{Lowercase: man}}"
    },
    {
      "Name": "gender",
      "When": { "Marlon's Gender": "Female" },
      "Value": "{{Lowercase: lady}}"
    }```

the [default.json](https://stardewmodding.wiki.gg/wiki/Tips:_Using_i18n_for_Easy_Dialogue_Randomisation): (inside of the i18n folder)
`"GreenRain_1": "I hone my skills in the rain.$2#$e#I may be half a {{gender}}, but that won't stop me from doing what I do best.$14",`
somber walrus
#

its at the beginning and end of the code for the event

velvet narwhal
gray bear
#

You're missing : after "Entries"

velvet narwhal
# somber walrus its at the beginning and end of the code for the event

format 1.21.0 will act very strange for you if you try to use new things, i highly suggest bumping that up to 2.4.0
since you have the whole event code, you'd need to change the "Action" to "Action": "EditData"
you'd remove the FromFile part
you'd need to "Target" an actual location, like Data/Events/Beach

somber walrus
#

thank youuuuu

#

😄

velvet narwhal
#

do none of the other event tutorials show an editdata target thonk

somber walrus
#

well I wasnt sure as I had my main file for the event code and the one in the content json file. so I thought I put things in correctly. :/

velvet narwhal
#

anyway, if you're lost because things are set to includes and such, you should also understand why i said editdata instead of the include, as well as the removal of the fromfile
this event tutorial has most of what you need to know

#

someday i'll figure out how to format the stupid embedless masked links, but that day ain't today

somber walrus
#

ah ok thanks Jamore 🙂

gray bear
#

how are u posting links like that pikao

somber walrus
#

I am kinda gettimg somewhere though....when I boot up the game to debug it says console commands event not found and Sent debug command to the game but there was no output

hard fern
#

No output message is normal

#

But event not found means either you mistyped the event id, or your event is not being loaded into the game

somber walrus
#

thank you XD

velvet narwhal
somber walrus
#

@velvet narwhal What about this part? its the property expected error I managed to fix the other one

devout otter
#

Don't worry, maybe few people saw.

gray bear
#

i didn't see before the edit lmao

devout otter
velvet narwhal
#

it puts all the new dialogue at the very front

#

so you would have to finagle and understand that you are the very first message that the player sees, instead of anyone else

#

but the player will still be able to see all the other expansions

#

hold on, i probably have a picture somewhere

devout otter
#

Oh so you can talk to them twice?

#

Or like, exhaust all my dialogue pool first, then go to the rest of the dialogue pool?

velvet narwhal
#

yep!
the 2nd image is my workaround because it will interrupt dialogue if it's not set in this very specific way

#

this one effectively puts "more dialogue" without stepping on anyone else by replacing

velvet narwhal
#

opens the gifmaker

gray bear
#

blorp

devout otter
#

I'll try tinkering with this. Thanks!

velvet narwhal
#

i just hit paste

gray bear
#

oh i see

somber walrus
#

XD

frigid hollow
#

i thought markdown links was Not Allowed

velvet narwhal
#

we were recently given ~powers~

#

farmer and up

gray bear
#

powers beyond your wildest imagination

frigid hollow
#

ohh the filter ignores cheetos now?

#

ohh farmers and up

velvet narwhal
#

-# we can also do funny things like this

gray bear
#

-# markdown noises

#

failed

velvet narwhal
gray bear
#

HHh

frigid hollow
#

isn't it hashtags

gray bear
#

it is

proud wyvern
#

technically "farmers and up" does include cheetos, as it's a prerequirement

gray bear
#

we're just farmers but orange

velvet narwhal
#

i will no-fucking-longer be bonked by forwarding pathos' messages SDVpufferwoke

frigid hollow
#

fancy mod showcase posts....

velvet narwhal
somber walrus
devout otter
#

If my mod has two components, one that I'd periodically update and one that I'd never update...

#

Is it okay if I gave the latter a super high version number so I'd need not bother updating its manifest every time?

proud wyvern
#

do you publish them together as one ZIP?

devout otter
#

Yes.

proud wyvern
#

just remove the update keys from one of them then

devout otter
#

That's what I did, but...

#

Apparently when SMAPI registered my second component as a C# mod, it also stamped it with my Nexus ID so people get "needs to be updated" anyway.

proud wyvern
#

it doesn't just magically do that

devout otter
#

But... it does. It was working fine for months then one day it gave me that message. And I started getting reports of it too.

#

Even though I haven't updated anything.

frigid hollow
#

is it listed on the smapi mod compatibility list?

devout otter
#

Yes.

frigid hollow
#

you probably wanna remove the modid of the second component from here or it'll keep checking it through this

proud wyvern
#

or you can just keep bumping the version number of both components - that's honestly the way it should have been anyway

somber walrus
#

@velvet narwhal There is some problem with loading my house on my mod and its in the red colour. its most likely I didnt do it properly years ago. I'll send you the log so you can see what it says

devout otter
#

It's just that... I feel like giving it version 10.0.0 or something it would be far more convenient for everyone involved, if that works.

proud wyvern
#

i don't see how it makes any sense, if the two are two components of a whole

devout otter
#

Let's say that one is akin to Fashion Sense framework, and one is akin to a content pack for Fashion Sense.

#

And I keep updating the content pack.

#

But I don't think raising the framework version number every time I update the content pack makes sense.

rancid temple
#

If the content pack needs to update so frequently, it seems to me like it would have been better to just split them off and have separate mod pages

#

I'm not really sure if increasing the version to a higher number would matter, I'm not sure where it's getting the version to check against as is. Having no update key should keep that component from being able to check if it's out of date

devout otter
#

(To be clear, it's not that serious of a problem. If separating them is considered the best course of action, I'd do it.)

#

Though apparently SMAPI has registered the second component with the Nexus ID, so wouldn't separating them do nothing about the update message problem?

rancid temple
#

I think the easiest/fastest solution would just be to make the versions match in both manifests

#

I wasn't really paying attention when Pathos discussed the mod compat list when it moved to github so I'm not entirely sure what it does from there

#

I would imagine that if the compat list is what's causing the issue, you would need to get the mod you don't want to be checked removed from it

#

Not entirely sure what that means for that mod being listed as compatible though

#

I know a few people were meant to be helping upkeep the list, though I'm unsure who actually ended up volunteering for that

devout otter
#

Yar, alright then. I guess I'll (boo, hiss) match the versions in the meantime.

pine elbow
#

Hello may I ask a question

Most of the mod on Stardew valley are actually related to others mod right?

pine elbow
#

For example Downtown Zuzu City mod and Ridgeside Village mod

iron ridge
#

what about them

slender badger
#

They're not related in any way

devout otter
pine elbow
#

Thank you the answer @devout otter Are the Ridgeside Village and Zuzu City mod are the same creator perhaps?
Well I've been watching some Old Stardew Valley YouTubers and the video was like 3-4 years ago

I find their mods interesting you know.
So there's a possibility to make OWN mods aswell?

velvet narwhal
#

yeah that's what this channel is for SDVpuffersmile

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

slender badger
devout otter
slender badger
#

Most youtube videos about Stardew mods that weren't created in the last 8 months are also going to be out of date, by the way

pine elbow
pine elbow
pine elbow
#

That was Unintentionally my bad

Most of the time I reply with that often thanks for let me know!

somber walrus
#

@velvet narwhal oh your back?

tiny zealot
gray bear
#

yes

velvet narwhal
somber walrus
velvet narwhal
#

if you're using customlocations for a new location, i highly suggest transitioning to the locations format, you can find the setups inside of the Data/Locations and the wiki does have it's own content.json template that you can use
customlocations is depreciated and doesn't really get the better features

Stardew Valley Wiki

← Modding:Index

somber walrus
velvet narwhal
#

!json if you could

ocean sailBOT
#

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.

velvet narwhal
somber walrus
#

Wait....does that mean I have to make my own house or....is that not needed? i'm curious to know

#

ah ok thank you 🙂

velvet narwhal
#

you don't necessarily need to make a house for an npc

somber walrus
#

phew just making sure

velvet narwhal
#

you can quite literally have an npc living in the middle of town

somber walrus
#

XD

#

ok I'll get working and get back to you on updates 🙂

outer cedar
#

how can i make it so if a player choses a question fork it then changes the value of the characters sprite

velvet narwhal
#

changeSprite <NPCNAME> <sprite load name> in the fork's script

topaz zenith
#

I got the completed ref sketches so once it’s colored I’ll make sprites

outer cedar
#

thank you! its appreicated

somber walrus
#

hmm I think I MIGHT be getting somewhere...I just loaded up the content json file code for my house. shouldnt this be changed to farmhouse in the code or am I overthinking things?

topaz zenith
#

I’m getting more dialogue done today and possibly the likes dislikes list

outer cedar
tiny zealot
#

yeah you can use your NPC's Appearance list and give the new one a Condition that requires the fork decision

velvet narwhal
outer cedar
#

i think i'll try the mailflag method thank you 😄

rigid musk
velvet narwhal
rigid musk
velvet narwhal
#

suspicious my brain is too empty to go back to webdev reading for today

#

i go back to window shopping for this playthrough because i've finally had the itch to play ohhooh

rigid musk
#

👀

#

stardew time?

velvet narwhal
#

yeah i know right, who am i

rigid musk
#

I have a uhh spreadsheet of a bunch of mods if you want to look at them :)

#

It's for my primary mod list (of 1.5k+ mods..)

#

its not done being tagged properly but it is very neat and organized with names and links :3

#

sigh... its now time to add the optional spacecore descriptions to my mods which I will most certainly do wrong

velvet narwhal
#

it's gonna be a mix of my non SVE mods + some actual mods i've been meaning to play but if you've got aesthetic mods i'll open mouth wide for it

rigid musk
#

There are aesthetic mods on there ..

velvet narwhal
#

i have had 0 luck finding shlubby fashion sense packs owostare

velvet narwhal
#

you have reminded me that i am a shit friend and i do need to in fact install the mod that prompted this

#

.q 6240

patent lanceBOT
#
#6240

@velvet narwhal #making-mods-art message Honestly I think you do actually have a special talent for ~~derailing ~~giving inspiration and motivation cause last time I ended up releasing a whole mod for 1000+ wallpapers after you asked one innocent question! :bongo_cat_heart: :VMVLmaoDog:

rigid musk
velvet narwhal
tight rivet
#

Me: I've finished converting mods, time to just play

#

Also Me: I guess I should write a MPS compatiblity patch

velvet narwhal
#

...do i install my own cryptid to romance thonk i think i'd get bored cause they're a shitpost and i added nothing of value (imo)

#

where'd i put my goofy aa super tiny farm map suspicious

versed wyvern
#

Romance in general ends up kinda unsatisfying because there's not much content after marriage pensivewobble

gray bear
#

leah made me salad once

somber walrus
#

@velvet narwhal Ah...I'm a little confused the coding that I have is a little different from the modding locations data you linked me. can I just rewrite the code so that it can be from that link?

velvet narwhal
#

there's not really a great way to describe what steps to go by if you've jumped around place-to-place if you're making a custom npc, especially because it has so many working parts thonk

rigid musk
#

They really do

somber walrus
#

hold on let me show you

#
       // add the in-game location
       {
          "Name": "Custom_Eniitime's House",
          "FromMapFile": "assets/Map.tmx"```
rigid musk
#

If you're working on the NPC's house and want to add it I might be able to help you as well though

somber walrus
#

thats what I have in the code

rigid musk
#

Woah wait how do you do the ... the block text thing like that

somber walrus
#

hi lily good to see you again XD

velvet narwhal
#

yeah, data/Locations is a new format that replaces the customlocations main header

#

so you'd have to put the action:editdata on the data/locations inside of your changes block

rigid musk
somber walrus
velvet narwhal
#

or make a whole new json and include that json in your content.json

#

also it's triple `

rigid musk
velvet narwhal
#
start
end```
rigid musk
#

:]

velvet narwhal
#

there aren't really things that just,,, add a new location thonk that isn't an expansion

somber walrus
#

See I did say my stuff needed updating. I guess thats why the event isnt working yet. but I am on the right path to somewhere.

velvet narwhal
#

i guess i can link my public git for a custom npc

rigid musk
#
        {
            "Name": "AngelOfStars.Mrqifriendable_QiRoom",
            "FromMapFile": "assets/QiRoom.tmx"
            },
        {
            "Name": "AngelOfStars.Mrqifriendable_QiOffice",
            "FromMapFile": "assets/QiOffice.tmx"
            }
        ],```
somber walrus
#

there you gooo

rigid musk
#

messing up my formatting

velvet narwhal
tight rivet
#

.. how did I mess up my spritesheet this badly?!

#

coughs

rigid musk
#

but that's what my own stuff looks like as well, those ones add the location to the game but you still need to add a way to get to said location

versed wyvern
#

How badly

velvet narwhal
#

i think i've touched quite literally everything except machine data in that custom npc thonk

rigid musk
#

did you make weapons >:]

somber walrus
#

Ah ok then

velvet narwhal
#

nope

rigid musk
#

aw

somber walrus
#

thanks Jamore XD

velvet narwhal
#

i'm not even gonna have more than 1 weapon in my expansion

#

hopefully seeing all of the folders and the content.json will help you understand the moving parts

rigid musk
#

id send you a zip file of my unfinished mod but honestly i think all of the little things i have might be a bit confusing

#

cause for your npc i dont think you need very much to get it working basically just for the event

velvet narwhal
#

well this one is for use as a public template

#

tbh you can have all of your events in vanilla locations and never have an event in a custom location, ever

rigid musk
#

mmm templates...

#

unless you choose a location that doesnt have any events... cough skull caverns cough

velvet narwhal
#

just load a blank.json SDVpufferclueless

rigid musk
#

yeahhh i was told that when my event wasnt loading and i wanted to cry because WHAT DID I DO WRONG (everything)

velvet narwhal
#

that's like, rule number 3 of newbie modding

rigid musk
#

i know no rules

velvet narwhal
#
  1. cursors.png
  2. springobjects.png
  3. did you load a blank.json to data/events/new_location
rigid musk
#

only 'i want this thing'

#

i have no clue what the cursors are and at this point im scared to ask

velvet narwhal
#

do we have it as a command

#

SBVCatGasp we don't

#

anyway, anything cursed you can think of, it is most likely in cursors.png

rigid musk
#

God... 13 events to code im going to go insane

#

wow there's a lot of stuff in Cursors...

#

how even do people reference these in their things... what do people reference them for

velvet narwhal
#

if you mean make retextures/grab for their own asset use, ~it's cursed~

rigid musk
#

im going to pretend they dont exist and that i will never need to use them ever :)

versed wyvern
#

What the heck, for a file with such an innocuous name there sure is a lot of... everything in there

rigid musk
#

right?

#

it spooks me

velvet narwhal
#

time to be absolutely lambasted because i'm gonna actually play with cornucopia

somber walrus
#

Jamore where should I put the blank json in the code again? also I still dont understand much about what this is "{{ModId}}_ExampleCave": { "CreateOnLoad": { "MapPath": "Maps/{{ModId}}_ExampleCave"

velvet narwhal
#

blank.json is quite literally {}

somber walrus
#

I know but where in the code should it go?

velvet narwhal
#

you'd load it to anything that requires a space in the game's base files

#

so data/events/<your custom location>

#

character/dialogue/<your npc's internal name>

#

if you see anything inside of the unpacked/data // unpacked/character folder that has a specific npc's name tagged, you'd need to load a blank.json to make space for your own npc

somber walrus
#

Hmmmmm

gray bear
#

small itty bitty guide on i18n translations
i probably can't explain better than the wiki, but I will do my best!

the first step is to duplicate the default.json and replace it's name with the language you're translating into (see wiki) so for i.e for German the file would be de.json

i18n files are just big lists of values. on the left (underlines in red) there are keys of values, these should stay the same at all times.
on the right, are the values themselves (between the ""), which is what you translate

somber walrus
#

ah me and my brain I wish I was smarter

tiny zealot
#

ah heck i missed

#

.q 6218

patent lanceBOT
#
#6218

It's not in Cursors
There's no way it's in Cursors
... it was in Cursors

cedar turtle
#

XD

#

Cursed cursors

velvet narwhal
cedar turtle
#

I have the code for a mod for months now. Never did the sprites.
I have some sprites for another mod. Never did the rest

velvet narwhal
#

we're not gonna talk about how many layers i had to go through because it was a portrait/sprite replacer of an expansion of an expansion but that's neither here nor there

gray bear
#

that is the mod maker way

#

well not mine tho my sprite work is very,,,

cedar turtle
tight rivet
#

doing custom recolors is a pain. I wish I wasn't.

gray bear
#

ofc!! hug_cc

gray bear
#

i think tea's making a tool to help with them if u wanna take a look

somber walrus
ocean sailBOT
#

@somber walrus You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

somber walrus
#

oh yay XD

tiny zealot
unique sigil
#

seconded on using tea's recolor tool bc without it i wont be adding a bajillion swatches to these kitchens

velvet narwhal
#

if by "make a house" you mean, you didn't make an interior, then you'd have to show all of the pieces of your npc mod as to what is faulting thonk

tight rivet
#

It would probably help if I knew what color the original color usd, tbh

gray bear
somber walrus
#

let me double check

gray bear
#

"don't you know your lefts and rights?"
i'm just a bee sad_cat

velvet narwhal
#

well i mean, there's this map.tmx

versed wyvern
#

Bees actually have very good directional skills so they can tell their hive where the good flowers are GWshizuPlsRember

gray bear
#

is FromMapFile a thing?

tight rivet
#

.. So I guess I should ask here, to see if this would work

velvet narwhal
tight rivet
#

If I want to recolor gold to titanium, should I use a color overlay to makea this easier?

velvet narwhal
#

op wrong button mb

gray bear
#

nw

somber walrus
#

wait wait.....I did make one I didnt finish it? I only did the outside. @velvet narwhal

gray bear
topaz zenith
#

chat do we like the ref sheet progress as a sprite reference

somber walrus
#

ayeee its susan!

topaz zenith
#

HII

tiny zealot
#

when i was younger i never gave people enough slack about things that come easily to me (confusing left and right is so alien to me that i can't comprehend it) but nowadays i try to be understanding

topaz zenith
#

I love the idea of making my npcs sprite reflect her lack of right leg

velvet narwhal
somber walrus
velvet narwhal
gray bear
topaz zenith
#

The ref sheet makes Svetlana look rlly good for a mother of six LOL

calm nebula
#

I'm an engineer

gray bear
#

like my brain is aware my dominant hand is right but sometimes it doesn't connect the dots

tight rivet
#

if it makes you feel any better, my mom is in her sixties, and I cannot use left and right in directions with her

#

she never remembers which is which

velvet narwhal
topaz zenith
#

Like man

#

My npc has six kids how does she look so untired

gray bear
#

i, i already am

topaz zenith
#

The oc lore is intense

calm nebula
topaz zenith
#

In one Npc dialogue thing she mentions how her six kids drive her crazy

#

But really she’s just eepy

tight rivet
#

.. you know what, recolor-tool, it's good enough for government work

gray bear
#

squints

tight rivet
#

If someone witha actual skills wants to fix this, let them.

topaz zenith
#

Like she has six kids with Clint. Her dialogue about her kids will be plentiful

gray bear
#

what are you trying to do, exactly?

tight rivet
#

It's the Gold to Titanium Mod

#

I'm making patches for Ranching Tools and Machine Progression System

#

unfournately that also means recoloring

velvet narwhal
gray bear
#

probably best the use the mod's color scheme then?

#

unsure what program you're using but most of them offer the option to replace colors, should help

tight rivet
#

I think I am?

gray bear
tight rivet
#

like I'd really honestly prefer the original mod author to do this

#

ah, fair

unique sigil
#

those images are also really small haha

velvet narwhal
#

yeah i'm over here like

gray bear
tight rivet
#

I'm moving other to the art channel so I'll reply there

#

*over

topaz zenith
#

My Npc having a prosthetic will make sprite making interesting

velvet narwhal
topaz zenith
#

I love yapping about Svetlana

tiny zealot
brittle ledge
# tiny zealot when i was younger i never gave people enough slack about things that come easil...

it's a whole-ass disorder and apparently is more common than I thought, 15% says wiki https://en.wikipedia.org/wiki/Left–right_confusion

Left–right confusion (LRC) is the inability to accurately differentiate between left and right directions. Conversely, Left–right discrimination (LRD) refers to a person's ability to differentiate between left and right. LRC is reported by approximately 15% of the population according to the 2020 research by Van der Ham and her colleagues. Peopl...

topaz zenith
hallow prism
#

i believe it's why we have thread so we can discuss things as much as we want in them and other places have more balanced discussions?

topaz zenith
#

I lost my thread

velvet narwhal
topaz zenith
#

YAAAY

#

Somebody ping me in my thread pls

rigid musk
#

cursed, Jamore, cursed

calm nebula
hallow prism
#

no yarn?

topaz zenith
#

pensive emojee

#

Nvm I got my thread back

calm nebula
hallow prism
#

but there's one about right/left confusion?

#

there's mods about everything

velvet narwhal
#

yeah casey was making yarn events

gray bear
hallow prism
#

i missed stuff apparently 😄

gray bear
#

we were just going off topic again

#

if anyone makes a left/right confusion mod then i feel that would make the game very disorienting

brittle ledge
#

oh no, that would end me

unique sigil
#

mod idea: your controls are randomly inverted based on daily luck

brittle ledge
#

now I need to go see if Crowd Control is compatible with Stardew SBVLmaoDog

velvet narwhal
#

thonk it honestly looks correct to me

hallow prism
#

this reminds me of those games when you can get controls reversed (usually shortly) by various game effect including enemies attacks

gray bear
#

oh yeah i remember a game that did than when you got drunk, it was funny!

#

what's crowd control?

tiny zealot
brittle ledge
gray bear
#

i see

drowsy pewter
#

So beehouses can return flavored honey depending on a nearby flavor. Does anyone have an idea for if it's possible using CP (and EMC) to return an alternative OutputItem rule ONLY when a flower is nearby? Rather than wild honey. Maybe if I check the PerItemCondition to see if the output item is flavored or not?

brittle ledge
#

(oh, sorry for ping, I just grokked that)

velvet narwhal
#

thonk i can only think in c#

velvet narwhal
#

jesus christ what a link

brittle pasture
#

use that feature, and condition the output on the input item existing at all

brittle pasture
drowsy pewter
#

Huh

velvet narwhal
#

selph we're civilized now, use markdowns SDVpuffersquee

drowsy pewter
#

Selph, how do you always appear when machines are mentioned?

velvet narwhal
#

selph has a dog collar on that shocks /lh

rigid musk
#

the fact that i did this right first try is actually insane

#

OH

#

i did not do it right first try

#

well i did but i mixed up the descriptions

#

this one is right though :)

unique sigil
#

nice!

#

i'm excited for your qi mod lily, mr. qi needs more love

velvet narwhal
#

i respectfully look away because i'm shelving my mod soon anyway, but i do have an event where qi is the villain KEK

hallow urchin
#

My friends, it has happened... I published my very first mod! A simple notification system for when ladders and shafts have been discovered/preloaded in the mines and skull cavern! https://www.nexusmods.com/stardewvalley/mods/30546

Nexus Mods :: Stardew Valley

This mod plays an obvious sound and notification message whenever a new ladder or shaft is found in the mines, be it by breaking rocks, slaying enemies or when a new level loads.

rigid musk
rigid musk
#

Im actually integrating dialogue for when people have SVE with when he does something to them in that too

#

and also have you all SEEN the new 1.6 cutscene with him? that man is terrifying

velvet narwhal
#

nope, i only know of my own which is my funny haha super mature 18 parter

rigid musk
velvet narwhal
#

that i get to throw into the garbage can and never have to look at because i am done with dealing with lance stans SBVMischief

rigid musk
#

😭

#

I like lance

hallow urchin
hallow prism
#

depend

#

usually just sharing with a couple of people is good enoughj

velvet narwhal
# rigid musk 😭

i was not really in too deep about SVE but doing an npc expansion has made me go, "y'know maybe i won't play with SVE for abit"

gray bear
#

i test my mods myself but they're usually fairly small so

drowsy pewter
#

Yeah, usually it's shared around in private. If you publish on nexus, you sort of lose that initial wave of popularity

hallow urchin
#

true, true

drowsy pewter
rigid musk
umbral coral
rigid musk
#

technically I could just... publish it to nexus AS a beta and be like 'this is a test version not full release' but id rather release it with as little bugs as possible ... i know there will be bugs, but as few as i can manage at first would be nice

hallow urchin
#

The ConcernedApe way SDVCA

rigid musk
#

and also what 6480 said about the popularity thing

#

Idk how many people will truly download my mod but id rather them download it mostly polished than with bugs

blissful panther
#

Yeah, you want those first two weeks of release to not be beta, ideally. A lot of people won't download a beta, where they might download a finished mod!

And those hot mod spots are valuable. SDVkrobusgiggle

rigid musk
#

littered with bugs...

#

Ive gotten on the hot mods thing a few times and its always felt so cool

#

My berry grove mod specifically, i was so proud because that was something i was working towards for years and had abandoned before picking up again

gray bear
#

don't think i've ever hot modded thonk

blissful panther
#

Turns out I'm slightly wrong, yeah!

hallow urchin
#

Interesting, interesting... 📝

blissful panther
#

https://wiki.nexusmods.com/index.php/Hot_files

Files can only be eligible for the hot files system if they have been uploaded within a specific time frame. Different Nexus sites have different time frames depending on how active the communities are, ranging from 7 days (most active) to 28 days (least active).

#

It can be from 7 to 28 days depending on the game.

gray bear
#

woowee

velvet narwhal
#

thonk i guess because we're top 10 we're only given 7 days?

drowsy pewter
#

yes

rigid musk
#

the only other mod ive ever gotten on hot mods iirc was my blessings mod

#

which i had made in literally an hour so i was proud of that

velvet narwhal
#

my biggest regret lived in hot mods for the entire week SDVpufferclueless

gray bear
#

lance?

rigid musk
#

your biggest regret, peoples biggest joy i suppose

gray bear
#

if i ever hotmod i'll let u guys know what it feels like

rigid musk
#

its joy (at least in my case, poor jamore)

velvet narwhal
#

i don't think i can become an aesthetic modder, i'd have to have comments permanently turned off

rigid musk
#

why?

gray bear
#

my aesthetic is chonky

rigid musk
#

okay NOW its right lmao

velvet narwhal
#

prior to me even releasing i write everything possible, from requirements, what comes inside of the mod, what to do in said mod, and if it's for an NPC, a walkthrough
and getting the constant "how do i" -"faq"
"is this compatible with?" -"faq"

hallow urchin
#

i am a chonky enjoyer

rigid musk
#

i literally just switched the descriptions for the box and the cabinet because im ... good at things obviously

gray bear
#

all m'mods be chonky

rigid musk
#

also I really REALLY wanna do something with this but that requires learning how to do stuff with spawning monsters... and also making an arena map and i really really DONT want to do that

velvet narwhal
#

i'm slightly miffed about the

box

gray bear
#

i made the books chonkier

rigid musk
#

whats wrong with the box pwease

velvet narwhal
#

the textbox

rigid musk
#

OH i dont know how to make that not do that

#

thats a spacecore thing and im not a spacecore girlie

velvet narwhal
#

i don't think it's spacecore doing that, it's probably just the ui

gray bear
#

you have a . after an !

#

i cannot unsee it now

gray bear
hallow urchin
#

installing the book one asap

rigid musk
gray bear
rigid musk
#

so that's CA's doing not mine >:]

gray bear
rigid musk
#

also why is the celery juice sweet :(

hallow urchin
#

oh whoops sorry lmao

gray bear
#

i think that's the general juice description

unique sigil
#

celery is sweet... kinda?

gray bear
#

it would say the same about potato juice

velvet narwhal
#

sweet when cooked, can't have curry without celery thonk

rigid musk
#

why are the vegetable juices sweet i do not enjoy

unique sigil
gray bear
#

"compatible with-"

NO

rigid musk
velvet narwhal
#

where's nomori's comment hold on

unique sigil
#

my greatest nexus moment was when both the farmhouse and cellar got top 2 spots in hot mods, but that was also a cursed time

rigid musk
#

I know im going to put "COMPATIBLE WITH SVE" in my description and people are still going to ask me if it's compatible with SVE

unique sigil
#

my comments are still closed bc holidays but i am slowly reopening them

rigid musk
#

i definitely didnt put that in my description i definitely didnt say yes its compatible 100%

gray bear
#

"can you make this compatible with sve?"

i don't know, can you

rigid musk
#

The amount of people who also don't give you smapi logs... pain

drowsy pewter
#

its okay to just ignore comments tbh

velvet narwhal
rigid musk
#

'im having an error this thing doesnt work' [provides zero context ever]

gray bear
rigid musk
#

Honestly

gray bear
rigid musk
#

If you want me to code something in for you send me money for it ✨💅😌 thats what I think

unique sigil
#

i already warned that id ignore comments that can be answered by reading the description (or required mods' descriptions) SDVpuffersmug

(doesnt stop people from asking anyways)

gray bear
velvet narwhal
gray bear
#

104 portaits?!?!

rigid musk
#

I wouldn't but I'm just saying in general B')

velvet narwhal
rigid musk
#

Thats a lot of portraits

velvet narwhal
gray bear
#

you can upgrade from clown to the entire circus with 104 portaits

rigid musk
#

making qi's portraits was both easy and hard at the same time

velvet narwhal
#

i was the one that inadvertently found out that 1.6 removed the cap of 99 portrait calls

rigid musk
#

because like, easy he doesnt have eye expressions he's wearing his glasses - but also how do i make these look different enough for expressions...

gray bear
#

why was that a change,,,

#

the mouth i'd imagine

#

i think in vanilla he has 2 expressions

hallow prism
rigid musk
#

mmmmm... but extra efforrrrtttuhh

velvet narwhal
gray bear
#

u can make a shocked expression by making his glasses go up a bit

rigid musk
#

yeah he only has two portraits in vanilla

velvet narwhal
#

i have grown, i just create mailflags with overlays

rigid musk
#

Oh i already took care of his portraits

#

he doesnt have a shocked expression because nothing shocks him ✨💅

rigid musk
#

its mostly just him smiling or frowning

gray bear
rigid musk
#

the worst portraits to do were the ones where I had him tipping his hat, but that was because hand and hat perspective are pains

velvet narwhal
#

hands are my warmup practice so i'm just used to it

rigid musk
#

Demon

#

qi's neutral sprites give me anxiety, why aren't you smiling blue man put the smile back on your face

#

dont look at me like that :(

velvet narwhal
#

where's dad chastising me hold on

somber walrus
#

@velvet narwhal if you see anything inside of the unpacked/data // unpacked/character folder that has a specific npc's name tagged, you'd need to load a blank.json to make space for your own npc Ok I had to re read this sevaral times. what did you mean by spercific npc named tagged?

velvet narwhal
rigid musk
#

ooo your json files are fancy scrolls

iron ridge
#

that's visual studio's icons iirc

velvet narwhal
somber walrus
velvet narwhal
rigid musk
#
{
"LogName": "Blank Json Load",
"Action": "Load",
"Target": "Characters/Dialogue/{{ModId}}_TheMrQi, Characters/Schedules/{{ModId}}_TheMrQi, Strings/schedules/{{ModId}}_TheMrQi",
"FromFile": "data/blank.json",
},```
#

kinda like this

somber walrus
#

OHHH

rigid musk
#

but for whatever's for your npc

somber walrus
#

thanks lily. I am so sorry guys I'm a slow learner. I didnt think just getting one event to work would take up so much XD

rigid musk
#

It's okay! it's mostly the 'making your npc' work part

#

dont aplogize, really, i enjoy helping and you aren't being a bother or anything by asking for help either

#

This channel knows I ask a billion questions myself XD

velvet narwhal
#

i didn't get to... hold on i'll be right back

somber walrus
#

Well at least I kinda did it halfway. I've already made my sprites and I did it myself XD

velvet narwhal
#

i didn't get to level 478 in any other channel ohhooh

somber walrus
#

thanks lily 🙂

rigid musk
#

I wonder... what does it require to make an object into a chest

velvet narwhal
#

pain

rigid musk
#

not doing that then wHEEZE

velvet narwhal
#

i'm not even sure which mod would make you a custom chest, but you can alternate texture one

rigid musk
#

I was thinking, 'oh this filing cabinet would be cool if the player could put stuff in it' but id rather not give myself a headache

brittle pasture
rigid musk
#

hmm... optional dependancy...

brittle pasture
#

Furniture cabinets is uuuhh Furniture Framework?

velvet narwhal
#

uhhhhhh

gray bear
#

many frameworks

velvet narwhal
#

man i am sick n tired of fashion sense packs making me dress like a civilized adult

rigid musk
#

my mod currently only requires CP and Item Extensions at the very least

velvet narwhal
#

i live 75% of my life in an oversized snuggie and gym shorts, dammit

somber walrus
#

just to be sure the blank json goes in the location area of the code right?

velvet narwhal
gray bear
#

dress like a civilized adult, pretend for once

rigid musk
#

he is NOT marriageable and I also dont know what you mean by that

gray bear
#

marriage? that's how you get cooties

rigid musk
#

I have no intentions of ever making him marriageable either - if people want that they can go to the qi mod that I just found out existed two days ago

#

In my fanfiction? yes I will in fact be having the oc marry him
in my mod? Frankly I do NOT think i have enough cutscenes in my veins to show how the farmer would romance an ancient blue god-adjacent man

velvet narwhal
#

tbh it's just because it has good intractability in terms of having more dialogue for an npc

gray bear
velvet narwhal
rigid musk
#

are my 168 (way more than that but thats his generic dialogue) lines of dialogue not enough for you :(

gray bear
#

blinks what purple man are u talking about

rigid musk
#

wizard

gray bear
#

oh

brittle pasture
#

FNAF

rigid musk
gray bear
#

yeah that what i was thinking lmao

rigid musk
#

and the wizard actually has a heart

gray bear
#

u don't know that for sure

rigid musk
#

he has a heart in my heart... and he also cares about the valley, and had a wife, and does spirit stuff ... i think he's good

velvet narwhal
#

cue the: "i can fix him" crowd
ducks under the desk

drowsy pewter
#

@brittle pasture https://smapi.io/json/none/2d009c045ebb4145a9c761d2deb2bca0

I made this work without the Condition/PerItemCondition lines. However with the given Condition line, it doesn't seem to work anymore. It DOES work with the PerItemCondition line, but I believe it results in zero output if the nearby flower is not a Rose, rather than skipping the rule entirely. So that would have bad side effects.

(I don't use the Condition and PerItemCondition together, but listed them both here because the validator doesn't display comments)

rigid musk
#

Qi has a whole spy setup to watch everyone everywhere and knows literally everything you're doing... i think they're very different

Qi also ||blasts you off of a mountain if you do things he doesnt like|| so (mild spoilers for aforementioned 1.6 cutscene)

rigid musk
velvet narwhal
rigid musk
#

how many times did that happen

velvet narwhal
rigid musk
#

how do people count lines of dialogue? do you include gift taste dialogue and festival dialogue or no

velvet narwhal
#

i stare at my default.json, sigh, groan, and look at the disaster i've caused

rigid musk
#

Like on my mod page if i were to be like 'includes over x unique lines of dialogue!' would i include those things

#

or his movie theater stuff 🤔

velvet narwhal
rigid musk
#

776 what

#

also i would be terrified to see how many lines of code my files have in total

#

my content json is pretty limited because im mostly loading stuff from it

tiny zealot
#

my content.json has a despicable dynamic tokens section because it's forbidden to put it in any other file SDVpufferpain

drowsy pewter
#

Felt that

brittle pasture
# drowsy pewter <@218910376732000256> <https://smapi.io/json/none/2d009c045ebb4145a9c761d2deb2bc...

whoops, it seems that feature of EMC is bugged where the condition is only checked when the item is created not when the rule is checked. I'll need to fix that bug to be able achieve the effect you want

For now you can try SpaceCore's NEARBY_CROPS GSQ + Machine Terrain Framework's "TerrainCondition" field (which acts identically to the regular machine output Condition field, but allows Tile-based GSQs like SC's). The effect won't be 100% the same (you'd get "add Royal Jelly if there's a nearby Rose" instead of "add Royal Jelly if you get Rose Honey" but that's probably close enough?)

drowsy pewter
#

Ahhhhh

#

Well this isn't urgent at all (it's an additional item to be released alongside our cooking mod), so I'll happily put it off until you're around again to update EMC (if it isn't a huge hassle). Seriously, no hurry at all

#

Thank you for looking into it!

gray bear
#

cooking mod...

drowsy pewter
wanton pebble
#

Never look at DNR or PoaSB's tokens, similar level of forbidden XD

tiny zealot
#

has me tempted to make a PR for content patcher to allow a special case to include dynamic tokens from a single separate file SDVpufferthinkblob

rigid musk
#

I haven't used dynamic tokens yet and frankly i dont understand how to

#

I tried to when I was making the dialogue for Mr.Qi to use whatever the player did for a config for his title (and also what he calls the player) and i ended up confusing myself and making everything terrible and awful

gray bear
#

dynamic tokens are friendly

#

they're really only needed in specific situations

rigid musk
#

not for my little pea brain they arent u_u

#

then again i wouldnt consider myself a professional coder xD

gray bear
#

it's easier to understand when you're trying to do a specific thing

rigid musk
#

im just a little guy trying to make some nice stuff for a game i love

odd ginkgo
#

Okay so quick question

tiny zealot
#

the reason they're not allowed anywhere willy-nilly is because CP has to know about them in advance and can't have them potentially locked behind conditions or whatever. but it shouldn't break that promise to just have a special syntax for that section to outsource them to another file. but maybe i'm not fully aware of the consequences

gray bear
#

like, if i for example want to tell the game if my shop is open or not

rigid musk
#

are they just essentially fancy when + 'or' conditions? I really honestly havent looked at them

#

though i think i will need to for qi's schedule

#

especially to list the priority that some things have over others

odd ginkgo
#

let's say that someone is trying to change all the dialogue in a mod that refers to someone with "he" pronouns into "she" pronouns, and chnage the relevant character's name.... and they found all the dialogue lines that needed to change already... in the i18n. Would it be possible to just "EditData" that i18n?

wanton pebble
rigid musk
#

oo i see i see

rigid musk
rigid musk
#

because if you just wanna change it all you have to do is go into the default json and search up all of those instances and voila there you go its fixed

velvet narwhal
odd ginkgo
round dock
#

Cuz iirc you can do that with GNMT thonkid

#

But yeah you can't edit the data in i18n

gray bear
#

you can however, just change it

odd ginkgo
#

it's also about changing the name... but okay, I'll target differently and try again!

gray bear
#

changing the name is a whole other thing

vernal crest
#

Hmm, I was going to suggest targeting the actual dialogue to change the i18n token to one with the correct name/pronoun, but I don't actually know how that works because is i18n from an individual mod added to a pooled asset for the game or does it stay individual to the mod? If the latter, you wouldn't be able to edit someone else's mod to change their i18n token because the new key wouldn't exist.

velvet narwhal
#

if it's already in the i18n, like as in it's a dynamic token, wouldn't you be able to just yeet it with CMCT thonk

vernal crest
#

My understanding is that sparrowfren is trying to edit a mod that's not hers (I hope that's an okay pronoun) to change references to "Lewis" to "Louise" instead.

tiny zealot
#

i18n is per-mod and isn't part of the content pipeline, so you can't edit other mods' translations like that

vernal crest
#

So it wouldn't be in the i18n

odd ginkgo
#

Well, it's basically that I want people to be able to install Mayor Louise, and then have her name and pronouns be changed in say, RSV or SVE or East Scarp should they also have those expansions downloaded

#

so I am trying to edit other mods

vernal crest
#

Hooray I was understanding correctly.

velvet narwhal
#

i assume those other mods ah okay, those other mods have the hard dialogue as louise and stuff

odd ginkgo
#

Makes sense about i18n... I think I kind of knew and just have to figure out where I actually want to target

#

it was useful for finding every single dialogue line though

tiny zealot
gray bear
#

see if you change the name that should be fine, but for dialouge what ichor said

gaunt heath
#

Sparrow, I do something similar in Feast of the Sun to replace the word luau if you want to use my mod as a guide

odd ginkgo
#

ohhh!

tiny zealot
#

paging dr freud

gaunt heath
#

Mod

gray bear
#

assuming you meant mod

odd ginkgo
#

Okay, that all makes sense, thank you everyone

fossil osprey
#

Your mom 😭

velvet narwhal
#

nope, mom

vernal crest
tiny zealot
#

you can use your own i18n to hold the strings, sure

gaunt heath
#

Fuckin autocorrect and poor internet

tiny zealot
gaunt heath
vernal crest
#

Haha answered before I can even ask

gaunt heath
#

Translations need to duplicate the translated lines from the mods I'm editing (see the Spanish translation that got posted) but aside from that it's seamless

floral canyon
#

Hi guys it's me again with my soaps. Has anyone noticed this weird bug(?) that if you have flavored items, putting two different objects to two identical machines very quickly will make the both outcomes as the first item (instead of two different flavored items)?

drowsy pewter
#

I didnt notice that

#

are you using the normal method of making flavored items

brittle pasture
drowsy pewter
#

Ahhhhhhhhhh I must not have read that section very closely

floral canyon
# drowsy pewter are you using the normal method of making flavored items

This is my first flavored item so I'm not sure what is normal but heres my code: ```
"OutputItem":
[
{
"ItemId": "(O)bb.beesPlus_BFSoap",
"ObjectDisplayName": "%PRESERVED_DISPLAY_NAME Soap",
"ObjectInternalName": "{0} Soap",
"PreserveId": "DROP_IN",
"CopyQuality": true,
"CopyPrice": true,
"CopyColor":true,
"PriceModifiers":
[
{
"Modification": "Multiply",
"Amount": 3.25
}
]
}
],````

brittle pasture
#

You didnt miss anything lol I never documented it

velvet narwhal
drowsy pewter
#

It does say I can use any machine rule field