#making-mods-general

1 messages · Page 170 of 1

warm imp
drowsy pewter
#

atravita is right on this one

brittle ledge
#

can Better Crafting do it?

warm imp
#

well, that sucks, but thanks for the confirmation at least. i'll just deal with it being at the end

royal stump
#

BCs can be spawned by a forage area, yes. By default, they should persist indefinitely after spawn (in recent versions, at least), so you can leave the "expire" setting null rather than use 0.
The exact settings depend on how you want it to work, but for example, here's a file that spawns a non-removable lightning rod that persists in the farmhouse.
Without "CanBePickedUp": false, players could freely pick it up. Due to "LimitedNumberOfSpawns": 1, it'll only attempt to spawn once. However, with BCs and objects, you don't really need to worry about overlapping spawns, because there can't be more than one on each tile*, and FTM usually skips spawns that only target blocked tiles.

hard fern
#

ive not seen better crafting move the recipes around, only put them in their own menu 🤔 but maybe im missing something?

royal stump
#

Also re: minimum, yeah, you'd want 1 in both min and max if you're spawning something (guaranteed) in a specific place. It rolls a random number of spawns for each area between the two, each day.

topaz zenith
#

im gonna turn all the tools into the aesthetic

brittle ledge
rotund elm
#

What is the command to export a map again

#

I can't find it online for the life of me

vernal crest
#

patch export Maps/mapname

rotund elm
#

blessss

vernal crest
rotund elm
#

You're amazing ❤️

topaz zenith
#

im redoing all the sprites on the sheet to share the same colors

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also making them share the same shape as the iridium stuff

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and retexturing other stuff

rough lintel
#

is this a valid check, or do you have to specify an NPC name when doing this? i just want to check if the player is married AT ALL w/o using a gsq, if i can help it

#

"When": { "Relationship:Any": "Married" },

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or can i just do Relationship: Married

tender bloom
#

I could be wrong but I think that would check if you’re married to an NPC named Any

rough lintel
#

shit

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ur probabyl right

#

if i nix that bit, Relationship should check for any npc right?

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oh wait, i can check HasValue:{{spouse}} to see if the player is married to anyone

tender bloom
#

Try checking if Spouse has a value

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Yeah

rough lintel
#

literally an example on the- on the docs LMAO yeah

tender bloom
#

Pathos foresees all

rough lintel
#

that's why he's the goat

nimble marlin
true coyote
#

why doesn't wittily have the fence tilesheets SDVpufferwaaah

vernal crest
nimble marlin
#

You think so? I'll slower it down then, I'm still trying to figure out a good balance xD

vernal crest
#

I am weak baby when it comes to minigames so my opinion may not be widely shared lol

steep oracle
#

hey guys, idk if it's the best place to ask, but I found that the SVE's mountain map messes with Elle's seasonal town mod, due to the light path tile.

nimble marlin
steep oracle
#

the little asshole in question

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i tried to take the matters into my own hands by removing the tile, and it seemed to work fine until i moved a little to the right...

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so the question - how can i safely edit the Mountain.tmx file without completely decimating the map?

topaz zenith
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im almost done redoing the sprite sheet

lucid iron
#

you can use editmap content patcher

#

for this particular Paths layer tile, u can just directly yeet it

desert crane
#

Does anybody know how to modify drop rates of meteorite? Also is it possible to not allow trees to be planted on grass?

brittle pasture
#

you can use FTM to directly spawn meteors yourself

hallow prism
#

Oops ping

desert crane
desert crane
#

That's not the problem

hallow prism
#

Ok!

brittle pasture
#

that also needs C#

#

as for the tree on grass tiles thing if you're making a map I think that's a tile property

desert crane
# brittle pasture that also needs C#

That's completely out of my reach. But like 1 minute before I found a mod that changed the drop rate of a monster. Isn't it possible to do the same with meteorite?

desert crane
brittle pasture
#

the game doesnt expose that as an editable asset, so you can't

desert crane
desert crane
brittle pasture
#

someone more familiar with maps can answer your second question, and I think Lumina might be right where that also needs C#?

#

I guess for map making you can make a tile that looks like grass but doesn't allow planting
if you're talking about blanket modifying the farm maps probably not

desert crane
desert crane
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So one thing doesn't have solution outside C++ and the other one would require creatinge a custom tile

topaz zenith
#

After I publish the update I have another small project I wanna do

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i finished updating it

silk river
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hi hi! i have a question if anyone may be able to help. im trying to replace just a section of the forest with a lil cabing for a mod im making but ive spent about all day yesterday and today trying to figure out why its not showing up in the spedific spot im wanting and just shows up in the corner. ive tried to do the "from area" " to area" thing but i seem to be doing something wrong? im still fairly new to modding, this is driving me a lil bit nuts lol

finite ginkgo
#

From/ToArea shouldn't have a space

silk river
#

ohhhh!! lmao thank you ill be sure to fix that

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its always the little things i completely look over that drive me crazy lmao thank you

gentle rose
#

in general, it’s important to copy things like that exactly, including spaces and capitalisation

silk river
#

gotcha!

desert crane
#

Can I change the ore amount needed to create a bar?

brittle pasture
#

yes, check out data/machines

brittle pasture
#

you can use TargetField to drill in exactly the trigger rule and change the required amount

desert crane
brittle pasture
#

kinda like that (your code is not quite correct)

you'd need to drill deeper with TargetField

desert crane
brittle pasture
#

sorry cant, I'm on my phone
still feel free to post the code so someone else can help

desert crane
true coyote
#

omg naturally's file structure is even worse OTL

tough crater
#

I figured it out 😂 I added an underscore to a flag name but didn't update it everywhere else. Gotta love it, right?

shut edge
#

attempting to learn how to use animal skins, not getting variants in game

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anything wrong with this bit?

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just getting the default skin

tough crater
#

Are you trying to have the fur color that's harvested match the fur of the animal it came from?

shut edge
#

nah just diff color raptors

tough crater
#

How did you do it with the mammoths?

shut edge
#

totally separate animals

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was gonna try and do skins for these

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does each color need it's whole own animal entry too?

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seems like nothing vanilla actually uses the skin feature just alternate purchase types

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that or i got really weird luck and pulled default like several times in a row lol

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i'll dig into another mod and see how they're doing it more i gess

tough crater
#

Yeah I'd recommend checking other mods. You've got this! Worst case scenario, you'll need to do some C# but hopefully it's possible!

shut edge
#

yeah i looked at this pokemon ranch mod and they seem to be doing it this way, hmm

#

"Skins": [
{
"id": "Shinywooloo",
"Texture": "wooloo/shinywooloo",
"BabyTexture": "wooloo/shinywooloo",
"Weight": 0.1
}
],
"AlternatePurchaseTypes": [
{
"Condition": "RANDOM 0.01",
"AnimalIds": [
"ditto"
]
}
]

#

i don't think the ditto thing is relevant here but that's what they're doing

topaz zenith
#

Cooking some recolors of stuff I want recoloured

shut edge
#

maybe i need {{ModId}} in those texture dirs actually

teal bridge
#

You can spice it up even more if you add multiple hit zones. (No pun intended)

gentle rose
#

also you can make it hit more by adding spices /lh

shut edge
#

well that wasn't it either, dang

#

....i want a toolbar icon mod for marnie's shop

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would be very useful during animal testing

teal bridge
#

What's this about animal testing? You doing some unethical experiments over there?

shut edge
#

always

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wait i might be dumb as hell

#

the baby texture might be overriding huh

topaz zenith
#

I’m getting a few screenshots for a mod. After I’m gonna keep retexturing stuff I want retextured

brittle pasture
#

did you not set the babby textures for the skins

true coyote
#

just naturally left and then to make the rest of the gates SDVpufferchickcry and then coding and testing

mighty quest
#

Has anyone seen this?
System.Collections.Generic.KeyNotFoundException: The 'assets/maps/SlimeHutch.tmx' map doesn't have required tile sheet ''.

shut edge
#

i did

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i've also now removed the babby line so it should default to none

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yet somehow they are all still the same even once not babby

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shakes fist

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.....somehow, my hovering kibble has fixed itself

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mysteries

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ok guess i missed a / in the texture dir when adding ModID that'll do it

hard fern
#

woah dinos

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🤔 i do wonder how or why the kibble stopped floating though

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...? a modding mystery

shut edge
#

color 4 not showing up yet but that could just be the dice

lucid iron
#

custom house and feed DokkanStare

shut edge
#

the feed is just a reskin while you're in the cave lol

#

i did the same for my fruit ghosts mod

lucid iron
#

u can make actual custom feed with extra animal config if u want

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and for skin testing u can use my mod livestock bazaar, it let u pick skin/alt purchase

shut edge
#

yeah i figure this way you get the flavor without the inventory filling

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i considered it tho

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i am using EAC to make the mammoths produce several things

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lol, made a new barn, kibble is hovering again

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welp

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guess it's a HAUNTED dinosaur cave

rigid musk
#

Does the Green Rain schedule in years 2+ just default to the rain schedules?

shut edge
#

ok there's that one i was missing

shut edge
#

is there a hotkey or anything or just go to marnie?

brittle pasture
#

marnie yeah

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It yeets the vanilla animal menu

shut edge
#

this would be very handy to get a toolbar icon button or hotkey just sayin. seems really useful tho, thank you

lucid iron
#

theres a command for it too

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lb-shop Marnie

brittle pasture
#

hmm I've been spending some time reading the decompile on my phone and it seems like adding farm builders aside from Robin is much simpler than I though. there's surprisingly very little hardcoding on that front
I'd just need to change 2 things: the dialogue on building confirmation, and a day event to teleport a custom NPC to the farm and have them play the hammer animation

shut edge
#

ah, cool

#

thanks

brittle pasture
#

of course this can all be hubris and would actually result in that NPC pathing all over the farm and destroying all your machines

shut edge
#

this actually does make my livestock mods a lot easier to use, hell yeah

humble timber
#

okay im gonna jump the gun and start looking into this Now... just to be 100% sure, FF is needed for furniture with custom collision?

lucid iron
#

wow shroom with leggy

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if u want sub tile collisions i think so?

lucid iron
#

game only let u rectangle

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and some special case for bed

humble timber
#

yeah i'd need it then, rip to not needing something other than cp for my arches xd
if i actually wanna go full furniture route anywya

lucid iron
#

if u go buildings route then u dont need FF PecoSmile

humble timber
#

which i think would be better than going fake building route

lucid iron
#

just give collision map XOOX or whatever

humble timber
#

yea thats what i did with solid foundations

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but i wanted them to be furniture to begin with

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so feels more right to make it furniture i think

lucid iron
#

FF SDVpufferthumbsup

humble timber
#

i guess i could have both as options?

shut edge
#

if you wanna try em btw

#

oops

humble timber
#

lol

lucid iron
#

yea u could have CP (buildings) and FF (furniture)

humble timber
#

ya i may do that

#

is there a limit to how many skins there can be for a building...?

lucid iron
#

nop

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u just cant rly change them in game without AT

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or debug bsm

humble timber
#

hm, fair

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i moreso was worried about how inconvenient the skins are to go through in robins menu if theres a bajillion of them but that's another thing to think about

rigid musk
wild owl
#

No visible bruising, swelling, irritation/redness. Just hurting to hurt. I see how it is

hard fern
#

?

gentle rose
wild owl
ivory plume
#

Sometimes modding is rough.

gentle rose
#

fair enough lol, sorry about that

oblique frost
#

When writing dialogue do the special days take priority? For example if an NPC says something on mon, tue, wed, thur, etc. But if theres also a Summer_1 dialogue that happens to fall on a monday, does that take priority?

rigid musk
#

yes-

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if you look at the dialogue wiki it goes in order of priority

wild owl
rigid musk
#

like looking down the chart/list thing

gentle rose
#

I was trying to figure out if you got beaten up and were telling the wrong people SBVLmaoDog

brittle pasture
wild owl
ivory plume
#

Here's an experimental version which should hopefully fix all the LocalTokens issues you reported (though my test content pack is probably a lot simpler than what you have). Do you still have issues with that build?

Remaining known issue:

  • Local tokens are always considered non-deterministic and non-bounded. For example, that means you can't use a local token in a numeric field currently.
wild owl
#

I've been hit with a baseball bat in the face tho if that is anything interesting

gentle rose
wild owl
topaz zenith
#

im recoloring stuff again

strange dew
#

this is the last section of troubleshooting i have 🙏

tough crater
#

Which one is saying there's an error?

strange dew
#

all of the "IntroQuest" and "IntroLetter"

shut edge
#

kibble is truly operating on it's own rules

brittle pasture
#

massive stretch but uh check that you didnt add the trough property to those tiles in the sheets?

#

so weird lol

shut edge
#

yeah i checked for that

tough crater
lucid iron
#

did u reload_i18n between key changes

strange dew
#

like reload in smapi you mean?

tough crater
#

that or reloading the game (I know I reload the game entirely sometimes if I wanna be sure everything reloads)

tough crater
rigid musk
#

oh my god i didnt know yo ucould reload it with a command

strange dew
#

ohh gotcha, ive been doing full reloads haha

rigid musk
#

adding THAT to my collection of commands...

gentle rose
#

you can also reload content packs with a command if you didn't know

lucid iron
#

if u r reload whole game then it should be fine hrm

tough crater
rigid musk
#

Also the only thing I noticed that would be different from mine is that i have spaces between the dialogue strings and the other parts of the mail/quests but i dont think thats needed

strange dew
#

lemme see if fixing that space worked

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LOL the entire mail disappeared

rigid musk
#

perhaps look at a patch summary to see if something's not loading?

strange dew
#

a patch summary Surprised_Pikachu

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oo interesting okay. ill try that!

topaz zenith
#

IM TIRED OF SEEING JOJA..

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BUT IM TOO FAR INVESTED TO STOP.

shut edge
#

mood

rigid musk
#

Oh! Yeah in your SMAPI console do 'Patch Summary [your mods internal name]'

#

or patch summary full [your mods internal name]

topaz zenith
#

after this im redoing the joja building and stuff to recolor it

hard fern
#

when you close your eyes, it will all be purple

topaz zenith
#

😭

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i like purple atleast

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not sure what color to do the gray stuff

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might just color it to match my tools

shut edge
#

...can i make an animal give the scarecrow effects?

topaz zenith
#

my heart hurts so bad omg

lucid iron
#

animals r in the house when crows come though

shut edge
#

yeah true

lucid iron
#

what would be their range kasumidetect

shut edge
#

was just imagining have animal = crows leave

#

maybe that's busted tho

brittle pasture
#

yeah scarecrows are checked on day start
you can only have something like "if farm has animal then no crow"
either way need C#

calm nebula
#

hot take: crows aren't very interesting, as a mechanic in game

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crows, as an animal, are super duper interesting though

shut edge
#

i agree

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i'm just trying to think of any other features for my raptors

lucid iron
#

atra here with the dancing crow agenda once more

shut edge
#

they drop a couple things

uncut viper
#

(i lied i thought addCrows returned an int)

lucid iron
#

maybe u could make a horse raptor

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and a tractor raptor

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kind of a separate thing from the animal mod but u got sprites already

uncut viper
#

a traptor...

calm nebula
#

I'm actually not here for a dancing crow

topaz zenith
#

MAN LOOKING AT JOJA SO LONG MAKES MY HEART HURT

steep oracle
lucid iron
#

this one is adding a tile rather than removing one but it shows general format of how2use MapTiles

velvet narwhal
# ivory plume Here's an experimental version which should hopefully fix all the `LocalTokens` ...

Thank you! It seems like I might've caused something stupid in my dynamic tokens so that was probably on my end, I've tested it yet again with some heavily fixed dynamic tokens
Here is a patch summary with all of whatever I've done (please ignore the errors, I just don't have .pngs for those items)
As well as a Data/Character export of true numeric fields did come across in those localtokens SDVpufferthinkblob

Unless of course, Home:X/Y doesn't actually care?
(Here is the working LocalTokens first include)
(And the template I was using)
Again, thank you very much for this feature! SDVpufferheart

(side note, I still have found that invalid Home:Location will still just straight up disappear an NPC, but I don't know if that's going to be pushed forward in .16 or not)

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 12 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
#

rather than SetTilesheet/SetIndex, u want Remove

shut edge
lucid iron
#

i am kind of assuming u already know how to make a content patcher mod though

shut edge
#

might be old tho

lucid iron
#

if not u should read through the general author-guide

shut edge
#

hard mode: raptors eat your other farm animals

brittle pasture
#

I considered that for extra animal config lmao
Never getting implemented though since it's a pain gameplay wise

calm nebula
#

what if they only did that if they got hungry

lucid iron
#

is the attacc EAC or darkwings only

brittle pasture
#

(it's EAC)

lucid iron
#

they shold chomp u then

shut edge
#

anyone know if husbandry treats can be categories or context tags?

#

like can it be egg_item

ivory plume
brittle pasture
#

could be a feature request maybe

shut edge
#

oh like -18 or whatever?

brittle pasture
#

yes

velvet narwhal
shut edge
#

cool, thanks

#

i'll set my raptors to accept egg, meat, and fish categories as treats then

ivory plume
ornate locust
#

alright here's my tileset and here's the bit that makes the reversed couch in it sittable. I can sit on it facing the correct way now, but it doesn't show the tiles that are supposed to be drawn over you when you sit so it looks like you are "behind" the couch arm. Anyone see what I'm doing wrong here?

desert crane
#

@brittle pasture Hi sorry for bothering, I think i'm close to change the ore amount, but something is missing and doesnt work. Could you check whats wrong? (I use it as included, thats why is missing the version)

ornate locust
#

{ "Action": "EditData", "Target": "Data/ChairTiles", "Entries": { "z_municipalbuilding_interior_tiles/7/14": "1/2/left/couch/6/14/false/Assets\\Maps\\TileSheets\\z_municipalbuilding_interior_tiles" } },

#

that's the code. I don't know why I took a screenshot.

#

i think trying to fix this is frazzling my brain cells

strange dew
#

okay i think i figured out the problem with the mail lol, how do you set mail to send the next day after conditions are met?

but my translations are fixed!

ornate locust
#

I know the first part is working, I can sit on it right, but the arm part isn't

brittle pasture
desert crane
brittle pasture
#

your machine is (BC)13), the correct name is (BC)13

shut edge
#

smooch

brittle pasture
#

also what I meant is add "Triggers" and "ItemPlacedInMachine" into TargetField
And then only have "Entries": { "RequiredCount": 10}

calm nebula
#

(aside: I finally did a thing:

#
#!/usr/bin/env python

from pathlib import Path
import shutil

MODSPATH = Path(r"C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods")

CONTENTPATH = Path.cwd() / 'ContentMods'

for folder in CONTENTPATH.iterdir():
    if folder.is_dir() and (folder / "manifest.json").exists():
        shutil.copytree(folder, MODSPATH / folder.name, dirs_exist_ok=True)
#

enjoy. this is a pre-commit hook.

strange dew
lucid iron
#

smh hardcoding windows path

ornate locust
velvet narwhal
#

uhh lemme think of the semantics of that
if day ending flag is set -> mail is set for tomorrow -> mail will be sent in two... days?

calm nebula
#

is this a path or an asset

ornate locust
onyx flame
#

Hello guys, I'm just wondering if it's possible to add new items with C# only or is using CP advised? I only want to add 1 item to Harvey's store

brittle pasture
#

Triggers and ItemPlacedInMachine should be the last two entries
Also you should fix (BC)HeavyFurnace

uncut viper
#

anything you can do in CP you can do in C#, bc CP does it all in C#

brittle pasture
#

but otherwise fix those and that should do it

strange dew
#

LOL did i mess that up then? it sends as soon as the conditions are met 😂 this is my code

{
"LogName": "Send Mail",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"DA_StrangeNoise": {
"ID": "DA_StrangeNoise",
"Trigger": "DayEnding",
"When": {
"Hearts:Dwarf": "4",
"HasFlag": ["VisitedQuarryMine","HasDwarvishTranslationGuide"]
},
"Actions": [
"AddMail Current DA_IntroLetter"
]
}
}
},

onyx flame
#

gotcha. make sense. Thx. I'll just try to add it via C# directly then

uncut viper
#

whether you wanna use C# or CP for one single item is mostly up to you

#

if you want the extra features like tokens and whatnot that CP offers its better to not reinvent the wheel really

#

but if you just want a static item and are already doing things in C# and dont want a CP component for just one item, C# is good

onyx flame
#

I'm making a sickness mod, and I want to add a new medicine item. It's pretty much all C# already

brittle pasture
desert crane
tiny zealot
desert crane
onyx flame
#

based on my quick scan. I think Defining a new ItemDataDefinition and invoke ItemRegistry.AddTypeDefinition() should do the trick

uncut viper
#

oh definitely dont do that

onyx flame
#

oh?

uncut viper
#

use the AssetRequested event

#

and add your object to the Data/Objects asset when it gets requested

onyx flame
#

I see

#

thanks again Reenafreakingadorable

ornate locust
#

ayoooo

topaz zenith
#

I AM

#

GOING TONWORK HARD TMRRW ON RETEXTURES

light bramble
#

Still wondering about this one

lucid iron
#

yes

light bramble
#

Woot

lucid iron
#

also make ur mod soft dependent on the other mod

light bramble
#

ye ye

#

Not for me, but for someone else. Wanted to make a suggestion for them. But wanted to make sure my info was correct before suggesting it

tender gorge
#

I do apologize if I was disturbing anything important with that btw

light bramble
#

Nop!

gentle rose
#

are you planning on/working on making this then?

lucid iron
#

is this a thing for mod ideas repo bolbthinking

#

just so u know the % rate of ppl picking up idea from there is not great

gentle rose
#

at least in part bc it's kind of unmaintained now

brittle ledge
#

that reminds me

tender gorge
# lucid iron is this a thing for mod ideas repo <:bolbthinking:331696489778774021>

Not really? I had asked if there was a place I could talk about my AU (which I had explained in the foewarded message), and I was told to go to #modded-stardew, so I did and yalked about it and then I wasntold to come here to talk about it, I don’t exactly want it to be a mod though, since I one, don’t, as you said, have much for it, and two, idk who the peck would play something like that, or would WANT a mod like that-

brittle ledge
#

@ivory plume any thoughts about getting some moderators in for the mod-ideas github? I notice it's just you and Ento, and you're kinda busy SDVpuffersquee

brittle ledge
tender gorge
light bramble
topaz zenith
#

Tomorrow I’ll finish current sprite sheet and then dialogue of unrelated mod

brittle ledge
#

yeah I haven't seen Ento in quite a while so I assume he's IRL or retired

light bramble
#

Despite the cake being busy, he is still around

#

updated his mod bigger fridges

#

I think he's actually getting some sleep right now

#

Also another hypothetical question. If I have a mod that retextures something designed by a different person. can I edit that using CP or is that impossible?

topaz zenith
#

First do you have perms to edit it?

ivory plume
light bramble
#

It's a hypothetical? But I'm asking because I use Elle's Seasonal Building's mod and they have assets for Pathos' tractor mod to retexture the garage.

topaz zenith
#

Ah

light bramble
#

But I wanted to see if it could be incorperated into the actual mod instead of seperate file

brave fable
#

susan i really need to ask if uve been manually recolouring every blue pixel in the joja furniture sheet with the pencil tool in ur art program

topaz zenith
#

It’s probably doable

brittle ledge
light bramble
topaz zenith
#

Like legit I had to stop for the night because I felt so sick after getting as far as I shown you.

#

I’m doing the joja building after too

brave fable
#

is this some kind of religious penance

topaz zenith
#

I wanted joja to be purple

#

That is my entire motivation

light bramble
#

I mean there is a way to do it...just multi-select each blue pixel that matches and then fill?

#

XD

topaz zenith
#

Individual pixel.

light bramble
gentle rose
topaz zenith
#

Probably

topaz zenith
#

I hate joja but I would like it more if it was ✨purple✨

ivory plume
brave fable
#

as long as you know you could replace all colours in about three clicks then it's fine lol

#

but of course true art takes sacrifice

topaz zenith
#

I am aware and I unfortunately

#

Ma doing it pixel by pixel as retribution for junimos

light bramble
topaz zenith
#

I am punishing myself for the fact I need to go the joja route for an achievement at some point

brave fable
#

you can use debug achievement in the smapi console if you have morals to uphold

topaz zenith
#

even so I shall punish myself with making the sprites (I went too far into making the sprites I can’t stop now)

light bramble
#

so uhhh question...would N3rdGirl go before NachOnline or after?

brave fable
#

sure you can stop now. you could spend that time doing something more enjoyable, like pulling teeth ✨

light bramble
#

Like alphabetically?

gentle rose
#

before I think

brittle ledge
#

(numbers generally go before letters in alphabetical order kyuuchan_nod2 )

light bramble
#

I should know this but I don't XD

topaz zenith
#

And I can’t tell if I’d rather do that or keep doing the joja sprites

brittle ledge
brave fable
#

oh well that's perfect then. save the one-pixel-at-a-time recolour until after the surgery, so you've at least got the heavy-duty painkillers to get you through it

topaz zenith
#

LOOOL

light bramble
topaz zenith
#

I’ll finish the furniture tmrrw and then work on the actual joja building

light bramble
#

Anyways, is my GitHub id just my GitHub username?

tender bloom
#

yes

topaz zenith
#

No gaurentees that’ll get done tmrrw but itll get some progress

#

(I kinda like the colors i chose to do so!)

light bramble
#

@ivory plume it's been added

#

Although my GitHub isn't showing up?????

ivory plume
#

Thanks! (I removed your previous entry.)

#

Invite sent!

light bramble
ivory plume
#

You were already on the list, you just didn't have the GitHub field filled in.

light bramble
ivory plume
#

If you refresh the page and search your name, it should be there now.

light bramble
#

_< I hate my life sometimes XD

mighty quest
#

Slime hats anyone?

gentle rose
#

@ivory plume I can also tag entries/do some cleanup if you could use a third person SDVpufferheart

light bramble
#

Now....how in the hell do I do the moderating lol

#

just like...add tags?

ivory plume
ivory plume
# light bramble *Now....how in the hell do I do the moderating lol*

There's three main things:

  • Ideally each idea should have three tags: the difficulty (like diff: hard), the required framework (like for: smapi), and the availability (usually status: available or status: done).
  • If an idea has been implemented (or there's already a mod for it), the idea should be closed and marked with the relevant status: tag.
  • If an idea is very unlikely to ever be implemented (e.g. it's way too complex, too vague, it's actually a large number of ideas in one post, etc), you can close the ticket with an appropriate tag and comment.
light bramble
#

thank you

#

Do we have a channel for discussing this stuff? XD

steep oracle
#

guys can you check if anything wrong with the code? im trying to remove one tile

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.

ivory plume
light bramble
#

Well, as I said there's this one that looks like automate XD

GitHub

Make the hopper rotatable. This way, it won't be limited to loading items onto a machine in front of the hopper. But it can load items to the left, right, or even back, as long as it connects t...

onyx flame
#

everything is working. so happy Chuchuggers

ivory plume
light bramble
#

true true

#

Would it be smapi or content-patcher tho XD

#

We might want a thread for this stuff

ivory plume
#

That one would be SMAPI; you can't really add custom gameplay behavior through Content Patcher.

#

Here's a thread to discuss moderation/cleanup for the StardewModders mod-ideas and mod-translations repos. 🧵

faint ingot
#

What would be the effect on a multiplayer game if I modified the governor's reaction to shorts in the soup, and added a quickquestion? I assume everyone gets their own question asked, or does the host broadcast?

#

and by "if" I mean I already did it and I'm hoping I haven't messed up

light bramble
#

Hey what's the GSQ for when you've done the community upgrades that add shortcuts arround the valley?

#

Also what are the names of the maps that have the shortcuts added

brittle pasture
brittle pasture
light bramble
light bramble
brittle pasture
#

ah that makes sense lol, apologies

hard fern
#

"backwoods staircase" is the backwoods staircase

light bramble
#

Like how the backwoods has a map named Backwoods_Staircase. I want the ones for the beach, town, and cindersap

brittle pasture
#

so the map edits are done in C# directly

light bramble
#

But there are TMX files for some of them?

brittle pasture
#

That is the case for mountains and backwoods

#

others just have hardcoded tile edits applied

#

while you can't change them directly I think you can put your edits on top

strange dew
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 42 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
strange dew
#

did i mess up naming my npc x.x

uncut viper
#

presumably one of those portraits i just named is what you wrote for your NPCs portrait in your character data. but you didnt send that json so i dont know

#

(actually i forgot i think characters just grab their stuff automatically unless specified based on their internal name, so thats probably more likely)

#

either way you just need to change your load targets

strange dew
#

okay got it

pine ermine
#

How do I get the sell price of an item via C#?

uncut viper
#

do you already have the item object?

pine ermine
#

Just an item ID

uncut viper
#

and do you care what specific store it sells to?

pine ermine
#

no

dreamy jolt
uncut viper
#

id just take the easy way then and create an item to check its price, but you can also look in the ItemRegistry class at its GetData functions or GetMetadata maybe to get the values

brittle pasture
#

do you also need to care about profession bonuses or other edits from other mods

strange dew
pine ermine
#

It's for fish

uncut viper
#

if you're only reading you can also look in Game1.objectData

brittle pasture
#

then I'd just check the item data like button suggested

#

whoops sniped

uncut viper
#

as long as you dont modify things in there

pine ermine
#

I have the ParsedItemData from the ItemRegistry.GetData() but I don't know where to go from there

#

There's not a field for it

uncut viper
#

ParsedItemData has a RawData field that i think would just be ObjectData if cast to StardewValley.Object?

#

been a while since ive poked around in there though

brittle pasture
#

(ItemRegistry.GetData().RawData as ObjectData).Price

uncut viper
#

cast to ObjectData*

mighty ginkgo
brittle pasture
#

yeah if you mean stuff like adding a new bundle room to the CC that'd require C#

#

blueberry have (had?) a mod that added a bundle to the top left kitchen

dreamy jolt
#

I looked at that framework mod but honestly didn't really understand it. I just mean adding new bundles to existing rooms. Like adding new bundles to possibly choose from when using remixed bundles

oblique frost
#

I see in the wiki $b means the player has to click the dialogue to get the neck line, so why does Abigail's dialogue have a # on each end? Hers is like this: #$b#

brittle pasture
#

remixed bundles are in Data/RandomBundles

#

I don't think that's documented on the wiki and I also havent worked with it personally

#

you can read that file and see how it's set up

oblique frost
#

Okay good to know I just dont want the other commands I use to end up not working even though its shown on the wiki

dreamy jolt
brittle pasture
#

I was answering the remixed bundles question

mighty ginkgo
brittle pasture
oblique frost
#

thank you! and sorry I didnt see a previous conversation oops lol

silk river
#

ok so i figured out everything i was doing wrong and got my map edit to work, but im wondering if there is a way to get rid of the bushes and trees in this area over the cabin without having to start a new game? 🤔

brittle pasture
#

!rtf

ocean sailBOT
#

Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).

brittle pasture
#

unfortunately you (or anyone who installs your mod on an existing save) would need to reset terrain

#

(Button I forgor, does BETAS have a yeet bush and debris action)

silk river
#

good to know, thank you!

pine ermine
#

This took longer than expected because the way the game calculates what fish you get is very algorithmically complex probability-wise, but I do believe that this is accurate for base prices (not accounting for professions or quality).

silk river
# ocean sail

this link takes me to a page listing a bunch of mods and when i search for reset terrain features it says its broken with 1.6? do i need the unofficial one? sorry to bug! thank you for the help

gentle rose
silk river
#

glorious, it worked! struggling witht this frickin map edit for 2 days and finally got it figured out, now to find a new thing to struggle with for 2 more days 😂

inner harbor
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 家庭中文版, with 106 C# mods and 150 content packs.

#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 126 C# mods and 84 content packs.

inner harbor
#

I can fix it in my case my removing t he first entry in Jacob and Eloise's schedules, but then they might not walk together.

uncut viper
#

the game itself hasnt updated. content patcher updated, but i dont think itd change anything here. however, Lookup Anything did update and does schedule parsing now

hard fern
#

is it possible to nest Includes, like my content.json says "include this json" and inside the json, i have another Include?

uncut viper
#

in order to show schedule information on one of its screens

inner harbor
#

would that be breaking schedules though? I thought it just showed them

uncut viper
#

is it actually breaking their schedule, or is the game just having trouble parsing it when Lookup Anything asks it to?

inner harbor
#

apparently they're not moving

#

...they just stay in their houses and don't do anything...

#

I'll see if it does anything with mine.

uncut viper
#

hmm

inner harbor
#

(it does not) But I also don't have SVE

#

its possible it is because of SVE, but it seems really weird that only now have I been getting errors when I set the a-schedules MONTHS ago

#

I shall reinstall SVE and see what the schedule thing says

#

(with ESR it had them 610/640)

#

with SVE & ESR it's 610/630

uncut viper
#

unfortunately i have absolutely no idea
Lookup Anything was just the only thing i could think of recently that had anything to do with schedules, but looking at the code and the error i dont see how it could be related anyway

inner harbor
#

it made it much easier for me to check mine!

#

so that was very useful 🙂

#

oh, maybe it's an unrelated mod causing them to path around it

uncut viper
#

i think it is possible that something is changing their path enough to cause the a-Schedule to calculate that they need to leave at 610 in order to get where they need to go, which fails bc they already have schedule data for 610

#

thats the only way i can see the error happening here, i think

inner harbor
#

yeh that's my guess - but what?

#

it must be something both players have and I do not

uncut viper
#

pretty much impossible to tell without perfectly recreating their mod list and configs

#

it could even be two different mods that happen to alter the pathing in the same way

#

like for example if adding one Rock in their path made them have to walk an extra 3 tiles, and that 3 tiles was enough to make the must-leave-at time be 610, then

#

thatd happen no matter where in the path that rock was

#

as long as it made em move 3 tiles

#

which, could be any content pack

#

or any mod that makes map edits, rather

#

and not necessarily the same one in their lists

inner harbor
#

yeh, well, unless they want to do the half and half thing, I cannot really help them then

uncut viper
#

given that they were reported so close together it probably IS something they both have in common if i had to guess, but its just not a guarantee, i think

#

and heck if i know which of these mods updated recently

inner harbor
#

it also affects JOrts and Jean in one log too

#

and Juna

#

the cats are going from Ridgeside to Town

uncut viper
#

something in the path from VetHouse to Town

inner harbor
#

and Juliet's going from her house above the community center to the jojamart

uncut viper
#

where in Town exactly are the cats going? like i know the coordinates in the log there but idk where those are in the map by heart

inner harbor
#

Juna's also going from the forest to the seed shop. And one of Lumina's NPCs is just moving from one of her maps to another not even via the town afaik.

#

cats are going to the saloon, just outside it

uncut viper
#

and the first this was reported was on the 12th?

inner harbor
#

13th actually

uncut viper
#

oh, one of the reports on east scarp on nexus says the 12th, but im assuming thats a timezone thing then

inner harbor
#

its possible its been happenng longer and no one has bothered reporting it but it seems weirdly coincidendtal to get two in two days

#

yeh, most likely! I'm in the future

uncut viper
#

i was looking at the updated mods tab on nexus and see that Sword and Sorcery updated on the 12th

#

and these logs do have it

inner harbor
#

interesting, beacuse I currently do not.

#

I wonder if the added something for schedules

uncut viper
#

or possibly changed one little piece of the east scarp town

#

ive not played it so idk what it adds

inner harbor
#

I didn't think it added anything to that area buw how knows? Let's load it in and see

uncut viper
#

though, that wouldnt account for the Juna error i think. so maybe it effects town too? shrugs. i know nothing abt the mod

inner harbor
#

thanks for helping me with research 🙂

uncut viper
#

unless it changed the map enough that the pathfinder decided the quickest way to get from the Forest to SeedShop was through East Scarp i guess

inner harbor
#

this is the ony thing in the changelog that looks faintly suspicious: Potentially made Mobile compatible by removing a specific, unused patch

uncut viper
#

i dont think they have a source available and they archive the old versions so iunno how to find what that means

#

i mean you can still download archived versions with some extra work but im lazy

inner harbor
#

nah it seems fine

#

no errors when I installed it

#

(unless it didn't install, forgot to check that)

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 52 C# mods and 62 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
#

did you also test it on the same days

inner harbor
#

nah just a regular school day - so one with an a-schedule

#

well, mine wsa Friday but Friday is GOTO Wed, so it's the same scheudled day

uncut viper
#

(it sure would help me with testing this too if i actually installed the mods that the errors were for, huh)

inner harbor
#

it would be easier if people didn't install everything and give me logs with 100+ mods

uncut viper
#

(i forgot the NPCs in question werent included in the main east scarp download lol)

inner harbor
#

Eloise and Jacob are

uncut viper
#

thats askin for the moon, that is

#

do their schedules change based on any installed mods for compat reasons?

inner harbor
#

yes, but only for the Red schoolhouse once it's built or the Communtiy Center school, which would show in the log if they'd been unlocked - that schedule shown is their regular Archaelogy House schedule

uncut viper
#

i cant find any other recently updated mods that i would guess would affect it, not any that are in their logs anyway

finite ginkgo
inner harbor
#

I"m pretty much lost too, so I guess I will see if anyone else reports it

#

thanks Ender! It didn't seem likely, but at this point I'm flumoxxed.

uncut viper
#

you could ask them to look in their nexusmods download history to see what they updated just before the errors started appearing

#

'bout the only way i can think of to conclusively narrow it down without pulling your hair out checking every single mod on their list

#

(not recommended)

inner harbor
#

oh I could ask them to half and half it and figure out which mod is breaking it

uncut viper
#

you could. however i'd sooner expect to win the lottery

#

than to expect them to follow through on that

inner harbor
#

ah yes but I can basically say "can't help anymore unless you can tell me what's changed?" and then ignore it until someone does.

uncut viper
#

which i think is honestly more likely to get a response! esp if you remind them nexus tracks their download history

inner harbor
#

yeh I just asked on both which mods have they installed recently/ which mods have they updated recently/can they figure out which mod is breaking the scheduling

uncut viper
#

fingers crossed

inner harbor
#

lookup anything would seem the likely candidate but.... it aint showing no errors for me

uncut viper
#

i checked its code and it doesnt even call anything to parse the schedule, it just displays it after the game parses it irself

#

so it should just be coincidence

inner harbor
#

it parsing it is super useful too

deep cypress
#

This quote deserves to be in the quote hall of fame!!!!

inner harbor
#

Lol. I appreciate that people want to play all the mods but it makes it super hard to figure out where the bugs lurk

deep cypress
#

Like, when there's ten farmhouse mods and fifteen schedule affecting mods, and people ask why Abigail is hiding in the walls...

#

On a more serious note (cause I distracted myself from why I came here...), does OnDayStarted get slightly overlooked a bit when loading the game at first?

prisma rivet
#

so the Nexus page for SMAPI has the normal one and the "for developers" one, if i want to make mods, is the for developers one needed or is the normal one suffice?

royal stump
#

as far as I know, developer SMAPI still just automatically toggles this config option, making trace logs (the lowest priority level) show up in the SMAPI console, rather than just the log files

/**
 * Whether to enable features intended for mod developers. Currently this only makes TRACE-level
 * messages appear in the console.
 */
"DeveloperMode": false,```
#

I've never really felt the need to use it, personally

royal stump
prisma rivet
#

so the normal SMAPI would work?

royal stump
#

yep, it's pretty much the same, and you can check the log for trace messages either way

blissful panther
#

In fact, I think that setting is the one and only difference between the two versions?

prisma rivet
#

also, if just want to make a retexture of the already in game stuff, like XNB mod thing, do i still need VSC? or is the VSC needed to extract the XNB
i would of course make something more, but it's just for testing and curiosity

royal stump
prisma rivet
#

aight, i'll check the wiki

calm nebula
#

tbh that's tight enough I don't like it

#

also, just fyi, although I will not get around to dealing with this for a while, East Scarpe C# is a teensy bit of code away from being okay on mobile

#

it's over one function - ISoundBank.Exists - that I'm hoping they just add to mobile but I have no issue writing around it.

#

Do you want to see if it works, in, like, small-scale testing

shut edge
#

is there a way to set frame durations for animal sprites?

#

i made some dudes that hop sometimes, it likes to just hang in midair tho lol

inner harbor
calm nebula
calm nebula
#

It's significantly earlier than the DayStarted TriggerAction

royal stump
#

SDVpufferthinkblob yeah, the trigger version is probably the last thing to happen after a save loads
if (Game1.gameMode == Game1.playingGameMode && Game1.gameModeTicks == 1)

calm nebula
#

in particular, DayStarted (the SMAPI event) is before the marriageDuties function

prisma rivet
#

right, so i downloaded VSC and to create projects it says i need worload... which workload should i pick?

calm nebula
#

You shouldn't need one?

#

Screenshot that screen plz

dense solstice
#

Anyone around here have much knowledge about save file corruption and how a mod does or doesn't cause it? I've been having a lot of trouble finding the specific information I'm looking for on the web.

My mod currently does a variety of checks during runtime to determine whether to run some functions. I recently learned how to save data to the player's save file, which would enable me to much more accurately make the determination. That being said, if there is a meaningful risk of save file corruption by doing this, I may just not, since my current method is "good enough" if not as perfect as I would like it to be.

calm nebula
#

There is not a meaningful risk of save file corruption

#

Tbh, save file corruption is mostly on steam

prisma rivet
#

using VSC is something new to me so i might ask a lot of question
i usually mod with NP++ or the program provided (i.e creation kit for skyrim and fallout)

finite ginkgo
#

So, here's the thing, if you meant to install VSC, that's not it, VS ≠ VSC, VSC is Visual Studio Code, if you only want to make content patcher mods VS is overkill

ornate jackal
#

Hello, guys need to solve the problems. There is a stardew valley content patches code. It is necessary to make sure that the object, upon receipt, does not have a purple background, but an ordinary, transparent one. Further, for some reason, the object is very strangely assembled into a stack, and for some reason the sprouts immediately grow to the state of the second day.

{
    "Format": "2.4.0",
    "Changes": [
        // add item
        {
            "Action": "EditData",
            "Target": "Data/Objects",
            "Entries": {
                "{{ModId}}_Puffer": {
                    "Name": "{{ModId}}_Puffer",
                    "Displayname": "Подозрительный конверт",
                    "Description": "Внутри лежат очень знакомые вам семена.",
                    "Type": "Seeds",
                    "Category": -74,
                    "Price": 1200,
                    "Texture": "Mods/{{ModId}}/Seeds",
                    "SpriteIndex": 0,
                    "IsColored": "false"
                }
            }
        },
        {
            "Action": "EditData",
            "Target": "Data/NPCGiftTastes",
            "TextOperations": [
                {
                    "Operation": "Append",
                    "Target": [ "Entries", "Universal_Love" ],
                    "Value": "{{ModId}}_Pufferchick",
                    "Delimiter": " " 
                }
            ]
        },
        {
            "Action": "EditData",
            "Target": "Data/Crops",
            "Entries": {
                "{{ModId}}_Puffer": {
                    "Seasons": [ "spring", "summer", "fall" ],
                    "DaysInPhase": [ 7, 7, 7, 7, 7 ],
                    "HarvestItemId": "{{ModId}}_Pufferchick",

                    "Texture": "Mods/{{ModId}}/Crops",
                    "SpriteIndex": 0
                }
            }
        },
prisma rivet
rancid temple
#

Do you know which page that's on? If the wiki is linking to the wrong tool for the job, it'd be good to fix it

prisma rivet
#

the windows link, it links to the VS download page

rancid temple
#

Ah, this is the guide for creating C# mods, so that's actually correct

prisma rivet
#

hmm, so then it's just me that got confused lol

rancid temple
#

!cp as well as this one (second link)

ocean sailBOT
dense solstice
#

Interesting. Anyone know why the Windows setup recommends Visual Studio Community instead of Visual Studio Code, like for Mac and Linux? VSCode works great on Linux in my experience so far, so I'm surprised that wouldn't also be the rec for Windows.

rancid temple
#

VS has more normal IDE features than VSC does out of the box

#

Less effort involved for a new modder to set up an environment to create mods

dense solstice
prisma rivet
#

but if for example i want to make like new item mod, like "now it's possible to put fish in keg and make fish sauce"
is it possible to just do the content pack mod, or do i need to do C# modding thing?

#

or more simply add a new NPC or something

rancid temple
#

Both can be done with just CP

#

!npc if you're interested

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

prisma rivet
#

alright! thanks

rancid temple
#

NPC's have a lot going on, so it's not usually suggested for a first time mod

#

But plenty of people have actually done it lol

prisma rivet
#

so the .json files, you edit that with VSC yes?

rancid temple
#

Yep

prisma rivet
#

alright, thanks!

rancid temple
#

Really any text editor will do, but VSC has json validation and auto formatting, so it helps to resolve many issues before they can come up

drowsy pewter
#

I like the "more simply, add a new NPC"

#

If you want to start learning Content Patcher, I highly recommend making a couple items and a machine recipe!

true coyote
#

gm 6480 o/

drowsy pewter
#

Good morning!

prisma rivet
#

i feel like i was talking like very specific taht saying add new NPC feel simpler

drowsy pewter
#

Shiloh I saw you going around making sprites, its nice to see you modding :)

true coyote
#

:D yeah I'm making a fence mod! I wanted a nicer picket fence than the ones currently available

prisma rivet
#

oh! the tutorials in modding wiki used notepad++, so this should be fine :D

true coyote
#

its the coding I'm gonna be unsure about lol I'll have to inspect some other mods

drowsy pewter
#

I also use notepad++ (it has json validation, it doesnt scream errors at you as much as VSC does, which can both be good or bad [preferable in my case])

true coyote
#

man I wanted to add a little sprouting plant to this pot I made but the tiles are even so its not center SDVpufferwaaah

rancid temple
#

Embrace the chaos, make it more off-center SDVkrobusnaughty

brittle ledge
#

They're also very easy to get to wacky SBVLmaoDog

dim yew
#

What would be the least involved way to disable an NPC right after you see an event for just that day? I need to put an NPC MIA for just the day of the event after it’s triggered

drowsy pewter
#

warp them to the void?

dim yew
#

I have a warp room, but I know that changing an NPC’s schedule mid day can cause issues

tiny zealot
#

end your event with /end invisible <NPC> instead of just /end

royal stump
#

(oh, glad there's actual support for that, I was testing something much sillier SDVpufferlurk)

"Trigger": "LocationChanged",
"Condition": "ANY \"IS_EVENT 16\" \"???\"",
"Action": "SetNpcInvisible Pierre 1",```
#

for lack of a post-event trigger it doesn't really work

tiny zealot
#

there's also end invisibleWarpOut if you also need to warp out, but come to think of it you can also use action SetNpcInvisible in the event script. but then you'd have to do setSkipActions too if your event is skippable

glossy cargo
#

What would be the best way to modify the prices (and only the prices) of a dynamically generated shop (in this case, Clint's TOOL_UPGRADES), and keep everything else the same?
A) Harmony postfix patch on DefaultResolvers.TOOL_UPGRADES()
B) OnShopStockRequested() and replace the TOOL_UPGRADES query with a custom made one that behaves the same except different prices
C) Something else?

royal stump
#

unless you want them to be worth the original values in other contexts or some such

dim yew
glossy cargo
rotund elm
#

Is there a way to set a weather condition to green rain with CP?

#

I'm assuming not as I can't find one on the wiki

wanton pebble
#

Not sure. I know there's a mod to use a totem to make Green Rain happen though

rotund elm
#

Oooh what mod?

royal stump
#

{{Weather}} has a GreenRain option, unless you mean causing green rain directly

rotund elm
#

I would like to use it as a condition for fish spawning

wanton pebble
royal stump
#

SDVpufferthinkblob using the token in the condition field for that would work, but I'm pretty sure there's a GSQ that would work for fish

rotund elm
#

ahh its a C#

#

I am a C# baby X| lol

wanton pebble
#

Then I have an inkling CP won't be possible for making it Green Rain

#

But what you are angling for fish wise should be CP

rotund elm
#

Yea, I think the gsq would work like Esca mentioned

#

I could make a fish thats only catchable on the weekends SDVpufferchef lol I will not

gray bear
#

giggles in gay

rotund elm
#

XD

gray bear
#

how... how does one patch export again? trying to get the game to tell me about it's items

#

is it patch export data/ uhhhh

rotund elm
#

patch export Data/objects i think

gray bear
#

im feeling the rust settle in-

#

ah! yes! ty

rotund elm
#

Np you already had it XD

tiny zealot
ornate jackal
#

Hi, can you tell me how to make sure that the background of my item upon receipt was not purple, but the same as that of parsnip seeds, for example. I doing mod on Content Patcher

hallow prism
hallow prism
ornate jackal
oblique meadow
#

In my farm map config. Is there a way to have a dropdown selection ex (Options A, B, C, Surprise me) Where if they chose Surprise me, it would randomly choose between A B or C? (Rough example)

     "AllowValues": "Test A, Test B, Test C, Surprise Me",
     "Default": "Test A",
     "Description": "Random pick test",
           }, ```
#

Nevermind. I think I have an idea

tiny zealot
#

airyn_dynamictokens.png

#

(yes. add a dynamic token for the resulting value, and set it according to the value of the configschema token. if they chose surprise me, set it to {{Random: A, B, C}})

gray bear
#

do we have a dynamic token command

tiny zealot
#

there's a sticker from some other server of the history channel aliens guy but they shopped in airyn's pfp and the text is "dynamic tokens"

gray bear
#

grade a sticker

oblique meadow
#

ok. I read the examples on the wiki (and googling found me Pathos' github entry about it. So something like this?

      "AllowValues": "A, B, C, Surprise Me",
      "Default": "Test A",
      "Description": "Random pick test",
            },
{ "Surpise":
    "Value" : "Template:Random: A, B, C",
    "When":
    {
    "Test Code": "Surprise Me"
    }
}```
#

Or am I way off the mark?

gray bear
#

you're on the mark, just need some refitments

dim yew
#

I’m getting an event error when trying to run a wedding with one specific custom NPC that says the target player [name] isn’t married. Why might this be?

#

This error doesn’t happen with my other custom NPC

true coyote
#

done the fences TTw TT now gates...

tiny zealot
dim yew
#

Is that bad 🥺

tiny zealot
#

no, but in 1.6 you have to already be married to the NPC or debug wedding won't work with the default script

dim yew
#

Ohhhhhh okay so you should use debug marry first

tiny zealot
#

yup

dim yew
#

got it 😊

tiny zealot
#

(if that doesn't do it, something else may be wrong, but i remember discovering that in 1.6 and having a momentary panic that my NPC was broken until i figured out why)

dim yew
#

Lol same I was panicking

#

I only tested debug wedding on my NPC that I was already married to tho

#

So that makes sense

oblique meadow
#

Ok. I think I understood the github a bit better. If im not right this time...Im stumped:

   "Format": "2.4.0",
   "DynamicTokens": [
   {
   "Name": "SurprisePick",
   "Value": "{{Random: A, B, C}}"
   "When":
    {"TestCode": "Surprise Me"}
   }
   ]        
   "ConfigSchema": 
                {
        "TestCode":         
                    {
            "AllowValues": "A, B, C, Surprise Me",
            "Default": "A",
            "Description": "Random pick test",
                    }
                },
                ```
tough crater
#

I don't think you can have Test A as your default since that's not a value listed in AllowedValues

oblique meadow
#

Yeah. I changed the values from Test A etc to just ABC. Forgot to change that.

#

Im hoping i got the basic syntax right

tough crater
#

The syntax looks right to me! I'm on my phone so I can't cross reference my code easily atm

rotund elm
#

I just want to appreciate everyone who has made a forest map... I am sitting here looking at the vomit of tiles I have pieced together laughing at myself hysterically SDVpuffereyes

oblique meadow
rotund elm
#

God I hope so XD

hybrid talon
#

Does anybody know why the LevelUpMenu treats "recieveLeftClick" differently than every other menu in the game?
This is more a curiosity question than a help question, I've worked around it by simulating a gamepad button press instead of a left click, but it's really weird that I had to do that

wanton pebble
#

So, weird question from backreading - would it be possible to set a randomizer for test files as to who you marry?

#

Context: I read the debug wedding and surprisepick stuff in a row XD

tiny zealot
hybrid talon
#

I'm genuinely not even sure how it's accepting left clicks at all, I couldn't figure out how to do that lol

#

It overrides recieveleftclick and the new method is just empty

tiny zealot
#

well, you made me check, and it is checking for clicks in the update function

#

reason: ¯_(ツ)_/¯

dim yew
#

I need to set a condition for an outfit that a player has NOT seen a certain event. Is this possible? 💔

#

I know there isn’t a “hasn’t seen event” query but I was curious if there was like… a way to check for the inverse

tiny zealot
dim yew
mighty quest
#

anyone know what I need to do to make this hat draw behind stuff in the front layer?

        this.Hat.Value.draw(
            b,
            Utility.snapDrawPosition(this.Slime.getLocalPosition(Game1.viewport) - new Vector2(4f, yOffset)),
            1.3333334f,
            1f,
            1f,
            this.Slime.FacingDirection);
tiny zealot
#

if one of those 1fs is the layerDepth argument, then you have to do more or less the math that the game does to calculate based on screen position and so on

mighty quest
#

I always thought the layerdepth param was just ignored

#

the game does seem to add tiny eps to the horse and pet draw depths

#

horse_draw_layer += 1E-07f;

tiny zealot
#

this as a starting point, too (from Child.cs, lol)
float horse_draw_layer = (float)base.StandingPixel.Y / 10000f;

#

fairly sure layerdepth ultimately controls render order in the draw calls on the GPU

mighty quest
#

will try that

#

yes that worked

#

thanks!

forest shale
#

Can someone help me with my content.json. I'm trying to change all the names in the game that I've found from Abigail to Alba, but although it has worked in the portrait, the hearts menu and some places, there are others like the map, when talking to Caroline, her mother, or things like that, the name has not been changed, and I don't understand why, I have only changed the es-ES files for my language.

gray bear
#

!json can you put it trough here?

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
#

? why did u delete it. might help with troubleshooting

forest shale
#

Sorry, I'm seeing that I had errors according to that, because I didn't select the content patcher option, I'm going to try if that solves it, but thanks for the help!

#

Ok, I can't find the error, I've tried making changes but nothing, could you help me?

gray bear
#

i don't know why it's complaining about the 2.5.0

#

or the target for that matter squinty

forest shale
#

I don't know either, but could that cause changing texts not to work?

gray bear
#

seems like that's the case. i don't know enough about it to offer a solution, sorry.

forest shale
#

Thank you very much too!

gray bear
#

oh wait, it seems like you can't edit locale code (which is what es-ES is)

hybrid talon
#

How might you check if a button is pressed if you only have what the button is as an SButton object?

#

Is it best to try to convert it into some other type first or is there a way to get the value out of the sbutton directly?

gentle rose
#

looks like smapi.io thinks we're still on 2.4.0

gray bear
#

well the docs don't agree

gentle rose
#

neither does the 2.5.0 release SBVLmaoDog

gray bear
#

do u know anything about the target thing, am at the loss

gentle rose
#

@ivory plume just fyi, the smapi website json validator thinks 2.4.0 is the latest version and is marking 2.5.0 as incorrect

#

as for the target, the target shouldn't have a locale code according to the error message

gray bear
#

so you can't edit locale files?

ivory plume
normal trout
#

Okay guys, what am I missing here? I made a map edit to the Backwoods to add a ramp here. There's nothing in Tiled that would block off these tiles. So why is my character hitting an invisible wall? There's one down below by the bushes too, but I care less about that one.

gray bear
#

felt

velvet narwhal
#

(2.5.1 push already though oops)

gentle rose
#

I'm not sure how i18n works tbh but I guess not lol, one of you more content patcher-brained people probably knows better

velvet narwhal
#

I can't find targetfield docs via mobile but that's probably your best bet

gray bear
#

...hey pathos do u know

gentle rose
gray bear
#

god that is a vauge question

ivory plume
#

I know some things, but I don't know other things.

forest shale
#

I downloaded a mod that changes the dialogs of an npc, and it does it the same way, but in my content.json it doesn't work. For example this is the part of the one I downloaded, and it's the same as mine, only the file is not en-US.

{
"Action": "EditData",
"Target": "Characters/Dialogue/Haley",
"When": {"GenderNeutral": true},
"Entries": {
"Introduction": "Oh... You're that new farmer, or whatever. Aren't you?#$e#Huh? Oh... I'm Haley.#$e#Hmm... If it weren't for those horrendous clothes you might actually be cute... Actually, never mind.$h"
}

gray bear
normal trout
gray bear
#

maps have layers

gentle rose
#

so do onions. and ogres

ivory plume
uncut viper
#

theres TargetLocale too, right? if you really need to edit one specific locale?

forest shale
#

So if I apply it directly to the base file, for example from Abigail.es-ES to just Abigail, when I change everything, it should work, right?

gray bear
#

if you add a when condition too, otherwise it'll apply in every langauge

ivory plume
normal trout
#

@gentle rose that was the issue! Thank you so much 🙂 It's been forever since I've touched a map file, and I forgot about CA's tendency to slap invisible tiles in weird places 😂

gray bear
#
            "Action": "EditData",
            "Target": "Characters/Dialogue/Abigail",
            "Entries": {
                "dating_Abigail": "%Alba se está sonrojando, pero parece feliz.",
                "Thu": "#$1 Alba#Oh, no. Creo que mi padre va a hacer hoy la cena...$s#$e#Hoy no me apetece hacer nada...$u",
                "fall_Thu": "#$1 AlbaHAND#Anoche soñé que mi mano izquierda se convertía en una especie de %noun gigante. ¿Significa eso algo?#$e#%Parece que a Alba no le interesa hablar ahora mismo."
            },
 "When": {
      "Language": "es"
   }
        }```
#

i guess. why must codeblocks look so weird in discord

gentle rose
#

you can add a language code to them to make them format correctly (also it's too indented because of copy-paste)

forest shale
gray bear
#

yes

gentle rose
#
{
    "Action": "EditData",
    "Target": "Characters/Dialogue/Abigail",
    "Entries": {
        "dating_Abigail": "%Alba se está sonrojando, pero parece feliz.",
        "Thu": "#$1 Alba#Oh, no. Creo que mi padre va a hacer hoy la cena...$s#$e#Hoy no me apetece hacer nada...$u",
        "fall_Thu": "#$1 AlbaHAND#Anoche soñé que mi mano izquierda se convertía en una especie de %noun gigante. ¿Significa eso algo?#$e#%Parece que a Alba no le interesa hablar ahora mismo."
    },
    "When": {
        "Language": "es"
   }
}

(example better formatted code block, you can see how it's set up by right clicking the message and clicking "copy text")

gray bear
#
{ hi }```
#

neat!

gentle rose
#

it also works for csharp by putting "cs" there instead

gray bear
forest shale
#

It's working! Thank you all so much ❤️

gray bear
#

it was all pathos, i just assisted a bit. np! please stop pinging me tho

forest shale
#

Sorry, I thought pingin was only with the @

gray bear
#

reply pings are also a feature discord decided to add, to my annoyance Bloberoji_Pensive

strange dew
#

im actually in the last bit of troubleshooting before my release 😄 can anyone tell me why NPC names are showing up as their ID instead of display name ?

wanton pebble
wanton pebble
uncut viper
#

(non-ping replies dont look different to ping replies to anyone else who isnt the user being pinged)

strange dew
royal stump
#

(relatedly, I wish the "mentions" search would show non-ping replies, they're easier to miss SDVpuffersquint)

gray bear
uncut viper
#

neither of them have @s for me but that might be crime related

wanton pebble
#

Compare mine and beaz's

royal stump
#

I'd never have noticed that, thanks SDVkrobusgiggle

#

on windows desktop client, at least

wanton pebble
#

Relatedly apologies for ping

gray bear
#

...my god u use light mode

uncut viper
#

light mode...

#

(also i like being pinged its fine)

royal stump
#

I have to explain every time, but dark mode makes my vision blur until I'm legally blind SDVpufferdead

#

gotta have the painful white light

gray bear
#

i feel the same way about light mode

#

eyes are weird

uncut viper
#

im using a super old version of mobile discord so

#

thats probably why

uncut viper
strange dew
#

<character ID> isnt their displayname, right?

wanton pebble
#

Display name is their displayname

#

You did add that in Data/Characters right

strange dew
#

yes

wanton pebble
#

Can we see that patch

#

!json

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.

strange dew
rigid oriole
#

@robust flume !unpack

#

!unpack

ocean sailBOT
#

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!

rigid oriole
#

Maps/springobjects

gray bear
#

also is that your content.json

strange dew
strange dew
gray bear
#

seems fine. might have to see the rest of the code to find the issue

strange dew
#

would it be okay to dm you my zip file? i seriously have no idea what i mightve done lmao

#

everything looks right from all of the guides and examples ive looked at 🫠

gray bear
#

i doubt i can help much. i, don't know if you can send zips here, don't think so? thonk

strange dew
#

i dont actually know haha, im used to sending links through the smapi log thing

deep cypress
tough crater
#

I'm curious, what are the acceptable values for FriendsAndFamily in characters.json? I can't find any official list

tawny ore
#

@ivory plume if I PR'd some of your mods to add Iconic Framework integration via API, would you be open to them? Just to explain the mod's purpose - it tries to make the game more accessible by providing access to other mod's functions through toolbar icons or controller via Radial Menu. It's an alternative to hotkeys, commands, or other ways you may access those functions. In particular, it is able to launch Lookup Anything's search menu, Chests Anywhere open chest function, toggling Debug Mode, toggling Data Layers, CJB Item Spawner's menu, and CJB Cheats Menu. The way it has worked in the past is integration using Reflection into those mods, which works for a time, but does not handle mod updates very well, and I wouldn't expect mods to have to consider that when they update. I'm looking for a safer implementation that isn't as prone to breaking.

tough crater
teal bridge
#

(Still waiting for my PRs from about August, haha)

acoustic summit
tawny ore
#

Yeah, I don't know what all mods have implemented support from their side, but I'll definitely add you to the mod page description

#

Come to think of it, I can probably use the smapi-mod-dump to search for any references to the API

strange dew
teal bridge
#

Does anything distinguish between items that are usable/consumable and items that are not? Or items that can be picked up through normal means vs. items that should never appear in an inventory, like weeds or ore nodes or artifact spots?

#

I've found nothing, but maybe I missed a spot.

tawny ore
#

There may be a better way, but items that have crafting recipes or shop entries are at least able to be acquired using an in-game mechanic, whereas those without would need.. some other way.

#

And I suppose items which are the products of machines, crops, trees, etc.

uncut viper
tough crater
#

Remember that unlock conditions only use Game State Queries

hybrid talon
#

Is there a way to both suppress a keybind from being read by the game while also reading its actual state?

#

I'm trying to change the behavior of the movement keys while a specific modifier key is being held down

strange dew
teal bridge
#

Unless there's some way to search for "debris products" as well. Sounds like a lot of hacks...

uncut viper
strange dew
#

oh i found it! thank you!

hybrid talon
#

How can I modify this so that the cursor moves for as long as the keybinds are being held?

#

(I know I'd need to change the amount to something smaller if I made this work)

#

Wait I just realized I'm stupid

#

It's going to be a different smapi event again

#

I keep forgetting about those lol

teal bridge
#

SMAPI sets IsSuppressed on that button until the suppression is stopped (i.e. by the button being released).

#

If you're trying to get something to apply continuously every frame then there's really only one event that matters and that's UpdateTicked.

hybrid talon
#

I put it in update ticked and couldn't figure out why it still wasn't working

#

Hmmmm

#

Can you manually unsuppress a button

teal bridge
#

No, suppression applies until it's released.

hybrid talon
#

Well in that case can you manually release a button? SDVkrobusgiggle

#

Oh actually I just have to test if it's still suppressed, right?

gentle rose
#

even if you could manually release a button, that would be a very cursed thing to do. Best to test if it's still supressed like you said

hybrid talon
#

Yeah, I forgot I could do that because my first attempt at using suppression I wasn't testing if the button was down before suppressing it, so isSuppresed didn't tell me much
It works now though!

grave warren
#

How do I make a mod to create a painting? Are there any template mods i can use to make it easier for myself since its just for me and my friends?

ivory plume
# tawny ore <@226803198218731520> if I PR'd some of your mods to add Iconic Framework integr...

Sure!

Looking at the Iconic Framework API, a simple API wrapper method for mods that don't need the full event handler pattern could be useful (and reduce the impact of future API changes). Something like...

public void AddToolbarIcon(string texturePath, Rectangle? sourceRect, Func<string>? getTitle, Func<string>? getDescription, Action onClick)
{
    string iconId = Guid.NewGuid().ToString("N");
    this.AddToolbarIcon(iconId, texturePath, sourceRect, getTitle, getDescription);
    this.Subscribe(e =>
    {
        if (e.Id == iconId)
            onClick();
    });
}

But either way, feel free to submit PRs and I'll add them in upcoming versions.

mighty quest
#

man I love CA's coding

tender bloom
ivory plume
# teal bridge (Still waiting for my PRs from about August, haha)

(It depends on the scope of the PRs. A small PR which just adds a simple integration would normally be merged quickly; larger architectural and/or public API changes like your two PRs may take quite a bit longer, since I'll want to review and test them in depth, possibly refactor parts of them, they may require ongoing post-release work like Content Patcher's new local tokens feature so I need to schedule them when I'll have time to handle it, etc. I'm slowly clearing the backlog of large open PRs though.)

frail moss
#

hi i'm new here (and in coding) i search to make an item (a weapon more precisely) and english isn't my natal language (so i'm trying my best to speak english and understand it) on the wiki, i don't understand everything and i dont find structure part for making a weapon, if some people can help me, i'll be very gratefull (and i'm making it with content patcher)

tender bloom
#

Have you unpacked the game content already?

frail moss
#

yes

tender bloom
#

Data/weapons will have the overall format

#

And you can use EditData in Content Patcher to add a new one

frail moss
#

could you help me with an example ?

tender bloom
#
{
    "Format": "2.5.0",
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/weapons",
            "Entries": {
                "{{ModId}}_WeaponName": {
                    "Name": "{{ModId}}_WeaponName",
                    "DisplayName": "Weapon Name",
                    "Description": "An example weapon.",
                    // Any other weapon data goes here too, see Data/weapons for what the vanilla data format is
                }
            },
        }
    ]
}```
frail moss
#

Thank you

#

i'll probably come back for item / crops or something else cause i'm very bad with coding

tender bloom
#

unfortunately the wiki sees to be having a bad day today, or I would direct you there as I think it has some examples

#

Items and crops are honestly the same as what I typed above

#

You'd just look at the Data/ObjectInformation and Data/Crops unpacked content files instead of Data/weapons

frail moss
#

i think i didnt understand something and i m not sure how to explain it in english

tender bloom
#

Perhaps try putting it through google translate and sending the machine translation? It won't be great but it might give a sense of the meaning?

frail moss
#

Would I have to duplicate the data of a vanilla weapon, have the current code modify it and that creates the new weapon?

tender bloom
#

The code that I gave you would create a new weapon, but it would not have any of the important characteristics like knockback, speed, damage range, or crit chance. You can look at the vanilla data file to get an idea of what these different characteristics are and what they typically look like.

#

One easy way to make a new weapon would be to duplicate the data of a vanilla weapon, put it into the code I sent, and change the name

#

The grey part in the middle of what I sent is the area where you would put the duplicated vanilla information, but you'll have to be careful about getting the formatting right when you put it in

frail moss
#

more response come with more question x) TnT im sad to not understand everything

tender bloom
#

Once you have more practice, it should get easier!

frail moss
#

what means Data/weapons i'm pretty sure its the path to a file, but i dont have a file/folder named weapon or data

#

and yes clearly

tender bloom
#

!unpack just in case the question was confusing, this link should have more info on unpacking the game files

ocean sailBOT
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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!

tender bloom
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in case the wiki does not load:

Unpack game files
You can't edit an .xnb file itself, you need to edit the file that's inside it. Pulling out that inner file is called unpacking, and putting it back is called packing. There are two main XNB unpackers available.

StardewXnbHack
StardewXnbHack is an open-source and crossplatform tool for unpacking XNB files. It can't pack files back into .xnb, but you rarely need to.

To unpack files:

  • Install SMAPI.
  • Download StardewXnbHack. (Make sure you download the file for your OS, such as StardewXnbHack-*-for-windows.zip, not the source code!)
  • Unzip the download into your game folder, so StardewXnbHack.exe is in the same folder as Stardew Valley executable icon.png StardewValley.exe.
  • Double-click StardewXnbHack.exe (on Windows), StardewXnbHack.sh (on Linux), or StardewXnbHack.command (on MacOS) to unpack your game's entire Content folder.
    That's it! It'll unpack the files into a Content (unpacked) folder. The unpacked files will already be compatible with Content Patcher.
frail moss
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i have the impression i'm so dumb, my game is unpacked but i dont understand how the modification work / made

tender bloom
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Have you installed SMAPI? The way that mods work is that SMAPI looks in a special folder (named Mods by default) for mods

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Content Patcher is a framework mod. This means it is a mod that helps other mods that use its specific format to put changes into the game.

grave warren
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Does anyone knowi whee I can download a template shirt mod? I cant one on nexus that is just 1 shirt

frail moss
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am i good ? (please say me if i can put screen here or not)

tender bloom
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This looks good, but you will need to change the Texture field to some custom tilesheet you need to make

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unless you want it to look the same as some other weapon already in the game

frail moss
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assets/Test_sword work ?

cosmic grove
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heeeelppppp where do i put mods into the mod folder MACBOOK!!! SMAPI