#making-mods-general
1 messages · Page 170 of 1
atravita is right on this one
can Better Crafting do it?
well, that sucks, but thanks for the confirmation at least. i'll just deal with it being at the end
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.
ive not seen better crafting move the recipes around, only put them in their own menu 🤔 but maybe im missing something?
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.
im gonna turn all the tools into the aesthetic
thank you! Having an example to look at is exactly what I needed!
patch export Maps/mapname
blessss
And this is the page you want to keep bookmarked for CP commands like this https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/troubleshooting.md
You're amazing ❤️
im redoing all the sprites on the sheet to share the same colors
also making them share the same shape as the iridium stuff
and retexturing other stuff
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" },
or can i just do Relationship: Married
I could be wrong but I think that would check if you’re married to an NPC named Any
shit
ur probabyl right
if i nix that bit, Relationship should check for any npc right?
oh wait, i can check HasValue:{{spouse}} to see if the player is married to anyone
literally an example on the- on the docs LMAO yeah
Pathos foresees all
that's why he's the goat
a very early view of a minigame I want to implement when players try to cook dishes
why doesn't wittily have the fence tilesheets 
That is cool but oh the speed is stressful!
You think so? I'll slower it down then, I'm still trying to figure out a good balance xD
I am weak baby when it comes to minigames so my opinion may not be widely shared lol
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.
I plan to make the difficulty configurable, I also wanted to make a special compatibility with Love of Cooking
the little asshole in question
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...
so the question - how can i safely edit the Mountain.tmx file without completely decimating the map?
im almost done redoing the sprite sheet
you can use editmap content patcher
for this particular Paths layer tile, u can just directly yeet it
Does anybody know how to modify drop rates of meteorite? Also is it possible to not allow trees to be planted on grass?
if you mean changing the frequency of the meteor event, that needs C#
This mod does it
https://www.nexusmods.com/stardewvalley/mods/10633
you can use FTM to directly spawn meteors yourself
You can have more meteorite with ftm although not with the event. Trees stuff would require c#
Oops ping
No I want to make it drop less stuff like iridium ore
Already done that
That's not the problem
Ok!
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
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?
That would probably fix it. Not sure how to do it
the game doesnt expose that as an editable asset, so you can't
Oh okay that's too bad
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
I guess I understand the logic. I tried to change the property of the actual grass, but tiled doesnt let me
I'm sorry I didn't read the tree part. Thanks for the informations by the way!
So one thing doesn't have solution outside C++ and the other one would require creatinge a custom tile
After I publish the update I have another small project I wanna do
i finished updating it
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
From/ToArea shouldn't have a space
ohhhh!! lmao thank you ill be sure to fix that
its always the little things i completely look over that drive me crazy lmao thank you
in general, it’s important to copy things like that exactly, including spaces and capitalisation
gotcha!
Can I change the ore amount needed to create a bar?
yes, check out data/machines
Stardew Mama
you can use TargetField to drill in exactly the trigger rule and change the required amount
Something like this?
kinda like that (your code is not quite correct)
you'd need to drill deeper with TargetField
If i give you on smapi could you fix it for me please?
sorry cant, I'm on my phone
still feel free to post the code so someone else can help
That's okay. Thanks for the help!
omg naturally's file structure is even worse OTL
I figured it out 😂 I added an underscore to a flag name but didn't update it everywhere else. Gotta love it, right?
attempting to learn how to use animal skins, not getting variants in game
anything wrong with this bit?
just getting the default skin
Are you trying to have the fur color that's harvested match the fur of the animal it came from?
How did you do it with the mammoths?
totally separate animals
was gonna try and do skins for these
does each color need it's whole own animal entry too?
seems like nothing vanilla actually uses the skin feature just alternate purchase types
that or i got really weird luck and pulled default like several times in a row lol
i'll dig into another mod and see how they're doing it more i gess
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!
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
Cooking some recolors of stuff I want recoloured
Nice. Very Shadow Hearts.
maybe i need {{ModId}} in those texture dirs actually
You can spice it up even more if you add multiple hit zones. (No pun intended)
also you can make it hit more by adding spices /lh
well that wasn't it either, dang
....i want a toolbar icon mod for marnie's shop
would be very useful during animal testing
What's this about animal testing? You doing some unethical experiments over there?
I’m getting a few screenshots for a mod. After I’m gonna keep retexturing stuff I want retextured
did you not set the babby textures for the skins
just naturally left and then to make the rest of the gates
and then coding and testing
Has anyone seen this?
System.Collections.Generic.KeyNotFoundException: The 'assets/maps/SlimeHutch.tmx' map doesn't have required tile sheet ''.
i did
i've also now removed the babby line so it should default to none
yet somehow they are all still the same even once not babby
shakes fist
.....somehow, my hovering kibble has fixed itself
mysteries
ok guess i missed a / in the texture dir when adding ModID that'll do it
woah dinos
🤔 i do wonder how or why the kibble stopped floating though
...? a modding mystery
color 4 not showing up yet but that could just be the dice
custom house and feed 
the feed is just a reskin while you're in the cave lol
i did the same for my fruit ghosts mod
u can make actual custom feed with extra animal config if u want
and for skin testing u can use my mod livestock bazaar, it let u pick skin/alt purchase
yeah i figure this way you get the flavor without the inventory filling
i considered it tho
i am using EAC to make the mammoths produce several things
lol, made a new barn, kibble is hovering again
welp
guess it's a HAUNTED dinosaur cave
Does the Green Rain schedule in years 2+ just default to the rain schedules?
i should try that
is there a hotkey or anything or just go to marnie?
this would be very handy to get a toolbar icon button or hotkey just sayin. seems really useful tho, thank you
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
of course this can all be hubris and would actually result in that NPC pathing all over the farm and destroying all your machines
this actually does make my livestock mods a lot easier to use, hell yeah
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?
yes
(disable their schedule lol)
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
if u go buildings route then u dont need FF 
which i think would be better than going fake building route
just give collision map XOOX or whatever
yea thats what i did with solid foundations
but i wanted them to be furniture to begin with
so feels more right to make it furniture i think
FF 
i guess i could have both as options?
lol
yea u could have CP (buildings) and FF (furniture)
ya i may do that
is there a limit to how many skins there can be for a building...?
hm, fair
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
(or does this just work like the rain schedule with 'GreenRain2')
No visible bruising, swelling, irritation/redness. Just hurting to hurt. I see how it is
?
did you send this in the wrong place or something?
I just wanted to yap about my owie
Sometimes modding is rough.
fair enough lol, sorry about that
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?
It's okay lol. Just some bad luck. It'll heal
like looking down the chart/list thing
I was trying to figure out if you got beaten up and were telling the wrong people 
Thank you!
the lurking npc georgs can correct me but yeah I believe year 2 onward is just regular rain
I stepped on some snow covered metal and fell sideways on my ass.
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.
I've been hit with a baseball bat in the face tho if that is anything interesting
nooo that's the worst, those bones hurt so much for some reason
fr 😭 I have zero padding too, so it was like throwing a wooden plank at the frozen ground
thank you
im recoloring stuff again
can anyone tell me why im getting the no translation error for mail/quests? are they formatted differently than dialogue? all of my other translations are working fine
https://smapi.io/json/none/431effe8341b407aa3a0784d16fca51b - mail data
https://smapi.io/json/none/691d2713503e4c908453806ecae27e69 - i18n default json
this is the last section of troubleshooting i have 🙏
Which one is saying there's an error?
all of the "IntroQuest" and "IntroLetter"
massive stretch but uh check that you didnt add the trough property to those tiles in the sheets?
so weird lol
yeah i checked for that
I can't find any issues aside from there being an unnecessary space in {{i18n: DA_IntroLetter.text}}
did u reload_i18n between key changes
i see that, just fixed it. hopefully itll fix the whole string 😭
like reload in smapi you mean?
that or reloading the game (I know I reload the game entirely sometimes if I wanna be sure everything reloads)
Yup! Just type in reload_i18n. You might need to do it twice for it to work sometimes
oh my god i didnt know yo ucould reload it with a command
ohh gotcha, ive been doing full reloads haha
adding THAT to my collection of commands...
you can also reload content packs with a command if you didn't know
if u r reload whole game then it should be fine hrm
You can also reload specific patches by typing in patch reload <ModID>
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
mood
Oh! Yeah in your SMAPI console do 'Patch Summary [your mods internal name]'
or patch summary full [your mods internal name]
after this im redoing the joja building and stuff to recolor it
when you close your eyes, it will all be purple
😭
i like purple atleast
not sure what color to do the gray stuff
might just color it to match my tools
...can i make an animal give the scarecrow effects?
my heart hurts so bad omg
animals r in the house when crows come though
yeah true
what would be their range 
yeah scarecrows are checked on day start
you can only have something like "if farm has animal then no crow"
either way need C#
hot take: crows aren't very interesting, as a mechanic in game
crows, as an animal, are super duper interesting though
atra here with the dancing crow agenda once more
they drop a couple things
(or BETAS harmony)
(i lied i thought addCrows returned an int)
maybe u could make a horse raptor
and a tractor raptor
kind of a separate thing from the animal mod but u got sprites already
a traptor...
I'm actually not here for a dancing crow
MAN LOOKING AT JOJA SO LONG MAKES MY HEART HURT
I'm so fcking embarassed, but how *exactly *do i do that? talk to me like im five yo. and not particularly bright one :')
this one is adding a tile rather than removing one but it shows general format of how2use MapTiles
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 
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! 
(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)
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
rather than SetTilesheet/SetIndex, u want Remove
i think there is a mod that does that
i am kind of assuming u already know how to make a content patcher mod though
might be old tho
hard mode: raptors eat your other farm animals
I considered that for extra animal config lmao
Never getting implemented though since it's a pain gameplay wise
what if they only did that if they got hungry
is the attacc EAC or darkwings only
(it's EAC)
they shold chomp u then
anyone know if husbandry treats can be categories or context tags?
like can it be egg_item
Not sure why the numeric fields are working off-hand, but I think I'm fine with something being unexpectedly not broken until I can look into that some more. So it sounds like all your local tokens are fully working now?
peeked at the source, only supports item ids and category numbers
could be a feature request maybe
oh like -18 or whatever?
yes
Yes! I figured I'd just give you an update that everything is working (I haven't checked the EditImage though but I can quickly throw one together if necessary)
cool, thanks
i'll set my raptors to accept egg, meat, and fish categories as treats then
Thanks! Let me know if you see any other issues. I'll catch up on mod messages and probably release Content Patcher 2.5.1 tomorrow if nothing else comes up.
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?
@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)
{ "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
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!
I know the first part is working, I can sit on it right, but the arm part isn't
that looks like a start! i see the following issues:
- you have a spare ) in the machine id in TargetField
- need to drill into 2 more field: "Triggers" and "ItemPlacedInMachine"
Something like this? Also I didnt understand the spare ) thing
your machine is (BC)13), the correct name is (BC)13
Got it
also what I meant is add "Triggers" and "ItemPlacedInMachine" into TargetField
And then only have "Entries": { "RequiredCount": 10}
you'd have to do an editdata on Data/TriggerActions
(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.
i have a triggeraction set for day ending, would day started be better?
smh hardcoding windows path
:|
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?
Assets\\Maps\\TileSheets\\z_municipalbuilding_interior_tiles
is this a path or an asset
Like this?
That's a path to where I have the tilesheet saved
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
Triggers and ItemPlacedInMachine should be the last two entries
Also you should fix (BC)HeavyFurnace
CP is just a C# mod that does stuff for you
anything you can do in CP you can do in C#, bc CP does it all in C#
but otherwise fix those and that should do it
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"
]
}
}
},
gotcha. make sense. Thx. I'll just try to add it via C# directly then
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
I'm making a sickness mod, and I want to add a new medicine item. It's pretty much all C# already
"When" is a CP thing, not part of the trigger data
Use the "Condition" field
Done. I try it now.
OH
thank you
if it's already all C#, i would just stick with C# for the item.
conversely, if you expect to add a lot more content, you'll probably want a CP pack with your mod, so i'd lean toward CP
It now perfectly works. Thank you very much!
I don't expect to add anything other than a "medicine" to treat the sickness debuff I'm adding and maybe a "bandage" to treat the injury debuff. But I don't expect anything more than that.
Thank you all
based on my quick scan. I think Defining a new ItemDataDefinition and invoke ItemRegistry.AddTypeDefinition() should do the trick
oh definitely dont do that
oh?
use the AssetRequested event
and add your object to the Data/Objects asset when it gets requested
oh wait I think I see what you mean... Thanks, that must be it
ayoooo
yay it worked 
yes
Woot
also make ur mod soft dependent on the other mod
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
I do apologize if I was disturbing anything important with that btw
Nop!
are you planning on/working on making this then?
is this a thing for mod ideas repo 
just so u know the % rate of ppl picking up idea from there is not great
at least in part bc it's kind of unmaintained now
that reminds me
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-
@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 
okay, so you're not wanting to make this, just tossing the idea up? Then yeah, it would go on mod-ideas but tbh for something this specific I doubt it will get picked up
Yeah nobody really specified about if it was an idea or something set in stone, so I was so clueless, so sorry for bothering you all !!
laughs in knowing that Ento is also SUPER busy because work
Tomorrow I’ll finish current sprite sheet and then dialogue of unrelated mod
yeah I haven't seen Ento in quite a while so I assume he's IRL or retired
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?
First do you have perms to edit it?
Sure! Extra any moderators would be welcome.
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.
Ah
But I wanted to see if it could be incorperated into the actual mod instead of seperate file
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
It’s probably doable
I'd be happy to go in and tag/close some stuff if you'd like!
I have been.
same here too
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
is this some kind of religious penance
I mean there is a way to do it...just multi-select each blue pixel that matches and then fill?
XD
Nah I wanted to pixel by pixel
Individual pixel.
massocist
I can do some moderating there too 
Probably
Invite sent!
I hate joja but I would like it more if it was ✨purple✨
Can you add your GitHub name to the community list?
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
I am aware and I unfortunately
Ma doing it pixel by pixel as retribution for junimos
Uhhh yes...uhhh once I figure out how?
I am punishing myself for the fact I need to go the joja route for an achievement at some point
you can use debug achievement in the smapi console if you have morals to uphold
even so I shall punish myself with making the sprites (I went too far into making the sprites I can’t stop now)
so uhhh question...would N3rdGirl go before NachOnline or after?
sure you can stop now. you could spend that time doing something more enjoyable, like pulling teeth ✨
Like alphabetically?
before I think
(numbers generally go before letters in alphabetical order
)
I should know this but I don't XD
the irony is I get more removed in a few weeks.
And I can’t tell if I’d rather do that or keep doing the joja sprites
nah, it's something I picked up from the workplace, it's not necessarily something most people think about 
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
LOOOL
I mean I work at GameStop...we alphabetize there too
I’ll finish the furniture tmrrw and then work on the actual joja building
Anyways, is my GitHub id just my GitHub username?
yes
No gaurentees that’ll get done tmrrw but itll get some progress
(I kinda like the colors i chose to do so!)
my previous entry?
You were already on the list, you just didn't have the GitHub field filled in.
Ah, well I filled it in this time, but it's not showing up?
If you refresh the page and search your name, it should be there now.
_< I hate my life sometimes XD
@ivory plume I can also tag entries/do some cleanup if you could use a third person 
Sure, the more the merrier. I sent you an invite!
There's three main things:
- Ideally each idea should have three tags: the difficulty (like
diff: hard), the required framework (likefor: smapi), and the availability (usuallystatus: availableorstatus: 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.
awesome
thank you
Do we have a channel for discussing this stuff? XD
cuz like there's this one suggestion that sounds like automate XD https://github.com/StardewModders/mod-ideas/issues/1310
guys can you check if anything wrong with the code? im trying to remove one tile
!json
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.
Not really; here is probably fine, or we could create a thread for it.
Well, as I said there's this one that looks like automate XD
everything is working. so happy 
It could probably make sense on its own, as a very simple mod that's more vanilla-like than the full Automate feature set.
true true
Would it be smapi or content-patcher tho XD
We might want a thread for this stuff
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. 🧵
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
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
has mail flag communityUpgradeShortcuts
the wiki has them
link?
I guess I was talking moreso about the tmx maps
ah that makes sense lol, apologies
"backwoods staircase" is the backwoods staircase
Like how the backwoods has a map named Backwoods_Staircase. I want the ones for the beach, town, and cindersap
so the map edits are done in C# directly
But there are TMX files for some of them?
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
i think im actually cursed 😭 LOL
https://smapi.io/log/22d529e30a2e436fbe61f1882b83f3fb - log: error cannot find .xnb for npc portrait
https://smapi.io/json/content-patcher/ea13a013c1e04582acd55d146e5e626d - content json: has load portrait and sprite
I just had this error last night and fixed it, i didnt change anything and now its borked again ??
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
i dont see anything loading into Portraits\ahri1014.DwarvenArchaeologist_Ohte or Portraits\{{ModId}}_Ohte
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
okay got it
How do I get the sell price of an item via C#?
do you already have the item object?
Just an item ID
and do you care what specific store it sells to?
no
I want to add custom bundles to the community center but I am unsure of where to start. I was taking a look at this page but it doesn't say anything about adding bundles, just editing the existing ones?
https://stardewvalleywiki.com/Modding:Bundles
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
do you also need to care about profession bonuses or other edits from other mods
I had the target named incorrectly in one of my files, that fixed it. thank you!!!
Don't need to worry about professions in this instance,
It's for fish
if you're only reading you can also look in Game1.objectData
as long as you dont modify things in there
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
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
(ItemRegistry.GetData().RawData as ObjectData).Price
cast to ObjectData*
as far as i know people use this framework for adding bundles (or c#) https://www.nexusmods.com/stardewvalley/mods/17265
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
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
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#
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
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
Thank you 🙂
are you replying to me? since to be clear I wasnt replying to you haha
I was answering the remixed bundles question
oh yeah, i'm pretty sure that's possible with just content patcher. i did it in 1.5
The # is to separate different commands
thank you! and sorry I didnt see a previous conversation oops lol
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? 🤔
!rtf
Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).
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)
good to know, thank you!
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).
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
the unofficial one is the right one (also you replied to a bot - it's usually better to reply to the person who used the command)
yea i knew it was the bot, but ill be sure to reply to the person next time! thank you! ill be sure to get this. appreciate the help! 
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 😂
Has something affecting pathing just been updated? Beacuse I've now - after months of nothing - started getting error reports of duplicate keys being added in schedules when I have used a-schedules: https://smapi.io/log/ce25e2e453da4daeb912c20b4c2368e9 and https://smapi.io/log/9f25aad6a9724eff86c8c4afd964125f I would look at SVE (since my NPCs cross Shearwater Bridge), but that last updated on Christmas Eve and the reports only started today.
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.
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.
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
is it possible to nest Includes, like my content.json says "include this json" and inside the json, i have another Include?
in order to show schedule information on one of its screens
would that be breaking schedules though? I thought it just showed them
is it actually breaking their schedule, or is the game just having trouble parsing it when Lookup Anything asks it to?
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.
hmm
(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
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
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
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
yeh that's my guess - but what?
it must be something both players have and I do not
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
yeh, well, unless they want to do the half and half thing, I cannot really help them then
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
it also affects JOrts and Jean in one log too
and Juna
the cats are going from Ridgeside to Town
something in the path from VetHouse to Town
and Juliet's going from her house above the community center to the jojamart
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
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
and the first this was reported was on the 12th?
13th actually
oh, one of the reports on east scarp on nexus says the 12th, but im assuming thats a timezone thing then
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
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
interesting, beacuse I currently do not.
I wonder if the added something for schedules
or possibly changed one little piece of the east scarp town
ive not played it so idk what it adds
I didn't think it added anything to that area buw how knows? Let's load it in and see
though, that wouldnt account for the Juna error i think. so maybe it effects town too? shrugs. i know nothing abt the mod
thanks for helping me with research 🙂
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
this is the ony thing in the changelog that looks faintly suspicious: Potentially made Mobile compatible by removing a specific, unused patch
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
nah it seems fine
no errors when I installed it
(unless it didn't install, forgot to check that)
here's my log for comparison: https://smapi.io/log/0e45623edeea47359ec71dcf8265f1cd
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
did you also test it on the same days
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
(it sure would help me with testing this too if i actually installed the mods that the errors were for, huh)
it would be easier if people didn't install everything and give me logs with 100+ mods
(i forgot the NPCs in question werent included in the main east scarp download lol)
Eloise and Jacob are
thats askin for the moon, that is
do their schedules change based on any installed mods for compat reasons?
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
i cant find any other recently updated mods that i would guess would affect it, not any that are in their logs anyway
(the harmony patch that was removed was specific to the unimplemented violet moon festival and it only ever touched the shop menu)
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.
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)
oh I could ask them to half and half it and figure out which mod is breaking it
you could. however i'd sooner expect to win the lottery
than to expect them to follow through on that
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.
which i think is honestly more likely to get a response! esp if you remind them nexus tracks their download history
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
fingers crossed
lookup anything would seem the likely candidate but.... it aint showing no errors for me
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
it parsing it is super useful too
New quote added by apryllforever as #6298 (https://discordapp.com/channels/137344473976799233/156109690059751424/1328282551537766462)
This quote deserves to be in the quote hall of fame!!!!
Lol. I appreciate that people want to play all the mods but it makes it super hard to figure out where the bugs lurk
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?
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?
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
The SMAPI and CP events should always happen once per day start, whether it's loading or sleeping. The game itself has some different code for those two states, though. It's why people recommend sleeping for a day to update/fix some NPC scheduling, etc.
so the normal SMAPI would work?
yep, it's pretty much the same, and you can check the log for trace messages either way
In fact, I think that setting is the one and only difference between the two versions?
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
I don't think you need VSC or similar for anything but code mods; you can extract the XNB files with SMAPI and StardewXNBHack
https://www.stardewvalleywiki.com/Modding:Editing_XNB_files#Unpack_game_files
though most advice here is about making Content Patcher packs instead of XNB editing, which just involves .json text files and your assets
https://www.stardewvalleywiki.com/Modding:Content_Patcher
aight, i'll check the wiki
A possibility is shifting the first point to a 0 schedule
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
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
When and if you are up for it! Am also okay with ppl using it on mobile rempvong the smapi portion. Great suggestion with the 0 schedule too.
(I always use Developer mode lol.)
DayStarted is iirc earlier than you would expect
It's significantly earlier than the DayStarted TriggerAction
yeah, the trigger version is probably the last thing to happen after a save loads
if (Game1.gameMode == Game1.playingGameMode && Game1.gameModeTicks == 1)
in particular, DayStarted (the SMAPI event) is before the marriageDuties function
right, so i downloaded VSC and to create projects it says i need worload... which workload should i pick?
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.
There is not a meaningful risk of save file corruption
Tbh, save file corruption is mostly on steam
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)
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
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
}
}
},
ah! make sense, it's the one the wiki linked it to so that's the confussion
aight thanks
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
Ah, this is the guide for creating C# mods, so that's actually correct
hmm, so then it's just me that got confused lol
https://stardewvalleywiki.com/Modding:Content_pack_frameworks
If you're just working with CP, this page is a little more accurate
!cp as well as this one (second link)
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
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.
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
hmm okay i'll look into it
Oh, right! That's very fair. I'd forgotten all the initial setup for VSC.
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
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
alright! thanks
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
so the .json files, you edit that with VSC yes?
Yep
alright, thanks!
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
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!
gm 6480 o/
Good morning!
i feel like i was talking like very specific taht saying add new NPC feel simpler
Shiloh I saw you going around making sprites, its nice to see you modding :)
:D yeah I'm making a fence mod! I wanted a nicer picket fence than the ones currently available
oh! the tutorials in modding wiki used notepad++, so this should be fine :D
its the coding I'm gonna be unsure about lol I'll have to inspect some other mods
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])
man I wanted to add a little sprouting plant to this pot I made but the tiles are even so its not center 
Embrace the chaos, make it more off-center 
In fairness NPCs are pretty simple if you're not trying to do anything wacky, it's just that they have like five times the parts of a machine or crop 
They're also very easy to get to wacky 
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
warp them to the void?
I have a warp room, but I know that changing an NPC’s schedule mid day can cause issues
end your event with /end invisible <NPC> instead of just /end
(oh, glad there's actual support for that, I was testing something much sillier
)
"Trigger": "LocationChanged",
"Condition": "ANY \"IS_EVENT 16\" \"???\"",
"Action": "SetNpcInvisible Pierre 1",```
for lack of a post-event trigger it doesn't really work
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
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?
Omg thank you so much
it might be enough to just edit the prices when Data/Tools is loaded, e.g. in an AssetRequested event; that store seems to just get the prices straight from the "SalePrice" field
unless you want them to be worth the original values in other contexts or some such
I’ve never used setskipactions and I can’t find it on the wiki page, what are the arguments for that and where is it used?
This would have the issue of needing another, extra patch, to reduce the price in materials, as a lot of the tools use the "default" amount, instead of actually listing it in Data/Tools
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
Not sure. I know there's a mod to use a totem to make Green Rain happen though
Oooh what mod?
{{Weather}} has a GreenRain option, unless you mean causing green rain directly
I would like to use it as a condition for fish spawning
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
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
Yea, I think the gsq would work like Esca mentioned
I could make a fish thats only catchable on the weekends
lol I will not
giggles in gay
XD
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
patch export Data/objects i think
Np you already had it XD
setSkipActions is new in 1.6. it's probably still only on the migration page; i don't think anyone has ported over all the new commands (i did the preconditions, though) https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6#Event_changes
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
yeah VMV use that for one fish
purple is used for valuable items
Thanks!!! I forgot that I put a very high price on it.
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
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}})
do we have a dynamic token command
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"
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?
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
done the fences TTw TT now gates...
is it the default wedding script, and are you doing debug wedding <NPC> to run it?
Yes I used that debug command
Is that bad 🥺
no, but in 1.6 you have to already be married to the NPC or debug wedding won't work with the default script
Ohhhhhh okay so you should use debug marry first
yup
got it 😊
(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)
Lol same I was panicking
I only tested debug wedding on my NPC that I was already married to tho
So that makes sense
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",
}
},
```
I don't think you can have Test A as your default since that's not a value listed in AllowedValues
Yeah. I changed the values from Test A etc to just ABC. Forgot to change that.
Im hoping i got the basic syntax right
The syntax looks right to me! I'm on my phone so I can't cross reference my code easily atm
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 
Sooner or later the vomit starts looking....decent. Just keep at it haha
God I hope so XD
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
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
you'd have to ask ConcernedApe about that. my guess is "it was expedient at the time and it was never necessary to revisit it"
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
well, you made me check, and it is checking for clicks in the update function
reason: ¯_(ツ)_/¯
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
the permanent temporary fix?
put ! in front of a GSQ to check for the opposite
Thank you so much that’s exactly what I needed
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);
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
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;
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
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.
!json can you put it trough here?
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
? why did u delete it. might help with troubleshooting
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?
I don't know either, but could that cause changing texts not to work?
seems like that's the case. i don't know enough about it to offer a solution, sorry.
Thank you very much too!
oh wait, it seems like you can't edit locale code (which is what es-ES is)
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?
well the docs don't agree
neither does the 2.5.0 release 
do u know anything about the target thing, am at the loss
@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
Yeah, I forgot despite the big warning in the release notes doc. 
# Release notes
<!--
STOP RIGHT THERE.
When releasing a format change, don't forget to update the smapi.io/json schema!
-->
## 2.5.0
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.
felt
(2.5.1 push already though oops)
I'm not sure how i18n works tbh but I guess not lol, one of you more content patcher-brained people probably knows better
I can't find targetfield docs via mobile but that's probably your best bet
...hey pathos do u know
is there definitely no invisible tile in the buildings layer?
god that is a vauge question
I know some things, but I don't know other things.
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"
}
fair. is it not possible to edit locale files via cp?
... well crap, there absolutely is an invisible tile there, the bottom left doesn't say empty on this tile in particular. That's stupid. Lemme erase and check back!
maps have layers
so do onions. and ogres
Yes, but not like that; see How do I change assets in another language? in the FAQs for more info.
Ah! Ty Pathos. 
⬆️
theres TargetLocale too, right? if you really need to edit one specific locale?
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?
if you add a when condition too, otherwise it'll apply in every langauge
Yep. It's a bit specialized though, you'd rarely need to use that.
@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 😂
"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
you can add a language code to them to make them format correctly (also it's too indented because of copy-paste)
With this, if I play in Spanish, the text that Abigail writes would change to that of Alba, but if I play in English, should only Abigail appear?
yes
please elaborate i am silly
{
"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")
it also works for csharp by putting "cs" there instead
you're only changing the dialouge when the language is spanish, otherwise it'll be the same
It's working! Thank you all so much ❤️
Thank you so much!
it was all pathos, i just assisted a bit. np! please stop pinging me tho
Sorry, I thought pingin was only with the @
reply pings are also a feature discord decided to add, to my annoyance 
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 ?
This is an example of a non ping reply
I mean without a frame of reference as to how you're doing things, not really?
(non-ping replies dont look different to ping replies to anyone else who isnt the user being pinged)
https://smapi.io/json/none/fff59ffa374145bdbacbf3be8f30e0fc - event json
ive used others' events as reference and they all had the npc ID for the speak section. is that correct?
(relatedly, I wish the "mentions" search would show non-ping replies, they're easier to miss
)
(they do! if it's pinging there's a @ before the user)
I'll do this once
neither of them have @s for me but that might be crime related
Compare mine and beaz's
Relatedly apologies for ping
...my god u use light mode
I have to explain every time, but dark mode makes my vision blur until I'm legally blind 
gotta have the painful white light
also for the junimos i didnt mean literal crimes here i meant in the same sense that reflection is crimes
<character ID> isnt their displayname, right?
yes
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.
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!
Maps/springobjects
what's your i18n look like
also is that your content.json
no that is just my character data. i can post my content json also if needed, but its mostly just loading my data files
seems fine. might have to see the rest of the code to find the issue
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 🫠
i doubt i can help much. i, don't know if you can send zips here, don't think so? 
i dont actually know haha, im used to sending links through the smapi log thing
So this is prob the cause of multiple spouses being piled up, they are place assigned in the DayStart. Imma preassign them to the night before, somehow, using witchcraft. Thanks!!!!!!!!
I'm curious, what are the acceptable values for FriendsAndFamily in characters.json? I can't find any official list
@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.
I found them in Strings/Characters.json, nevermind!
(Still waiting for my PRs from about August, haha)
By the way, I integrated the iconic framework API into Nature In The Valley, as of 1.2.0. Not sure if mod-side integrations are added to your compat list but if they are you can add it.
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
just wanted to repost in case anyone else happens to have the same issue. my "Include" action for Character data was set to recheck conditions on DayStart by default, meaning it wouldnt add the NPC until the day after I met the condition. I fixed this by adding "Update": "OnTimeChange" to the Include action
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.
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.
your character data should probably be there always and you should use the UnlockCondition to change when your NPC appears
Remember that unlock conditions only use Game State Queries
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
how would you do that? would that be like changing their home location > new home location w/ condition?
That seems like a positive but not negative test? e.g. Hardwood and a lot of gems wouldn't fit that description.
Unless there's some way to search for "debris products" as well. Sounds like a lot of hacks...
characterdata has an UnlockCondition field that takes a GSQ. see Kent as an example
oh i found it! thank you!
I figured this out
What I haven't figured out is how to get my keybind to apply continuously while you press the button instead of just once
I'm using this.Helper.Input.IsDown, which I assumed would produce the behavior I want, but for some reason it's not?
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
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.
Oh I forgot about that already 
I put it in update ticked and couldn't figure out why it still wasn't working
Hmmmm
Can you manually unsuppress a button
No, suppression applies until it's released.
Well in that case can you manually release a button? 
Oh actually I just have to test if it's still suppressed, right?
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
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!
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?
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.
man I love CA's coding
You can use https://www.nexusmods.com/stardewvalley/mods/9021 as a potential reference, but I don't recommend copying it blindly
(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.)
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)
Have you unpacked the game content already?
yes
Data/weapons will have the overall format
And you can use EditData in Content Patcher to add a new one
could you help me with an example ?
{
"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
}
},
}
]
}```
Thank you
i'll probably come back for item / crops or something else cause i'm very bad with coding
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
i think i didnt understand something and i m not sure how to explain it in english
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?
Would I have to duplicate the data of a vanilla weapon, have the current code modify it and that creates the new weapon?
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
you can use smapi.io/json to help you get the json syntax right
more response come with more question x) TnT im sad to not understand everything
Once you have more practice, it should get easier!
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
this relates back to this question I asked in the beginning: It should be in your unpacked game files
!unpack just in case the question was confusing, this link should have more info on unpacking the game files
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!
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.
i have the impression i'm so dumb, my game is unpacked but i dont understand how the modification work / made
Have you installed SMAPI? The way that mods work is that SMAPI looks in a special folder (named Mods by default) for mods
This page has a lot of details about making content packs for Content Patcher https://stardewvalleywiki.com/Modding:Content_Patcher
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.
Does anyone knowi whee I can download a template shirt mod? I cant one on nexus that is just 1 shirt
am i good ? (please say me if i can put screen here or not)
This looks good, but you will need to change the Texture field to some custom tilesheet you need to make
unless you want it to look the same as some other weapon already in the game
assets/Test_sword work ?
heeeelppppp where do i put mods into the mod folder MACBOOK!!! SMAPI



